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