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The Revolution Is Here: Phoenix Rising v1.2!


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#141 evilbobthebob

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Posted 26 March 2012 - 11:42 PM

The Venators alone should have brought the shields down...I assume you used Power to Weapons? It's possible that the enemy has a great number of shield upgrades from various planets.

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#142 soverign

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Posted 27 March 2012 - 12:38 AM

I was playing GFFA attacking the Independent controlled Munnilist if it helps any. I didn't have the problem in 1.1.

#143 Phoenix Rising

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Posted 27 March 2012 - 12:41 AM

Regeneration rates haven't changed... I don't know what to tell you.

#144 smashedsaturn

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Posted 27 March 2012 - 01:46 AM

im having CTD when i save sometimes, ussualy right after a major victory on GFFA, its really frustrating to loose a 40 minute tac battle after wining it

#145 Krutilator

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Posted 27 March 2012 - 06:59 AM

1.2 is great, land battles is great too and playable now, thank you Team! :).
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 Chih

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Posted 27 March 2012 - 12:34 PM

Been waiting for this mod for years, watching from the shadows. Hands down the most satisfying mod for foc with most replayability. Very well done PR team, more than worth the wait :)

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.

#147 Tropical Bob

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Posted 27 March 2012 - 01:27 PM

OH NO I'M LATE TO THE PARTY.

DOWNLOADDOWNLOADDOWNLOADDOWNLOADDOWNLOADDOWNLOADDOWNLOADDOWNLOADINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALLINSTALL.

FASTER, COMPUTER. FASTER.

#148 marjogffm

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Posted 27 March 2012 - 03:07 PM

good job with the ai !!!
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.

#149 Pellean

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Posted 27 March 2012 - 04:40 PM

I root for the empire in case you didn't notice :p.

Oh, I do too. I just think that the Tarkin Doctrine depends on the threatened planets only thinking in the short term.
Don't think, Fingan, you aren't properly equipped for it.

#150 Phoenix Rising

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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 Gumballthechewy

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Posted 27 March 2012 - 05:50 PM

One thing I don't really like is how carrier ships deploy fighters. With my Imperial class-II SD's they deploy transports and bombers for the first couple waves. I personally would want fighters mainly and a couple bomber squadrons for the first couple waves. And I don't know if it's just me but it seems to take forever for another squadron to deploy.

Other than that it's been more than awesome so far!

Don't take anything I say seriously, EVER!


#152 evilbobthebob

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Posted 27 March 2012 - 06:00 PM

I think that complements are spawned in order of squadron combat strength; they certainly aren't spawning in the order they are in XML (which is fighters through to transports).

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#153 cromy

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Posted 27 March 2012 - 06:39 PM

Well i dunno what was actully wrong but they've started taking planets so a fresh install fixed it and also can now alt tab without the game crashing as well.
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#154 Phoenix Rising

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Posted 27 March 2012 - 06:50 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.

Edited by Phoenix Rising, 27 March 2012 - 06:51 PM.


#155 Guest_j87schaeffer_*

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Posted 27 March 2012 - 08:55 PM

Hey guys I got a problem with the mod not working.I have read the forums and try to figure it out but iam stumped . Here is what is going on I have reinstalled Foc gold pack (Not Steam) I have not installed LA Ram fix patch I do not have any other mods installed either. I installed the mod and run it , the screen goes black and i get the circle cursor of death and finally and exception error and crashes. I am running Win 7 64 bit, here is the exception error when i open it.
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 evilbobthebob

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Posted 27 March 2012 - 08:58 PM

Very odd. Does your mod shortcut run with administrator privileges, and does it point to the swfoc.exe directory in both Start in and Target fields? Does the vanilla game run?

Edited by evilbobthebob, 27 March 2012 - 08:58 PM.

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

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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.

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#158 Guest_j87schaeffer_*

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Posted 27 March 2012 - 09:16 PM

I have tried running it as an admin and as not , The vinalla game has the same problem ,but it will only work if the Ram fix Patch is installed. I have copied the start in and Target field on to here they look right but i am not positive

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"

#159 evilbobthebob

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Posted 27 March 2012 - 09:25 PM

Ahah. Isn't your swfoc.exe in Program Files (x86) ?

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#160 Guest_j87schaeffer_*

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Posted 27 March 2012 - 09:42 PM

no i had originally installed it to just the plain Program files , but just to be safe i just now reinstalled the game and mod to my Program files(x86), but still not working



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