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Polishing up the Campaigns


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#1 Ghostrider

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Posted 26 March 2010 - 09:08 AM

All seven of the Phoenix Rising Campaigns have undergone a major overhaul in recent months to add a bit more spice to each world. Just don’t alert imperial customs!

Over new 50 planets have been added to the mod, with still more heroes, more units and a few more developments, each of which affects the campaigns and starting forces. Along the way, PR has also refined and tweaked many of the graphics, with more detailed models in evidence for a number of units.

While the Thrawn Offensive and Operation Skyhook have been covered and are largely unchanged, recent testing (many thanks to Reedek, Kacen and Feld) has added a few tweaks here and there, with the addition of Sulon as a new rebel base to Skyhook and Hockaleg as a potential 3rd location to build the DEATH STAR.

Construction News
In other news, I can finally announce some more unit developments with the introduction of Container Yards and the independent Xiytiar freighter.

The Xiytiar Freighter is a new independent freighter seen on most of the safer hyperspace routes, in both a standard and upgraded armed variant but the four forward pointing laser cannons are still about as much use as Womp rats in Beggars Canyon.

Xiytiar Freighters

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Container Yards appear on planets with a large trading base and like ocean ports today are simply stacks of goods waiting to be shipped or imported, and have no military significance, as they are unarmed and lack a hyperdrive. These are the goods containers that the BBF-1, CTF-1 and MCF-1 haul around the galaxy and then drop off in large orbital storage yards waiting for local shipment to the planet’s surface. 5 different varieties exist:

Class-A, multipurpose
Class-B, vehicles, manufactured items
Class-C, gases, liquids
Class-D, bulk dry goods (e.g. grains, ore)
Class-E, valuable/urgent multipurpose (e.g. munitions, provisions)
The original idea was to have these as half-cost freighters with a light income stream but the game engine requires freighters to be moved before the income is unlocked, which is kinda tricky for a box with no engines, so for now these are purely visual extras to make planet look more interesting.

Finally to round off the construction news, we have a new Space Structure – The Research Station. This is a straight replacement for the old Ground Research Facility, and works in just the same way, and the only difference is that it's now orbital to reflect the type of research it handles. This is heavily shielded and expensive, but unarmed, so protect at all costs!

Freight yards under attack

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From Core to the Outer Rim
The main focus in recent weeks has been updating the quartet of historical GFFA campaigns of Core Worlds, Inner Rim, Outer Rim and Galaxy Far Far Away. All of these campaigns are set in 18BBY just after the end of the Clone Wars and portray the ‘what if’ scenario at the very beginnings of the Galactic Empire on the one hand and the number of independent resistance groups opposing the New Order on the other.

Apart from tweaking forces to meet the various technical changes, the key focus was to eliminate the problems of slow build up that plagued the original release. However, the development and expansion of the advantages has meant that these campaigns are now much more lively than before, especially as we have radically increased the number of starting worlds on each campaign, and expanded the manufacturing capacity and added more starting heroes. I would also like to add that each sub campaign of CW/IR and OR has its own unique hero-set, so you won’t find any recycled heroes across these campaigns. :)

This will have several effects. First, it creates more strategic options and improves the speed of your initial offensive. Secondly, the increase in the number of starting worlds means significantly fewer independent/pirate worlds and we hope that this has an added bonus of reducing the lag and improving game performance.
Finally, each of the sub-campaigns now has an individual theme.

Return of the Corporate Sector Authority
As an added challenge, the Corporate Sector Authority returns to the Core Worlds Campaign, albeit as a second non-playable AI faction, turning the already crowed Core into a cramped three-way fight, with opposing planets in very close proximity to each other. CSA Planets: Byblos, Metellos, Rendili, Tepasi, Vulpter.
Byblos is a high-rise metrolpolis and the home of Merr-Sonn while Vulpter is a very strange junk world and the home of Arakyd Industries, makers of all droids that probe.

