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[SUB MOD] Phoenix Rising Enhancements for 1.2


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#161 JoeM

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Posted 04 November 2013 - 04:15 PM

To add a bit of "flavor".  Order 66 event could be similar to the one in raw:

 

</Event>

 <!--Order 66 -->

 <Event Name="Execute_Order66_Pause">
  <Event_Type>STORY_ELAPSED</Event_Type>
  <Event_Param1>30</Event_Param1>
  <Reward_Type>PAUSE_GALACTIC</Reward_Type>
  <Prereq>Empire_Enters_Tech_05</Prereq>
 </Event>

 

 <Event Name="Execute_Order66">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>MULTIMEDIA</Reward_Type>
  <Reward_Param1>TEXT_SPEECH_REPUBLIC_ORDER66</Reward_Param1>
  <Reward_Param2>-1</Reward_Param2>
  <Reward_Param8>REPUBLIC_ORDER66</Reward_Param8>
  <Reward_Param9>Emperor_Loop</Reward_Param9>
  <Reward_Param10>1</Reward_Param10>
  <Prereq>Execute_Order66_Pause</Prereq>
</Event>

 

<Event Name="Execute_Order66_Stop_Text">
  <!--Stop Text-->
  <Event_Type>STORY_SPEECH_DONE</Event_Type>
  <Event_Param1>REPUBLIC_ORDER66</Event_Param1>
  <Reward_Type>SCREEN_TEXT</Reward_Type>
  <Reward_Param1>TEXT_SPEECH_REPUBLIC_ORDER66</Reward_Param1>
  <Reward_Param4>remove</Reward_Param4>
  <Prereq>Execute_Order66</Prereq>
</Event>

<Event Name="Execute_Order66_Stop_Loop">
  <!--Stop Loop-->
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>STOP_COMMANDBAR_MOVIE</Reward_Type>
  <Prereq>Execute_Order66_Stop_Text</Prereq>
</Event>

 

<Event Name="Order_66_Montage_Movie">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>START_MOVIE</Reward_Type>
  <Reward_Param1>Order66_Montage</Reward_Param1>
  <Prereq>Execute_Order66_Stop_Loop</Prereq>
</Event>

<Event Name="Order_66_Montage_End">
  <Event_Type>STORY_MOVIE_DONE</Event_Type>
  <Reward_Type>UNPAUSE_GALACTIC</Reward_Type>
  <Prereq>Order_66_Montage_Movie</Prereq>

</Event>

 

<Event Name="Jedi_Purge_Remove_Mace_Windu">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Mace_Windu</Reward_Param1>
  <Prereq>Order_66_Montage_End</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Plokoon">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Plokoon</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Mace_Windu</Prereq>

</Event>

 

<Event Name="Jedi_Purge_Remove_Obiwan">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Obiwan</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Plokoon</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Aayla">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Aayla_Secura</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Obiwan</Prereq>

</Event>

 

<Event Name="Lock_Aayla">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>LOCK_UNIT</Reward_Type>
  <Reward_Param1>Aayla_Secura_Team</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Obiwan</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Barris">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Barris_Offee</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Aayla</Prereq>
</Event>

 

<Event Name="Lock_Barris">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>LOCK_UNIT</Reward_Type>
  <Reward_Param1>Barris_Offee_Team</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Aayla</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Luminara">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Luminara_Unduli</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Barris</Prereq>
</Event>

 

<Event Name="Lock_Luminara">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>LOCK_UNIT</Reward_Type>
  <Reward_Param1>Luminara_Team</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Barris</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Shaakti">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Shaak_Ti</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Luminara</Prereq>
</Event>

 

<Event Name="Lock_Shaakti">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>LOCK_UNIT</Reward_Type>
  <Reward_Param1>Shaak_Ti_Team</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Luminara</Prereq>
</Event>

 

<Event Name="Jedi_Purge_Remove_Yoda">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Yoda</Reward_Param1>
  <Prereq>Jedi_Purge_Remove_Shaakti</Prereq>
</Event>

 

<Event Name="The_New_Order_Begins">
  <Event_Type>STORY_ELAPSED</Event_Type>
  <Event_Param1>5</Event_Param1>
  <Prereq>Jedi_Purge_Remove_Yoda</Prereq>
</Event>

 

