Rebellion Download (1. Strategy Game)Set shortly after the events of the Battle of Yavin in Star Wars: A New Hope, Star Wars: Rebellion represents Lucas.
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Arts' first attempt at a strategy game involving the popular space saga. As either the Rebellion or the Empire, it's up to you to command your side to victory against the computer or a friend via the Internet. In the course of your game, you might try to conquer as many as 2.
Star Wars universe. In order to do so, you must effectively manage a variety of factors such as construction of new facilities, appropriate number of garrisoned soldiers, and use of task forces in certain situations. You'll also guide your side's 3. For instance, the Rebellion might do well to assign Princess Leia on a diplomatic mission and Han Solo on one of espionage. Most of your favorite characters from the original trilogy of Star Wars films are present, with a few new ones as well as some who were introduced in books by the likes of Timothy Zahn and Kevin J. Anderson. If you've ever wanted to take control of Garm Bel Iblis or General Daala, now's your chance! For battles, you have a variety of ships available for either side, including 1.
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As the Empire, proper positioning and usage of your Star Destroyers, TIE fighters, TIE bombers - - even the Death Star - - could be enough to crush the Rebellion's Mon Calamari cruisers, Corellian gunships, X- wings and B- wings. The battles of Rebellion occur in real time and offer you a choice as to their implementation. You have the option to either let the AI take over and hope that your predetermined strategy is enough to overtake the enemy, or you can take matters into your own hands by controlling the units manually as you assig targets to your task forces and fighter squadrons.
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In addition to the core action and strategy elements described above, Lucas. Arts has also included some other "nice touches." For instance, be prepared to deal with traitors who might secretly sympathize with the enemy, or zip through space at double- speed when Han Solo and his Millennium Falcon are on a mission. Luke Skywalker might even learn some unsettling news that will disable him for a while should he and Darth Vader ever meet one another.
With all of these inclusions, it might be difficult to keep track of who is who and what is what. For this reason, a comprehensive encyclopedia is included within the game as well as a 1. Who ever said taking over the galaxy would lack complication?)It had to happen eventually. The only thing Lucas. Arts loved more than pimping out its Star Wars franchise, was staying on the cutting edge of technology. So when galactic conquest simulations became the new buzzword, you could have bet dollars to doughnuts that you'd be seeing a galactic conquest simulation Star Wars game. This is that game.
Actually, this is a better fit than most genres Star Wars has tried to squeeze into. These are the games like Masters of Orion and Space Empires - simulators requiring you to start small in funds and equipment, and best your opponent in securing both to seize control of the galaxy.
In fact, many of the technologies or ships in these games borrow, often liberally, from the Star Wars films. So a game with the benefit of the license should do gangbusters, right?
Well, in terms of content, the game offers pretty much everything you can expect and a few extra bonuses on the side. First, the expected: You can play as either the Empire or the Rebellion, in a galaxy you can define by size and AI difficulty (the largest galaxy is near 2. Each planet you capture offers limited space for building mines and factories, which collect ore and convert it into points, which then go toward building structures or units. Distant, barren planets can be colonized by your forces. Core" systems with populated worlds have the additional factor of their inhabitants to consider. If they like your side, things will be naturally easier for you, and harder for your foe to subvert you. If they prefer the other team, you must garrison troops there to prevent uprisings, losses from piracy, and work stoppages at your mines and factories.
Planets that support the other side more fervently obviously require more troops to keep things operating and "civil."Next, the unexpected: There aren't as many differences between the two sides as you would think, but those that exist are certainly true to the films. Each side has a number (decided by the size of your universe) of recruitable heroes that are vastly better at varying skills than regular "buildable" units.
