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#1 Phoenix Rising

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Posted 21 July 2008 - 05:11 AM

A lot of people are probably wondering where I went. And I don't really have a fantastic explanation; the daily grind concerning finishing up college simply got to the point where I was forced into putting the mod on hold. But that was a couple of months ago.

As I gradually received fewer demands on my time, I decided that I could not return to the public eye without having accomplished something significant, realizing that the time I have left as an "unemployed" student is coming rapidly to a close. So, despite my extended disappearance from the forums, this mod is not dead, not even close. Quietly, behind the scenes, I've been putting the finishing touches on space combat.

First and foremost, after two setbacks and two jury-rigged fixes, starbases levels have been torn asunder. Now, in order to build from the entire spectrum of ship classes at a single planet, you will need to construct one of each of the five starbases there. Specifically, Level 1 produces utilities, fighters, and bombers; Level 2 produces transports, freighters, and corvettes, Level 3 produces frigates and cruisers; Level 4 produces destroyers and capitals; and Level 5 just produces dreadnoughts.

The impetus behind doing this was to reduce the likelihood of units falling off the right of the interface, but more importantly, it allows for specialization previously unseen in Empire at War: if you build two of the same starbase level at a single location, all of the corresponding ship classes will be built in half of the time. It is now possible to, for example, dedicate a planet entirely to churning out new capital ships by installing five Level 4 starbases there. The only exceptions to this are research and upgrades, which take the same amount of time regardless of how many duplicate bases there are; however, you will still need the proper starbase in orbit in order to make such developments.

One of the improvisations I had to make to get this to work properly was to introduce a central, logical starbase to the game because the actual starbases could no longer serve in that function and other orbital structures seem to require exactly one to be present. Therefore, I came up with a space colony concept to serve as the focal point of your orbital presence. Space colonies work just like vanilla starbases in that higher levels replace lower levels, except they're cheap, totally defenseless, and only provide additional population. You must build a space colony in order to put any other structure in orbit; that's just how the engine works. Furthermore, if you lose the space colony in combat, all other structures will be lost as well at the end of combat. You've been warned.

The remaining majority of my work has been on revisiting the existing content from v1.0 and ensuring that it's as good as it can be. That could mean anything from redoing the previously-estimated stats for a ship based on new source material to devising a more interesting or fair upgrade branch to improving art assets. In the latter case, I'd like to unveil the new look for the Lancer-class Frigate:

Posted Image Posted Image Posted Image

I was never completely happy with the model that's currently in use, so I took the opportunity to bring in this one by Axingus and it's nearly perfect. Also, if you look closely, you can see a couple of the new projectile damage particles that I've come up with. Remember, the more feedback you as the player can give me as to what's off in the current release, the better I can respond to it in the next. Everything is still on the table.

Of course there is more, but it's not all ready to be revealed just yet. Hopefully that's enough for now though. I'm going to attempt to catch up on responses to posts and messages over the next few days, so I may not get to everything right away. Thanks for your patience. If you tried to contact me recently and I obviously didn't reply, you have my sincerest apologies. There's really no excuse for it whatsoever, but I'll try to get back with you shortly, if possible.

Edited by Phoenix Rising, 21 July 2008 - 06:00 AM.


#2 Valter

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Posted 21 July 2008 - 05:59 AM

Hey Phoenix, good to see you back on the forums. No need to apologize; your space mod has more than adequately kept us busy during your absence. :p

The Lancer looks fantastic; it seems to have more of a "sleek" look to it now.

By the way, are there any new ground maps finished yet? :p

#3 Phoenix Rising

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Posted 21 July 2008 - 06:04 AM

The Lancer looks fantastic; it seems to have more of a "sleek" look to it now.

Feel free to compare:

Posted Image Posted Image

By the way, are there any new ground maps finished yet? :p

To be perfectly honest, I'll have to assess the state of the team first to answer that - it wouldn't surprise me if I'm the only one left with the amount of guidance I've provided lately :p. In short, only jdk would know.

Edited by Phoenix Rising, 21 July 2008 - 06:09 AM.


#4 Kitkun

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Posted 21 July 2008 - 07:29 AM

He's alive. Sweet.

Starting college with two lotsa' work classes in the shortened summer term gives me an idea of what it's like to be going full time...

The starbase changes sound interesting. I can't wait to try them out.

You've got your work cut out for you with the forums. :p

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#5 slornie

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Posted 21 July 2008 - 09:06 AM

Hey Phoenix! Good to see you, and i hope the finishing college went well!

The update sounds interesting. I hope playing is just as much fun =]
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#6 Kaleb Graff

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Posted 21 July 2008 - 01:42 PM

Good to have you back. When will you release it?

#7 TheEmpire

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Posted 21 July 2008 - 02:38 PM

Nice. Great job. Glad to see you back.

