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[MOD] Phoenix Rising Space Only


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#1 keraunos

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Posted 04 January 2009 - 08:46 AM

This is my small mod that discard entire land part of the problem. It really helps AI to get the upper hand (no more stalling its advance by successful defence of 10 units) and launching the counterattack. If it can overpower you, it will advance further. It also reduces lag, as there are less units to load and manage. To help players scout (no more probe droids/bothan spies) each side has 1 'superspy' (Cronal/Fey'lya) (commanding spy network) that can see several nearby systems, and 2 'normal' spies, that can see the compositions of units they're in (Mara and Fett vs Han and Lando).

Obviously, there are downsides. This mod no longer supports land skirmish in any kind (as Research Labs are space structures, you'll encounter CTD as soon as you try it). You won't be able to see entire wonderful world of land pirates, as I got rid of them. Hopefuly soon we'll get them back.

Word of note - research is still possible, Res. Labs are now upgraded Golan-III, buildable at space colony level 1, with only one instance per planet. Also as it's impossible to build heroes, I gave each side a handful of them; it's also supposed to help early expansion, now more difficult due to lack of mining facilities - and smaller general income.

The mod currently fully supports GFFA and GFFA Lite (all space-related heroes are there) and Core Worlds campaigns (6 heroes per side). Also supported are Inner and Outer Rim campaigns (land units discarded, but no additional heroes added so far), while TC and OSH aren't touched yet - they'll require some more work, as some planets only have land garrisons. I'll probably expand this mod further, as I want to add many units to TC for both factions.

Inslalation: just unpack all the files to Phoenix Risings' xml folder. Make sure to make backup of your files.

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#2 Pred the Penguin

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Posted 04 January 2009 - 01:11 PM

Sounds like SaoSE. O_o

I'll be sure to try it out sometime...

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#3 Tropical Bob

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Posted 04 January 2009 - 07:18 PM

Shouldn't there be a way to modify the hero files, so that the starting hero team is space buildable? Would a tag like <Build_Tab_Space>Yes/True</Build_Tab_Space>, or whatever tags like that that exist, work?

#4 keraunos

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Posted 04 January 2009 - 07:51 PM

I've tried it with my space only mod for 1.0, and couldn't get it to work.. Besides, I really think it's necessary to have those heroes on start, as your income capabilities become rather limited without mines. Finally, I try to keep the number of files I mod at minimum, to make my mod as compatibile as possible. Modifying all the heroes files won't bring me closer to this goal ;)

#5 Tropical Bob

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Posted 04 January 2009 - 10:22 PM

Ah. In that case, you wouldn't take my other suggestion into consideration: make starbases increase income to make up for lack of mining facilities.

#6 Phoenix Rising

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Posted 05 January 2009 - 09:10 PM

I've tried it with my space only mod for 1.0, and couldn't get it to work..

You need to add <Required_Star_Base_Level>1</Required_Star_Base_Level> in addition to <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>.

#7 keraunos

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Posted 06 January 2009 - 06:22 PM

Why do I always have to miss something so obvious? :)

Still, I'd prefer to keep my current version, as it doesn't touch most of heroes (except scouting ones), so it's compatibile with, say, Kalebs mod...

#8 Phoenix Rising

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Posted 06 January 2009 - 09:59 PM

It's a dumb requirement of the engine - I didn't know about it either. Without a basic star base level requirement, it shows up on the land tab no matter what. Shame to lose heroes, but you can always do a sequel I guess.

#9 trenthowell

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Posted 07 January 2009 - 02:47 AM

I would be really interested to see a version of this wherein you can still expand your economy other than through freighters, but I suppose that would be rather difficult given the engine.

#10 coinich

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Posted 07 January 2009 - 03:02 AM

Are you building the mining facilities on the right planets? I've had planets with income over 4000 just because they were good for mining.

#11 trenthowell

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Posted 07 January 2009 - 05:02 AM

I think you missed the point of the mod he's made: This is a minimod that removes ALL ground units, including buildings

#12 Tropical Bob

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Posted 07 January 2009 - 06:15 AM

You could release another version that isn't meant for compatibility, so that you can include heroes, and add income to starbases.

#13 Phoenix Rising

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Posted 07 January 2009 - 10:33 AM

Add a space refinery that has the same income ability as the ground mining facility.

#14 Stygian

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Posted 09 January 2009 - 02:17 AM

Just want to say great job on the mod. There seems to be a little problem with the AI not wanting to do anything though. I haven't got to look at all their starting planets, but on Alderaan they have not built any new units.

#15 keraunos

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Posted 06 March 2009 - 07:54 AM

I'll come back to the mod - as soon as I have computer capable of using PR :) I found AI passive only initially - in fact, it starts developing as soon as you do something important - like conquering a planet next to it. I encountered AIs counterattack then, and then - i thing - AI became 'active'.

As for couple of questions, I wanted to give starbases some income bonus or create separate building for it (asteroid mine), but decided against it. One concern is (as always) AI, which would probably either build tpo many or too few of them. Another thing is, if I'd use some slots for mining facilities, we would get less for excellent spaces system. Finally, one of my main reasons of creating this mod was to make space even more important, to stress importance of having trade fleets etc. So it's WAD. On a plus side, remember, you don't have land units to support, so all your pop points can be used on transports instead



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