At Last We Will Reveal Ourselves To The Community
Started by Phoenix Rising, Jan 02 2007 03:00 AM
23 replies to this topic
#1
Posted 02 January 2007 - 03:00 AM
Today is a day of new beginnings. Besides being the start of a new year, today marks the launch of a new website for Phoenix Rising, and with it, its public debut. Although we have been in development for nearly five months, I have waited until now, until significant progress has been made, to officially reveal its existence to the community. So, first, let me backtrack a bit and give you some information on what we are about.
Phoenix Rising is a partial conversion for Star Wars: Empire at War: Forces of Corruption. Our goal is to provide a unique strategic experience within the Galaxy. To that end, we have developed an asynchronous tech tree. Not only will you be tested tactically, you will also be pressed to keep up in the technological race that characterizes war. Our About page probably describes it best, so please check that out for more information.
Revora has graciously offered to host our website and forums, so I would like to give a shout out to them. I will be bringing up more subpages as time goes by, but for now, I can assure you that everything you see on the site - especially the stats on Units - is fully implemented and functional in Forces of Corruption in an alpha stage. I am not in the habit of making promises I cannot keep and don't particularly want to start, so further information will be revealed as it is completed.
So, welcome to the site. It's going to be a good year.
Phoenix Rising is a partial conversion for Star Wars: Empire at War: Forces of Corruption. Our goal is to provide a unique strategic experience within the Galaxy. To that end, we have developed an asynchronous tech tree. Not only will you be tested tactically, you will also be pressed to keep up in the technological race that characterizes war. Our About page probably describes it best, so please check that out for more information.
Revora has graciously offered to host our website and forums, so I would like to give a shout out to them. I will be bringing up more subpages as time goes by, but for now, I can assure you that everything you see on the site - especially the stats on Units - is fully implemented and functional in Forces of Corruption in an alpha stage. I am not in the habit of making promises I cannot keep and don't particularly want to start, so further information will be revealed as it is completed.
So, welcome to the site. It's going to be a good year.
#4
Posted 02 January 2007 - 03:21 PM
Welcome! And nice site .
Project Perfect Mod
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
Command & Conquer Mods, Mods Support, Public Researchs, Map Archives, Tutorials, Tools, A Friendly Community and much more. Check it out now!
#9
Posted 04 January 2007 - 08:56 PM
Well, the development cycle is broken up into two major parts: space and land. The first part will only deal with changes to space and, for the most part, leave land alone. There are a number of reasons to do it this way, but mainly, as far as the player is concerned, it will help with balance in the intermediate releases.
However, by no means does this indicate that the units will be limited to what is in vanilla FoC; rather I'm simply not quite ready to release shots of their models to the public, as I was using "stub" models just to get their XMLs done. In short, expect new units to be announced soon .
However, by no means does this indicate that the units will be limited to what is in vanilla FoC; rather I'm simply not quite ready to release shots of their models to the public, as I was using "stub" models just to get their XMLs done. In short, expect new units to be announced soon .
#12
Posted 06 February 2007 - 10:12 PM
Yeah, it will be an open beta, so everyone will get to play it, but I will need people to remember that "beta" means the reason you get to play it earlier is so that you can post in with bugs or balance issues. At any rate, I will have an area set up for that when the time comes.
Edited by Phoenix Rising, 06 February 2007 - 10:13 PM.
#13 Guest_Guest_*
Posted 08 February 2007 - 09:13 PM
First of all, the work you have done so far looks very good. But I have got some questions:
1. I know the units of the underworld are all too strong, especially the fighters, but do you want to add also units for them ?
2. I can´t find the Broadside-cruiser / Marauder class (the ones witch carry rockets). And I also can`t see any Assault Frigate MK2, May you just forget them in the unit list ?
3. I don´t know why the rebells do not have any battleships on your unit list, but there is a good solution for this problem: The Dauntless Class (and the Assault Frigate MK2).
In the end I think when Phoenix Rising is finished it will be a great mod .
hmm... I can´t wait for the beta
1. I know the units of the underworld are all too strong, especially the fighters, but do you want to add also units for them ?
2. I can´t find the Broadside-cruiser / Marauder class (the ones witch carry rockets). And I also can`t see any Assault Frigate MK2, May you just forget them in the unit list ?
3. I don´t know why the rebells do not have any battleships on your unit list, but there is a good solution for this problem: The Dauntless Class (and the Assault Frigate MK2).