The Rebellion generally has better diplomats and espionage agents, while the Empire has better military commanders. The primary purpose of these heroes are to either include in land or space garrisons, thereby boosting their defense and effectiveness, or to send on a number of missions that include Recon, Assassination, Kidnapping, and Diplomacy. Recon for both sides is the primary source of information about enemy activities and their strength on specific planets. A recon mission on a planet you own will uncover enemy agents operating there, or incoming enemy fleets, with the amount of information retrieved dictated by the percentage success of the mission. Diplomacy is the only way to change the minds of a planet's population toward your side.
It's cheaper for you in the long run, since repeated diplomacy missions can raise support so high that you don't even need garrisons anymore. However, they take up an officer's valuable time, and like real diplomacy, do run the risk of getting mired and having no effect. The rest of the missions are pretty self- explanatory, and often one operation feeds into another. While some characters are just good soldiers, others are crucial to the success of either army.
New ships and war technology, for example, can only be researched by specific characters. If they're out of the picture, their benfactors are in trouble. It's quite a rush to have one of your probes suddenly find Lando Calrissian doing ship research on one planet, send out a perfect mission to bag him, and drag his sorry ass back to a planet you've set up as a jail - knowing you've dealt a measurable blow to the enemy. There's a lot to enjoy about Rebellion, which is why its so frustrating when we get to the disappointing.
First, the AI is pitiful, even on the hardest setting. I played as the Empire against the Rebellion; who benefit from a mobile headquarters.
By the end of the game (some thousands of game days later), the Rebel HQ was right where it was at the beginning of the game. The AI enjoys pumping out miserable and cheap ships that form into sequentially- numbered fleets (giving you an idea of how many ships are out there), who then fly into orbit where they encounter a single medium- sized enemy ship, turn ass, and flee. Your own AI can be set to manage your garrisons or productions, and is barely capable of either. Expensive, overpowered troops get built and assigned to routine garrisons, and any available space is assigned to new mines or factories - regardless of if you need them or not, regardless of if you need the space for other production facilities. So, let's assume that you actually manage to hustle a pal to play against you in multiplayer, fixing the problem of dummy AI. You still have some incredibly poor design decisions to overcome. The most obvious is the decision to have the game take place in a "sort of real- time" system instead of pure turn- based.
Running a galaxy is not an easy task in any way, and you're required to take care of a lot of micromanagement without much of a break to help. Worse yet is the inexcusable possibility that you may need to walk away from the game for more than a day. Upon your return, you'll be damn lucky to remember everything that needs to be done on each specific planet. I had some scribbled notes after one session like "Bolster defense at Coruscant" and the cryptic "2 officers to Mon Cal" but they made very little sense by the time I had returned.
There was simply too much to keep track of. To attempt to offset this, your galactic map (which you will play mostly the entire game from) has many options to highlight planets that meet specific factors - like a toggle for planets with shipyards, or a toggle for planets with idle production facilities. They're moderately helpful, but only one filter can be active at a time, and they don't cover all the possibilities you would need (like a planet with weak defenses).
But the major problem is that the real- time system means you can't pause the game to toggle through your deficiencies and correct them accordingly before moving on - pausing throws up a big "Game Paused" screen over your view and stops all input of commands. Another painful design element is the interface itself.
Your standard screen is the entire galaxy, color- coded by faction ownership, with C- 3. PO or his evil double as your "assistants." They, and your planets, harass you through an in- game email system, which alerts you of everything from an enemy fleet attacking somewhere, to one of your regional governors taking a dump. The messages are categorized among production, diplomacy, etc, but the more planets you get, the more messages you'll be bombarded with throughout the game's days. Again, you can't pause game time to sort through them. The main galaxy screen is divided into multiple sectors with ten to twelve planets each, and selecting a sector opens a slightly more detailed window of these planets. Selecting a planet opens up another window detailing what's on or orbiting the planet. From there you get separate windows for fleets, garrisons, etc.
Here's the kicker - only two windows can be open at a time (to facilitate "trading" between the two). Clicking a new window replaces or removes the original. It's literally like a DOS shell version of Windows, with extremely limited functionality.