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#21 TheEmpire

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Posted 25 December 2008 - 05:34 PM

Oh good this should be great! To tell the true releasing it as the whole mod again is good for me because I was going to anyway to see if I could fix my Skrimish exeption problem. Thank for your hard work!
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#22 Tropical Bob

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Posted 25 December 2008 - 06:38 PM

I did play a skirmish match against the CSA yesterday morning, and promptly got my face owned off. I'll revisit the mod tomorrow (After the defrag suggestion someone made) and see what I can come up with about things then.

#23 Guest_StarWars_*

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Posted 25 December 2008 - 08:24 PM

Just be smart about your limitations. I've tested the regional campaigns (Core, Inner, and Outer Rims) on a 2.0 GHz machine with 1 GB RAM and as far as I'm concerned, they're playable.

Just to tell you, Core, Inner and Outer Rim are all unplayable on my computer....
specs

Celeron® 2.4/2.39 GHz with 1 GB of Ram
Also I have a pretty good graphics card also.

Plus, might I add that space station construction facilities take forever to build. I also don't see the time decrease as more of the same space stations go up. Also you can't multi the spacestations at once, Ex. If you click Space Station 1, it will disappear until that space station is built, then reappear, makes it annoying to have to look back at all my construction while trying to conquer worlds. ;)

Operation Shadow Hand still is ok, can't remember if I tried Thrawn's campign, if I did it's lagging too.

#24 Valter

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Posted 25 December 2008 - 08:24 PM

The reason GFFA is much harder in 1.1 is because we have added lots of pirate forces. GFFA has about 8000 more units than before.


This reminds me, didn't you mention something in the past about pirate forces "bluffing" about their planetary defenses? This would imply that some worlds, while appearing heavily fortified, are, in actuality, quite vulnerable. Is this a misinterpretation on my part, or is this true?

#25 keraunos

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Posted 25 December 2008 - 09:02 PM

It's rather the opposite - while some forces 'on paper' are quite weak, they get plenty of forces spawned from starbases/land bases. Thus suprising player. I'd be disappointed if it would prove to be otherwise ;)

BTW, new pirates are great. Never expected to see Bulwark as a part of a defence force :]

#26 coinich

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Posted 25 December 2008 - 09:13 PM

Mine is barely playable, so I have been playing. ;)

I just like the defensive power of all those starbases.

#27 Stygian

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Posted 25 December 2008 - 11:51 PM

I wish moddb would hurry and authorize the file, I'm dying to try it out.

#28 RebelScum

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Posted 25 December 2008 - 11:59 PM

Been too long since I posted on this forum. Nice to see what you've done, Phoenix. Quick question for Phoenix or anyone who's got the new version: should I just go ahead and download the new version, or just keep playing the old version until the patch is out? I'd be just as content with the old version, very entertaining. ;)

Happy Holidays, everyone! :p

#29 EduardPais

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Posted 26 December 2008 - 12:04 AM

"If you've already downloaded it, you'll have to delete your copy and re-download. Sorry for the inconvenience, but this can't wait for a patch. Please remember that we actually do have lives and responsibilities outside of the mod and I've taken the time to provide this hotfix in the middle of the holidays."

LE: still awaiting authorization (Phoenix Rising v1.1 - pr_v1.1.1.zip)

Edited by EduardPais, 26 December 2008 - 12:11 AM.


#30 Casen

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Posted 26 December 2008 - 12:05 AM

Did he upload the patched version yet?

#31 BansheeMalthus

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Posted 26 December 2008 - 12:42 AM

not yet, still awaiting authorization.

#32 Casen

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Posted 26 December 2008 - 03:04 AM

Will it fix the lag and make the game actually playable?