In the end I think when Phoenix Rising is finished it will be a great mod .
hmm... I can´t wait for the beta
#14
Posted 09 February 2007 - 07:50 PM
Thanks. And I have some answers:
- I haven't decided the fate of the Consortium yet, but I think the initial release will only support the Alliance and the Empire as playable factions. I figure it's better to get something solid out sooner than to either make everyone wait longer or release something half done.
- What I'm going off of for ship availability is basically the canon. The reason the Marauder-class doesn't have an Alliance insignia next to its name is basically the same as why the A-wing doesn't have an Imperial one: they just weren't in prevalent enough use by the given faction to justify adding them to the tech tree. Certainly a few Marauder-class Corvettes were in use by the Alliance/New Republic, but so were some Imperial-class Star Destroyers. Does that mean the Rebels should get the Imperial-class too? Personally, I don't think so.
As for the Broadside-class, I haven't really decided yet, but for now, it's disabled. And the Mark II has effectively been axed (and replaced with the Dodonna-class/Mark I).
- The Rebels don't have any battleships listed because I don't have them done and ready to unveil to the public yet .
#15 Guest_Lord_Sevicson_*
Posted 09 February 2007 - 07:55 PM
May I say it looks promising
just a question: is it for foc or eaw? Maybe it has been said allready but sorry i didn't have much time to look every detail.
And what's the state of this mod?
Maybe it's to soon but do you have a release date?
Ooh and a unit choice I would like: the 501st (like stromtroopers or clone troopers but make them a little stronger). If you make a hero unit of it you can limit the number of 501st unit. Consider it, but on the empire side it would be cool.
Good luck
p.s. get your link on eawfiles.com, lots of ppl get there (imperial assault II did this to and they get alot of visits)
just a question: is it for foc or eaw? Maybe it has been said allready but sorry i didn't have much time to look every detail.
And what's the state of this mod?
Maybe it's to soon but do you have a release date?
Ooh and a unit choice I would like: the 501st (like stromtroopers or clone troopers but make them a little stronger). If you make a hero unit of it you can limit the number of 501st unit. Consider it, but on the empire side it would be cool.
Good luck
p.s. get your link on eawfiles.com, lots of ppl get there (imperial assault II did this to and they get alot of visits)
#16 Guest_Lord Sevicson_*
Posted 09 February 2007 - 08:11 PM
[quote name='Lord_sevicson' date='Feb 9 2007, 08:01 PM' post='417154']
LOL maybe i should have looked at your posts
ok ignore my stupid questions like: is it on FOC, what it's state and a release date will be hard to tell yet
sorry about that
but consider the best clonetrooper units ever excisted: 501st, ...would be a nice hero unit
Ooh and you could use the CIS (Confederacy of Independent Systems) instead of the consortium
check http://www.imperialassault.com they could give you some more good ideas and you could use models of them, other dudes did this to so...and they are not angry about it.
looking forward to battle with those nice venators
["At least we will reveal ourselves to the jedi, at least we will have revenge" /quote]
LOL maybe i should have looked at your posts
ok ignore my stupid questions like: is it on FOC, what it's state and a release date will be hard to tell yet
sorry about that
but consider the best clonetrooper units ever excisted: 501st, ...would be a nice hero unit
Ooh and you could use the CIS (Confederacy of Independent Systems) instead of the consortium
check http://www.imperialassault.com they could give you some more good ideas and you could use models of them, other dudes did this to so...and they are not angry about it.
looking forward to battle with those nice venators
["At least we will reveal ourselves to the jedi, at least we will have revenge" /quote]
#17
Posted 09 February 2007 - 11:19 PM
Thanks for the tip about EaW Files; I sent it in for submission.
As for a release date, the best I can give you is "a few months." All of the units that have been listed on the site are coded, modeled, skinned, rigged, and otherwise working in-game (as evidenced by the screenshots), although some may require further polish and/or expansion of their upgrade tree. As was noticed, some units are still missing entirely (Rebel battleships), but those are in the minority now.
I have a lot of respect for the IA2 team and what they've been able to accomplish, but copying ideas from other mods isn't something I do. I haven't even been playing the other mods that are out there in order to make PR as unique as possible.
As for a release date, the best I can give you is "a few months." All of the units that have been listed on the site are coded, modeled, skinned, rigged, and otherwise working in-game (as evidenced by the screenshots), although some may require further polish and/or expansion of their upgrade tree. As was noticed, some units are still missing entirely (Rebel battleships), but those are in the minority now.
I have a lot of respect for the IA2 team and what they've been able to accomplish, but copying ideas from other mods isn't something I do. I haven't even been playing the other mods that are out there in order to make PR as unique as possible.
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