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Chandler
04-21-2007, 10:35 AM
Phoenix Rising
Website (http://www.eawpr.net/)
Forums (http://forums.revora.net/index.php?showforum=1374)
Mod DB (http://mods.moddb.com/8458/phoenix-rising)
Phoenix Rising is a partial conversion for Star Wars: Empire at War: Forces of Corruption. After more than eight months of development, I'm proud to finally announce we are ready for our first release.

If you haven't heard of us before, the goal of our mod is to provide a unique strategic experience within the Galaxy. To that end, we have developed an asynchronous tech tree. Not only will you be tested tactically, you will also be pressed to keep up in the technological race that characterizes war. From our About (http://www.eawpr.net/about/) page:

If you had the power to stop tyranny, would you? Or would you crush those who threaten the peace? Phoenix Rising brings you to the waning days of the Galactic Republic and gives you that choice. Help the Galactic Empire to bring order to the galaxy, or aid the Alliance to Restore the Republic in its struggle for freedom.

Command your armies and navies in an accurate and captivating depiction of battle. Highly technical readouts allow for instantaneous ascertainment of individual unit strengths and weaknesses in eight statistical categories. Deploy your forces where they are most advantageous to excel in combat.

But to win the war, you must master not only strategy, but technology. Direct the greatest minds of a generation to propel your war effort forward by researching innovative new designs, or by improving old ones. The asynchronous tech tree allows you to choose in which areas you would like to specialize without forcing the research of all.

You decide how the galaxy will emerge from the ashes of the Clone Wars.The Phoenix Rising Starfighter Mini-Mod will be available to download for public testing at midnight GMT-5 on Monday, April 23, 2007. As the name implies, this version will include the asynchronous tech tree fully implemented for fighters and bombers. However, as all the elements of space combat from the final version are already in place, this will essentially be a mini-mod in name only. Here is the final tech tree and ship list for the Mini-Mod:

Alliance Fighter: Z-95 Headhunter ― T-65 X-wing ― R-22 Spearhead / RZ-1 A-wing ― E-wing
Bomber: BTL Y-wing ― B-wing ― BTL K-wing
Transport: Barloz-class Medium Freighter ― Gamma-class ATR Assault Transport
Freighter: GR-75 Medium Transport
Corvette: CR90 Corvette ― DP20 Gunship
Frigate: EF Nebulon-B Escort Frigate ― CC-9600 Frigate
Cruiser: Dreadnaught-class Heavy Cruiser ― CC-7700 Frigate ― Dodonna-class Assault Frigate
Battleship: Republic-class Star Destroyer
Capital: Liberty-class MC80 Star Cruiser
Dreadnought: Independence-class MC120 Star Cruiser
Empire Fighter: T.I.E. Starfighter / TIE Fighter ― TIE Advanced x1 / TIE Advanced x2 / TIE Avenger ― TIE Advanced x3 / TIE Interceptor ― TIE Advanced x7 / TIE Defender ― XM Nova Wing
Bomber: TIE Targeter / TIE Bomber ― Alpha-class Xg Star Wing
Transport: Lambda-class T-4 Shuttle ― GAT-12 Skipray Blastboat ― Sentinel-class Landing Craft ― Gamma-class ATR Assault Transport
Freighter: Action IV Transport
Corvette: IPV System Patrol Craft ― CR90 Corvette
Frigate: Carrack-class Light Cruiser ― EF Nebulon-B Escort Frigate
Cruiser: Acclamator-class Assault Ship ― Dreadnaught-class Heavy Cruiser ― Immobilizer 418 Cruiser
Battleship: Victory-class Star Destroyer ― Venator-class Star Destroyer
Capital: Imperial-class Star Destroyer
Dreadnought: Eclipse-class Star Dreadnought
And the hero list with descriptions:

Alliance Ackbar - fleet commander, Independence-class combat bonus, B-wing research price reduction. Pilots a B-wing if caught in space combat without capital ships.
Bail Organa - CR90 combat bonus, price reduction, stealth, spy.
C-3PO - land hero, stealth, spy.
Chewbacca - land hero, stealth, smuggler. Co-pilots the Falcon in space combat.
Garm Bel Iblis - land hero, field commander, fleet commander, Dreadnaught-class combat bonus. Pilots Gargantuan in land combat.
Han Solo - land hero, stealth, smuggler. Pilots the Falcon in space combat.
Jan Dodonna - Republic-class combat bonus, find weakness versus dreadnoughts, A-wing research price reduction.
Kyle Katarn - land hero, stealth, assassin. Pilots the Crow in space combat.
Leia Organa - fleet commander, hero combat bonus.
Luke Skywalker - land hero, wing commander. Pilots X-wing in space combat.
Mon Mothma - field commander, fleet commander, build time reduction.
Obi-Wan Kenobi - land hero, stealth. Pilots V-wing in space combat.
R2-D2 - land hero, stealth, spy.
Wedge Antilles - wing commander, X-wing combat bonus. Pilots X-wing in space combat.
Yoda - land hero.
Empire Bast - fleet commander, find weakness versus starfighters.
Boba Fett - land hero, stealth, assassin. Pilots Slave I in space combat.
Cronal (Blackhole) - stealth, spy.
Darth Vader - land hero, wing commander. Pilots TIE Avenger in space combat.
Firmus Piett - fleet commander, Imperial-class combat bonus.
Maarek Stele - wing commander. Pilots XM Nova Wing in space combat.
Mara Jade - land hero, stealth, assassin. Pilots Z-95 in space combat.
Maximilian Veers - land hero. Pilots AT-AT in land combat.
Palpatine - land hero, field commander, fleet commander, build time reduction.
Rom Mohc - land hero, field commander, droid combat bonus. Commands Arc Hammer in space combat.
Sate Pestage - land hero, price reduction.
Soontir Fel - wing commander, TIE Interceptor combat bonus. Pilots TIE Interceptor in space combat.
Thrawn (Mitth'raw'nuruodo) - fleet commander, Dreadnaught-class combat bonus, find weakness versus capitals, XM Nova Wing research price reduction, spy.
Wilhuff Tarkin - fleet commander, unable to retreat.
If you haven't done so already, now would be a good time to register at our Forums (http://forums.revora.net/index.php?showforum=1374), as that is where bug submission will take place. There will also be a forum release party starting two hours before the release, so be there if you can! Hope to see you all on the 23rd!

Chandler
05-22-2007, 05:38 PM
First major change post-release is up :vsd:.

CLONECOMMANDER501
05-22-2007, 07:58 PM
If I still played EAW/FOC, I would definately have downloaded this mod with an iron fist :D

Chandler
05-23-2007, 02:32 AM
You still have the CDs though, don't you? You should try it out; it doesn't play like EaW (Version 1.0 definitely won't).

CLONECOMMANDER501
05-23-2007, 05:52 PM
Well, I can't really play my EAW/FOC, it lags like hell after I got a virus....

Chandler
05-24-2007, 03:04 AM
Oh, that's unfortunate then.

DarthMaulUK
05-24-2007, 04:15 AM
Nice. I'm looking forward to playing this!

DMUK

Chandler
05-29-2007, 10:40 PM
The next update is live on the website and has to do with heroes.

CLONECOMMANDER501
05-31-2007, 04:00 PM
Chandler, is z3r0x causing you anymore problems?

Chandler
06-01-2007, 12:36 AM
Negative.

CLONECOMMANDER501
06-01-2007, 05:55 PM
Hmm, do you think you can make it so that soilders do a chant and raise their weapons when they win the battle? I thought I saw that when I first played EAW, it may be hidden somewhere.