The player controlled Core-Worlds have a very idealistic theme, and represent core values for the Imperial and Rebel factions alike.
The Galactic Empire starts with Byss, Corulag, Coruscant, Carida and Kuat, and as you would expect the advantages for the bigger core worlds are among the best in the galaxy. The Imperial Palace on Coruscant gives a huge recharge bonus to all units, and the Senate offers a significant 25% discount on all purchases, both of which stack very nicely with Palpatine’s leadership bonuses. The KDY yards at Kuat are probably the best military corporation in the galaxy and offer significant benefits. Apart from the production bonus on all yards, as well as production bonuses on all KDY products, the KDY yards give a massive 20% boost to starship health, starfighter speed and a very nice 20% health bonus to all vehicles!
Combine this with the leadership benefits of Coruscant, and these two planets alone become more valuable than a fleet of Star Destroyers or several years’ worth of individual upgrades, and this surely is the driving force behind the Galactic Empire’s military domination of the entire galaxy in years to come.

The Rebel faction starts with 6 planets that exemplify the spirit of rebellion ~ Alderaan, Chandrila, Corellia, Fresia, Ghorman and Ralltiir. This gives the rebels two key starfighter advantages with the Incom and Koensayr corporations, but also gives the rebels access to arguably one of the best corporate worlds in the Core – Corellia. This has a massive 9 separate advantages including the CEC corporation and the Golan Arms company. The Corellian Security force also adds a very nice 12.5% bounty on all pirate kills, giving a nice little income stream to any combat situation.

Inner Rim
As we move out to the Inner Rim, the campaigns expand the scope of starting worlds and the theme moves to the non-human influences in the galaxy with 8 worlds apiece, and of these only the rebel planet of Contruum and the Imperial facilties at Anteevy and Bilbringi are true human colonies.

Aridus, Champala, Chardaan, Contruum, Dressel, Ithor, Kashyyyk, Tibrin on the Rebel side with the usual mix of resistance cells, outraged populations and corporate worlds, simply looking for independent rule.
Resistance cells are exemplified by Aridus, where Chubbit resistance fighters worked closely with Yutrane Trakata to convert mining equipment into blaster-carrying hovertanks, Dressel and Tibrin, while Champala and Kashyyyk have planet-wide rebellions against imperial rule, especially on Champala, where the Empire strip-mined and polluted the former utopian resort-world in a failed attempt to suppress the alien population. Chardaan, Contruum and Ithor are less obvious in their support, but form key manufacturing and trading centres for general resistance movements. Key leaders, including Bob Hudsol, Orimmaarko on Dressel and chieftain Tarfuul add additional weight to rebel forces.
In contrast, the Empire is typified by military and trade strongholds such as Bilbringi, Naboo, Thyferra and the KDY research facility at Gyndine, with more secretive facilties on Anteevy, Falleen, Umbara and Yinchorr. These latter 2 planets are very mysterious. The Umbarans – including Sly Moore - make superb spies, diplomats and assassins (Spynet), while on Yinchorr the locals were persuaded by Darth Sidous to attack the Jedi, and the entire planet was placed under the interdict and is now the home of the Royal Guard, led by Ved Keneede. While Vader and Palpatine are currently elsewhere in the galaxy, local leadership is given by Dark Side Adept Janus Greejatus on Naboo.

Outer Rim and GFFA
The Outer Rim is the biggest mix of all, from key military strongholds to hidden outposts, often overshadowed by the CIS remnant.

For the rebels there are the obvious key production sites of Mon Calamari, Sluis Van and to some extent Telos IV as well as the separatist strongholds of Felucia (home to the Recusant), Mygeeto and Mustafar ~ a very bad bunch led by Gizor Dellso that don’t think the clone wars have ended. Dellso was the main droid designer for the CIS and was also the creator of the Droid Tri-Fighter that now makes it’s way into the mod for the first time, adding considerably impact to all CIS forces in the galaxy, armed as it is with heavy blaster cannon and excellent manoeuvrability.

The Droid Tri-fighter

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A range of different resistance groups including Dantooine, the Atrivis Resistance Group on Generis commanded by Travia Chan, the Allied Tion at Rudrig and a group of rebel Stormtroopers on Kamino. Smuggler groups at Ryloth, Polis Massa and Teth round out rebel controlled worlds.
Imperial forces are somewhat concentrated on Eriadu, Lianna, Rothana and Yaga Minor with a mix of subjugated worlds including Ciutric IV and Sevarcos II as well as a large number of small imperial bases, including the key research facility at The Maw. We also added Bly as the local commander on Naboo.