<Event Name="The_New_Order_Remove_Palpatine">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Chancellor_Palpatine</Reward_Param1>
  <Prereq>The_New_Order_Begins</Prereq>
</Event>

 

<Event Name="The_New_Order_Spawn_Palpatine">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>SPAWN_HERO</Reward_Type>
  <Reward_Param1>Emperor_Palpatine_Team</Reward_Param1>
  <Reward_Param2>Coruscant</Reward_Param2>
  <Prereq>The_New_Order_Remove_Palpatine</Prereq>
</Event>

 

<Event Name="The_New_Order_Begins_1">
  <Event_Type>STORY_ELAPSED</Event_Type>
  <Event_Param1>5</Event_Param1>
  <Prereq>The_New_Order_Spawn_Palpatine</Prereq>
</Event>

 

<Event Name="The_New_Order_Remove_Anakin">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>REMOVE_UNIT</Reward_Type>
  <Reward_Param1>Anakin_Skywalker</Reward_Param1>
  <Prereq>The_New_Order_Begins_1</Prereq>
</Event>

 

<Event Name="The_New_Order_Spawn_Vader">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>SPAWN_HERO</Reward_Type>
  <Reward_Param1>Darth_Team</Reward_Param1>
  <Reward_Param2>Coruscant</Reward_Param2>
  <Prereq>The_New_Order_Remove_Anakin</Prereq>
</Event>

 

<Event Name="The_New_Order_Pause">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>PAUSE_GALACTIC</Reward_Type>
  <Prereq>The_New_Order_Spawn_Vader</Prereq>
</Event>

 

<Event Name="The_New_Order_Begins_2">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>MULTIMEDIA</Reward_Type>
  <Reward_Param1>TEXT_SPEECH_REPUBLIC_NEWORDER</Reward_Param1>
  <Reward_Param2>-1</Reward_Param2>
  <Reward_Param8>REPUBLIC_NEWORDER</Reward_Param8>
  <Reward_Param9>Emperor_Loop</Reward_Param9>
  <Reward_Param10>1</Reward_Param10>
  <Prereq>The_New_Order_Spawn_Vader</Prereq>
</Event>

 

<Event Name="The_New_Order_Begins_2_Stop_Text">
  <!--Stop Text-->
  <Event_Type>STORY_SPEECH_DONE</Event_Type>
  <Event_Param1>REPUBLIC_NEWORDER</Event_Param1>
  <Reward_Type>SCREEN_TEXT</Reward_Type>
  <Reward_Param1>TEXT_SPEECH_REPUBLIC_NEWORDER</Reward_Param1>
  <Reward_Param4>remove</Reward_Param4>
  <Prereq>Execute_Order66</Prereq>
</Event>

<Event Name="The_New_Order_Begins_2_Stop_Loop">
  <!--Stop Loop-->
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>STOP_COMMANDBAR_MOVIE</Reward_Type>
  <Prereq>The_New_Order_Begins_2_Stop_Text</Prereq>
</Event>

 

<Event Name="The_New_Order_Unpause">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>UNPAUSE_GALACTIC</Reward_Type>
  <Prereq>The_New_Order_Begins_2_Stop_Loop</Prereq>
</Event>

 

<Event Name="The_New_Order_Spawn_Tarkin">
  <Event_Type>STORY_TRIGGER</Event_Type>
  <Reward_Type>SPAWN_HERO</Reward_Type>
  <Reward_Param1>Grand_Moff_Tarkin_Team</Reward_Param1>
  <Reward_Param2>Coruscant</Reward_Param2>
  <Prereq>The_New_Order_Spawn_Vader</Prereq>
</Event>

 

<Event Name="The_New_Order_Begins_3">
  <Event_Type>STORY_ELAPSED</Event_Type>
  <Event_Param1>5</Event_Param1>
  <Prereq>The_New_Order_Spawn_Tarkin</Prereq>
</Event>

</Story>

 



#162 johnchm.10

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Posted 05 November 2013 - 01:07 AM

I don't speak for the PR-team, but im pretty sure that '66 stuff falls outside the scope of the mod. not saying that the idea is bad or good, but, the event you are referring to is not within the timeframe of this mod



#163 Hanti

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Posted 05 November 2013 - 12:28 PM

This sub mod originally started as a personal mini mod for Phoenix Rising 1.2. I first only wanted to try to improve the performance of the Galaxy Far, Far Away conquest, but eventually ended up messing with a lot of things. The main priorities I've had when tweaking has been performance, Star Wars canon and an engaging campaign. If you're into fast paced campaigns with quick gameplay, my mod is not what you should be downloading. If however you like a slow game with a strong Star Wars feel to it, you probably might enjoy some of what I've done!
 (...)
 