Chandler
06-01-2007, 09:26 PM
There are supposed to be animations on some units that trigger when you kill an AT-AT, but I'm not sure how functional they are. I can't really say since I haven't started the ground revamp yet, but if they used to exist, I'm sure they can be reactivated.

You know how Stormtroopers stand at attention when they are near Vader or Palpatine? What I could do, just for laughs, is make the Rebels cheer endlessly when Luke is around though, LOL.

CLONECOMMANDER501
06-02-2007, 11:16 PM
Good thing my comp is working again, I would really love to see that!

Chandler
06-03-2007, 07:30 PM
Oh, awesome. Download links are here (http://www.eawpr.net/releases/).

CLONECOMMANDER501
06-05-2007, 03:05 PM
After my reformat on Saturday, as soon as I got my anti-virus programs your mini mod was the first thing I downloaded!

Chandler
06-06-2007, 05:40 PM
Haha, cool. I hope you like it.

CLONECOMMANDER501
06-07-2007, 08:18 PM
I Love it! This is actually a mod that made me wanna play FOC again.

Chandler
06-08-2007, 03:55 AM
Excellent. I guess that means I've done my job, although there's more to come :D...

CLONECOMMANDER501
06-08-2007, 07:39 PM
I just went to mod heaven :D!



Oh, I have some new Episode 2/3 music if you want.

Chandler
06-08-2007, 10:48 PM
"New" music? Like from a soundtrack? I'd just as soon avoid the legal implications on that...

Chandler
06-09-2007, 01:14 AM
The Empire just got a new toy ;).

Sith of death..
06-09-2007, 02:45 AM
Ok i jsut joined so im getting use to the fourm stuff.. Well when i dowloaded it it took em to a page and then i unestrated then i tryed to target and stuff but man im confuseed wher did i go worng or what didnt i do right.

I would apprestiate it alot if u guys could help me out :)

CLONECOMMANDER501
06-09-2007, 08:22 PM
Phoenix, I suggest in v.2 you should use a batch files, to avoid questions like that.


If the empire just got a new toy, they are going to need a new a whhhhhhoooooooollllllllllllleeeeeee new toybox.


Oh, about the music, I edited the song: The Love Pledge and made it so it was the March to the temple theme. Sorry if I'm confusing, music editing is a bit confusing.

Chandler
06-09-2007, 10:07 PM
Yeah, I'm planning on it. That or an installer...

Darth_Extas
06-10-2007, 01:56 PM
Good to finally some movement here...Sorry I am not new here...I have been searching for good mods for a while, This may meet my criteria

Sith of death..
06-11-2007, 01:17 AM
Kk i dowlaoded the file again for the mod and it mgiht be becuse i dont got a mod folerder can u tell me how to make one. Cuse this is a mod i relly what to play

Chandler
06-11-2007, 10:01 AM
Good to finally some movement here...Sorry I am not new here...I have been searching for good mods for a while, This may meet my criteria
Yeah, this isn't the most lively forum, but I figured I would maintain a presence here even if other mods didn't. And you can tell by my join date that I'm not new either ;).

Kk i dowlaoded the file again for the mod and it mgiht be becuse i dont got a mod folerder can u tell me how to make one. Cuse this is a mod i relly what to play
In Windows Explorer, just go to Forces of Corruption\Data, right-click, and select New>Folder. Name it Mods; it's just a regular folder.

CLONECOMMANDER501
06-11-2007, 03:17 PM
Are you going to add carrier ships? If you are, can you make them a bit costly so they aren't abused.

Sith of death..
06-11-2007, 04:35 PM
Ok i got waht im donig 1 mroe step about the target and start in i got the target part but waht about the start in but can u give em the target 2 ty

Chandler
06-12-2007, 02:48 AM
Are you going to add carrier ships? If you are, can you make them a bit costly so they aren't abused.
I don't know yet. I definitely left them out on purpose from the original release because, well, for one, I couldn't tie upgrades into the garrisons, and two, by not using space population and respawning for free, I found them too unbalancing. I said I would try to see if tying the garrison upgrades into the carrier's for the next release would break the game or not, but it's still inconclusive.

Ok i got waht im donig 1 mroe step about the target and start in i got the target part but waht about the start in but can u give em the target 2 ty
By default for a US copy:

Target: "C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\Phoenix_Rising_Starfighter_Mini-Mod
Start in: "C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption"
If you didn't use the default path though, I really can't help you.

Sith of death..
06-12-2007, 12:52 PM
ty il try

CLONECOMMANDER501
06-13-2007, 03:58 PM
Can I just upload a batch file for you Chandler?

Chandler
06-13-2007, 09:46 PM
I guess I made the mistake of thinking that the only people who played mods were "h4x0r" types and it seems that those days have passed. But that's why you do a mini-mod.

I think I'll just wait it out until the next release, but thanks anyways though. If it's still a problem, SMG's launcher (http://empireatwar.filefront.com/file/EAW_FoC_Mod_Launcher;73979) should take care of it in most cases (provided there isn't any mod-mixing).

CLONECOMMANDER501
06-15-2007, 09:42 PM
Well it's either that they play mods or the game at all!

Chandler
06-18-2007, 05:11 PM
A little different update this time, but hopefully interesting nonetheless.

CLONECOMMANDER501
06-19-2007, 04:52 PM
Errrrrrr.... where's the update?


EDIT: Never mind I found it.

Chandler
06-20-2007, 07:24 PM
Always on the website. I find posting news on the threads somewhat... redundant and I'd rather just keep it centralized.

Chandler
06-26-2007, 04:30 PM
Finally a ship to precede the Republic-class. Go to the website and see what it is ;).

Chandler
07-11-2007, 03:50 AM
Another new ship added to the mod, plus a sneak peak at something I've been working on in secret, all on the website.

CLONECOMMANDER501
07-13-2007, 10:14 AM
I have an idea for realism: "Diplomacy".
is
There are many parts of it hidden in the coding, the most noticeable is political control. Look out for "political influence" or "political control". Each planet's alignment means something, if it's Dark, its imperial friendly, and if it's light, it's rebel friendly. Each unit has an affect to the happiness, the more units u have garrisoned, the happier the population will be. If the population is too mad, they will revolt and the planet will join the rival faction. I know that there is a video somewhere out there that shows it in-game but its in german.

Chandler
07-13-2007, 05:46 PM
Ahh, I would love to add diplomacy, but it was asked of the devs if the political control system could be revived and they said it could not. What that guy is doing for that other mod in the video is something entirely in LUA and not part of the original game; frankly, it's beyond me how he does it :(.

CLONECOMMANDER501
07-14-2007, 07:57 PM
Well, I'm giving it a shot.

Chandler
07-15-2007, 03:51 AM
Good luck ;).

Relenzo2
07-18-2007, 04:34 PM
So, is this the last update to the mod?

Chandler
07-19-2007, 01:36 PM
Huh? No...

Chandler
07-20-2007, 02:48 AM
...there's another game-changing one on the site!

Chandler
07-28-2007, 04:44 AM
One more ship closer to a release...

YertyL
08-11-2007, 08:46 AM
I know this is asking much, but is there any chance you could release a German version and/or a list of all the changes made to the "MasterTextFile_ENGLISH.DAT"?
It's slightly annoying when most descriptions red "MISSING" :p

Also, ATM it really takes a LOT of time to tech up and/or build units/buildings... what exactly is the point of slowing down the gameplay if you slow everything (movement, income, building and researching) down?

Chandler
08-12-2007, 11:58 AM
Well, I can't translate the strings, but I can simply put the new ones into the MasterTextFile_GERMAN.dat if someone could send me an unadulterated copy of it from FoC. Your best bet now is to rename MasterTextFile_ENGLISH to MasterTextFile_GERMAN; that will get rid of the missing strings.

