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 Post subject: Re: Rebellion 2?
PostPosted: Wed Feb 25, 2009 9:15 pm 
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Really? okay. Well i figured out it rotates every 200 million years so a hundred thousand was way off. :?: :D

I knew dark matter was responsible for holding galaxies together but i didn't think that they kept the stars in their relative places.
Well, you could still have the sectors shift a little bit because while most stars do rotate at the same speed, their positions do change relative
to one another, abiet very slowely and not by much.

Maybe you could add in a new facility that makes maintenence. maybe one point per turn per facility.


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 Post subject: Re: Rebellion 2?
PostPosted: Thu Mar 05, 2009 10:22 am 
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ThrawnVSAckbar wrote:
Newbie here.
I have followed and played rebellion for a couple of years and I finally joined. :D
Anyway, DavidAdas, i admire you for taking this one and i am very excited. I would help if i could, but i don't have any coding experience and heck, i can't even get models to work.
I do have a couple of ideas, though. I thought to add a little more complexity, you could make the galaxy rotate very, very slowely. In reality, the milky way completes a rotation every hundred thousand years or so, but you could speed it up to every 1000 days, and the mid and outer rims rotate a bit slower as it would in real life. This is just and idea, but if you did go with it, you could make it an option.
DavidAdas, you are awsome


Haha, thank you ThrawnVSAckbar :P Ideas are always welcome, though -- so keep suggesting! As for a rotating galaxy? While I actually could do it, I'm worried that it might clog up an additional processing thread and slow the game up. Something that runs as a constant background task often has that effect. But I might be able to do it as an extra visual option...

Anyway, just to let everyone know, I've recently hit back that spurt I was going on about a month ago and am now back on track! During BioPsych., I had this crazy idea on how to handle missions in events in real time and before I knew it, I was coding again. Not much aesthetic stuff but important progress nevertheless.

The only holdup is the equations to determine success on any given mission. I don't believe we actually know what the original equations were and... well, to be honest, even if we did I doubt I'd use them anyway. So in short I need to develop new algorithms. If any of you would like to contribute to this in any way (such as suggesting possible variables or actually developing an equation yourself) I would love you forever.


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 Post subject: Re: Rebellion 2?
PostPosted: Fri Mar 06, 2009 10:49 am 
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Have you looked at RebEd mission editor? There is a TB editor in there that shows and changes what the orginal Rebellion probability Tables are. They were based on (and this is in the manual) a score and look up tables. The score was based upon the agents and decoys trying to get through each was tested against the foilers/enemy forces detection.

Diplomacy mission was based only on up on diplomacy stat and planet loyality. Sabotague based upon combination of espinague and combat skill rating. etc. But those mission can be foiled by detection checks by enemy forces on the planet upon entering the system, and while on the ground. What the actual algorythms were and are is a guess. :?


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 Post subject: Re: Rebellion 2?
PostPosted: Mon Mar 09, 2009 12:43 am 
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Anyone put any thought into which era to use for Rebellion2?

Sticking with Reb1 Era?

I was thinking maybe pre-ANH or post-ROTJ would be good as well as the original post-ANH would make good scenarios.


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 Post subject: Re: Rebellion 2?
PostPosted: Mon Mar 09, 2009 12:58 pm 
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Allow the ability for multiple eras? Too complicated? :)
At least, allow some kind of setting on where to start... pre-Galactic Civil War and post. The appropriate infrastructure and settings should allow for different starting point for gameplay.

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Mar 11, 2009 10:01 pm 
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Very easy to allow a choice, but with the choice comes additional artwork and models :)

What I think I will do is settle for using default Rebellion timeline/ships to start with then add additional scenarios later.


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 Post subject: Re: Rebellion 2?
PostPosted: Fri Mar 13, 2009 10:06 am 
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Well right now we're just developing the engine so we're simply building it around the originals. An idea I've been rolling around, though, is to have certain characters only recruitable after a certain time period or after a certain event (e.g. if Han and Leia get married, the Jedi twins).

But more or less I'd like to start it off as early as possible, that way the player feels as though he or she writes her own Star Wars history. Either way, though, you'll be able to add your own ships and models and such, so you can make it any time period you'd like! :D


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 Post subject: Re: Rebellion 2?
PostPosted: Fri Mar 13, 2009 11:39 am 
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I'm glad to see your still working on it. Hopefully the community will get some kind of game before the year is over. This is a big project, not an easy task. I can see why it takes two or three years to develope a game. Especially if your doing for free time. :)


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 Post subject: Re: Rebellion 2?
PostPosted: Mon Mar 16, 2009 7:50 am 
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Evaders99 wrote:
Allow the ability for multiple eras? Too complicated? :)
At least, allow some kind of setting on where to start... pre-Galactic Civil War and post. The appropriate infrastructure and settings should allow for different starting point for gameplay.


It shouldn't be complicated at all. IMO, the way Rebellion handled the Galactic Civil War it was less "Superpower vs Insurgents" and more "Major Power vs Major Power". This roughly parallels the Clone Wars. Hell, you could have a single "mega-campaign" starting circa the Battle of Geonosis, and the only things you'd need to add would be scripted events to change the Republic into the Empire, the Separatists into the Rebellion, and changing the list of available characters/equipment. The essential game mechanics are unchanged.

As for artwork, as I mentioned in a thread over in the other modding forum, EvilleJedi's Homeworld 2 mods have practically every Star Wars ship you could imagine, and they are clean, well-textured meshes with a decent poly count. For 2D stuff.....well, I've been sitting on an unfinished Clone Wars mod for Rebellion for most of a year. I stopped working on it due to the extreme frustration of trying to get the 3d models into Rebellion. I figured it would calm my nerves if I just waited for someone to release a Rebellion sequel and just plug all my stuff into that.


