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Phoenix Rising Space - Adjusted


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#1 Invadious

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Posted 11 August 2008 - 05:57 PM

Hello everybody,

I thought it would be fun if I shared my version of Phoenix Rising with you guys. The mod has allot of small changes including all the bug fixes, but it also has some big changes like the Protons and Concussion missiles that can't bypass shields anymore.

Here is the complete list of changes:
- Everything in Galactic Conquest builds faster.
- X7 Factory for Skirmish (Golan III) that can make Fighters, Bombers and Transport groups, this is a solution for the crowded GUI.
- XQ5 Platform for Skirmish (Golan II) to build your own base.
- Heavy Defense Laser Satellite for Skirmish to build your own base.
- Every Skirmish Station has 2 times their original health and shields because of the upgraded ships.
- Proton Torpedoes and Concussion Missiles can't bypass shields anymore, It also includes Shield Absorb Particles when the Protons and Concussions hit the shields.
- The AI only has Build Speed and Credit Income advantages and disadvantages. So no more damage, health and shield advantages or disadvantages.
- All hero transports have better Autoresolve health (25% better than the max upgraded version of the original ship)
- All buildable defense satellites are smaller (including smaller projectiles, radar size, size value, box scale). They also respawn faster and are a little bit stronger.
- New Mini Map appearance for the Bulwark and the MC-120 Moc Calamari (More like an Oval form)
- Smaller Mini Map appearance for the Executor and the Sovereign.
- AI will build TIE Fighter squads more often.
- Skipray Blasboats are a little bit more expencive so that the AI will build them less in Galactic Conquest.
- The Lusyanka's build time is shorter.
- All space units in Galactic Conquest when in Galactic Overview have 0 Population Capactiy, so not in battles but when you can see all the planets.
- Executor and Sovereign population capacity in battles is 32. This makes you able to bring in a Praetor or 2 Imperial Star Destroyers.
- Different Spawning units for all Space Stations.
- All bug fixes that are listed here are included.

Screenshots:
Posted Image
Posted Image
Posted Image

Known bugs:
I was not able to get the AI work with the new Stations, I only know how to do this in the original game. If anybody knows how to do this and can PM me about this I will make a new version.

How to install it:
1. Download the file.
2. Unzip the file.
3. Put the Scripts, Text and XML files in the Phoenix Rising data folder. (Just delete the old files before you paste these in).
4. Make sure you don't have any older save games.
5. Have fun playing.

All the credits go to Phoenix Rising, I've simply modified his mod. I hope some of the changes are added in Phoenix Rising v1.1 :crazed:

Invadious

Attached Files


Edited by Invadious, 11 October 2008 - 09:38 AM.


#2 Phoenix Rising

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Posted 14 August 2008 - 07:06 PM

What method did you use to get the new stations in Skirmish? Are they just buildable from the Golan?

Edited by Phoenix Rising, 14 August 2008 - 07:07 PM.


#3 Markus

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Posted 14 August 2008 - 09:40 PM

I'm working on figuring that out now. I'll have to reinstall it all, but it should be pretty interesting to find out :p

EDIT:
Alright, it seems to be a little unstable, but yes, you build the turrets at the golans (which have replaced the factional space stations), and then drop them like normal reinforcements.

Edited by Markus, 14 August 2008 - 10:26 PM.


#4 Phoenix Rising

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Posted 15 August 2008 - 06:09 AM

You get the Golan III units right away then with the X7? Hmm, that's still a problem then for v1.1... and I don't have a good solution yet.

#5 Invadious

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Posted 15 August 2008 - 03:17 PM

You get the Golan III units right away then with the X7? Hmm, that's still a problem then for v1.1... and I don't have a good solution yet.