The point was so that players had to utilize more than a single shipyard for the whole galaxy, but you'll be able to choose a tech level in the next version.

Chandler
08-12-2007, 05:37 PM
Three updates wrapped into one to flesh out the new space structures (on the site)!

YertyL
08-15-2007, 06:07 AM
Well, I can't translate the strings, but I can simply put the new ones into the MasterTextFile_GERMAN.dat if someone could send me an unadulterated copy of it from FoC. Your best bet now is to rename MasterTextFile_ENGLISH to MasterTextFile_GERMAN; that will get rid of the missing strings.
The renaming actually works! I'm feeling slightly dumb now... :-p

I've played the scenario "The conflict begins" once on the Rebel and once on the Imperial side now, and there are a lot of concepts I really, really like (e.g. transports generating cash and non-linear tech tree), however there are also some things that I think could be changed:
- IMO there are (gameplay-wise) too many heroes. I think most of the "commander heroes" (e.g. Leia, Tarkin, Piett, Bast, Dodonna etc.) should either be given a significant combat bonus (e.g. Thrawn) or removed. ATM you can have at least 5 commander heroes per fleet, which is a bit much; also, this way no one will ever build a commander unit, since he has far too many anyways. Also, I think Bail Organa/Mon Mothma and Sate Pestage/Palpatine could be merged into one without losing too much gameplay-wise; Blackhole is nothing more than a free probe-droid and Soontir Fel and Marek Steele are both just better starfighters with a commander bonus.

- I think research is ATM far too costly. Consider that usually in strategy games you pay perhaps 1-3 times the price of a unit for upgrading it. In PR you can have either say 20 squadrons of upgraded TIE fighters or about 60 squadrons of slightly worse ones. Without a pop cap in galactic mode, I think most players would strategically chose the latter.

-This is a minor/personal taste thing, but I think the ships not appearing in the movies should be somewhat restricted to the later stages of the game, i.e. you should not normally build the Eclipse before the DS1 or a Republic Star Destroyer before the first Mon Calamari cruiser. However, I guess the tech tree will be more sophisticated anyways in the final version, since this is a "starfighter mod".
Oh, and I am totally against removing the DS2 in favor of the Eclipse. I would rather have it if the "planetary destruction" ability of the Eclipse was removed to give it a weakness compared to the Death Stars.


EDIT: I just got an idea about the hero issue, though I don't know if this cann possibly be coded. How about making some heroes spawn (and respawn automatically) from the beginning (e.g. Palpatine, Mothma, Vader and Luke) while others have to be bought, but you are restricted to buying one at a time from a certain group, e.g. you can either have Tarkin who helps your research or Bast who finds weaknesses against starfighters or Piett who gives a bonus to capital ships; however if one of those dies you can chose again. This would limit the number of heroes and provide strategical diversity. Other groups could be Boba Fett/ Marek Steele/ Soontir Fel or Leia Organa/Jan Dodonna/Crix Madine

Chandler
08-17-2007, 06:04 PM
- IMO there are (gameplay-wise) too many heroes.
Heroes have since been made buildable and you won't be able to access all of them from each campaign. You can read more about it on the site.

-This is a minor/personal taste thing, but I think the ships not appearing in the movies should be somewhat restricted to the later stages of the game
Yeah, a side effect of the mini-mod and not everything being done yet.

YertyL
08-18-2007, 05:03 AM
Just on a side note, why are you going so heavily into the direction of making the Rebels and Imperials similar?
For example, Imperials get buildable fighters, better fighters (Gunboat and TIE advanced) and raid fleets. The Rebels get a (relatively small) dreadnought and Star Destroyers (!), however to balance this the Imperials get a Dreadnought of the exact same size and cost (the "Praetor").
I liked it that in the original EAW, the Empire had cheap but worse-than-their-Rebel-counterpart fighters on the one hand and some extremely elite but expensive fighters (TIE defender) on the other hand. It seemed to fit them that they primarily had to care about their cap ships while being able to waste their fighter/bomber squad.
IMO both the raid fleet and Hyperdrive-equipped fighters should remain (mostly) exclusive to the Rebels, just to represent that they were not a second Empire, but had a totally different style of warfare.


Btw. I do hope I'm not sounding too negative - I really really like this mod; tech diversity and alternative ways of money-making, buildable & upgradable heroes and different space structures and of course making a Star Destroyer worthy of its name are all things I greatly enjoy - there are just small issues with the diversity of the factions as well as the general balancing I am ATM a little worried about :p

Chandler
08-18-2007, 12:56 PM
Well, I'm not a huge fan of artificial faction differentiation, I would rather leave those choices up to the player as to how he or she chooses to command his or her faction. If you want to play strictly canonical, the Empire pours its research into new starfighter classes (but not necessarily upgrades), while the Alliance heavily upgrades their starfighters. But you don't have to. If you don't want to use some units, then you simply don't build them.

While it does make their ships comparable on paper, the updated campaigns don't put the two factions on equal footing at all, so it's really a matter of being able to afford these ships for the Rebels. The problem is that a lot of people think the research takes too long or costs too much, and that's the only thing keeping the star destroyers and whatnot out of Alliance fleets. However, you will be able to pick a tech level in the next version, so you can choose how deep in the tree you start with ships unlocked.

Glabro
08-23-2007, 08:34 AM
So are you endeavouring to make the space combat shooting have lots of misses but deadly hits (movie-like) or just lots of misses but canon damage / shields?

I think we can agree that the original form (with magic pinpoint accuracy vs. starfighters, who could take zillions of hits) didnt look very good.

Chandler
08-24-2007, 05:41 PM
Well, doing movie-style "insta-gib" is harder if you're also doing realistic armaments. But the canon is so contradictory with technical things that you have to use some kind of standard, and I chose X-wing series units, so it probably plays more like tactical XW than anything. So that means a single concussion missile will take out most fighters and hulls can generally take a couple of laser hits before totally breaking apart. But turbolasers will almost always miss fighters and lasers can't target capitals very well.

I don't find the movies to be necessarily representative of things like shield and hull ratings... I think you can write a lot of that stuff off as critical hits or, at the very least, storytelling. And who's to say shields were ever at 100% when you see these ships being destroyed? It's just too much over-analytical fanboy speculation as far as I'm concerned, so I opted for balance in that respect.

Glabro
08-25-2007, 03:59 PM
Im fine with that. I went the same route myself.
Also, Id definitely draw a line between the movies and EU material like games. Of course, EU stuff like the comics probably conform more to the movies than anything else, but I believe the X-Wing game series is a fine benchmark. Playing X-Wing Alliance right now myself!

Chandler
09-03-2007, 02:46 AM
Fighter complements make their return to Phoenix Rising in the next version! Full story on the site (http://www.eawpr.net/).

Chandler
09-13-2007, 08:42 PM
We're celebrating our first birthday with game-breaking news! I mean, that's way better than cake anyways :p.

Chandler
09-23-2007, 10:25 AM
Rebel update: three new models and one completely new unit. Check the site (http://www.eawpr.net/)!

Chandler
10-02-2007, 04:02 AM
Now announcing no less than six new units on the site!

Chandler
10-12-2007, 06:18 AM
Who likes star destroyers :D? Two new ones on the site!

YertyL
10-17-2007, 05:49 AM
Hmmm - Are you not getting a little concerned that there are too many similar ships to the point that there will be only a few truly used while 80% are never built? E.g. I find that I never build patrol ships or skyprays in the minimod, since there are already enough bombers and anti-capital ships out there. I'm afraid that e.g. of the Imperial and Tector-class Star Destroyer only one wil be researched and built, since they both have very similar roles (heavy anti-capital) and their slight differences don't make it worth it researching and using both...

