I didn't know it works in Steam because I don't use it, but glad to hear everything is OK.
State of The Mod
#42
Posted 24 November 2015 - 07:26 PM
It isn’t so difficult to play it in Steam. I buy a digital copy by Steam and I have no choice to play the mod Phoenix Rising in Steam.
Also I found information how to start the mod in Steam. Because is a forum in Steam too.
Regards,
Master Sayo
May the force be with you!
#43 Guest_Barry's wife_*
Posted 25 November 2015 - 08:15 PM
One strange question I do have...
If, when the new version is released, I wanted to significantly scale down the size of lasers, missiles, projectiles, and impact-explosions, would that be a difficult endeavour?
One thing that has bugged me about this came is the ridiculous size of all projectiles and their impact effects... Rather than add to eye candy, they all too often just undermine the grand scale of the ship!
#44
Posted 26 November 2015 - 08:00 PM
It's pretty easy. Open projectiles.xml and change the lines <Scale_Factor>1.0</Scale_Factor> for each projectile to your liking. Particles can be modified in the alamo particle editor and in particles.xml (although I wouldn't spend too much time with it, they've been already taken care of)
Edited by megabalta, 26 November 2015 - 08:02 PM.
#45
Posted 18 December 2015 - 07:21 PM
Hello, I am contemplating re-purchased this game on Steam, I originally bought it on CD back when it first came out but have since lost it, anyway, I loved this mod, hands down, it made EaW one of my favourite Star Wars game ever, easily my favourite Star Wars RTS game anyway Well, I was wondering if this mod is compatiable with the steam version, and if it is, do I need to download any unofficial patches? I honestly won't even bother buying it again unless I can get this mod to work with it, it's that good!
Thanks for any help, and sorry if I'm being stupid and/or have missed something.
Also keep up the great work PR team, and Happy Holidays!
-edit-
I guess it helps if I do a bit of reading first, eh?
Anyway, thanks for making such an awesome mod! I really can't thank you guys enough!
Edited by Gumballthechewy, 18 December 2015 - 07:25 PM.
Don't take anything I say seriously, EVER!
#46 Guest_SR-67yU_*
Posted 01 April 2017 - 08:47 AM
(...)Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.
(..)
Back to Basics
If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.
Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.
60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.
So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.
So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.
The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.
Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.
I'll let you have more news, in detail, about each campaign in due course....
Ghostrider
You could just publish MINI mod with that one finished campaign as teaser of PR 1.3.
Would you think it's good move?
It's 2017 after all ...........
#47
Posted 09 May 2017 - 02:19 PM
I hate to be the one losing faith here but in the words of the immortal Dr. Evil...Throw me a freakin bone here
- Negtharayas16 likes this
#49 Guest_Hyrum_Solo_*
Posted 16 May 2017 - 10:28 PM
Hi there.
I'm trying to mod FoC and I can't seem to figure out how to make it so that infantry range increases and accuracy decreases vs infantry.
I think it looks something like this:
<Max_Attack_Range>150</Max_Attack_Range>
and
<Firing_Inaccuracy> Infantry, 3 </Firing_Inaccuracy>
No matter what values I put in those two the game doesn't show them as making any difference. I've had other modders tell me that messing with those two doesn't go very well and I tried looking in PR's xmls to see how you did it but i could find it.
Here are the values I'm looking to change them to:
<Max_Attack_Range>400</Max_Attack_Range>
and
<Firing_Inaccuracy> Infantry, 18 </Firing_Inaccuracy>
#51
Posted 26 May 2017 - 03:40 PM
You're doing it right.
Accuracy values work like that: imagine a cone, it's tip is the weapon that is shooting, it's base radius is the <Firing_Inaccuracy> value, it's height is the <Max_Attack_Range>, the projectile will travel in that cone from its tip to a random point in its base, if it collides with the target mesh (or collision mesh if it has one), it's a hit, otherwise it's a miss.
If you don't see any difference after changing those values, you're probably modding the wrong hardpoint, or the target isn't classified as the class you've given.
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