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Starfighter Mini-Mod Release Party


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#21 Phoenix Rising

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Posted 23 April 2007 - 07:25 AM

Sorry for the downtime. The site is back up though and the release is live.

heres one will a turbo laser blast form a star destroyer do a ton of damage to a small fighter. its just that the caps are super inaccurate against fighters or will it be like in the old game were they do hardly anything to fighters?

Turbolasers, not the ships themselves, are inaccurate against small ships. The opposite is true for lasers.

As for damage... well, the main battery will significantly hurt some of the lighter starfighters, if it can hit them.

what made you choose the name Phoenix Rising for teh mod??

Good question. It's kind of a play on words since the Alliance insignia is also known as the Phoenix, and the mod starts out in the early years of the Rebellion, hence "Phoenix Rising." It can also be read as a rebirth of the Republic.

#22 dark trooper

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Posted 23 April 2007 - 12:00 PM

Hmm can't seem to get it installed i change the lines in the shortcut but that just takes me back to page where all my foc files are it doesn't start the game any help on what i should put in the start in and target lines.

#23 Phoenix Rising

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Posted 23 April 2007 - 01:26 PM

Target: "C:\Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\Phoenix_Rising_Starfighter_Mini-Mod
Start in: "C:\Empire at War Forces of Corruption"

All you need to change are the paths in quotes. The first one should point to the FoC executable and the second should be the root FoC folder. Alternatively, if you have the mod launcher, that should work as well.

#24 Dr-Ludvig

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Posted 23 April 2007 - 01:29 PM

O-M-G,.. this is amazing,,. i must say its wicked you have gotten so many changes in such a small amount of Mb,.. damn im looking forward to getting home and play this,. (still at school)
also where can i dl it??

Edited by Dr-Ludvig, 23 April 2007 - 01:32 PM.

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#25 Phoenix Rising

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Posted 23 April 2007 - 01:32 PM

Heh, yeah, I probably should have done a bit more of my homework than work on this, but, meh, what's done is done :xcahik_:.

There's a new Releases section on the website menu bar, that's where the download mirrors will be. I'm going to post news as soon as FileFront gets it up (you would think they would get the idea by the third submission).

Edited by Phoenix Rising, 23 April 2007 - 01:34 PM.


#26 Dr-Ludvig

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Posted 23 April 2007 - 01:39 PM

oh okay,. stupid filefront,.. they better be up when i get back.,. i wanna play this RIGHT now,. otherwise just upload to rapidshare or megaupload or something like that
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#27 Phoenix Rising

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Posted 23 April 2007 - 01:50 PM

Mod DB has had it since midnight, so at least that's on there.

#28 Dr-Ludvig

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Posted 23 April 2007 - 01:54 PM

oh mod db,. i forgot about that,.. havent been ther in a loong time,.. oh i cant wait till this stupid school is over :xcahik_:
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#29 dark trooper

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Posted 23 April 2007 - 10:47 PM

Says its not a valid target. I'm really starting to hate this lol.

#30 Phoenix Rising

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Posted 23 April 2007 - 10:49 PM

I couldn't tell you what's wrong, but try downloading this:

http://empireatwar.f..._Launcher;73979

That should be able to run any mod without a shortcut.

#31 Admiral_Antilles

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Posted 23 April 2007 - 11:53 PM

umm

thge skirmisah station is not able to upgrade..
or buy from it

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#32 Phoenix Rising

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Posted 23 April 2007 - 11:56 PM

Yeah I couldn't get Skirmish to work before the release and am not sure if I will be able to. Sorry, I forgot to say that in the readme.

#33 dark trooper

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Posted 24 April 2007 - 12:11 AM

rinstalled and update foc gonna try this one more time i hope it works it gets to the phoenix rising screen then just says i have a parsing error even when using the launcher but hope it works this time.

Edit I got it working and its looking pretty cool however are your credits supposed to be going down very very quickly because i hit zero very quickly by them doing that and everything i was building stopped kinda sucked.

Edited by dark trooper, 24 April 2007 - 12:30 AM.


#34 Admiral_Antilles

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Posted 24 April 2007 - 12:56 AM

ok i was on felucia and i called in a bombing run and the game crashed.*i was rebels*

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#35 Phoenix Rising

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Posted 24 April 2007 - 02:14 AM

Edit I got it working and its looking pretty cool however are your credits supposed to be going down very very quickly because i hit zero very quickly by them doing that and everything i was building stopped kinda sucked.

Depends what you are trying to build.

ok i was on felucia and i called in a bombing run and the game crashed.*i was rebels*

Hm, that isn't good. Do you know what bombers you were using?

#36 dark trooper

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Posted 24 April 2007 - 03:21 AM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

#37 Avalon

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Posted 24 April 2007 - 08:08 AM

Amazing mod ;)
I really love the scale you've put in :xd:
The game is so much more harder now. And I really like the credit system you've put in place where you build the transports and they add to the income of the planet :)

#38 Phoenix Rising

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Posted 24 April 2007 - 02:02 PM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

Yeah, the problem is that the tech tree doesn't work on standard tech levels, but I'm going to work on scripting something to give players a few more options of where to start.

Amazing mod ;)

Thanks, Avalon.

#39 slornie

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Posted 24 April 2007 - 03:48 PM

One last suggestion might be to set the starting tech level of the maps to 1 becuase even if you do it manually you still get like tech level 5 ships like the battle ships and you also end up with a lot of heroes.

Yeah, the problem is that the tech tree doesn't work on standard tech levels, but I'm going to work on scripting something to give players a few more options of where to start.

so how are you going to do it ? - link the units and heroes together (say you need to get unit X before you get hero X, and then you need hero X to research unit Y)
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#40 Phoenix Rising

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Posted 24 April 2007 - 03:57 PM

I will likely split it up by tree depth. So Tech 1 would be how it is now, with one starting unit for each class and everything else required to be researched; Tech 2 would give you the next level designs, such as the T-65 X-wing, B-wing, CC-9600, and so on for Rebels; Tech 3 would be the level after that (RZ-1 A-wing, BTL K-wing, Dodonna-class, etc.); and so on.

I haven't thought about the heroes as much, but I will probably move towards making them buildable.



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