I hope again that this doesn't sound too critical... I'm still looking forward to this mod very much and believe it will be a major enhancement compared to the unmodded version.





But if you want to do me a favor, take out the Empire raid fleets and Rebel cap ship hangars :p

Chandler
10-17-2007, 08:38 PM
Certainly some ships are intended to replace others - that's one of the benefits to researching - but I'm using the upgrades to make them more unique. A lot of them start out quite similar because canon dictates such, but think of it as the last common ancestor of an evolutionary divergence. The Dreadnaught/Dodonna upgrades are one of the better examples of this. They're basically the same ship to start with, give or take a few cannons and some cosmetic changes, but the Dreadnaught accepts its speed limitations and opts for better armor and more weapons, while the Dodonna essentially becomes a 700-meter frigate in terms of speed and maneuverability.

But, uh, yeah... Imperial raids and Rebel hangars are staying. It's just way too much of an artificial way to differentiate the factions and comes across as forced.

Oldschool
10-22-2007, 05:13 PM
chandler, do you have any experience in modding in lua? cause it would be really cool if you could play around with it and attach an lua file to like a hanger on land and make it prevent you from creating star destroyers in space when it's destroyed... So cool! but alot of the stuff like special abilities is hardcoded which sucks, other than that all you would need to do is create a new m3d file. Did some research on it myself. all i came up with is dead links and articles ABOUT it but none to what program makes em'. I read a little but most they say is still being researched..etc. If you could just access that part of the engine and combine that will lua, oh man we would most assuredly dominate the galaxy!!! Anyway, hope i didn't creep you out or anything just to say glad your visiting the forums and all...

Chandler
10-22-2007, 06:25 PM
Yeah, I have some experience with LUA, being a programmer by trade, but it's definitely something I could get into more as I figure out EaW scripting (getting there). I'm not too familiar with M3D though, but anything that could potentially give you greater engine access sounds intriguing. There are certainly plenty of things I would like to do with PR, but can't because of modding limitations. I'll keep my eyes open; thanks for the tip.

Chandler
10-26-2007, 06:25 PM
New team member! Check the site to read more (click on my sig).

Chandler
11-04-2007, 04:59 PM
Halloween update on the site :lol:.

YertyL
11-05-2007, 12:24 PM
The Mon Cal ships look great :-D And here I was thinking the Rebel side was becoming too SD-heavy :-p

Anyways, are you ATM planning on modding the ground battles?

Chandler
11-05-2007, 04:37 PM
That's the plan for version 2, but have to finish 1 first.

Nancy Allen``
11-06-2007, 05:49 PM
I can't remember if I played this or not, but I've played mods like this before and some of the heroes and units were missing from them.

Chandler
11-06-2007, 10:55 PM
LOL, well, thanks for unjustly grouping us, but no, nothing was missing that I claimed would be in the mini-mod.

Chandler
11-18-2007, 03:10 AM
Head to the website to see the most guns - hands down - ever put on a single ship for EaW in action :rolleye1:.

Nancy Allen``
11-18-2007, 07:25 AM
I might have to have a look at this then.

Chandler
12-02-2007, 04:21 PM
Skirmish. Is. Back.

And so are the Mod of the Year Awards, so be sure to vote for us while you're thinking about it :D! Just click the golden wrench to head to our Mod DB profile.

http://media.moddb.com/images/groups/1/1/200/moty_vote_released.png (http://www.moddb.com/mods/8458/phoenix-rising)

Chandler
12-26-2007, 01:46 AM
Five new land maps to kick off our holiday update :eek:!

Chandler
12-26-2007, 11:49 AM
We've made the Top 100! And we have a date...

http://media.moddb.com/images/groups/1/1/200/moty_vote_released_xmas.png (http://www.moddb.com/mods/8458/phoenix-rising)

Chandler
12-31-2007, 03:09 AM
Space has launched! Check the site for download mirrors!

YertyL
01-07-2008, 04:40 AM
I came back from christmas holidays just yesterday and noticed that PR has finally been released!! Needless to say I was pretty excited :p
I started playing the "Core worlds" campaign yesterday evening for a while and noticed a few things...
- A longer readme/hero descriptions would be very helpful. I find it kinda hard to figure out what certain units/buildings are good for, which heroes can be built where, what each hero unit is good for etc. etc. It would be helpful if the description of each hero unit would list its bonuses. And I still don't know what space tugs are good for...
- I've just had 2 exception errors in a row when trying to defend myself against invading Empire forces on Farrrfin (the map is Abregado Rae). Emperor Palpatine was the only hero unit present in the battle
-Main menu just takes a long time to load. I believe you wrote in another thread that reducing the number of ships does not reduce loading time, but could you perhaps experiment a little with this? It was somewhat frustrating, especially when the 2 crashs to desktop in a row occured...

I haven't seen much of the mod yet, but besides the points mentioned above it looks very solid (buildable heroes are just cool :p ) I'm excited to try out the new hero upgrades :-)))

Chandler
01-07-2008, 03:48 PM
Yeah, I cut a lot of the user-friendliness to get it out in time for MOTY. Expect the descriptions and whatnot to be filled in in v1.1. Also, I'm planning on updating the website with more information than it currently has, so that will turn into the manual in effect. Space tugs, and all utility craft, specialize in repair, by the way.

We think the exceptions are somehow related to bombing runs, but other than that, the exact one hasn't been pinpointed yet. You can bypass them by auto-resolving land battles though, which is the reason they weren't found in testing.

As for the load times, someone on the forums caught that I was using bad LUA syntax by making string literals span multiple lines and now that I've fixed that, it appears that the mod loading times have improved. But it's perhaps too early to say for certain.

I'm glad you like the new hero system! I'm pretty happy with how it turned out, with the exception of the perma-death bug and also apparently you can build Pellaeon and a couple others multiple times. But it gives me the foundation to add infinite amounts of minor characters to the mod now :).

YertyL
01-11-2008, 07:39 AM
OK, now after a little more playing, just some thoughts...

- I find it very hard to get a feeling of balance, but prices seem just a little odd. I'd say that upgrades are generally too expensive; I haven't done the math, but I think that it would take some time until a 5.000 credit upgrade for a 600 credit unit pays off (lets say I research an upgrade that lets the X-Wing have 100 shield instead of 50, it costs 5.000 credits; the X-Wings that are built from now on live twice as long (about); however for 5.000 credits I could have built 10 more X-Wings (and normally upgrade don't exactly double efficiency)) Another example would be the MC120 upgrade for 60.000 credits. It's not very likely that in any normal game one builds enough MC120s for that upgrade to pay off, even if it doubles the worth of the unit.

- I also do not understand why cap ship upgrades for heroes cost that much. E.g. if I have the Emperor and 20.000 cerdits, I have the choice to either upgrade the Emperor and have a slightly better Star Destroyer, which however is linked to the Emperor and dies if he dies (in a ground battle), or I can build 2 regular Star Destroyers that can still function as a transport for his majesty. The upgrades fighter squad - cap ship are even worse, since in that case one loses a normally very good fighter unit.
IMO upgrades for heroes should cost the same or slightly less than the regular unit, since otherwise I do not know what motivation one could have for upgrading them (except of course the motivation I now have, that it's cool :p )

-A relatively minor issue, but my Empire AI seems to be very fond of Praetors, Skyprays and Carracks. It's kinda odd to see a Praetor in orbit of every Imperial world, but virtually no regular ISDs
-Perhaps this is only because of the AI, but bombers seem kinda overpowered. All I usually need to do as an Alliance player is build about 10 squads X-Wings and slightly upgraded Y-Wings /B-Wings later (which costs about as much as about 3-4 bigger ships) and waltz every single Imperial planet with losses of about 1 squadron per 5 planets. Again, this would maybe change if the IMP AI would mass TIE Avengers or something...

