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#1 evilbobthebob

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Posted 31 August 2011 - 08:50 PM

I have the honour of writing the first news post for Phoenix Rising for a few months. I want to take this opportunity to introduce myself. I'm evilbobthebob, the new mapping lead for the mod. If you frequent the forums, you may have seen some of my posts. I had a hiatus from modding Empire at War for roughly a year before taking up this position. So why did I end that hiatus? Well, Phoenix Rising is a mod that aims for accurate depiction of an era we all love: the Galactic Civil War, and the events that followed. That made it stand out to me. First I was just submitting suggestions here and there, then bug testing. Well, one thing led to another, and here I am as the mapping lead.

I have already produced a number of maps for the mod since I joined. I've also tweaked nearly every vanilla map, smoothing out bugs and improving the placement of space structures. In v1.2, Imperial-Class Star Destroyers will be able to navigate maps with ease, and defence is no longer a case of clumping your fleet around your space colony. In fact, this change is possibly one of the more profound adjustments coming to v1.2. Playing in space battles now feels like it has the scale this mod deserves.

However, land has not been neglected. In fact, that is the real focus of this news: one of the most well-known planets in the galaxy has a new map.

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Tatooine. The desert world. Dunes, mesas, tusken raiders, banthas, jedi. The beginning of the Skywalker line, and the birthplace of many excellent pilots. In this image is Anchorhead. A small town scraping by, the cantina is an excellent place to find freelance pilots that are trying to hide from prying eyes in Mos Eisley or another of the larger spaceports. Don't forget to pick up some power converters at Tosche Station.

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The local Rebel base, located on the edge of the Great Mesa. This spot provides some respite from the sandstorms that rage across the dune sea.

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Some tusken raiders have made camp in the entrance to this canyon. Perhaps they will cause trouble later.

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A moisture farm, where a family scrapes a living growing crops with what water they can gather from the vaporators.

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The Great Salt Flats. A wasteland of little interest, though the collapse of the mesa wall makes this an attractive prospect for invaders, especially if they capture this makeshift landing area.

So that's Tatooine. I'm sure you'll enjoy both invading and defending this backwater world in its strategic location near Geonosis.

Part two of this map announcement will be released soon, with news of planets a little closer to the galactic core. Also coming soon: one of the most significant news posts in the history of the mod

Edited by Phoenix Rising, 31 August 2011 - 11:01 PM.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#2 skie9173

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Posted 01 September 2011 - 01:37 AM

Everything looks and sounds awesome, keep up the good work!
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#3 Tropical Bob

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Posted 01 September 2011 - 02:30 AM

Good to hear you joined the team! Congrats!

Also, huzzah for the new maps!

#4 Kitkun

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Posted 01 September 2011 - 02:56 AM

Interesting.

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#5 Aizen Teppa

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Posted 01 September 2011 - 09:24 AM

Whoa! I never was particular hot on land battles in EaW[FoC] but this indeed look really nice.

Waiting in breathless anticipation for that

most significant news posts in the history of the mod

! :thumbsupsmiley: ...I hope I won't explode while waiting. lolzer

#6 evilbobthebob

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Posted 01 September 2011 - 09:38 AM

I'm glad that everyone is excited. As I mentioned, all the space maps are being edited so it's even more fun than before to attack and defend planets :cool2:

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#7 Stormhawk

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Posted 04 September 2011 - 07:17 PM

Very excited at the prospect of new maps, especially for space. All the vanilla maps are too crowded for PR's epic scales. Thanks to evilbobthebob for the time commitment to making this mod even better.

#8 Madurai

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Posted 04 September 2011 - 10:33 PM

Good to hear about the increased scale. You couldn't get an SSD in orbit without parallel parking it.

#9 Gumballthechewy

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Posted 05 September 2011 - 03:00 AM

Ooooh! I hope the news is a release date! I am more exited for this mod that I've ever been for a full game!

Edited by Gumballthechewy, 05 September 2011 - 03:04 AM.

I have no idea what you're talking aboot, Eh?

#10 Ghostrider

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Posted 05 September 2011 - 07:13 AM

Ooooh! I hope the news is a release date! I am more exited for this mod that I've ever been for a full game!


