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Member Since 14 Jan 2010
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#1065965 Steam Workshop Support

Posted by evilbobthebob on 04 September 2017 - 03:22 PM

It's unlikely we'll be doing updates to v1.2 aside from severe bug fixes. When 1.3 arrives it should have large enough fleets...

#1065906 We're on the workshop!

Posted by evilbobthebob on 03 September 2017 - 03:45 PM

Hey guys


With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. It's available for download here: http://steamcommunit...873&searchtext=


Please post in this thread if you have any troubles installing/running the workshop version, as I haven't had much chance to test it myself.

#1062981 AI Breakthrough

Posted by evilbobthebob on 29 July 2017 - 05:28 PM

So to allay fears that we've completely given up on the mod: we haven't, it's just been extremely quiet due to PR himself being on indefinite hiatus and myself and Ghost being busy with life. I've personally been making some further improvements to AI, and Ghost has been working on campaigns.



Regarding the AI: yes, turning down the AI contrast multiplier does increase the AI aggressiveness. However, it's not quite as simple as that, because if you lower it too much the AI doesn't send enough units to deal with the defending forces. So instead I've been doing a lot of work rewriting AI equations both in XML and Lua. The AI now has a better idea of the individual value of planets (in the mod) and reacts a little more quickly to weakly-defended systems.

#1023003 Neutron Star-class bulk cruiser

Posted by evilbobthebob on 07 January 2016 - 01:07 AM

Haha yeah I forgot to mention (a long time ago) that I modeled the Neutron Star and it's in the development version of the mod right now.


Also I'm working on the mod again, so hi.

#978049 Converting to classic GC?

Posted by evilbobthebob on 23 September 2014 - 09:58 PM

The galactic conquest files contain the planet unit lists, they're arranged in a pretty obvious way (Planet, faction, unit)

#950372 Neutron Star-class bulk cruiser

Posted by evilbobthebob on 03 March 2014 - 10:45 PM

Just don't start tapping our phones.

#949922 Poll: New Imperial Ships (also again)

Posted by evilbobthebob on 28 February 2014 - 10:32 AM

That's pretty much how we envision land combat in PR, megabalta. Starfighters taking part in land battles would be nice, but it's impractical at the current scale. You really need maps like Supreme Commander to pull that off.

#949821 Increase gravity well size.

Posted by evilbobthebob on 26 February 2014 - 10:59 PM

One of the recent changes we've made is to give planets a gravity well. This blocks off a rather large area of the map to hyperspace reinforcements and provides a buffer for the defence.

#948061 [Suggestion] Seperate Independent Factions

Posted by evilbobthebob on 08 February 2014 - 12:08 PM

Tooltips are stored in the master text file, in the text folder. It's an encoded DAT file, you need an editor to open it.


Land upgrades were set up to show the stats for the upgraded unit. Space upgrades were not. This has now been rectified along with a new tooltip format for the next release.


Very few worlds produce unique units. As far as I'm aware there are only clones, smugglers and bounty hunters, represented by Cloning and Underworld respectively. However I agree that it could be more clear.


Heroes can upgrade at any world. They just need to be in space. Where heroes can be trained tends to vary from campaign to campaign but we're trying to stop that and make sure they are only buildable at their homeworld. We may add this info to planet tooltips.


Ship complements are difficult to add because ship tooltips are already very very full. Ground building complements may be added to the tooltips, though we are in the process of reviewing their exact composition anyway.

#907445 "Commenor must be some major-league trading planet"

Posted by evilbobthebob on 10 December 2012 - 09:11 PM

Sited in the Colonies, Commenor is a bustling, arid trade world. Its surface is covered with starports and landing strips for the tonnes of cargo that arrives and leaves, bound for the Core and the Rim. The planet swiftly became independent after the Battle of Endor, but its strategic location means that it's unlikely to stay that way for long.

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From an initially defensible landing zone, attackers must choose if they want to push up a ramp onto the upper landing strip, or move out onto the open ground below the small clusters of mismatched city buildings.

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Commenor's varied architecture is the result of its trading heritage; a melting pot of many different races and influences. Of course, both the Empire and New Republic would like to make their mark on the planet...

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Whoever takes control of this world, it will certainly assure them dominance across the Trellen Trade Route and easy access to the Slice.

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#896573 1.3 main wishlist

Posted by evilbobthebob on 11 August 2012 - 09:32 AM

Kitkun is right, maps are made as an aside to the rest of development because I can concentrate on them myself. v1.3 will have at minimum 14 brand new unique land maps, and improvements to many more.

#891618 cause of the lag (. I know this has been discussed many times but hear me out)

Posted by evilbobthebob on 21 June 2012 - 10:44 PM

Uh, well, if you look at Alliance the galactic conquest maps have very low unit diversity at start. Each planet only has a few different ship classes which are repeated across most planets. This is why mods like that and Republic at War can run well. In PR, we tailor each campaign and each planet has different fleets.

#877668 But I've learned so much!

Posted by evilbobthebob on 26 February 2012 - 04:51 PM

There's one last crash bug which we think we have isolated. Once PR puts together a release candidate and the QA team do a little testing, it should be done. Can't give a precise ETA I'm afraid, but the next few weeks is a conservative estimate. It may be as short as one week. Depends how the crash bug goes.