-somehow missiles/torpedos seem far too strong compared to the regular laser/ion canons. Normally a single missile can destroy an enemy fighter instantly, which means that a single squad of missile-equipped fighters can own 5 others without much trouble; at the same time, almost all cap ships I kill are destroyed before their shields are down by proton torpedos; it seems that even when attacking with Acclamators only their single proton torpedo launcher does more damage than all their laser cannons combined. Perhaps both missiles and torpedos should not ignore shields and/or shouold do relatively less damage compared to lasers and/or be limited (if thats possible code-wise)

-heroes also seem a little too expensive, considering that most of them are not much more than a slightly improved field/fleet commander and/or a fully upgraded fighters squad (e.g. a normal fleet commander gives a 25% health bonus and costs 1000 (or even 500) credits; Princess Leia does the same and gives heroes only another 25% on health and damage (I think) (so for example if I'm lucky 2 of my fighter squads are slightly better), however Leia costs 10 to 15 times what a normal fleet commander costs. This just doesn't seem right...

I hope that at least some of this is helpful. I'll play some more Empire this weekend and see if I'll get some more ideas :-)

Chandler
01-11-2008, 03:53 PM
Thanks, YertyL. Hopefully I can explain some of it:

I'd say that upgrades are generally too expensive;It's not all about how many X-wing squadrons you can build. You only get 48 population units in space, so upgrades are about maximizing those. They also improve the survivability of the craft, so you don't have to incur the expense of always rebuilding.

I also do not understand why cap ship upgrades for heroes cost that much.They come fully upgraded. It's a way to get something good without spending the money on the upgrades for it.

-A relatively minor issue, but my Empire AI seems to be very fond of Praetors, Skyprays and Carracks.Yeah. There's probably some price adjusting that needs to be done. I've already increased the price of Skiprays to 1200.

-Perhaps this is only because of the AI, but bombers seem kinda overpowered. Again, this would maybe change if the IMP AI would mass TIE Avengers or something...I've since stopped the AI from scouting all their fighters, so they actually engage you now.

-somehow missiles/torpedos seem far too strong compared to the regular laser/ion canons.I think it's actually the case of turbolasers being a bit weak...

-heroes also seem a little too expensive, considering that most of them are not much more than a slightly improved field/fleet commanderWell, I haven't touched the commanders, but perhaps they could use some changes...

wjs7744
01-11-2008, 04:04 PM
I like this mod a lot, although the greatly increased loading times are a real pain, and in my opinion, while the tactical changes are good, the strategic map layout is a mess and in my experience the AI can conquer systems far faster than I can, thus making the game harder than usual, not really a good thing.

YertyL
01-11-2008, 05:24 PM
OK, I've just finished a "core worlds" game as the Empire. It does seem that turbolasers are extremly weak - in one battle, I had a Star Destroyer and 2 Acclamators shooting at a MC80, and it survived with shields strength varying between 60 and 100% for about 5-10 minutes until it finally died from the Acclamator torpedos - seems a bit ... weird..?
The second thing.. Immortal but no Executor? Cmon! IMO Vader should have his famed SSD, even if it costs his Praetor-class upgrade.
I'd highly recommend not having Imperial/MC80 and Praetor/MC120 as starting technologies. It seems odd to have huge dreadnoughts available (and used by the AI) at the very beginning of the game... also, this would encourage research of the Tector/ Reef home, which ATM IMO just aren't different enough from their normal counterparts to invest so much money into researching them.
Another thing.. it might be nice if there was some way to speed up build times ... perhaps the XQ 7 could speed up build time? (just some way to be able to invest money to further shorten build times)

I do know that hero ships come fully upgraded, but that IMO still doesn't make it worth it ... perhaps 1,5 times the normal price minus the price of the previous upgrade... ATM one pays about 60.000 credits and I don't know how much build time to get Darth Vader in the Immortal, which is a very powerful ship, but not powerful enough to justify thrice (about) the price and build time of a normal Praetor.

I believe the solution to heroes being so expensive compared to normal commanders should really not be making the latter more expensive themselves. Hero bonuses may be useful, but under any normal circumstances they just won't be as useful as 15.000 credits invested into regular units. I'd suggest that weaker heroes (e.g. Tagge, Madine, Leia) should cost maybe 1500-2000 credits and stronger ones (e.g. Wedge, the Falcon) perhaps 3000(commander hero)-5000 (elite unit + commander bonus). Roughly estimated a hero bonus will improve the performance of perhaps 10-20 pop cap with a factor of 1,5 (perhaps less), so IMO something below 5000 credits is relatively reasonable.

I'd still say that tech is too expensive and takes too long. Picture the following scenario: Two Imperial players facing off against each other, each has 4 planets and 2 lvl 5 space stations. One player techs to star Destroyers level 2, occupying his level 5 space station for quite some time and spending about twice the price of a regular ISD. Even if the other player waits until say the first player has built 2 level 2 ISDs (which is normally not very likely), it will still be perhaps 4 regular and 2 slightly improved ISDs vs 8 regular ones (very roughly); the first player would most likely be overrun.
I know that these scenarios are often not very informative about a real game; however you could also consider that in a normal game one does rarely build more than about 20 ISDs; even if the ISD level 2 upgrade would be the first thing researched, it would hardly pay off until very late in the game (the improvement just isn't very drastic (perhaps 20 or 25% more health?).
This is more or less a shot in the dark, but I'd suggest lowering upgrade prices and/or research time to perhaps 60-70% of the original ones or make the upgrades more significant (perhaps 2-3 of the original upgrades in one).

EDIT: Another thing that I'm not how to fix.. it seems to me that the size of Imperial hangars doesn't make investing into regular TIEs attractive anymore ... why invest thousands of credits into canon fodder that one gets mostly for free anyways? I believe that most people in the current situation will prefer to research and build only the "advanced" Imperial fighers (Gunboat, Avenger, Defender) while using the free fighters from hangars for cannon fodder.

I do by the way hope that this doesn't seem too whiney. I enjoyed playing the scenario a lot and I'm also very glad that you respond so regularly and promptly...

EDIT2: One last thing ... no death star? That's just a bit... :(
IMO you can kick out any EU vessel for the good ol' spheres any time of the day!
I mean, while it's nice if a game is inherently logical and technically accurate, the three most important things about a SW game are IMO still that they are a) fun to play , and what contributes greatly to this that they b) capture the spirit of the movies and c) are somewhat balanced.

Chandler
01-11-2008, 10:19 PM
in one battle, I had a Star Destroyer and 2 Acclamators shooting at a MC80, and it survived with shields strength varying between 60 and 100% for about 5-10 minutes until it finally died from the Acclamator torpedos - seems a bit ... weird..?Well, that's redundant MC shields at the same time.

The second thing.. Immortal but no Executor? Cmon! IMO Vader should have his famed SSD, even if it costs his Praetor-class upgrade.Yeah, I just ran out of time and never got around to it.

It seems odd to have huge dreadnoughts available (and used by the AI) at the very beginning of the game...Well, the AI needs to make smarter choices with what it builds.

Another thing.. it might be nice if there was some way to speed up build times ...Certain heroes do: Palpatine, Vader, Mothma...

I do know that hero ships come fully upgraded, but that IMO still doesn't make it worth it ... perhaps 1,5 times the normal price minus the price of the previous upgrade...It needs different pricing, I'd agree. I think I just made them all 200% and gave dreadnoughts some weird exception. I don't know, I'll redo it.