Oh, I think you might like what we have yet to say, .... (smug grin) :crazed:

Edited by Ghostrider, 05 September 2011 - 07:14 AM.


#11 Gumballthechewy

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Posted 07 September 2011 - 06:15 AM


Ooooh! I hope the news is a release date! I am more exited for this mod that I've ever been for a full game!


Oh, I think you might like what we have yet to say, .... (smug grin) :crazed:

You sure know how to build the hype to almost unbearable levels! :) The prospect of new maps has me drooling, well, more than usual. :grin: I have a feeling that minds are gonna blow, oh wait, mine already has... where's my mop...

Edited by Gumballthechewy, 07 September 2011 - 06:17 AM.

I have no idea what you're talking aboot, Eh?

#12 P.O._210877

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Posted 08 September 2011 - 05:39 AM


Ooooh! I hope the news is a release date! I am more exited for this mod that I've ever been for a full game!


Oh, I think you might like what we have yet to say, .... (smug grin) :crazed:




You Sir, are just an EVIL, SADISTIC, TEASE :sad2::mad2:

Edited by P.O._210877, 08 September 2011 - 05:44 AM.

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#13 Guest_Caine Brown_*

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Posted 12 August 2012 - 02:25 AM

I love you guys , BRAVO , BRAVO!!!!! D;

#14 Ghostrider

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Posted 12 August 2012 - 08:17 AM

Just so you know, evilbobthebob as been rather busy in the last few months. We'll have more to talk about soon.

#15 Henry X

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Posted 27 August 2012 - 07:36 AM

I was about to say, when are we going to hear something else?

Have you guys ever considered bringing this mod over to Sins of a Solar Empire? They just released a stand alone expansion.

#16 evilbobthebob

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Posted 27 August 2012 - 12:39 PM

The problems with Sins are that 1) it does not have land combat 2) it has very simplistic space combat, in general 3) its maps are randomised, so we cannot make historical campaigns 4) there are no heroes.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#17 SpardaSon21

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Posted 27 August 2012 - 05:05 PM

As a player of Sins of a Solar Empire since it first came out, I have a few things to say about that.

1. Well, you're right. Sins doesn't do land combat and can't do it since there's no engine support.

2. The base game is pretty simple, but you can do a ton of stuff with passive abilities and buff chains. Using an ability/buff chain, Sins can give you ion cannons that disable weapons, which is something that EaW/FoC cannot do. The ability to link buffs to weapons is a pretty useful tool. Sins's ability and buff system is actually incredibly robust, including the creation of actual logic gates. If there's something you need doing, chances are an ability/buff chain can do it. In addition, ships have five ability slots compared to the two of FoC. Plus, weapons such as missiles and mass drivers can be given automatic shield penetration via a tag in the ship's weapon listing. The hardcoded fire arcs are a problem, sure, but most ships in Star Wars have restrictive fire arcs for most of their weapons anyways, and any fixed weaponry can be put in as an ability that fires only when facing the target. Rebellion also added support for another two weapon slots for ships, so ships can have five weapons compared to the three previously, so you can mix and match turbolaser types better now. As to the hardpoints, well Sins doesn't have hardpoints, but one can standardize damage ratings for weapons, say ships have x of a certain weapon in a certain arc, then set that arc's damage for that weapon to match what it would be in PR. Ships can even be given individual upgrades using research-boosted passive abilities that enhance ship stats. Plus a huge positive is structures can be built where you want them with as many as the planet can hold.

3. Maps are how you make them. Yes, the basic Sins maps are randomized, but a custom map can be set up to have planets where you want them, named how you want them, with the militia you want, and the planet type you want, assuming you added all those planet types and militia templates in.

4. Heroes are possible. Check out the latest release of the Enhanced 4X Mod.

#18 Phoenix Rising

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Posted 27 August 2012 - 06:33 PM

I'd kill for their interface, but evilbob is right. Not to mention the whole "start over from scratch without pay" thing.

#19 Henry X

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Posted 28 August 2012 - 02:29 AM

True. Though from what I understand, you can easily bring the models over.

That, or Evillejedi is a god at making models for other games.



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