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News. Now that's a name I haven't heard in a long time...


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#41 abesinay

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Posted 12 July 2014 - 06:11 AM

I wish I knew more about map editing, I'd love to help out. All I know right now is how to mess around with the map editor petro released and only that to a really mild degree.

 

But I understand what your saying, the larger the map the more detail it needs. What about one or two massive maps on iconic planets, or even non iconic?



#42 a.fake.name

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Posted 12 July 2014 - 08:29 PM

Bob, if you were to leave more open space on maps a larger size could be accommodated better.
Obviously, it'd be situational dependent.


Playing PR when stoned is awesome

 


#43 evilbobthebob

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Posted 12 July 2014 - 10:17 PM

As you say, it's very situational and depends on the particular planet I'm attempting to depict. There are a few places that have very open maps at the moment, such as the grasslands of Ansion. Even in the case of open terrain, I have to at the very least have some varying low hills of some kind, and I also have to paint the texture by hand.


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#44 Druzzl

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Posted 03 August 2014 - 02:35 PM

Quick question, are you guys planning on having the ability to hyperspace ships out, or is that something that the game engine it's self can't even handle?



#45 Aizen Teppa

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Posted 03 August 2014 - 04:31 PM

Unless I missed something it's not possible at all. Retreat of one ship = retreat of all ships in the fleet. 



#46 evilbobthebob

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Posted 03 August 2014 - 04:33 PM

It's possible, but requires a player-activated ability slot (UI is limited to 2 of course) and also means that you can immediately bring a ship back into combat from the reinforcement menu, at full health. Both of these issues mean that we're certainly not planning on adding that kind of functionality into Phoenix Rising.


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#47 Aizen Teppa

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Posted 03 August 2014 - 08:23 PM

It's possible, but requires a player-activated ability slot (UI is limited to 2 of course) and also means that you can immediately bring a ship back into combat from the reinforcement menu, at full health. Both of these issues mean that we're certainly not planning on adding that kind of functionality into Phoenix Rising.

Wow, that's a news certainly for me. 

 

It's good to know that PR does not proceed with implementing this feature. It would be cheating machine. Retreat half-dead, redeploy fully repaired, retreat and so on. So technically possible but practically totally useless.



#48 johnchm.10

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Posted 04 August 2014 - 08:07 PM

i think the only way you could implement that fairly would be to put a MASSIVE timer on that, so a ship that jumps out will have to wait figure about 10 minutes to jump back in.



#49 Druzzl

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Posted 04 August 2014 - 11:41 PM

i was thinking more along the lines of a retreat of certain ships to save them, but they wouldn't be deploayable again, not until after the space battle. it was just a thought, more immersive game play, tactic wise anyway



#50 P.O._210877

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Posted 05 August 2014 - 03:24 AM

The very long timer idea seems to be simple and effective enough that it just might do the trick.


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.

 

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#51 a.fake.name

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Posted 05 August 2014 - 04:08 AM

The long timer only works if you start it when the ship first shows up on the map, so it can be removed if it survives however long the cooldown is set for, in my opinion.


Playing PR when stoned is awesome

 


#52 DoctorWho

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Posted 17 September 2014 - 03:21 PM

Its been 3 months since first post. Any new news? :D



#53 evilbobthebob

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Posted 17 September 2014 - 03:22 PM

Well I moved to the USA and started grad school, so there's that. It's meant I'm a bit busy at the moment. The other team members are working on stuff behind the scenes though.


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#54 Brashin

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Posted 17 September 2014 - 06:48 PM

Glad to see that work is still ongoing alive and well.  I really do look forward to playing the latest version of PR and really appreciate all the hard work the team continues to pour into this game.  I really wish it was possible for you guys to port something like this to a different engine that could better handle all the changes you make as I understand EaW has it's limitations but know that I along with others appreciate all you have done.  

 

Keep it up and look forward to more news and the eventual release.