With all the above changes, expect your military offensive to start much faster, and with infinite more variety, especially with new heroes scattered through starting worlds. As always though, beware of pirates, as many have significant strongholds in the Inner and Outer Rim.

Edited by Ghostrider, 26 March 2010 - 05:55 PM.


#2 Tropical Bob

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Posted 26 March 2010 - 09:34 AM

Everything you guys post tantalizes me more and more!

Return of the Corporate Sector Authority
As an added challenge, the Corporate Sector Authority returns to the Core Worlds Campaign, albeit as a second non-playable AI faction, turning the already crowed Core into a cramped three-way fight, with opposing planets in very close proximity to each other. CSA Planets: Byblos, Metellos, Rendili, Tepasi, Vulpter.
Byblos is a high-rise metrolpolis and the home of Merr-Sonn while Vulpter is a very strange junk world and the home of Arakyd Industries, makers of all droids that probe.

This, I especially love. And the bolded part is what really tickles me; I had chosen those two planets for two out of the three starting worlds for the CSA in the Core Worlds Multiplayer GC. :)

Edited by Tropical Bob, 26 March 2010 - 09:35 AM.


#3 evilbobthebob

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Posted 26 March 2010 - 11:02 AM

YAY more starting worlds! We can get up and running so much faster now. Nice to see new space structures as well.

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#4 Ghostrider

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Posted 26 March 2010 - 11:39 AM

YAY more starting worlds! We can get up and running so much faster now. Nice to see new space structures as well.



When I tested Outer Rim, there was so much to keep track of, I actually completely forgot about my forces on Teth and missed 3 weeks of planetary expansion in that region before realising I hadn't moved the fleet into hyperspace to invade Shola!

#5 evilbobthebob

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Posted 26 March 2010 - 02:19 PM

That's the downside of having a massive, populated galaxy. I am dreading the GC planning for UEAW :)

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#6 Ghostrider

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Posted 26 March 2010 - 04:02 PM

Great fun though.
Just need to adjust the mind set and slow down campaign planning for the added detail. :)

#7 P.O._210877

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Posted 26 March 2010 - 05:36 PM

I'm curious, why is Corellia an Alliance planet? Sure many Rebels came from the system but Corellia's status within the Empire was more like that of a satellite state, not a hot bed of revolutionary elements. As I understand it, the Corellian anti-imperial movement was more a demonstration/affirmation of independence from the central government than a bold statement of rebellion.

With the declaration of the New Order, Diktat Dupas Thomree made a deal with Palpatine: Thomree could govern Corellian Sector as he wished (mostly free of Imperial mandates) as long as he paid taxes, war matériel, and homage to the Emperor. Immediately after the start of the New Order, Corellia was wracked by anti-Imperial protests.


If anything, Corellia is the blueprint for an independent collaborator state that will eventually be destabilized after the death of it's strong leader and then be a prime candidate for the beginnings of revolution.

Diktat Dupas Thomree died in 2 BBY. He was replaced by Daclif Gallamby whom was little more than a puppet of the Imperial Governor. At this time, Thrackan Sal-Solo went underground and began plotting secession.



Relevant info is from: Wookieepedia

Edited by P.O._210877, 26 March 2010 - 05:50 PM.

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#8 Ghostrider

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Posted 26 March 2010 - 05:54 PM

I'm curious, why is Corellia an Alliance planet?



Basically these campaigns are slightly different from the rest.
The Alliance was not formed at this time so the Rebel faction that you play is in fact made up of a large number of indepenent planet states, rebel groups, splinter factions and anyone that does not want to be part of the Empire.

It is NOT a rebel faction, but an amalgum of different 'I don't want to be part of the Empire' groups that eventually coincide to form the Alliance in the future.

There is a lot of 'we don't want to be controlled by the Empire' feeling in this fiercely indepenent planet, and so this fits wth the loose faction definitions.

Also don't forget that the Alliance was created with the Corellian Treaty in 2BBY, so we HAD to have Corellia in the 18BBY Prequel to the Alliance.