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 Post subject: Re: Rebellion 2?
PostPosted: Wed Mar 25, 2009 10:15 am 
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Okay so I am finally finishing up my new code layout. I want you guys to take a look at it. ((Prepare for a reasonably long post))

(Note: All these are classes)
-> means inherits the attributes of


DavidAdas wrote:
Main Character/Jedi -> Officer -> Unit
Recruitable -> Unit
Special Ops/Regiment/Ship/Building -> Recruitable
-----------------------------------------------------------------------------
Build/Move->Event
Mission->Event
Assassination/Diplomacy/Sabotage/... -> Mission
-----------------------------------------------------------------------------

The constructor of Build takes a Recruitable object (that way Officers can't be manufactured).
The constructor of Move takes a Unit object (that way everything can be moved as originally only the Officers could).
Officer and Special Ops both implement a Deployable interface, which means only they can be sent on missions.



The Big Picture:
What this means is really this: these classes should let you develop your own new Officer types. Jedi is the example I'll leave in the game, but you'll be able to create your own new character classes like Bounty Hunter or Smuggler or whatever else you want and assign them special bonuses. With a small bit of java knowledge, you'll also be able to create your own special missions as well -- design new buildings, create your own game events, build new objects to research, implement additional factions, set different time periods, et cetera.

These might not make it to the RebEd2 I am building (because those features may require a compiler) but nevertheless, they will be there and extremely easy for use. Hell, I'll even post a billion tutorials upon release just to ensure you guys have all the tools you need.

Aside from that, though, I am currently working on the missions (they may take a bit) whilst working on the start up generators (i.e. generating the players starting officers, planets, recruitables, resources, et cetera). When that is done, I will be writing the system for sending a unit on a mission then testing and tweaking them. This should take a while but will speed up considerably after Finals Week in May.

Beyond that scope, what will be usable (for you guys to toy around with) wont be too far after. It wont be playable considering I will still have to write the battle simulator and most of the 3D stuff, but you guys will still be able to move things around, do missions, and scream 'pew pew!' at each other. It will be a time of serious debugging and idea generating though. This is Rebellion 2, after all, not Rebellion: The Rehash! I will be relying on you guys to give me ideas for gameplay change.

Until then -- cheers guys! And I hope to have more updates soon.

~David


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 Post subject: Re: Rebellion 2?
PostPosted: Sat Apr 18, 2009 3:29 pm 
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My idea is to allow starfighters ATTACK mission without a carrier. In original Reb you can't send your starfighters with hyperdrive on assault mission without ships.
I'd like to see this possible. It will allow for use of standard rebel tactics anyway.


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 Post subject: Re: Rebellion 2?
PostPosted: Sat Apr 18, 2009 5:54 pm 
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Khanti wrote:
My idea is to allow starfighters ATTACK mission without a carrier. In original Reb you can't send your starfighters with hyperdrive on assault mission without ships.
I'd like to see this possible. It will allow for use of standard rebel tactics anyway.


In the past, I made a comment just like that. There is (for vanilla Rebellion) good arguments for not having that way for gameplay sake at the time. As it is, only advantage hyperdrive gives rebels is the fact their starfighters are already deployed and ready to rock the Empire in a fight while the Empire TIE are still getting out to be deployed. Also limits infinite huge waves of Rebel starfighters leads to imbalance.

I thought to give limited range to the Rebel (or Empire's hyperdrive capable such as the Defender) starfighters. Maybe as long as there is room on the escort carrier in a particular sector, then they could conduct raids within that sector's system of planets, but they would have to return to their carrier as a base; and if it is destroyed, they would hyperdrive back to a friendly nearest Rebel planet somewhere else.

A non-hyperdrive starfighter could not leave the battle without its escort carrier, and cannot withdraw. They are limited to their escort carrier at that planet, and take time to deploy into space battle. Of course, they are cheap to produce.

This would give the Rebels an annoying ability to use 'Hit and Run' tactics against the Empires assets creating economic guerrila warefare sniping away at their fixed production sites. The Empire would know there exist a base of operations somewhere from an escort carrier or such group within that particular sector of planets. And would have to spend valuable military ships to go 'hunting' for them to stop the raids.


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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 21, 2009 11:08 am 
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After reading about a rotating galaxy, I was reminded of the starmap in Privateer 2. In order to navigate the galaxy, you were required to open a starmap, this starmap was a 3d pretty much cube. You could rotate the cube by holding down shift and click-dragging it. This could be an idea for rotating the starmap of Rebellion 2, especially if you made it 3d. Though, this would probably be pretty resource consuming and difficult, though if Privateer 2 could handle it, I don't see why not. It was a pretty simple image.

That being said though, the starmap in that case consisted of very small stars and planets, in that format, they would not be able to show the resource/ship etc. information that you may want. But, I was just throwing an idea out there :).


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 Post subject: Re: Rebellion 2?
PostPosted: Tue Apr 21, 2009 5:29 pm 
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Essentially Sins of a Solar Empire does a 3D map as well. Though I think most everything should be on a 2D plane anyway, its hard to conceive of everything in 3D and hard for the player to maintain a frame of reference. If everything is laid out anywhere in a 3D space, it will add to the complexity for most players without actual game value

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 Post subject: Re: Rebellion 2?
PostPosted: Wed Apr 22, 2009 3:30 pm 
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I would like it to be possible to add "on planet" pictures to the encyclopedia, looking at the original Rebellion planet pics was somewhat boring because it just showed the planets themselves in space.

I've got a pretty good collection of pics depicting planetary views that I could share.

I think it would give the game alot more detail then the original had.


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