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My oh my I have not been here for a long time. But I decided to pay a little visit to y'all again. However, I have noticed a rather large level of inactivity for RR. I for one loved the beta, but is the mod dead now?

 

Do forgive me if this is borderline spamish, but I haven't been here for so long I forgot how things go :P

Teh Sith will Pownzorz you all!!!!!

 

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  • SWR Staff - Executive
Essentially yes. No one is working on it

Evaders99

http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmaster

http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • 1 month later...

I did some work for RR recently. I was not a member of mod team however. I am gonna post my work some time in some place. If anybody knows a place when I can store my files, let me know.

It's a shame RR was left in beta stage, so I think I can make it little more complete (just for myself).

But if somebody is interested in my point of view (how to finish that mod) I'll be glad to hear your words.

 

What I have done till now:

1. Renamed all planets and placed them in correct regions of galaxy (I used a few SW maps). Old "sectors" were abandoned. I also repositioned all "sectors", so old symetrical map of galaxy is gone. Now mostly densed is east region (Mon Cal, Kashyyk, Wayland etc) and nearly empty west (Unknown Regions).

2. Rebalanced troops/fighters to give every unit its canon characteristics AND balance in game.

3. Reduced maintance costs for troops and fighters to make it more "epic" feel, but increased building costs to not allow flow of troops (you CAN have many more troops but need to build them).

4. Some texts were adjusted to NR from Rebel Alliance, etc.

5. Mission success rates reduced from 99% to 75%.

6. All ships shields increase x 1.5 to give it longer stance in battles as I see it more "epic" now.

 

I currently work on ships capabilities to make them canon, eg ISD1 vs ISD2 is not that ISD2 is "all better".

ISD2 has nearly twice turbolasers firepower of ISD1, but weaker shields and twice weaker ion cannons.

MC cruisers should have lower damage control (hard to repair) but twice faster shields recharge rates. But them have less firepower than ISD2. And so on.

 

My source of knowlege for ships is http://www.sluisvan.net/s.php?secid=cpt&l=crs

It's in Polish language, but it has some details I use:

 

EXAMPLES:

 

KDY Imperial II class Star Destroyer

armaments:

50 baterii ciezkich turbolaserow o mocy 750

50 ciezkich dzial turbolaserowych o mocy 525

20 dział jonowych o mocy 300

10 emiterow promienia sciagającego o mocy 450 (tracking emitters)

 

My assumption: 50x750=37.500+50x525=26.260=63.750:100=635

Standard firepower =635

 

KDY Imperial-I class Star Destroyer (I used it as STANDARD ship to compare others)

armaments:

60 baterii turbolaserow o mocy 375

60 dział jonowych o mocy 225

10 emiterów promienia sciagającego o mocy 450 (tracking emitters)

 

60x375=22500:60=375

Standard firepower =375

 

375 = 100%

635 = 169%

So ISD2 will have 169% more firepower than ISD1.

 

Mon Calamari MC80B Star Cruiser

armaments:

48 baterii turbolaserow o mocy 300

20 baterii dział jonowych o mocy 225

 

48x300=14.400:48=300

 

375 = 100%

300 = 80%

 

Standard firepower =300 (very low) but we also have weapon recharge rates which will be much higher than ISD1 to compenste its low firepower.

MC Mon Remonda was fighting Lord Zsinj' SSD anyway, so it needs fast recharge rates of weapons AND shields to make it possible in game.

I plan to make all MC shields recharge twice faster than ISD1.

 

What do you think about it?

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My works on mod are progressing. I've collected most info about ships.

I think RR team just didn't change much in ships armaments from original game. My idea is to use all RR stuff that is in beta but significantly change assets abilities.

In SWR Rebels had nearly the same firepower as GE, what was in contrary to everything I know from other sources. Rebells had no access to heavy caliber guns and not enough resources to build heavy warships. That is why they rely on cheap and cost efficient starfighters. Until MC 90 they also didn't have dedicated warships. Until they introduce rebuild MC80 type they had nothing that could stand against ISD (or even VSD). I'd like to have that kind of situation in game/mod.

 

NR/Rebels:

- tons of starfighters

- better overall starfighters

- tons of small warships (light cruisers, frigates)

- some numbers medium warships (MC 80)

- a few heavy warships (MC 90)

- many good diplomats

- many good sabotage/espionage specialists

- overall cheaper ships

 

Thrawn/GE:

- tons of starfighters (mostly cheaper TIE Fighters / TIE Interceptors)

- good but expensive bombers (Scimitars)

- some number of TIE Defenders (AFAIK Thrawn didn't get them, but he SHOULD)

- many ISD1/VSD

- some ISD2

- many Carracks/Lancers/Dreadnought supporting battle line

- a few good diplomats

- many great leaders (officers)

- some sabotage/ espionage specialists

- overall expensive ships but with great firepower

 

 

COSTS OF SHIPS:

I have collected it from different resources. I plan to use it as it is: 145 mln credits for ISD2 is 145 resources needed for building it.

145 mln is 145.000.000 (I know US people have different names for millions).

I want epic battles like Endor, so i plan to cut maintenance costs. What do you think is more sensible: maintenance as 50% of production costs or 25%?

