The Revolution Is Here: Phoenix Rising v1.2!
#141
Posted 26 March 2012 - 11:42 PM
#145
Posted 27 March 2012 - 06:59 AM
In Steam version all perfectly works because of your help (deleting XML) .
But there is one question: in 1.1 there are different symbols on icons for different mods of space units. As i remember it is a foreign mod. But why didn't you introduce it into 1.2? It is a very useful mod, imho.
#146
Posted 27 March 2012 - 12:34 PM
Does anybody else have a problem with high shield regeneration rates? I attacked a Golan II defense platform with 5 Venator I's, 3 Dreadnought I's and about 40 fighter squadrons and I couldn't bring the shields of the Golan down, even after attacking it for five minutes.
You're probably not firing a full salvo and attacking the Golan from max range with your fleet. If you check in the manual, you see that different turbolasers have different ranges. The Venators, like most other destroyers, capitals and some frigates have a few heavy duty turbolasers and several lighter and medium ones. It adds a strategical element in addition to the star wars realism, where you have to choose whether to bombard a target from a distance for a longer period of time or close in to fire more lasers. Some targets with very good shield generators, such as the Golan II and III tend to require a real pounding before the shields start going down, and for this early-tech heavy turbolasers wont cut it.
#148
Posted 27 March 2012 - 03:07 PM
nicely done !!! it was worth all those years of longing.
you could have named it 2.0 given all the improvements.
did you change some of the weapon stats i.e ranges ? i had to put my acclamators almost on top of an enemy space station before they opened fire.
also they did not advance when given the attack order. they simply stoped.
oh, and i miss the icons for upgraded units too. they where realy useful for quick checking which designs have upgrades available. assembling fleets was also easier.
#150
Posted 27 March 2012 - 04:53 PM
But there is one question: in 1.1 there are different symbols on icons for different mods of space units. As i remember it is a foreign mod. But why didn't you introduce it into 1.2? It is a very useful mod, imho.
We need to recapture all the icon images at higher resolution for the manual, so every unit icon you see in-game now is going to be blown up. Probably going to look to add a position just for icons.
you could have named it 2.0 given all the improvements.
I kept thinking that, but I'd say v1.2 all along. At the end of the day, it's just a number, so I kept it.
did you change some of the weapon stats i.e ranges ? i had to put my acclamators almost on top of an enemy space station before they opened fire.
Acclamator has been rigged properly for the first time. It has a topside main battery like the ISD, so it has trouble with the ventral arc.
Edited by Phoenix Rising, 27 March 2012 - 04:53 PM.
#151
Posted 27 March 2012 - 05:50 PM
Other than that it's been more than awesome so far!
Don't take anything I say seriously, EVER!
#152
Posted 27 March 2012 - 06:00 PM
#154
Posted 27 March 2012 - 06:50 PM
Edited by Phoenix Rising, 27 March 2012 - 06:51 PM.
#155 Guest_j87schaeffer_*
Posted 27 March 2012 - 08:55 PM
Thanks
Exception in thread 18D8 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Attempt to read from address 00000018
Exception occurred at 0091D7FE - Unknown code pointer
Stack walk:
00000000 : Unknown
Register dump:
Eip:0091D7FE Esp:0028F494 Ebp:00000000
Eax:00000000 Ebx:00000000 Ecx:00000500
Edx:00000400 Esi:00000001 Edi:00000000
EFlags:00010212
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
Bytes at CS:EIP (0091D7FE): 83 78 18 10 72 05 8B 40 04 EB 03 83 C0 04 50 68 C0 97 A5 00 68 4C 96 A5 00 E8 84 61 C0 FF 56 68 A4 97 A5 00 68 4C 96 A5 00 E8 74 61 C0 FF 55 68 88 97 A5 00 68 4C 96 A5 00 E8 64 61 C0 FF 57 68
Stack Dump:
0028F494: 00000000
0028F498: 6FA926E0
0028F49C: 0028F5E8
0028F4A0: 01619001
0028F4A4: 00000400
0028F4A8: 00000500
0028F4AC: 00000001
0028F4B0: 00000000
#156
Posted 27 March 2012 - 08:58 PM
Edited by evilbobthebob, 27 March 2012 - 08:58 PM.
#157
Posted 27 March 2012 - 09:08 PM
Gumball, there's actually nothing we can do about that. It's not combat power - the engine runs some function (hence the spawn lag) to asses your fleet strengths, possibly against the enemy, and spawns accordingly. If you bring a bunch of bombers in the fleet, it'll probably spawn fighters or transports first. I'm not sure the exact conditions; it's different every time.
Oh ok, that actually makes sence. I guess I should build more fighters then, ha ha!
Just playing on easy to get the hang of it. I love how they back off and give you time on easy so you can figure things out.
Edited by Gumballthechewy, 27 March 2012 - 09:12 PM.
Don't take anything I say seriously, EVER!
#158 Guest_j87schaeffer_*
Posted 27 March 2012 - 09:16 PM
target : "J:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\Phoenix_Rising_v1.2
Start in :"J:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption"
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