To be perfectly honest, I'll have to assess the state of the team first to answer that - it wouldn't surprise me if I'm the only one left with the amount of guidance I've provided lately . In short, only jdk would know.


Well if you ever need any help you can always ask the community. We were busy modding a mod :p to keep it alive. Kaleb Graff and Keraunos did the most work.

Edited by TheEmpire, 21 July 2008 - 02:43 PM.

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#8 GrandAdmiralBeck

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Posted 21 July 2008 - 04:09 PM

I dont know if this had been discussed already as this is the first time I have ever visited PR's forums. But would it be possible to add back in hardpoints, because that was probably the worst part about the mod, that and could you make the lasers and ion cannons more accurate, because in the mod 60% of all projectiles fired would usually miss. And that makes battles last a bit too long. And could you possible raise the pop cap? It was kinda annoying if you wanted to have sovereign or executer, you could really have anything else. Glad to see the mod is still running strong.

#9 TheEmpire

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Posted 21 July 2008 - 04:21 PM

No because would you really want a ship covered in green hardpoints. Its just since all ships have canon armerment it would make the ships covered in green and take even longer to destroy.
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#10 Invadious

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Posted 21 July 2008 - 05:07 PM

I dont know if this had been discussed already as this is the first time I have ever visited PR's forums. But would it be possible to add back in hardpoints, because that was probably the worst part about the mod, that and could you make the lasers and ion cannons more accurate, because in the mod 60% of all projectiles fired would usually miss. And that makes battles last a bit too long. And could you possible raise the pop cap? It was kinda annoying if you wanted to have sovereign or executer, you could really have anything else. Glad to see the mod is still running strong.


No, if you make the hardpoints targetable you can't see the ship anymore and trying to hit a specific hardpoint would be too hard. Second of all the battles DON'T take too long, this is how it's supposed to be, the lasers are already 50% stronger for the next release. So Phoenix, does this make the battles shorter because I really like the fact that battles aren't so quick as in the normal game, it makes your ships seem more important and especially if compared to fighters.

Edited by Invadious, 21 July 2008 - 05:17 PM.


#11 Kaleb Graff

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Posted 21 July 2008 - 05:32 PM

I dont know if this had been discussed already as this is the first time I have ever visited PR's forums. But would it be possible to add back in hardpoints, because that was probably the worst part about the mod, that and could you make the lasers and ion cannons more accurate, because in the mod 60% of all projectiles fired would usually miss. And that makes battles last a bit too long. And could you possible raise the pop cap? It was kinda annoying if you wanted to have sovereign or executer, you could really have anything else. Glad to see the mod is still running strong.


No, if you make the hardpoints targetable you can't see the ship anymore and trying to hit a specific hardpoint would be too hard. Second of all the battles DON'T take too long, this is how it's supposed to be, the lasers are already 50% stronger for the next release. So Phoenix, does this make the battles shorter because I really like the fact that battles aren't so quick as in the normal game, it makes your ships seem more important and especially if compared to fighters.

50% stronger lasers are here already. (Look in PR Enhanced Ship Pack)

#12 Invadious

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Posted 21 July 2008 - 05:49 PM

50% stronger lasers are here already. (Look in PR Enhanced Ship Pack)


That's why I didn't really download it to be honest. It's not that I am waiting for the stronger lasers, I rather want them left out by Phoenix because I like longer battles between ships so it looks more epic and ships seem more important.
The only things I want to be changed for the new release are the fixed Starbases that can each build their own class of ships, more bones for the Mon Calamari cruisers and the missing text to be fixed for most planets and heroes. Of Course I don't really have to say anything about this, it's Phoenix who decides this :p

Edited by Invadious, 21 July 2008 - 06:59 PM.


#13 Phoenix Rising

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Posted 21 July 2008 - 05:50 PM

Hey Phoenix! Good to see you, and i hope the finishing college went well!

Still working on it actually (stupid internship requirement to finish before I can go out and get a job, ironically). But mostly done. I just don't want to guess what my hours/motivation will be like when I'm working on video games for a career (we'll see when we reach that point), so best to grind out the modding while I still can, I figure.

The update sounds interesting. I hope playing is just as much fun =]

A lot of my focus has been on the "fun factor" of things, so it should be better than ever. I try to play a Skirmish match every day or so just to figure out what needs work yet.

Good to have you back. When will you release it?

Still have a few latent bugs from v1.0 to address, but I'm shooting for late summer, early fall. However, that's pendant upon lifey things :p.

But would it be possible to add back in hardpoints, because that was probably the worst part about the mod

Theoretically, yes, with a lot of work. I'm not sure if I'd want to guess on what would happen to performance if I did, though.

that and could you make the lasers and ion cannons more accurate, because in the mod 60% of all projectiles fired would usually miss.

If they're missing, you're targeting the wrong things.

And that makes battles last a bit too long. And could you possible raise the pop cap?