Also please note that in the OR, there are several CIS-held worlds that are clearly not part of the Alliance, but are a MUST for this post Clone-Wars scenario.

#9 Tropical Bob

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Posted 26 March 2010 - 06:41 PM

You can also think of it as these planets are on the brink of rebellion, and you, as their 'leader' have the 'choice' of openly rebelling against the Empire.

Though, what I think would be a cool thing to see is a sort of "get them to join" scenario in the campaigns of 18BBY. Where you have to bring one of the influential heroes (Mon Mothma, Garm Bel Iblis, Bail Organa, etc.) to the planet to turn it to the Rebellion.

#10 P.O._210877

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Posted 27 March 2010 - 04:10 AM

There is a lot of 'we don't want to be controlled by the Empire' feeling in this fiercely indepenent planet, and so this fits wth the loose faction definitions.


So basically it's a conceptual choice, I respect that.

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

Actarus


#11 Aizen Teppa

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Posted 27 March 2010 - 08:03 PM

Every new update is more mind-boggling than previous. :xcahik_:

I have 2 questions with regards to building.

1. Is the issue of AI not building spaceports/space stations/star bases resolved?
2. Are you planning to remove SSDs from the game? (Assuming that issue with AI spamming SSDs out of nowhere - e.g. over planet with Size 1 star base - is not fixed/or not fixable)

#12 Tropical Bob

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Posted 27 March 2010 - 10:55 PM

1. There's a hotfix for it. I'm not sure if they've solved the problem at the source though.
2. I doubt they're going to remove them. The most likely reason for Dreadnaught spam was that the Generate Magic Space Defense or whatever script for the AI was accidentally left on. It should be fixed for v1.2.

#13 Phoenix Rising

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Posted 28 March 2010 - 05:19 AM

This, I especially love. And the bolded part is what really tickles me; I had chosen those two planets for two out of the three starting worlds for the CSA in the Core Worlds Multiplayer GC. :p

When I was picking starting planets, it was a balance between reusing what we already had and ensuring credibility (plus a bunch of other factors - placement, income, advantages, base levels, etc.). Metellos and Rendili were two existing worlds that fit the bill for the CSA, so I used them ;).

I'm curious, why is Corellia an Alliance planet? Sure many Rebels came from the system but Corellia's status within the Empire was more like that of a satellite state, not a hot bed of revolutionary elements. As I understand it, the Corellian anti-imperial movement was more a demonstration/affirmation of independence from the central government than a bold statement of rebellion.

A couple points, first being setting. There's no Alliance in 18 BBY, so, as Ghost said, our Rebel faction for that period represents a coalition of groups opposed to Imperial/Coruscant/Sith rule. These could be Republic/Jedi loyalists like Alderaan or Teth, Separatist holdouts like Mustafar or Mygeeto, repressed non-Humans like Champala or Kashyyyk, independent cultures like Brigia or Contruum, or somewhere in between. Corellia, though, needs only a single justification for being throw in with this lot, and that's the Corellian Resistance.

The Alderaanians get all the glory from the films, but the Corellian movement had to have been more powerful given Bail's role (covert, financial) and the fact that Garm had a private navy that was absorbed into the Alliance in 2 BBY (before Ackbar was even around). Unfortunately all that's been detailed about it is Bria's involvement (and none of the later Corellian Rebels are explicitly tied to the resistance), so we're basically left to extrapolate. In short, Corellians are hard to stereotype, but a significant portion of them did actively fight the Empire.

Though, what I think would be a cool thing to see is a sort of "get them to join" scenario in the campaigns of 18BBY. Where you have to bring one of the influential heroes (Mon Mothma, Garm Bel Iblis, Bail Organa, etc.) to the planet to turn it to the Rebellion.

What planets would the PRM start with then :xcahik_:?

1. Is the issue of AI not building spaceports/space stations/star bases resolved?

It'll be in the news if/when that happens.

2. Are you planning to remove SSDs from the game?

Nope.

Edited by Phoenix Rising, 28 March 2010 - 05:19 AM.


#14 Tropical Bob

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Posted 28 March 2010 - 07:30 AM

When I was picking starting planets, it was a balance between reusing what we already had and ensuring credibility (plus a bunch of other factors - placement, income, advantages, base levels, etc.). Metellos and Rendili were two existing worlds that fit the bill for the CSA, so I used them :p.