Changes from stock PR 1.2:
 
- Overhaul of research costs and times. [Ongoing]
- Overhaul of unit and building costs and build times. [Ongoing]
- Overhaul of some units to become more canonical or better serve their role.[Ongoing]
- Overhaul of ship complements. 
- The Core, Mid Rim and Outer Rim are better separated. 
- Turbolasers and turboions fire twice as far.
- Some new buildable units (AT-AP, LAAT, SPMA-T, MPTL) and unit variants (ISD I and VSD I with V-wings) [Not yet implemented into any research]
- For better performance all independent units have been turned into garrisons in buildings instead (Eg. Hutt Spice Refinery or Imperial Customs Station). 
- Some heroes are getting ships that previously did not have them.
 

 

Some thoughts after playing this submod a little. I use it in GFFA and Inner Campaign.

What was funny it works in Inner Campaign too for Imp side and I discovered that increased cost of shipyards are a way to go. It was really difficult campaign for Imps, but not so difficult (a rather easy one) for Rebs. So to speak clear: I would like to see increased costs of shipyards and buildings in all campaigns.

There is a problem for AI obviously, as it does not build so good when it plays with those increased costs. Is it possible to lower costs for AI in game?

 

GFFA stuff:
1. Galaxy plays nicely, not as much lag as usual.
2. Research is still fast and cheap, so the best strategy is to conduct some research before going to war. But AI is not so smart in this manner, so player usually can get better stuff to fight. Example: I could easily get Acclamators IV before seeing any Rebels.
3. Still need some planet positions adjustments (please move them far away from themselves to let me CLICK desired planet without mistake).
4. I like the overall feeling of the submod.

 

Edit.

Galaxy (GFFA) has much less lag (20 fps at start), but still too much to call it playable. It is noticeable although it has twice more fps than standard PR 1.2 GFFA.

I think it is proper way to reduce lag: remove all independent fleets/armies and put them all into special garrisons. So all independent forces would just spawn in case of attack. There could be buildings like "Vulpter Base" or "Nzoth Base" (something like this with different sort of troops to remain uniqueness of the planets forces).

 

I think 30+ fps would be acceptable (at least).

 

There would be good side-effect: you need to destroy building to remove units. Could be harder game.


Edited by Hanti, 20 November 2013 - 11:45 PM.


#164 johnchm.10

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Posted 04 December 2013 - 07:15 AM

Personally, i upgrade my fleets so i get the units i am familiar with, and adjust for the particular time frame. so if i want to stick within the original trilogy timeframe, i go with the units used in X-wing Alliance. C model X-wings, AF4's, BTLS3's, Mk.3 Dreadnaughts, etc.

to this end, i have it so some upgrades are only 10cr, like all the Z95 models until the AF4, or all the pre-S3 Y-wings. helps to keep the tech-tree closer to stock in case of issues.

which reminds me. im getting duplicates of some ships in the Interface in some campaigns, namely the X-wing, MC30 and MC40 in the Thrawn Offensive, as well as the E-wing in Shadow Hand. i haven't touched the Tech Trees for those two campaigns. how do i go about solving this issue?



#165 a.fake.name

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Posted 18 December 2013 - 07:16 AM

Anyone got the latest version ?
 


Playing PR when stoned is awesome

 


#166 johnchm.10

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Posted 11 January 2014 - 09:25 AM

so yeah, i did another round of tweaking to the submod.

started from scratch and ended up with something that i like a lot so far

i basically did 3 things.

changed prices and times for most of the units and stations

changed their compliments

and my crowning achievement, a new methodology of upgrading compliments.

the first two are pretty explanatory. nothing too drastic, just shaving some credits or seconds off here and there. i figure that it will help make the initial building up period somewhat quicker.

