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The Revolution Is Here: Phoenix Rising v1.2!


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#221 evilbobthebob

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Posted 07 April 2012 - 10:42 AM

I can answer the first one with a no. Heroes have to be present in the tactical battle for their bonuses to take effect. I suggest you provide a decent command ship for heroes like Dodonna.

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#222 Edward_Pendragon

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Posted 07 April 2012 - 11:10 AM

OK thanks Bob... and by the way... the new version is absolutely magnificent!

#223 Phoenix Rising

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Posted 07 April 2012 - 06:04 PM

Heroes in GFFA are buildable from their homeworlds, or the closest available approximation. It's the best way to stay consistent, since, in most cases, we have no record of where a given hero was residing in 18 BBY.

#224 Edward_Pendragon

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Posted 07 April 2012 - 08:24 PM

Yeah I realise that PR and in most respects I think the job you've done here is breath-taking and I'm finding the experience every bit worth the wait...

My logic with Obi-Wan is that I think it's implied by the end of Episode III that he is entering exile on Tatooine to watch over Luke. Seeing as we don't have Stewjon (and why would we bother!), Kenobi's listed homeworld, I can see where you're coming from with Coruscant (Jedi-temple and all), but by that logic shouldn't Yoda be built on Coruscant as well, rather than Dagobah? I just feel that Coruscant is a hard choice for theRebel player to get a potentially popular hero into the game.

All in all though it's a very minor (and perhaps dorky) complaint, with an otherwise sublime gaming experience... well done again!

#225 Phoenix Rising

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Posted 07 April 2012 - 11:12 PM

Yoda's homeworld is anyone's guess. Same for Daala. Those are sort of just stand-ins. The main point is that there's only one recruitment location per hero in 18 BBY, since every hero is in play. Obi-Wan is a starting hero in OR though.

#226 calthal

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Posted 08 April 2012 - 09:59 PM

I have been playing for a week now and i must say, epic mod. To PR and the team many thanks for all your hard work in 1.2. i have mainly been playing around with GFFA as the rebels and have found little lag. i do have a few questions though and apologies if these have been asked before:
1. do having multiple shipyards of the same level decrease build times?
2. if a hero dies do they respawn as a buildable unit on their home planet? Also i sent Han and Chewie on a mission to steal credits but they never returned. (sent to Kuat)
3. when building shipyards or golans do the order they are built in determine where they are placed in the space map?
4. also in other mods the XML file for the units is in the data folder of the mod but i did not see it in PR1.2, I ask mainly because i like to adjust force levels to keep the game interesting.

#227 skie9173

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Posted 08 April 2012 - 10:04 PM

On the topic of heroes I have a quick question. Maybe I missed this somewhere but what do the different Skills mean? Not Offense or Logistics but Pilot 3 or Soldier 4, I think a third I saw was Politician.

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#228 evilbobthebob

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Posted 08 April 2012 - 10:17 PM

Pilot and Soldier are an indication of flying/ground fighting skills. Higher ranks do more damage and have more health. Politicians convert the population of a planet faster, so when you conquer it there is very little wait for full taxation to be available.

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#229 skie9173

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Posted 08 April 2012 - 10:23 PM

Ahh excellent. Thank you. Are those the only three?
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#230 Phoenix Rising

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Posted 08 April 2012 - 11:03 PM

I have been playing for a week now and i must say, epic mod. To PR and the team many thanks for all your hard work in 1.2. i have mainly been playing around with GFFA as the rebels and have found little lag. i do have a few questions though and apologies if these have been asked before:
1. do having multiple shipyards of the same level decrease build times?
2. if a hero dies do they respawn as a buildable unit on their home planet? Also i sent Han and Chewie on a mission to steal credits but they never returned. (sent to Kuat)
3. when building shipyards or golans do the order they are built in determine where they are placed in the space map?
4. also in other mods the XML file for the units is in the data folder of the mod but i did not see it in PR1.2, I ask mainly because i like to adjust force levels to keep the game interesting.

