Star Wars: Chibi Rebellion 6.1

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Re: Star Wars: Chibi Rebellion 5.7

Postby Conmon » Sat Jul 23, 2011 3:45 am

Syfo-Dyas wrote:Oh ya, I remember that now, I totally forgot about it!

Thankx for the reminder, pages are now book marked!

Nice touch btw, it reminds me of those little miniature Star Wars figures that you can buy at Wal-Mart.

I

Hey, thanks for the bump, dude.

That being said, I'll have to play this...
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Re: Star Wars: Chibi Rebellion 5.7

Postby Syfo-Dyas » Sat Jul 23, 2011 12:22 pm

Ha ha, it was an accidental bump, bit a worthy one. I meant to write that to LittleWhiteMouse in a private conversation. :)
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Re: Star Wars: Chibi Rebellion 5.7

Postby wildweasel » Sat Jul 23, 2011 12:36 pm

Well heck, you're drawing attention to a mod that quite frankly really deserves it, so double win!
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Re: Star Wars: Chibi Rebellion 5.7

Postby ReX » Sat Jul 23, 2011 3:51 pm

For those of us who haven't played this in a long time, and are interested in playing the newest version, is there a summary of all the features/objectives/issues? I.e., comprehensive documentation.

I realize that one could simply read through this particular forum thread, but it's at 27 pages, and the relevant stuff is often buried in the posts.
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Re: Star Wars: Chibi Rebellion 5.7

Postby LilWhiteMouse » Sat Jul 23, 2011 6:17 pm

ReX wrote:is there a summary of all the features/objectives/issues? I.e., comprehensive documentation.

Not really. The wiki page is a bit out of date, but it's the only central reference point except for my flickr gallery. Chibi Rebellion just continues to evolve over time.

[EDIT]
Trying to get back into the swing of things.
Added another map, nothing special, but brings me that much closer to 9 complete episodes.
Increased the Flash Cannon damage just a hair. Plan to add some kind of indicator for when it's fully charged.
Added snow bunnies. Non hostile, they just bounce around care free. Can randomly appear anywhere trees do.
Added a power indicator to the Flash Cannon on the weapon cluster.
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Re: Star Wars: Chibi Rebellion 5.7

Postby LilWhiteMouse » Fri Jul 29, 2011 8:21 pm

Almost completed a new map using some cute chibi graphics from the Star Wars Chibi Alphabet by Joe Wight. A few more updates and I'll upload 5.8.

Misc questions:
Any Civil War era characters you'd like to see in Chibi Rebellion (as NPCs, not enemies)?
Are the Imperial workers from Jedi Knight II & Academy recognizable as Star Wars characters, or are they too obscure?
Does anyone have real difficulty with the repair mini game? I thought about a work around that would prolong the repair points the more you miss, and shorten their appearance time the more you hit in succession. Would provide for a dynamic difficulty.

[EDIT]
New map is in.
Converted the ration pack and medical kits into inventory items that are used automatically when needed. Reduced the amount they heal to compensate:Ration 5 health, Rebel kit 10 health, Imp kit 20 health. Remembered to update the detention center script to count these items. You can only carry 10 of each, so they still do not count towards the item count.
Last edited by LilWhiteMouse on Sat Jul 30, 2011 3:08 am, edited 1 time in total.
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Re: Star Wars: Chibi Rebellion 5.7

Postby Project Dark Fox » Fri Jul 29, 2011 8:40 pm

I've not had any serious problems with the repair minigame.
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Re: Star Wars: Chibi Rebellion 5.7

Postby EksFaktr » Sat Jul 30, 2011 7:32 pm

I only seem to have problems aiming, but I'm wondering if it has anything to do with me running in a 16:9 resolution. I think the trick is you have to stand slightly away from it to do it.
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Re: Star Wars: Chibi Rebellion 5.7

Postby Ethril » Sat Jul 30, 2011 9:09 pm

LilWhiteMouse wrote:Any Civil War era characters you'd like to see in Chibi Rebellion (as NPCs, not enemies)?


Robert E. Lee
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Re: Star Wars: Chibi Rebellion 5.7

Postby LilWhiteMouse » Sun Jul 31, 2011 5:19 pm

In Lethal Alliance, Rianna's pistol will slowly recharge itself back up to 50 ammo. If I added a similar recharger, would anyone opt to choose that if they had to sacrifice grabbing the A-280? I thought I'd make the recharger and A-280 buildable, costing only 1 holocron each, and replace the existing A-280 at Chibi Base with a holocron.
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Re: Star Wars: Chibi Rebellion 5.7

Postby Project Dark Fox » Mon Aug 01, 2011 8:38 am

Actually that sounds like a great idea. It'll give the player some options. :)
I don't remember, do the scout pistol and burst-fire pistol use the same ammo, though?

And, will the holocron be a one-time thing? I'd hope so.
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Re: Star Wars: Chibi Rebellion 5.7

Postby LilWhiteMouse » Mon Aug 01, 2011 12:14 pm

Both pistols use the same ammo, which the Dawnsorrow shares as well. The free holocron would only appear in the first episode.
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Re: Star Wars: Chibi Rebellion 5.7

Postby Project Dark Fox » Tue Aug 02, 2011 6:47 am

So this recharger will then be able to resupply all of these weapons that use the pistol energy ammo? Would you consider separating ammo types because of this, so that a sniper player doesn't use the Dawnsorrow all day?
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Re: Star Wars: Chibi Rebellion 5.7

Postby LilWhiteMouse » Tue Aug 02, 2011 12:21 pm

I don't really think it's an issue. "All these weapons" only consists of one pistol (can't carry both after all) and the sniper rifle. The Dawnsorrow uses 10 ammo per shot, is wildly inaccurate un-zoomed, and easily overheats if shot too often. The recharger only grants 1 ammo every 2 seconds up to 50 ammo, so you'd be waiting 20 seconds to refire an empty Dawnsorrow.
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Re: Star Wars: Chibi Rebellion 5.7

Postby Project Dark Fox » Wed Aug 03, 2011 6:23 am

Alright, when you put it that way... :) 20 seconds IS a pretty shitty refire rate. I'd say it's a good idea, then, to put it in.

(10 ammo per shot? Well shit!)
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