I'd be willing to do that. Do you want to add it to the ship pack?Sorry I haven't been able to release my Grand Admirals yet guys. Life lately has been a hammer to my face and I just haven't had the work ethic to get much done. I'm moving out of the house, which currently has been quite a bit of my stress, so I might be able to finish it up soon after I get all my crap out. Though I might need someone to test them for me, because I'm also losing access to the computer I have PR on. I'll be able to plahy it again in a couple weeks hopefully.
REL - Phoenix Rising Enchanced
#121
Posted 27 June 2008 - 09:01 PM
#123
Posted 02 July 2008 - 01:25 AM
Great. Do you need my email? I'm not going to inquire as to the meaning of that last comment. In other news, the Marauder is almost done.Yeah we could do that. Now I just need to get back home and get the files off the computer.
...Preferably when no on else is home. Too much drama otherwise...
#125
Posted 09 August 2008 - 11:51 PM
-all planets are land non-accesible. no land buildings nor units.
-research facility is replaced by (cost over 6000)
-campaigns changed. no land units [possible update - replacing some of land units with space units, for better balance]
current problems:
-I can't make heroes buildable. I've tried to move them to space tab - no luck :( Ideas?
Essentially you can expect better AI (it won't get stopped by land battles anymore) and slower progress (no money from mines, and more expensive research facility). Space trade will be essential - fortunately, you'll get more population (no land units) to compensate.
#126
Posted 10 August 2008 - 04:16 AM
And idea for the heroes is to just make the player start with all of the basic hero teams available in that GC and increase the first upgrade so it equals the hero's cost and the first upgrade's cost. (Hero cost+first upgrade=new upgrade)
#127
Posted 10 August 2008 - 02:04 PM
EDIT: As for going back to PR E: backup is easy to do It means to be pretty straightforward mod, so don't expect too many changes (like planet bonuses). I'll probably do something similar for PR 1.1, but as it is now, 1.1 is about to bring too many badly needed changes, so I don't want to put too much effort into temporary project
Edited by keraunos, 10 August 2008 - 02:07 PM.
#128
Posted 10 August 2008 - 05:54 PM
#129
Posted 11 August 2008 - 02:28 PM
To make fighting against heroes memorable, I gave most of them high upgrades. Most of them has their appriopriate capital ships, but I also gave Empire Vader+Executor, and Rebellion Ackbar+Home One - and player gets only standard units. Obviously it makes start far easier for AI, something that needs to be balanced. Specifically, I'm thinking about giving player some heroes upgraded as well, especially on Rebel side.
As it is now, AI Imperial have 1 Super Dreadnought (Executor) and ~10 capitals (mostly Imperial-IV), while Rebellion have 1 Dreadnought (Home One) and ~7 capitals. All evenly spread out over the Galaxy.
EDIT: As for your suggestion, I don't want to put too much effort into this work, as I'm waiting for 1.1, which hopefuly will show up some time soon
Edited by keraunos, 11 August 2008 - 02:30 PM.
#130
Posted 12 August 2008 - 07:45 PM
And now that my current computer is rather fast, it will make testing so much easier.
#131
Posted 12 August 2008 - 08:27 PM
I don't want to go through AI combat values, as it would require too much effort. I'll try to make all planets neutral (undefended at all) - maybe this will make AI more aggressive in early stages.
Tropical Bob, glad you got things solved
#134
Posted 30 November 2010 - 09:34 AM
Apologies. Filefront recently cleaned through my uploads of things that didn't get downloaded much.Hi,
I've been toying around with 1.0 again and was really hoping to snag this file! Unfortunatley the above link is dead
Cheers,
Mitch
New link: http://www.filefront...PR Enhanced.zip
Reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users