  • Yup.
  • No respawn. You can keep recruiting them though.
  • Yes, but it's almost impossible to know which order the map markers were placed in unless you were the one placing them.
  • See Config.meg.

Ahh excellent. Thank you. Are those the only three?


Smuggler / Bounty Hunter control how well those abilities work.

#231 Edward_Pendragon

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Posted 10 April 2012 - 10:55 PM

Continuing the hero related questions... How does rebuilding a hero work? Do heros have "cooldown" times before they can be rebuilt? I ask because I also ironically sent Han to Kuat to steal credits (very profitable)... a week or so later I sent Lando to Rothana to do the same. A short while later Lando appeared as a buildable unit on Ryloth again but Han has still not appeared as buildable again on Corellia or Kashyyk. Rothana still has the smuggler credit icon showing Lando's previous mission. Kuat's icon recently disappeared... still no Han :(

#232 Phoenix Rising

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Posted 11 April 2012 - 03:33 AM

In some cases, the story scripting just doesn't catch a hero despawn, so the hero stays locked permanently. Hero teams and smuggling might be one of them... wish I could say, but I've tweaked it so many times trying to get it fixed I don't remember anymore.

#233 Edward_Pendragon

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Posted 12 April 2012 - 11:18 PM

Forgive me if this is something you've already thought of and tweaked a hundred times already... but I wonder if the issue could be that Han has the smuggler skill but Chewie doesn't?

#234 Phoenix Rising

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Posted 12 April 2012 - 11:54 PM

Chewie's smuggling ability is presently identical to Han's. No, it's more that they're generic heroes.

#235 Gumballthechewy

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Posted 13 April 2012 - 11:25 PM

I noticed something, I don't know if it's a bug or an oversight or if it's meant to be, but as the Empire on Core Worlds my heroes with ships, like Vader with the Executor and Titus Klev with the Silencer-7 and every other one don't count towards the pop cap in a space battle. I don't know about brining them in through reinforcements, but starting a space battle it starts with 1 Tector class, 2 Imperial class, 2 Venator class & 2 ... I can't remember the name, those black fighter carriers, something VIII ... and it totals out to 80 cap but I also start with every hero in the group as well.

Not that I'm complaning or anything! :p The more firepower the better I always say! :D I just wanted to know if that's how it's supposed to be.

Edited by Gumballthechewy, 14 April 2012 - 02:17 AM.

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#236 Phoenix Rising

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Posted 13 April 2012 - 11:31 PM

Well, I'm definitely complaining about that. As far as I'm concerned, that's our biggest balance flaw. And it's an engine problem with heroes, so I'm just going to have to find another way to do it...

#237 Gumballthechewy

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Posted 14 April 2012 - 02:22 AM

Well I can see how it totally blows for a defending player when there's 20 or so hero's with Executor's and Sovereign's and World Devastator's and what have you, plus a few Imperial class SD's! :D

But unless I'm defending I usually only bring one hero, just to stay fare! :p

Edited by Gumballthechewy, 14 April 2012 - 02:24 AM.

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#238 smashedsaturn

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Posted 14 April 2012 - 04:33 AM

Id actualy prefer it if more population was added to space battles, is it a engine limitation or only for performance? Id rather fight the whole invading fleet of mc80s at once than a few at a time, is there a simple XML edit for this?

#239 SpardaSon21

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Posted 14 April 2012 - 05:53 AM

Yes, at least in 1.1. There are lines in Factions.xml and ExpansionFactions.xml that say something like <SpaceTacticalPopulationCap> that govern population in space tactical battles. The Rebels and Imperials are obviously in Factions.xml while the CSA is in ExpansionFactions.xml as some other faction whose name eludes me.

#240 Phoenix Rising

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Posted 14 April 2012 - 09:20 AM

It's mostly for performance. Just don't file any bug reports if you mess with it and it freezes :p.



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