Phoenix,
I'm sorry that I didn't reply right away, my internet was dead....
To answer your question:
You can't build the Golan III units right away (like E-wings, B-wings etc.). The X7 Factory is buildable at Golan Level III. Since I don't have the skills to change the AI I've put all the Fighter, Bomber and Transport units behind all the bigger ships in the GUI (or build bar whatever you like to call it), you can see this in screenshot 2. This gives the AI the abilty to still build all these smaller classes (the AI can build units even if they are pushed outside of the Build Bar) and the player can build them aswell since the units are buildable at the X7 Factory, this gives neither of the sides an advantage or disadvantage.

If you want to know how I did this in details, you should download the Phoenix Rising Space - Adjusted zip and read "How to make this yourself.txt" this file includes everything I changed and how I changed it.

Another way to do this is put the units from strong to weak, instead of weak to strong. I actually wanted to change this afterwards but I didn't really think this was to big of a deal, the order in which I have the units now is fine with me anyway. If you are going to include this for the next version it would be more neat though. Of course, you still have to put the Planetary Lasers, Platforms, Satellites and the Factories in the beginning of the build bar.

A question from me: Are you going to add Space Defense Lasers and XQ5 Platforms (and maybe X7 Factories in some way) in skirmish like I did? It gives you allot of possibilities, like the ability to defend your Mining Facilties, Transports and build your own base. You've already done this with Galactic Conquest (With Golans to defend your space station), I hope this will also be possible in the next version of PR for Skirmish.

Edited by Invadious, 15 August 2008 - 05:28 PM.


#6 Casen

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Posted 17 August 2008 - 05:12 AM

Sadly this mod appears to get rid of the advanced graphics mod... =/

#7 Invadious

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Posted 17 August 2008 - 07:18 AM

Sadly this mod appears to get rid of the advanced graphics mod... =/

What are you talking about? :lol:

Edited by Invadious, 17 August 2008 - 07:19 AM.


#8 Kitkun

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Posted 17 August 2008 - 08:17 AM

I suspect DalMP's Aesthetics pack.

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#9 Casen

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Posted 17 August 2008 - 09:17 AM

Yeah that's the one.

#10 Invadious

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Posted 17 August 2008 - 04:49 PM

What are you guys trying to say? That this mod deletes the purpose of the mod you just named or something?

Edited by Invadious, 17 August 2008 - 04:50 PM.


#11 anakinskysolo

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Posted 17 August 2008 - 06:14 PM

I believe that they are saying that its not compatible with DalMP's aesthetic pack.

#12 Invadious

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Posted 17 August 2008 - 06:57 PM

I don't understand why it should though :lol: (The Dalmp pack looks nice though, I'll have to admit that)

Edited by Invadious, 17 August 2008 - 07:00 PM.


#13 Kitkun

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Posted 18 August 2008 - 12:16 AM

This and DalMP's pack both change the GameConstants, Hardpoints_PR, Particles, Projectiles, and SFXEventsWeapons XMLs. Don't know if there is an actual conflict in the changes though.

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#14 Dalmp

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Posted 12 September 2008 - 02:50 AM

This and DalMP's pack both change the GameConstants, Hardpoints_PR, Particles, Projectiles, and SFXEventsWeapons XMLs. Don't know if there is an actual conflict in the changes though.

I'll have a look and see if I can't whip up a compatible version of those files and post them here.
Amateurs study Tactics. Professionals study Logistics.
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#15 Dalmp

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Posted 12 September 2008 - 06:11 AM

Pretty simple, as it turns out. The hardpoints_PR, particles and SFXweapons xml files in this pack were unchanged from Pr's originals (I ran a diff to make sure), so a merged version is not needed (use my versions, if you are installing my pack also). But a merged file is needed for Projectiles.xml to make the two packs work together. Gameconstants.xml in my pack never had any major changes (just skirmish color changes). However, I'll include a merged version of that too for those who liked the color changes. If you didn't like the skirmish player color changes you can use the version found in the PR-Adjusted addon with my pack without trouble.