Hero bonuses may be useful, but under any normal circumstances they just won't be as useful as 15.000 credits invested into regular units.At the same time, I don't want them to be general-deployment units. I don't want players to build a fleet, build Thrawn, throw it at their enemies, rinse, and repeat. There must be some penalty for losing them, if it's no longer time. I also want to avoid situations where players just mass every hero available into one fleet and beat everything on their bonuses.

I'd still say that tech is too expensive and takes too long.You're still not supposed to be able to afford all of it :p. But I'll work on it. I might try lowering the starting cost of it.

By the way, are you talking upgrades or research? Because I did lower research since the mini-mod.

why invest thousands of credits into canon fodder that one gets mostly for free anyways?They're not free. Their cost is built into the cost of the carrier.

EDIT2: One last thing ... no death star? That's just a bit... :(I didn't like how it wasn't directly attackable, but that's kind of PG dropping the ball on that. Even if you could task fighters to attack/guard it like Rebellion, I probably would've kept it.

I mean, while it's nice if a game is inherently logical and technically accurate, the three most important things about a SW game are IMO still that they are a) fun to play , and what contributes greatly to this that they b) capture the spirit of the movies and c) are somewhat balanced.No offense, but if I have to blow up the Death Star in one more game, however indirectly, I'm probably going to lose it (Rebel Assault, X-wing, Dark Forces, Rebellion, X-wing: Alliance, Empire at War, Forces of Corruption, and Lethal Alliance, just for the record, and I'm probably missing some). Come on developers, it's time for something new! Stop trivializing the Death Star's destruction!

YertyL
01-12-2008, 03:30 AM
Well, that's redundant MC shields at the same time.
Yeah, but it's still kinda weird that an bombardement by 3 ships, including an ISD, is unable to drop those shields :p

Yeah, I just ran out of time and never got around to it.
Good to hear that :)

Certain heroes do: Palpatine, Vader, Mothma...
I didn't know about Vader.. nice addition :)

It needs different pricing, I'd agree. I think I just made them all 200% and gave dreadnoughts some weird exception. I don't know, I'll redo it.
Cool!


At the same time, I don't want them to be general-deployment units. I don't want players to build a fleet, build Thrawn, throw it at their enemies, rinse, and repeat. There must be some penalty for losing them, if it's no longer time. I also want to avoid situations where players just mass every hero available into one fleet and beat everything on their bonuses.
Well, heroes are still limited by the planets controlled - and even at a price of 2000 credits commander heroes would still be twice (or even four times) as expensive as a regular commander... IMO already enough to consider if it's worth buying them. I mean, normally hero bonuses aren't that strong - a 20% movement increase e.g. is nice, but it still normally won't help you if you're outnumbered 3 to 2.
Also, buying a hero with bonuses to certain ships normally shouldn't be worth it if your fleet does not heavily rely on these, since for all other ships that hero will propably be a regular fleet commander.
Perhaps a way to avoid massing heroes while at the sime time making them valuable in certain situations would be to give them strong bonuses (perhaps 50% health 50% shields 50% damage or something?), but only for certain kinds of ships. E.g. a Rebel player would have to make the choice whether to invest more into X-Wings or A-Wings and would accordingly only buy Antilles or Celchu.


You're still not supposed to be able to afford all of it :p. But I'll work on it. I might try lowering the starting cost of it.
I know I'm not supposed to afford it all :p But ATM I normally spend perhaps 30.000 credits into researching TIE Avengers lvl 3 and end up with maybe 12 squadrons or so and wondering if it was worth it. That gets even worse at higher upgrade levels, since the upgrades will cost much more and propably affect even less units (unless you lose a big part of your fleet)

They're not free. Their cost is built into the cost of the carrier.
I know, but effectively that will normally not stop me from buying ISDs and thus getting them, so it's more or less more of an automatism than a choice.


I didn't like how it wasn't directly attackable, but that's kind of PG dropping the ball on that. Even if you could task fighters to attack/guard it like Rebellion, I probably would've kept it.
No offense, but if I have to blow up the Death Star in one more game, however indirectly, I'm probably going to lose it (Rebel Assault, X-wing, Dark Forces, Rebellion, X-wing: Alliance, Empire at War, Forces of Corruption, and Lethal Alliance, just for the record, and I'm probably missing some). Come on developers, it's time for something new! Stop trivializing the Death Star's destruction!
Yeah OK, I can accept that I guess :p I agree that handling the Death Star "realistically" is a hard task.

Chandler
01-12-2008, 06:45 PM
Yeah, but it's still kinda weird that an bombardement by 3 ships, including an ISD, is unable to drop those shields :pI've increased damage and range of turbolasers and turboions by 150% and I like how it plays, it's just going to take a while to tweak all the hardpoints. To be honest, it's something that's been nagging me for a while now, so I'm glad it's fixed.

I played a match of 2 versus 2 Skirmish with the AI to test it and it was very intense, the Rebel team had my Golan down to about one-third hull before I was able to launch my Praetor II to counterattack. It lasted about an hour and I ended up winning. The MC shields are now more in line with turbolaser power: if you hit them right when an enemy capital powers to weapons, it essentially negates it. But if you power to weapons right after, there's a good chance you can drop them before the ability can recharge. So it's all about timing now, which is how I had intended.

Well, heroes are still limited by the planets controlled - and even at a price of 2000 credits commander heroes would still be twice (or even four times) as expensive as a regular commander... IMO already enough to consider if it's worth buying them.You have to consider non-combat abilities though too, which is part of the cost. Production time reduction, production cost reduction, system spy, etc. Still, it could use adjustment.

Also, buying a hero with bonuses to certain ships normally shouldn't be worth it if your fleet does not heavily rely on these, since for all other ships that hero will propably be a regular fleet commander.The idea is to build the fleet around the bonuses. It can make a noticeable difference if you tack on upgrades on top.

Perhaps a way to avoid massing heroes while at the sime time making them valuable in certain situations would be to give them strong bonuses (perhaps 50% health 50% shields 50% damage or something?), but only for certain kinds of ships.I'm probably going to look into redoing the numbers with Ground.

I know I'm not supposed to afford it all :p But ATM I normally spend perhaps 30.000 credits into researching TIE Avengers lvl 3 and end up with maybe 12 squadrons or so and wondering if it was worth it.Once I can get the AI to tech reliably, you won't have much of a choice. That's part of the arms race ;).

Yeah OK, I can accept that I guess :p I agree that handling the Death Star "realistically" is a hard task.I can't just have hero counters; not all heroes are going to be available on all campaigns.

Chandler
01-27-2008, 09:08 PM
What's after Space and what's already happened for Phoenix Rising. Read about it on the site (http://www.eawpr.net/).

Admiral DuDe
01-31-2008, 01:06 PM
Yea hi, I've been trying to play your mod ... I went on your forums to get some help but no repli... my probleme is the following.

I followed every instructions. Idid all I could but still when I click on the shortcut. The logo of phoenix rising appears and then after 2 or 3 seconds, it just goes back to the desktop.

Please any help would be gratelly appreciated.

