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#1 Phoenix Rising

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Posted 05 August 2008 - 04:53 AM

As you already know, Phoenix Rising: Space introduced a third faction to the struggle for the galaxy, the Corporate Sector Authority. It wasn't playable, only showed up in a few select campaigns, and was the source of at least some of the game-crashing bugs, but its inclusion signaled something far greater: an end to the Rebel-Imperial monopoly on the Galactic Civil War. Had it not been for hardcoded faction names associated with adding scripts and thus tech trees, you would've been able to play as the CSA in Galactic Conquest. In the next version, at least, you'll be able to choose them in Skirmish.

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The Corporate Sector Authority is now fully functional in Skirmish games as either a human or AI player. To accommodate, I've fleshed out its build roster with two completely new ships: the Mankvim Light Interceptor and the Marauder-class Corvette. The Mankvim line is a relic of the Techno Union. It's exceptionally cheap to produce and its performance shows it; speed is the interceptor's only redeeming quality. Of course, the Marauder-class is synonymous with the Corporate Sector. Despite the aging design, it still performs admirably in a pocket cruiser role, but unlike other corvettes, is completely vulnerable to fighters on its own. Additionally, numerous preexisting ship classes have been adapted to fly under the CSA banner, which the unit pages have been updated to reflect. Still a work in progress, here's the current look of its tech tree:

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Utilities: CT Space Tug
Fighters: Mankvim Light Interceptor → Z-95 Headhunter
Bombers: BTL Y-wing
Transports: YV-666 Light Freighter → GAT-12 Skipray Blastboat
Freighters: BFF Bulk Freighter
Corvettes: Marauder-class Corvette → IPV System Patrol Craft
Frigates: Carrack-class Light Cruiser
Cruisers: Dreadnaught-class Heavy Cruiser
Destroyers: Victory-class Star Destroyer → Recusant-class Light Destroyer
Capitals: Invincible-class Dreadnaught Heavy Cruiser
Dreadnoughts: Bulwark-class Battlecruiser

It's not as deep as the two main factions', but still plenty effective. The Picket Fleet prefers to operate outdated starships that can be bought for a bargain and then refurbished, so expect them to spam antiques. Preliminary battles indicate that they're quite good at performing a turbolaser siege, given the variety of designs sporting heavy turbolasers, but are relatively lacking in a dogfight. Speaking of which, I'm still working on procuring a model for the IRD, since you just can't have the CSA without the IRD, but I hope to get one before the next release.

If you can think of anything else that would be a good fit in the CSA ranks, the canon gives us a lot of leeway, so feel free to debate it on the forums. For comments and reactions, leave those here, as I'm interested in gauging the response.

Edited by Phoenix Rising, 05 August 2008 - 05:01 AM.


#2 Kitkun

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Posted 05 August 2008 - 05:09 AM

Awesome. Now we can see how the CSA matches up in an even fight.

I would think a lot of the Clone Wars era ships would fit for the CSA.

Edited by Kitkun, 05 August 2008 - 05:12 AM.

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#3 Kalo Shin

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Posted 05 August 2008 - 05:46 AM

You do realize I'd probably be able to model the stuff you'd need for the CSA right Phoenix? ;P

#4 Badwolfwho

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Posted 05 August 2008 - 11:18 AM

How about firesprays
Or droid starfighters as cheap weak disposable fighters
Edit: I'm looking at the products made by the CSA and I think most could be used as units
CD-2 Harvester Droid: Perhaps it could have the Tie Mauler ability of killing those it runs over
Etti light cruiser
Etti light transport: as a freighter
GX12 Hovervan: as a ground transport
IRD Fighter: as an improvement to the Headhunter perhaps
They could also have Magnetic Pulse Warheads to disable weapon systems temporally

Edited by Badwolfwho, 05 August 2008 - 11:31 AM.


#5 coinich

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Posted 05 August 2008 - 01:25 PM

Yay Phoenix!