 

Thrawn:

1. ISD1 135 mln

2. ISD2 145 mln

3. SSD Executor 1.143 mln

4. Eclipse/Death Star ???? (Should be much enough to make it VERY unlikely to build?) 3.000 mln ???

5. VSD 57 mln

6. Strike Cruiser 34 mln (I am not sure this number)

7. Carrack 19 mln

8. Nebulon 14.5 mln (15 mln)

9. Golan III 39 mln

10. Dreadnought 35 mln

11. Sys. Patrol Craft 3.3 mln (3 mln)

12. ATR 275 K (1 mln as it is not possible to have less than 1 resource)

13. Star Galeon 17.5 mln (18 mln)

14. IE Carrier 9.7 mln (10 mln)

15. Lancer 4.7 (5 mln)

16. Interdictor 52 mln

17. Enforcer ??? at least the same as Interdictor I think

18. Allegiance ??? maybe 150% of ISD1 as its hull is 150% more durable ?

19. Star Hauler 2.5 mln (3 mln)

20. Corellian Corvette 3.5 mln (4 mln)

 

NR:

1. Home One 450 mln

2. MC 80b 85 mln

3. MC 80a 75 mln

4. MC 40a 25 mln

5. MC 90 131 mln

6. Assault Frigate 41 mln

7. Sys. Patrol Craft 3.3 mln (3 mln)

8. Bulk Cruiser ???

9. Dreadnought 35 mln

10. Carrack 19 mln

11. Nebulon 14.5 mln (15 mln)

12. Golan III 39 mln

13. Corellian Corvette 3.5 mln (4 mln)

14. Quasar Carrier ???

15. Peregrine ??? (more than Strike Cruiser I think)

16. Star Hauler 2.5 mln (3 mln)

17. Corellian Gunship 4.8 mln (5 mln)

18. ISD1 135 mln

19. VSD 57 mln

20. Carrack 19 mln

 

 

This is not my dream list, as some ships are not included, others are useless, but it's taken from RR list.

 

 

My suggestions:

1. Remove system patrol craft as Cor Corv has the same price and do the same job.

2. Include Modified Cor Corvette for IMP (for removed IPV-1 slot). And allow Cor Corv only for NR.

3. Remove Star Galeon as it is redundant, IMP has Star Hauler anyway (both are IMP ships).

4. Include Gallofree Medium Transport for NR for removed Star Galeon.

 

NR has access to ISD1 / VSD/ Carrack ("traditional imperial ships") as all of them were part of Old Republic fleet and many were captured by Rebels during all those war years.

 

 

So again what do you think?

 

 

PS:

Slocket, this is translation:

pelna nazwa: full name

polska nazwa: full name in Polish

prędkość: sublight

w atmosferze: atmospheric speed

hipernapęd: hyperspeed

uzbrojenie: armaments

producent: who produced it

wytrzymałosc: hull durability

oslony: shields

długość: length

załoga: crew

pasażerowie: passangers (troops)

ładownosc: load (cargo)

cena (nowy): price for new ship

używany: price for used ship

baterii turbolaserow o mocy: turbolasers batter of firepower (number strength of firepower)

baterii dział jonowych o mocy: ion cannos battery of firepower (number is strength of firepower)

emiterow promienia sciągajacego o mocy: tracking emitter of power (number)

dywizjony myśliwcow: fighter squadrons

 

 

Example:

http://www.sluisvan.net/statek,mc80

Mon Calamari MC80 Star Cruiser

48 baterii turbolaserow o mocy 300 = 48 turbolaser batteries each of power of 300

20 baterii dział jonowych o mocy 225 = 20 ion batteries each of power of 225

6 emiterów promienia ściągającego o mocy 300 = 6 tracking emitters each of power of 300

3 dywizjony myśliwców = 3 squadrons of starfighters were based on ship

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Nice idea for a Mod, I wonder how the AI would play with the changes.

 

Plus that website link has a decent catalogue of star wars stuff, if I could read Polish.

 

 

Rebellion Reloaded team wrote in disclaimer that "This is beta release, not everything is yet done. Rest assured that we're working on that as you read it" but sadly they stopped working. So I don't consider it as "idea for a Mod" but rather as continue work on RR mod.

They also wrote "You are not allowed to use any of the material we created without our permission" but I am NOT gonna use their material for MY mod. I only try to finish the same work they did.

 

AI is working great :wink:

... if you allow AI to build.

 

In my recent test game, I tried to be inactive. After 450 days AI attacked me in Yavin (I play New Republic side). It was strong attack, but not devastating.

I set droid for garrisoning and production, plus moved all characters and flees to Yavin (I renamed planets, but in fact, it's old Yavin).

After 1000 days of my inactivity AI was strong and attacked a few times and won that battles.

After 2000 days of my inactivity AI had Death Star (Eclipse SD), 10 or more IDSs, 10 or more Interdictors and many fighters/troops.

And it used Death Star at my alone planet with all characters ! :)

Unfortunately for AI, planet was destroyed and 3 regions (sectors) become republican ;)

If AI will not blow that planet AI would have decent advantage over me.

AI also captured, sabotaged my assets.

 

So to have a challenge in game, I suggest: move all your stuff to one planet, avoid being detected, play 1000 or more days in full time. Then start your normal game style.

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