So if you want both packs running on your install:
install the PR_Adjusted pack first.
Then Install my aesthetics pack and overwrite whenever it asks.
And then copy these two files into the Phoenix_rising_Space/Data/XML folder (or wherever you have been installing the other two packs):
Attached File  GameConstants.xml   303.37KB   238 downloads
Attached File  Projectiles.xml   284.68KB   225 downloads

I gave the two merged packs a whirl just to make sure it worked fine, and this pack seems to be a lot of fun. Kudos.

Edited by Dalmp, 12 September 2008 - 07:33 AM.

Amateurs study Tactics. Professionals study Logistics.
-Napoleon

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#16 Invadious

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Posted 11 October 2008 - 09:32 AM

I thought it would be fun if I shared my version of Phoenix Rising with you guys. The mod has allot of small changes including all the bug fixes, but it also has some big changes like the Protons and Concussion missiles that can't bypass shields anymore.

Here is the complete list of new changes:
- All new Stations can't be build in Galactic Conquest anymore.
- Heavy Defense satellites are stronger.
- Venator spawns squadrons faster (12 Seconds).
- Retreat takes longer but there wont be any advantages or disadvantages.
- Heavy Defense Satellites should have correct names.

Complete list of old changes:
- Everything in Galactic Conquest builds faster.
- X7 Factory for Skirmish (Golan III) that can make Fighters, Bombers and Transport groups, this is a solution for the crowded GUI.
- XQ5 Platform for Skirmish (Golan II) to build your own base.
- Heavy Defense Laser Satellite for Skirmish to build your own base.
- Every Skirmish Station has 2 times their original health and shields because of the upgraded ships.
- Proton Torpedoes and Concussion Missiles can't bypass shields anymore, It also includes Shield Absorb Particles when the Protons and Concussions hit the shields.
- The AI only has Build Speed and Credit Income advantages and disadvantages. So no more damage, health and shield advantages or disadvantages.
- All hero transports have better Autoresolve health (25% better than the max upgraded version of the original ship)
- All buildable defense satellites are smaller (including smaller projectiles, radar size, size value, box scale). They also respawn faster and are a little bit stronger.
- New Mini Map appearance for the Bulwark and the MC-120 Moc Calamari (More like an Oval form)
- Smaller Mini Map appearance for the Executor and the Sovereign.
- AI will build TIE Fighter squads more often.
- Skipray Blasboats are a little bit more expencive so that the AI will build them less in Galactic Conquest.
- The Lusyanka's build time is shorter.
- All space units in Galactic Conquest when in Galactic Overview have 0 Population Capactiy, so not in battles but when you can see all the planets.
- Executor and Sovereign population capacity in battles is 32. This makes you able to bring in a Praetor or 2 Imperial Star Destroyers.
- Different Spawning units for all Space Stations.
- All bug fixes that are listed here are included.

Screenshots:
Posted Image
Posted Image
Posted Image

Known bugs:
I was not able to get the AI work with the new Stations, I only know how to do this in the original game. If anybody knows how to do this and can PM me about this I will make a new version.

How to install it:
1. Download the file.
2. Unzip the file.
3. Put the Scripts, Text and XML files in the Phoenix Rising data folder. (Just delete the old files before you paste these in).
4. Make sure you don't have any older save games.
5. Have fun playing.

All the credits go to Phoenix Rising, I've simply modified his mod.

Invadious

Attached Files


Edited by Invadious, 11 October 2008 - 09:37 AM.


#17 bob345

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Posted 29 November 2008 - 11:56 PM

if you used the merged files to make this compatible with DalMP's aesthetic pack woul this be compatible with phoenix rising enchanced

#18 tikimon

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Posted 02 December 2008 - 04:26 AM

if you used the merged files to make this compatible with DalMP's aesthetic pack woul this be compatible with phoenix rising enchanced



I have not been able to get this to work with PR Enhanced.

#19 Tropical Bob

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Posted 02 December 2008 - 06:12 AM

I don't think they'd be compatible, because I believe that they alter similar files.

#20 bob345

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Posted 02 December 2008 - 11:06 PM

ok
thanks



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