#33 feld

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Posted 26 December 2008 - 03:11 AM

PR,

Early feedback on Core Campaign. Just a data point, there's really nothing new here:

1. Exceptions: I got some in ground. They sound like the ones that you already know about so I won't belabor the point
2. Core Campaign. About into week 3. No save problems. Scrolling on the galaxy screen is slower than v1.0 but completely playable. Haven't tried GFFA yet. This on a 2.5 GHz Duo. 3 GB RAM.

r/
feld

Edited by feld, 26 December 2008 - 03:23 AM.


#34 Guest_StarWars_*

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Posted 26 December 2008 - 04:12 AM

Been too long since I posted on this forum. Nice to see what you've done, Phoenix. Quick question for Phoenix or anyone who's got the new version: should I just go ahead and download the new version, or just keep playing the old version until the patch is out? I'd be just as content with the old version, very entertaining. :lol:

Happy Holidays, everyone! ;)

It is actually very good in skirmish, I did a couple of battles, the AI is damn good have to admit. Also Operation Shadow Hand, and possibly the Thrawn Campign work. No bugs other than the lag really, and some exceptions every hour or so.

#35 A1Dasdfsdkli4r2

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Posted 26 December 2008 - 04:45 AM

Ok I would have checked on this earlier, but I was having too much fun playing Thrawn campigain!!!!! :lol: Unfortunately, I just got week 60 and pardon my french, had a big FUCK YOU slammed in my face, so I thought I'd see what was going on here. I think though that the lag has to do with the loads and loads of new units more than anything. Somebody go load up PR 1.0 on easy, take a few planets, and just build thousands of ships, and see if that doesn't slow you down a little.

PS: I really don't like the new look for the turbolasers. It looks like they're being thrown out of there instead of being shot out.

#36 scotty75

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Posted 26 December 2008 - 11:17 AM

Just dropped in, (i usually just read), to say that version 1.1.1 has been cleared for downloading :lol:

And off course to say thank you for this amazing mod ;)

Edited by scotty75, 26 December 2008 - 11:19 AM.


#37 Kitkun

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Posted 26 December 2008 - 06:30 PM

My take on 1.1.1:
Time to menu: Decreased.
Space Tactical: Faster than ever.
Inner Rim: Jerky but playable.
Core Worlds, Skirmish, Land Tactical, GFFA Lite: N/A, Not enough time to test.
Outer Rim and GFFA: Too laggy for me to want to play still.

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#38 Phoenix Rising

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Posted 26 December 2008 - 06:34 PM

To tell the true releasing it as the whole mod again is good for me because I was going to anyway to see if I could fix my Skrimish exeption problem.

I haven't found the exception in Skirmish, so it probably still persists.

I did play a skirmish match against the CSA yesterday morning, and promptly got my face owned off.

Heh, if you lose to the AI, then I've succeeded. A few tips on Skirmish: Hard difficulty no longer improves AI unit stats, just cash flow; 2 vs. 2 is harder than 1 vs. 1; and "destroy enemy base" is generally harder than "destroy enemy" for the victory condition (AI seems more focused).

PS: I really don't like the new look for the turbolasers. It looks like they're being thrown out of there instead of being shot out.

Er, go look at the old ones again. As far as them being spawned halfway out from the ship, that's an issue that EaW has always had and really comes down to it being an average (collision is based on the center of the projectile, so it fires from the middle and hits from the middle). Not to mention, it's almost wholly thanks to the new projectiles that tactical battles run better (more fire-linking equals less collision calculations per frame, which are going to be necessary regardless of whether or not they're on-screen at the time).

#39 A1Dasdfsdkli4r2

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Posted 26 December 2008 - 09:38 PM

It does look better than the old ones, I just like DAlmp's better. Speaking of him, has anyone heard from him recently?

Edited by Ba Boracus, 26 December 2008 - 09:38 PM.


#40 Phoenix Rising

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Posted 27 December 2008 - 05:46 PM

It does look better than the old ones, I just like DAlmp's better.

DalMP didn't have 150 variations though; he only had about 5. Not to mention, they were from some other mod, so I had to make my own. You can change the texture yourself if you don't like it - everything is standardized.



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