I didn't personally take into account planentary abilities or placement, really, but mainly history and setting according to Wookie.

What planets would the PRM start with then :xcahik_:?

I don't know. The most openly rebellious planets. Those on the line would be the ones that got "swayed" unless the Empire got there first.

If only diplomacy worked. Sigh.

#15 Phoenix Rising

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Posted 28 March 2010 - 05:48 PM

When I was picking starting planets, it was a balance between reusing what we already had and ensuring credibility (plus a bunch of other factors - placement, income, advantages, base levels, etc.). Metellos and Rendili were two existing worlds that fit the bill for the CSA, so I used them :xcahik_:.

I didn't personally take into account planentary abilities or placement, really, but mainly history and setting according to Wookie.

Our take is that any planet where corporations have a great deal of power can be CSA-aligned in 18 BBY. There's a huge vacuum in the private sector following the Clone Wars and the pro-Imperial CSA are most favorably positioned to benefit from it. Remember, prior to the Clone Wars, there was just a Corporate sector - the self-governing Authority did not exist (at least in its current form) until after that conflict. So, the goal of the CSA in the mod is to establish a galaxy-spanning monopoly such that they can set prices and basically do whatever they want. It's important to note that their worlds do not have to be limited to their sector headquarters, as signatory sponsors were located across the galaxy.

#16 Jak o' the Shadows

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Posted 17 June 2010 - 03:19 PM

This is all great stuff. And idea when 1.2 will be ready to play?

For 1.2 will there be any big changes to the Thrawn campaign as far as starting forces and planets go?

The updates on the hero and game mechanic changes look to make every campaign great!

#17 Phoenix Rising

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Posted 17 June 2010 - 05:49 PM

It'll be out this summer.

There are several old news posts on Thrawn if you look for them.

#18 Darth Stalin

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Posted 27 July 2010 - 06:41 AM

1. Is the issue of AI not building spaceports/space stations/star bases resolved?

1. There's a hotfix for it.

Where???

And what about "trimming" the 1.1 "total galaxy campaign"? I think I've missed something, so please give me some hints...

All seven of the Phoenix Rising Campaigns have undergone a major overhaul in recent months to add a bit more spice to each world.

Are these included in the currently-downloadable version of PR 1.1?
Or how can I download the new campaigns and all that stuff?

Edited by Darth Stalin, 27 July 2010 - 06:48 AM.


#19 Ghostrider

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Posted 27 July 2010 - 07:28 AM

1. Is the issue of AI not building spaceports/space stations/star bases resolved?

1. There's a hotfix for it.

Where???

And what about "trimming" the 1.1 "total galaxy campaign"? I think I've missed something, so please give me some hints...

All seven of the Phoenix Rising Campaigns have undergone a major overhaul in recent months to add a bit more spice to each world.

Are these included in the currently-downloadable version of PR 1.1?
Or how can I download the new campaigns and all that stuff?


Hotfix is Here, I think. Talk to Tropical Bob.

Ok. GFFA and OR got trimmed to cap at 100 worlds, improving playability and reducing lag.
GFFA OR, IR and CW have been improved with more player worlds and starting forces.
I have also changed quite a bit more in the way of planetary forces to be compatible with the new advantages and all the changes made to V1.2

All campaigns will be available when we release V1.2
Sorry, but there have been so many changes that they are completely incompatible with V1.1 - so you will have to wait. :thumbsdownsmiley:

#20 Darth Stalin

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Posted 27 July 2010 - 08:00 AM

Ok. GFFA and OR got trimmed to cap at 100 worlds, improving playability and reducing lag.
GFFA OR, IR and CW have been improved with more player worlds and starting forces.
I have also changed quite a bit more in the way of planetary forces to be compatible with the new advantages and all the changes made to V1.2

Nice to hear that...!
Hotfix found and secured...! (...and DL-ed of course :thumbsdownsmiley: )

All campaigns will be available when we release V1.2

When will it be? The 1.1 got released over a year ago or even earlier...

Sorry, but there have been so many changes that they are completely incompatible with V1.1 - so you will have to wait.

How long...?



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