#55 Hanti

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Posted 29 September 2014 - 03:04 PM

That news was very nice to hear. I really thought mod was left as 1.2.

But I like to know if making galactic maps in line with The Essential Atlas means that planets will be clickable? I mean that distances between them should allow to click all their orbiting fleets without mistakes (oops I click wrong planet again!).

 

Second one: does fps improve after numerous changes to improve performance to let's say 30-40 fps in GFFA?

 

Third: if the fighters are rebalanced now, does it mean there is a need to build starships? In 1.0-1.2 I mostly built fighters and transports as there was nor fleet that can withstand attack of 40+ squadrons ;)

 

Fourth: did you see land combat in this mod?

http://www.jeux-stra...ic-improvement/

I really think that is something of interest.

 

 

Hello Phoenix Rising fans.

 

(...)

 

So what have we been doing for the past two years? Our initial plan for the next version of the mod was primarily based on integrating the information provided by the release of The Essential Atlas. As software project tend to do, we experienced some rather strong feature creep, and as one thing led to another, we realised we had a version of the mod that is no longer a mere incremental update. In fact, we have:

  • General
    • Made numerous changes to improve performance
    • Remade and rebalanced the hero system
    • Rebalanced tech trees
  • Galactic Mode
    • Brought our galactic maps in line with The Essential Atlas
    • Added new planets
    • Entirely rebalanced and remade our core sandbox campaigns (still a work-in-progress)
    • Created a new planetary bonus system
    • Created a new hyperspace system
    • Rebalanced freighters, including the addition of light transports
    • Improved the display of research
  • Combat
    • Improved land combat
      • Begun the process of adding infantry weapon models
      • New units
      • Improved weather system
    • Added many new maps in land and space
    • Entirely revamped space combat to be in line with land combat:
      • New armour, health and shield system
      • New weapon balancing and types
      • Better display of unit statistics
      • New units
      • Increase in map size to accommodate the changes

(...)

 

evilbob


Edited by Hanti, 29 September 2014 - 03:05 PM.


#56 evilbobthebob

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Posted 29 September 2014 - 06:33 PM

In general we have tried to make sure that you can select fleets and planets even when they are near by, usually at the expense of their correct position, but it's certainly improved.

 

With a decent CPU the sandbox campaigns run quite a bit better than they used to. Low end systems may still have some trouble. Campaigns have been chopped up into smaller, more manageable chunks which has helped performance too.

 

Full-size starships are definitely important. Space colonies can shrug off fighter swarm damage for a long time.

 

Unfortunately I don't read French so I can't say much about that mod.


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#57 Hanti

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Posted 29 September 2014 - 09:52 PM

So I understand that selecting planets will be easier now :)

That is cheerful.

If fighters vs starships combat is balanced, that is well to.

What about decent CPU? What kind of CPU is decent for a mod?

 

I don't know much French, but just installed it and played. Nothing over difficult for someone who knows where to click in EAW ;)



#58 evilbobthebob

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Posted 29 September 2014 - 10:45 PM

Well honestly any desktop CPU from the last 5 years is probably decent enough.

 

Yeah unfortunately I don't have the time to play much at the moment.


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#59 Hanti

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Posted 01 October 2014 - 01:19 AM

(...)

Unfortunately I don't read French so I can't say much about that mod.

 

In short:

Mod Strategic Improvement
Auteur : Namspopof
Leader: HK47
Equipe : CBM, Epervier, DarkGrazi, DKS_Maxoo, Black Wolf, Ulan Bator
Version : 0.99.3 ( pour l'addon FOC uniquement )
File size : 1.167Go (décompilé 4369Mo sur votre disque dur)

 

List of changes Mod SI compared to the basic game (August 29, 2013):

Spoiler

As I said: something of interest.


Edited by Hanti, 01 October 2014 - 08:09 AM.


#60 evilbobthebob

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Posted 01 October 2014 - 03:20 PM

That does sound quite interesting, I'll see if I can check it out when I have the time. I assume it has an English version?


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