 

as for the third one, bear with me on this

 

so i got the idea that at a certain point, a fighter design is going to be superseded by a different design, IRL examples being the F4 Phantom to F15 Eagle, M14 to M16, etc...

i basically worked it out so that anything carrying fighters gets their compliment upgraded every refit cycle (upgrade), but that at a certain point, they trade in their old fighters for newer ones.

ive got it set up so that each fighter type gets upgraded 3 times along with the mother craft, before switching to another design entirely

it works out something like this

TIE/Ln -->TIE/Ln x2 --> TIE/Ln x3 --> TIE/In --> TIE/In x2 --> TIE/In x3 --> TIE/Ad --> TIE?Ad x2 --> TIE/Ad x3 --> TIE/D(efender) --> TIE/D x2 --> TIE/D x3

 

or in certain cases,

Z95AF4/R41 mk3 --> T65C --> T65F --> T65I --> E-wing/series 2 --> E-wing/3 --> E-wing/4

 

i've got the entire list in an excel file as well as the current listings of ALL Empire/Rebel craft that can launch fighters et. al. should you wish to see what ive got

 

as an aside, in certain campaigns, im getting duplicate units. so far, i can build twice the MC40, MC30, and T65. ive got more detailed info here as well as the affected files (the Tech Trees for the affected campaigns as well as the ship files)

http://forums.revora...ue/#entry944207

any tips?

 

oh, and how goes the sub-mod?



#167 johnchm.10

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Posted 15 January 2014 - 06:19 AM

Oi. so i know you had said playing other campaigns would be a little weird, but i went ahead and tried it out.

2 things id like to note.

1. you have to edit the tech trees for each campaign

2. for whatever reason, the trade routes for Skyhook, and potentially the other story campaigns are messed up, to the point where some planets which are very close to each other are inaccessible by each other.



#168 a.fake.name

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Posted 15 January 2014 - 06:59 AM

2. for whatever reason, the trade routes for Skyhook, and potentially the other story campaigns are messed up, to the point where some planets which are very close to each other are inaccessible by each other.

That sounds like the default PR placement for some systems.


Playing PR when stoned is awesome

 


#169 johnchm.10

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Posted 15 January 2014 - 12:28 PM

ok, so how do i go about fixing this?

I've got sections of the galaxy that are literally isolated from each other

 

or at least where do i go to fix this?


Edited by johnchm.10, 15 January 2014 - 12:43 PM.


#170 Sûlherokhh

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Posted 15 January 2014 - 01:10 PM

1. You create new traderoutes (TRADEROUTES.XML) and insert them in traderoute-list of the campaign.

2. You go into GAMECONSTANTS.XML and increase the content of <MaximumFleetMovementDistance> NUMBER </MaximumFleetMovementDistance> for travel not using the traderoutes.


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#171 a.fake.name

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Posted 15 January 2014 - 08:09 PM

ok, so how do i go about fixing this?

I've got sections of the galaxy that are literally isolated from each other

 

or at least where do i go to fix this?

Do like Chris did in the Family Guy Star Wars parody, and hit the On-Star button.
Just tell them you're Admrial Ackbar and it'll all be good.


Playing PR when stoned is awesome

 


#172 andrew1993

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Posted 17 March 2014 - 10:19 PM

the dl links are down for current version



#173 DoctorWho

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Posted 30 June 2014 - 07:46 AM

Can someone provide another download link? those in 1st post have expired...



#174 Iforgot

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Posted 24 July 2014 - 05:23 PM

Hi, I also would like to try the submod and the links won't work for me



#175 a.fake.name

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Posted 24 July 2014 - 06:22 PM

This may not be the newest version, but the first I could find a copy of on my hard drive.

Attached Files


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#176 Iforgot

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Posted 24 July 2014 - 07:27 PM

Awesome ! Thanks, I try it out tonight after work!



#177 a.fake.name

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Posted 24 July 2014 - 07:52 PM

No problem.
Note: I'm not sure if it's the most recent version, I may be behind myself.
 

Be prepared for an utterly different experience, however, as the fixed PR compliments are now a bit more lethal (and have fewer slow ass transports in the mix)


Playing PR when stoned is awesome

 


#178 a.fake.name

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Posted 05 March 2015 - 09:26 PM

And thanks to Karma, I can download my own upload to reaquire the submod lol.


Chih, hows it going ?


Playing PR when stoned is awesome

 


#179 a.fake.name

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Posted 06 February 2019 - 07:06 AM

slowly getting back into PR, as much as I lile the new Im playing Chihs submod again lol

 

And thanks to Karma, I can download my own upload to reaquire the submod lol.


Chih, hows it going ?


Playing PR when stoned is awesome

 




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