YertyL
02-03-2008, 05:41 AM
OK, a few more suggestions:

- Speed up all ship speeds by a factor of perhaps 1,5 - 2. I understand that ATM you are using XWA values to determine ship speeds - these are however much lower than in the movies, most propably for the sake of gameplay. (see e.g. the ISD chasing the Tantive IV, Luke in the DS trench or the Executor leaving the Hoth asteroid field). ATM the first 2 minutes of every battle are just waiting for the enemy to come close enough, even though both fleets are normally headed directly towards each other. I think speeding up ships would lead to a slightly more dynamic gameplay... (with capships able do do more than sit there and fire)

- I still have that problem with "redundant" ships, i.e. ships that can be researched but already posess a counterpart with an almost identical role in combat. A good example would be ISD and Tector. Now I know that the Tector is slightly better against cap ships but has no complement. This however in my eyes does not justify the massive amount of credits spent to research the vessel - for the same money, you can get e.g. 2-3 ISD upgrades, and an ISD III should outdo a Tector I even at pure anti-capship. Other examples are IMO the rebel dreadnought (same role as the recusant and Neb B), Imperial Neb B and CC (these ships seem just too _weak_ to be worth the money spent in researching them) or the rebel Reef Home. There are some more I believe, however I honestly have not yet researched all types of vessels - mostly, the ships available at the beginning seem diverse enough already.
Perhaps the easiest way to solve this problem would be to make starting technologies on both sides truly minimal (Neb B and Z95, Acc and TIE).

- I know I already brought this up, but I still do not understand .. why do Rebels and Empire need to be as identical as possible??? They weren't in the movies, they are not in most games I know, and they never can be unless you'll have TIEs regularly equipped with shields while the T4B gets legs.
In all examples I know, diversity between the races is a throughoughly positive thing - why not give IMPs the more impressive cap ships while Rebels get fighters capable of acting on their own? Why not give Imperials free canon fodder while rebels get the ability for surgical strikes? It would surely be harder to balance than a "mirror balance", but it would IMO definitely be worth it - don't you prefer StarCraft to Warcraft 2??

Admiral DuDe
02-03-2008, 10:36 PM
Well ... ya thx for the help..

Doc Valentine
03-11-2008, 11:21 PM
I really like the look of this mod :). It's very unique and seems to be coming along quite nicely. I wish you guys the best of luck in getting it finished. Something to look forward to.

Chandler
03-13-2008, 02:54 AM
Sorry, I seem to have neglected this forum lately.

- Speed up all ship speeds by a factor of perhaps 1,5 - 2.
Well, as much as I am using XW values, I've been thus far unable to convert the MGLT into a real-world unit or otherwise give a decent guess as to what units EaW uses in terms of speed. So the actual values are a bit arbitrary, but were scaled against known fighter speeds from vanilla. So I guess with that being said, I feel that increasing the factor would devalue speed upgrades and require a lot of work in conversion besides, so I don't see this happening in the near future.

- I still have that problem with "redundant" ships, i.e. ships that can be researched but already posess a counterpart with an almost identical role in combat.
I'm somewhat handicapped by the engine on this in that while I do want the mod to be a simulator of sorts, you probably shouldn't need to have access to all of the ships at once. In an ideal situation, you would be able to pick a deck ala AOE3 that gave you your starting unit technologies and then allowed you to research additional ship types as the game progressed, with the better ones coming as you advanced your "home city", but that's entirely out of the question for a mod. So my goal at this point is to rework some of the redundant upgrade trees such that they're able to meaningfully diverge. But finding out which ones players don't find as useful will help me determine where to focus my attention.

- I know I already brought this up, but I still do not understand .. why do Rebels and Empire need to be as identical as possible???
They don't have to be in the future, but like you said, it's a massive balance undertaking. Surely you would have to agree that the mod is better off balanced with similar factions than unbalanced with more unique factions, because I'm sure I could've done that too.

Chandler
07-21-2008, 01:40 AM
Secret projects, my return from the dead, and something to actually read about in the news (http://www.eawpr.net/)!

YertyL
07-21-2008, 03:01 AM
This sounds great! IMO long build times have always been a little problem, and combining star bases of the same level seems to be a good way to speed them up if you have the extra cash.
I'm just a little concerned with making the space colony unarmed, but vital for the survival of all other buildings. Don't you think that this will encourage "colony rushing", i.e. just ignoring the defenses, focusing all fire on the colony and then hypering out when it's destroyed? I'm OK with the colony being a requirement for building construction yards and golans, but losing everything when the colony is destroyed seems a bit harsh.

Chandler
07-21-2008, 01:30 PM
I'm OK with the colony being a requirement for building construction yards and golans, but losing everything when the colony is destroyed seems a bit harsh.
Again, this just seems to be how the engine was set up to work. You must have exactly one "starbase", but can have multiple "orbital structures". If the starbase is destroyed, it wipes out all of the orbital structures as well, since they cannot exist without the starbase.

In vanilla, the only things that really mattered were the starbase, since the only orbital structures were those insignificant satellites. Unfortunately, now everything is an orbital structure, but that's the only way to make this happen. If you kill the starbase in v1.0 and you have Golans, the same thing will happen.

The only thing I can do is to ensure that the space colonies are at the center of your space complex and have adequate shielding and hull. There are also five upgrade levels; only the first is mandatory. Remember, though, that if you have five starbases in orbit, that's five times as many static defenses as before too.

YertyL
07-23-2008, 07:07 AM
OK, I just played another game, and I have to say: The main problem with this mod is that everything is so slow.
In a normal space battle, it takes five minutes until your units come within firing range of the enemy base. Five minutes! And that's in fast mode. The last time I saw ROTJ, it took the rebel fleet about 30 seconds to come close to the death star from their entry point, and that wasn't a shprt distance. I would at least double all unit speeds, better triple.
Also, laser damage ist still far too low. I mean, in ESB the rebels were actually worried that a Star Destroyer could destroy their transports - in PR they would be laughing at that thought. A troop transport (or about any other ship for that matter) can easily fly past 3+ Star Destroyers at close range without taking any hull damage. A SD and a MC can bombard each other for five minutes without either one taking any significant shield damage - I mean, when an Acc und a SD shoot together at a MC, the Acc's torpedos finish it off before its shields are down (that still takes a pretty long time though)
Also, consider that in a normal EAW game, the construction of the death star was a pretty rare sight; the game was usually over before one player could spend 20.000 credits and 5 minutes of time for one unit. Now consider that almost all researches (not upgrades) and all dreadnoughts take about 3-10 times that time and money.
The only way I see a dreadnought in a game ATM is
a)when the AI cheats and insta-builds it
b)when it's already there from the beginning or
c)when I get bored and build one for fun and to see what it looks like after I've made sure I win the game

I'm certain that the whole gameplay experience ( and "realism" for that matter) would improve greatly if everything was just sped up a little - ATM there are just too many minutes the player can do more or less nothing but sit there and watch his units complete a certain task that just takes another five minutes.

Chandler
07-23-2008, 11:04 PM
Hmm, are you sure it's not slow due to your hardware? Because it certainly doesn't take five minutes for ships to engage on my machine. I'm still looking into a megalight-meter conversion, but haven't been able to nail one down that makes sense.

Turbolaser damage has already been increased by 50%.

Seriously though, no research costs 60k-200k and takes 15-50 minutes. If it's taking that long, I'd look into upgrading your processor or something. I have, however, made changes to this already since the release.

Chandler
08-05-2008, 01:30 AM
http://www.eawpr.net/screenshots/csa.png (http://www.eawpr.net/)

Chandler
09-05-2008, 03:40 AM
Our economy is in recession and only one man can bring about the change we need. Vote Phoenix Rising in '08 (http://www.eawpr.net/)!

Chandler
10-20-2008, 05:14 AM
The team expands and a major progress report is forthcoming! Keep watching the news (http://www.eawpr.net/)!

Chandler
10-21-2008, 03:30 PM
The Phoenix Rising team presents: The Dawn of a New Order in living technicolor! Travel back to 18 BBY and experience the galaxy far, far away as it stood on the verge of conflict anew! Meet old friends and new enemies, see vintage craft in their full glory, and marvel at the handsome contrast of a living, breathing universe! Ticket price: free (http://www.eawpr.net/)!