#6 TheEmpire

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Posted 05 August 2008 - 02:54 PM

This is great news, I just love 3 way battles. It is fun to watch the AI destroy each other before you attack.
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#7 Guest_Guest_*

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Posted 05 August 2008 - 03:14 PM

You can use the old republic corvettes. The one in the first movie that brings Obi-won and Qui-gon to the trade federations ship. That would help with anti fighter capability. I would like for some one to put in the Hapes NovaCruiser in the mod. Add to the 3 way battle it would be awesome if you attack a planet and other AI attacks at the same time or close you get a 3 way battle. Every time you attack there is a chance that you enemy attacks at the same time. Imagine that your engaging the enemy fleet and behind you drops the other enemy fleet. You can do 2 different starting points. It just an idea and i don't know how to code it. If you need anyone to generate ideas or find info let me know. Or if you need someone to test it.

#8 Pred the Penguin

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Posted 05 August 2008 - 05:00 PM

Great news PR! I will enjoy blowing up something new with my star destroyers. ;)

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#9 Dr-Ludvig

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Posted 05 August 2008 - 09:33 PM

Amazing Phoenix! I forgot all about this mod a while ago, since nothing happened, and left it for dead, but not look at this! This is great, alot of things are happening here now (: very nice
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#10 Kaleb Graff

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Posted 05 August 2008 - 09:52 PM

Nice marauder model. The vanilla one isn't very good. When's the release?

#11 Phoenix Rising

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Posted 06 August 2008 - 12:56 AM

When's the release?

This is probably going to be one of those "when it's done" situations. 1.1 is really meant to polish off space combat.

#12 Casen

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Posted 06 August 2008 - 02:04 AM

When will we be able to play as the CSA in Galactic Conquest?

#13 Casen

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Posted 06 August 2008 - 02:10 AM

As for suggestions:

http://starwars.wiki...l_Groundcruiser

Edited by Kacen, 06 August 2008 - 02:10 AM.


#14 Casen

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Posted 06 August 2008 - 03:48 AM

Also I think if possible CSA logos could be added to some of the units, perhaps?

#15 Tropical Bob

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Posted 06 August 2008 - 05:35 AM

I know that you've had problems with having CSA as a GC-playable faction. My question is not when you can, but if it is indeed at all possible to eventually get them working in GC. That's what I want to know. :crazed:

Oh yeah, and all the stuff you've started throwing at us recently are looking great, by the way.

Edited by Tropical Bob, 06 August 2008 - 05:35 AM.


#16 Phoenix Rising

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Posted 06 August 2008 - 08:31 AM

When will we be able to play as the CSA in Galactic Conquest?

Possibly never. The only way it's going to happen is either if I find a workaround tech tree that somehow does not use scripts, or Petroglyph changes how the games uses tags with a patch. Neither is likely. As for the first option, it's difficult enough to mod something functional one way; two ways might as well be next to impossible. At least I'm out of ideas at this point. And the second possibility isn't up to me.

Also I think if possible CSA logos could be added to some of the units, perhaps?

Like painted onto the skins? Hmm :crazed:. It's possible, but would require extra models actually just to accommodate the variant skins. Otherwise you end up with a case like the Action IV that has a Black Sun insignia when it shouldn't - at least for shared units. Overall, extra texture data, extra geometry on an already-taxed graphics card for such a small change probably isn't a good idea.

#17 keraunos

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Posted 06 August 2008 - 01:11 PM

Looks excellent indeed, can't wait to blow them up :]

#18 Kaleb Graff

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Posted 06 August 2008 - 09:26 PM

Maybe you could make a CSA-only campaign where none of the factions can upgrade. It would have to be short, but would be an interesting change of pace.

#19 Casen

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Posted 06 August 2008 - 11:21 PM

Question about the Invincible-Class Dreadnought...

...why does it look nothing like the only image I can find of it?

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#20 hotshot389

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Posted 06 August 2008 - 11:47 PM

Hey pheonix, nice to have you back, we missed ya. :rolleyes:

Goodie, we get more stuff to shoot at. I like shooting at stuff.

This wont be included in the 1.1 version right?
And how is the lag issue working out? I know there were some manual fixes and stuff littered around the forums but i really havn't bothered to gather all of them together yet, so i don't know how they all work yet. You were planning on includeing some of them in your mod so i was woundering how they are working.
I don't expect no lag, that is basicly the fault of the game and its base engine, but the game did have a slightly exagerated lag on the larger campaigns. :p



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