Wouldn't that be counterproductive to the first part? Anyways, if battles are too long, upgrade your ships, because fully-upgraded units can just tear through un-upgraded ones. Adding more space population would just slow the game down even more though.

Second of all the battles DON'T take too long, this is how it's supposed to be, the lasers are already 50% stronger for the next release.

Turbolasers, aye.

#14 Kaleb Graff

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Posted 21 July 2008 - 05:54 PM

I got the B2 out, as well as the Marauder and the enhanced lasers. And in my opinion, we need the lasers, because capitals are not as useful as they should be.

#15 Invadious

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Posted 21 July 2008 - 05:56 PM

I got the B2 out, as well as the Marauder and the enhanced lasers. And in my opinion, we need the lasers, because capitals are not as useful as they should be.

The Capitals are actually really strong already, they take out any frigate with ease. I just want the battles to stay how they are, in the movies the ships also lasted for longer than 2 mins against capital ships.

Edited by Invadious, 21 July 2008 - 08:13 PM.


#16 Kaleb Graff

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Posted 21 July 2008 - 06:02 PM

I got the B2 out, as well as the Marauder and the enhanced lasers. And in my opinion, we need the lasers, because capitals are not as useful as they should be.


The Capitals are actually really strong already, they take out any frigate with ease. I just want the battles to stay how they are, in the movies the ships also lasted for longer than 2 mins against capital ships.

I disagree, but you can do it you way if you wish. You don't have to download the pack.

#17 Invadious

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Posted 21 July 2008 - 06:10 PM

The Capitals are actually really strong already, they take out any frigate with ease. I just want the battles to stay how they are, in the movies the ships also lasted for longer than 2 mins against capital ships.

I disagree, but you can do it you way if you wish. You don't have to download the pack.

I rather see all proton's being toned down a bit, I'd like to see the Turbolasers upgraded and the proton's (to still keep the same battle time) weaker. This is because for example the Corvettes and Light Frigates rather die from proton's than turbolasers, the shield aren't even pierced before the ship gets destroyed.

Edited by Invadious, 21 July 2008 - 07:00 PM.


#18 Kaleb Graff

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Posted 21 July 2008 - 06:19 PM

I dont know if this had been discussed already as this is the first time I have ever visited PR's forums. But would it be possible to add back in hardpoints, because that was probably the worst part about the mod, that and could you make the lasers and ion cannons more accurate, because in the mod 60% of all projectiles fired would usually miss. And that makes battles last a bit too long. And could you possible raise the pop cap? It was kinda annoying if you wanted to have sovereign or executer, you could really have anything else. Glad to see the mod is still running strong.


No, if you make the hardpoints targetable you can't see the ship anymore and trying to hit a specific hardpoint would be too hard. Second of all the battles DON'T take too long, this is how it's supposed to be, the lasers are already 50% stronger for the next release. So Phoenix, does this make the battles shorter because I really like the fact that battles aren't so quick as in the normal game, it makes your ships seem more important and especially if compared to fighters.

50% stronger lasers are here already. (Look in PR Enhanced Ship Pack)


That's why I didn't really download it to be honest. It's not that I am waiting for the stronger lasers, I rather want them left out by Phoenix because I like longer battles between ships so it looks more epic and ships seem more important.
The only things I want to be changed for the new release are the fixed Starbases that can each build their own class of ships, more bones for the Mon Calamari cruisers and the missing text to be fixed for most planets and heroes. Of Course I don't really have to say anything about this, it's Phoenix who decides this :p



I got the B2 out, as well as the Marauder and the enhanced lasers. And in my opinion, we need the lasers, because capitals are not as useful as they should be.


The Capitals are actually really strong already, they take out any frigate with ease. I just want the battles to stay how they are, in the movies the ships also lasted for longer than 2 mins against capital ships.

I disagree, but you can do it you way if you wish. You don't have to download the pack.


I rather see all proton's being toned down a bit, I'd like to see the Turbolasers upgraded and the proton's (to still keep the same battle time) weaker. This is because for example the Corvettes and Light Frigates rather die from proton's than turbolasers, the shield aren't even pierced before the ship gets destroyed.


Exactly. Now, it's easier to destroy them with Capitals, as the turbolasers will do it in 2/3 of the time.

#19 Invadious

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Posted 21 July 2008 - 06:24 PM

I rather see all proton's being toned down a bit, I'd like to see the Turbolasers upgraded and the proton's (to still keep the same battle time) weaker. This is because for example the Corvettes and Light Frigates rather die from proton's than turbolasers, the shield aren't even pierced before the ship gets destroyed.

Exactly. Now, it's easier to destroy them with Capitals, as the turbolasers will do it in 2/3 of the time.

I don't really think you get my point, it may be because I'm dutch though :p

Edited by Invadious, 21 July 2008 - 07:01 PM.


#20 Devon

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Posted 21 July 2008 - 06:28 PM

Good to see you back!

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