Chandler
11-25-2008, 04:41 AM
It's a long time in coming, but Part II of the economic stimulus has finally arrived (http://www.eawpr.net/). Spend it wisely!

Chandler
11-28-2008, 03:26 PM
I think it's fairly safe to say we're (http://www.eawpr.net/) the first mod to put 10,000 units in a single campaign...

Chandler
12-07-2008, 05:56 AM
Time to start counting down until the release date! See our press release (http://www.eawpr.net/) for details!

Chandler
12-09-2008, 01:56 PM
Check out Ghostrider's dossier (http://www.eawpr.net/) on pirate forces to get a better idea of what you'll be facing in GFFA.

Chandler
12-11-2008, 03:30 PM
Join guest lecturer Ghostrider for the final segment of the Economic Stimulus series - how to profit from conquest (http://www.eawpr.net/).

Litofsky
12-11-2008, 05:35 PM
Most excellent. I've been playing this mod from the release of the Starfighter Mini-Mod, and have been following ever since. I wonder: you mention that capture values will be indicative of a planet's strength. Will (the player) be able to see the capture value on the 'display?' (Say, for example, if I clicked on Coruscant. Would it show it's capture value, and all other regular information?)

At any rate, I'm eagerly awaiting the release of 1.1. :)

Chandler
12-12-2008, 03:49 AM
Will (the player) be able to see the capture value on the 'display?' (Say, for example, if I clicked on Coruscant. Would it show it's capture value, and all other regular information?)
Unfortunately not. It's related to the actual income, but isn't quite the same thing; there are other factors involved. If there's enough demand, I can put out a reference image or something to that effect after the release.

Chandler
12-18-2008, 12:16 PM
Final unit roster and an important update on the release on our site (http://www.eawpr.net/).

Chandler
12-21-2008, 01:57 AM
Surprise! PR v1.1 will feature an all-new tech tree scheme. Explanation and downloadable visual references on our site (http://www.eawpr.net/)!

Litofsky
12-22-2008, 09:05 AM
...are you sure that the release date will still be tomorrow? :p The new pirate forces should make expanding much more difficult than sending a light raiding force down to a planet and arriving with a small fleet in orbit.

Also, about the Tech Trees: will the AI actively pursue research upgrades, or will they allow their forces to remain outdated? It gets a bit old smashing Coruscant's defenses with a handful of fully upgraded capital ships, fighters, etc, fighting against the enemy's Imperial-Is and TIE Fighters.

Admiral_Thrawn
02-04-2009, 10:58 AM
Great to get some attention once in a while :D

Anyways, on serious terms, as a Servitor of the Emperor I find this Mod to be sufficient, the firepower and versatility added is amazing and the hero selection, hardly lacking :thmbup1:

The Imperial fleet will triumph and overcome this petty Rebellion, that assured, I can commit myself to this Mod 100%. Bravo sir, you made my day.

Chandler
06-18-2009, 03:11 PM
We're back in business with Ghostrider's take on Thrawn's final campaign (http://www.eawpr.net/)!

Chandler
06-27-2009, 10:58 PM
You voted, we delivered: read about the new, fan-chosen complement mechanic (http://www.eawpr.net/) that will be debuting in the next version. We've even added a pertinent new unit for the occasion ;).

Chandler
07-10-2009, 08:00 PM
Ghostrider breaks down Thrawn's armada (http://www.eawpr.net/) and the rest of the Imperial forces of the Thrawn Offensive.

Chandler
08-05-2009, 11:16 PM
Two-for-one updates: we have a temporary fix for v1.1 ground combat in Ghost's Land Assault Patch (http://www.eawpr.net/) and an excellent analysis of New Republic naval forces (http://www.eawpr.net/) circa 9 ABY, as will be seen in the newly-redesigned Thrawn Offensive campaign.

Chandler
08-18-2009, 03:00 AM
The hero revolution starts now (http://www.eawpr.net/).

Chandler
09-04-2009, 12:04 AM
Now revealed: 18 new heroes (http://www.eawpr.net/) to play with in the next release.

Chandler
12-10-2009, 05:47 PM
Head to the site (http://www.eawpr.net/) now to preview our first brand new Galactic Conquest campaign in almost two years!

Chandler
12-21-2009, 03:01 PM
Second part to the Operation Skyhook post on the Rebellion's involvement is now up (http://www.eawpr.net/).

Chandler
01-04-2010, 07:52 PM
Check out our two-part post explaining the history of all 45 Skyhook heroes (http://www.eawpr.net/) as of 0.5 BBY!

Chandler
01-11-2010, 01:32 PM
Ghostrider reveals how we dealt with designing a "weaponless" Alderaan (http://www.eawpr.net/).

Chandler
03-19-2010, 11:05 PM
Read how we've completely reinvented the concept of an advantage (http://www.eawpr.net/) for v1.2.

Chandler
03-30-2010, 02:30 PM
We've reworked the Galaxy Far, Far Away (http://www.eawpr.net/) campaign set to be more exciting and less laggy. As an added bonus, several new units and heroes were merged in with the overhaul.

xhh2a
04-13-2010, 02:27 AM
Since I'm too lazy to sign up on your forums, here's a review:

Tried your mod. Great skirmish/units/balance/ideas. Unfortunately, I found trying to navigate/view a full universe impossibly hard as icons and planets overlapped leading to wrong selections and difficulty telling unit placements.

Chandler
07-20-2010, 02:25 PM
Darkness has fallen on the galaxy. For the first time since v1.0, we've re-envisioned Operation Shadow Hand (http://www.eawpr.net/) with a completely new layout and starting forces, including the addition of several iconic new units, heroes, and planets to the mod. Take command of the Imperial Deep Core or the shattered New Republic in v1.2!

Chandler
02-16-2011, 12:29 AM
We've broken the artificial intelligence barrier (http://www.eawpr.net/).

Chandler
12-01-2011, 07:37 PM
evilbobthebob joins the team as Lead Mapper (http://www.eawpr.net/) and discusses the changes he's already made to our maps.

Ghostrider also reports on how the campaigns have been optimized (http://www.eawpr.net/) with tangible results from the last release.

Two years in the making, we've developed a comprehensive ground mechanic (http://www.eawpr.net/) to rival space.

Chandler
12-06-2011, 09:36 PM
evilbob shows off four new land maps (http://www.eawpr.net/).

Chandler
01-07-2012, 04:48 PM
I give a technical/historical breakdown (with screenshots) on the five remaining vehicles (http://www.eawpr.net/) Nertea has built exclusively for v1.2.

Ghostrider introduces the PR Manual (http://www.eawpr.net/), the >100-page guide to the inner workings of the mod that he's been working on for the past year.

Chandler
03-24-2012, 12:26 AM
A numerical examination (http://www.eawpr.net/) of version 1.2, with a date.

Chandler
12-01-2012, 11:34 AM
Take a look at how our astrography has evolved (http://www.eawpr.net/).

Chandler
12-03-2012, 05:51 PM
Why you should vote us (http://www.eawpr.net/) into the Top 100.

Chandler
12-07-2012, 04:20 PM
evilbob unveils one of the first (http://www.eawpr.net/) Core Worlds to join the New Republic.

Chandler
12-10-2012, 01:02 AM
Check out our brand new 21-planet historical campaign (http://www.eawpr.net/).

Chandler
12-10-2012, 04:42 PM
evilbob renders the never-before-seen Gateway to the Slice (http://www.eawpr.net/).

Chandler
12-21-2012, 09:45 AM
Ghost has formulated planetary population capacity (http://www.eawpr.net/) so that our space units can incur a population cost.

battle111
12-21-2012, 10:23 AM
Wow good work Chandler !!! already begining to download