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Old 01-11-2008, 08:39 AM   #81
YertyL
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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 )

-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 :-)
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Old 01-11-2008, 04:53 PM   #82
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Thanks, YertyL. Hopefully I can explain some of it:

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
-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.

Quote:
Originally Posted by YertyL
-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.

Quote:
Originally Posted by YertyL
-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...

Quote:
Originally Posted by YertyL
-heroes also seem a little too expensive, considering that most of them are not much more than a slightly improved field/fleet commander
Well, I haven't touched the commanders, but perhaps they could use some changes...
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Old 01-11-2008, 05:04 PM   #83
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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.
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Old 01-11-2008, 06:24 PM   #84
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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.

Last edited by YertyL; 01-11-2008 at 06:46 PM.
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Old 01-11-2008, 11:19 PM   #85
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Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

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

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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 . 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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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!
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Old 01-12-2008, 04:30 AM   #86
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Quote:
Originally Posted by Chandler
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
Quote:
Yeah, I just ran out of time and never got around to it.
Good to hear that
Quote:
Certain heroes do: Palpatine, Vader, Mothma...
I didn't know about Vader.. nice addition
Quote:
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!

Quote:
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.

Quote:
You're still not supposed to be able to afford all of it . 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 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)
Quote:
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.

Quote:
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 I agree that handling the Death Star "realistically" is a hard task.
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Old 01-12-2008, 07:45 PM   #87
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Quote:
Originally Posted by YertyL
Yeah, but it's still kinda weird that an bombardement by 3 ships, including an ISD, is unable to drop those shields
I'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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
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.

Quote:
Originally Posted by YertyL
I know I'm not supposed to afford it all 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 .

Quote:
Originally Posted by YertyL
Yeah OK, I can accept that I guess 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.
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Old 01-27-2008, 10:08 PM   #88
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What's after Space and what's already happened for Phoenix Rising. Read about it on the site.
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Old 01-31-2008, 02:06 PM   #89
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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.
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Old 02-03-2008, 06:41 AM   #90
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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??
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Old 02-03-2008, 11:36 PM   #91
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Well ... ya thx for the help..
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Old 03-12-2008, 12:21 AM   #92
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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.


I don't need you no more in this world. I'll meet you in the next one, and don't be late.
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Old 03-13-2008, 03:54 AM   #93
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Sorry, I seem to have neglected this forum lately.

Quote:
Originally Posted by YertyL
- 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.

Quote:
Originally Posted by YertyL
- 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.

Quote:
Originally Posted by YertyL
- 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.
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Old 07-21-2008, 02:40 AM   #94
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Secret projects, my return from the dead, and something to actually read about in the news!
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Old 07-21-2008, 04:01 AM   #95
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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.
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Old 07-21-2008, 02:30 PM   #96
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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.
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Old 07-23-2008, 08:07 AM   #97
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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.

Last edited by YertyL; 07-23-2008 at 08:11 AM.
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Old 07-24-2008, 12:04 AM   #98
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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.
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Old 08-05-2008, 02:30 AM   #99
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Old 09-05-2008, 04:40 AM   #100
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Our economy is in recession and only one man can bring about the change we need. Vote Phoenix Rising in '08!
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Old 10-20-2008, 06:14 AM   #101
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The team expands and a major progress report is forthcoming! Keep watching the news!
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Old 10-21-2008, 04:30 PM   #102
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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!
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Old 11-25-2008, 05:41 AM   #103
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It's a long time in coming, but Part II of the economic stimulus has finally arrived. Spend it wisely!
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Old 11-28-2008, 04:26 PM   #104
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I think it's fairly safe to say we're the first mod to put 10,000 units in a single campaign...
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Old 12-07-2008, 06:56 AM   #105
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Time to start counting down until the release date! See our press release for details!
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Old 12-09-2008, 02:56 PM   #106
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Check out Ghostrider's dossier on pirate forces to get a better idea of what you'll be facing in GFFA.
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Old 12-11-2008, 04:30 PM   #107
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Join guest lecturer Ghostrider for the final segment of the Economic Stimulus series - how to profit from conquest.
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Old 12-11-2008, 06:35 PM   #108
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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.

Last edited by Litofsky; 12-12-2008 at 05:29 PM.
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Old 12-12-2008, 04:49 AM   #109
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Quote:
Originally Posted by Litofsky View Post
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.
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Old 12-18-2008, 01:16 PM   #110
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Final unit roster and an important update on the release on our site.
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Old 12-21-2008, 02:57 AM   #111
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Surprise! PR v1.1 will feature an all-new tech tree scheme. Explanation and downloadable visual references on our site!
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Old 12-22-2008, 10:05 AM   #112
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...are you sure that the release date will still be tomorrow? 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.
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Old 02-04-2009, 11:58 AM   #113
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Thumbs up

Great to get some attention once in a while

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

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.


Grand Admiral of the Imperial Remnant.
"This one is constantly thinking, analyzing, strategizing. He showed no fear, but was curious, studying me in turn."
―Emperor Palpatine
"All thoughts are worth listening to, whether later judged to be of value or not."
―Thrawn
"I have no qualms about accepting a useful idea merely because it wasn't my own."
―Thrawn
"Butů it was so artistically done."
―Thrawn's last words
-Master Tactician
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Old 06-18-2009, 04:11 PM   #114
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We're back in business with Ghostrider's take on Thrawn's final campaign!
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Old 06-27-2009, 11:58 PM   #115
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You voted, we delivered: read about the new, fan-chosen complement mechanic that will be debuting in the next version. We've even added a pertinent new unit for the occasion .
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Old 07-10-2009, 09:00 PM   #116
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Ghostrider breaks down Thrawn's armada and the rest of the Imperial forces of the Thrawn Offensive.
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Old 08-06-2009, 12:16 AM   #117
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Two-for-one updates: we have a temporary fix for v1.1 ground combat in Ghost's Land Assault Patch and an excellent analysis of New Republic naval forces circa 9 ABY, as will be seen in the newly-redesigned Thrawn Offensive campaign.
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Old 08-18-2009, 04:00 AM   #118
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The hero revolution starts now.
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Old 09-04-2009, 01:04 AM   #119
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Now revealed: 18 new heroes to play with in the next release.
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Old 12-10-2009, 06:47 PM   #120
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Head to the site now to preview our first brand new Galactic Conquest campaign in almost two years!
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