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evilbobthebob

Member Since 14 Jan 2010
Offline Last Active Jan 03 2021 03:56 PM

#1081711 Phoenix Rising v2.0 Public Beta

Posted by evilbobthebob on 08 April 2018 - 03:16 PM

After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.

Known issues:

Missing text

Poor performance in some GCs

Missing CSA units

Unit filter buttons may sometimes display an incorrect state if pressed rapidly

Sandbox missions may show incorrect information

 

Changelog from demo:
Full GC set (Work in progress)

New filter buttons: click to hide different classes of space units/research

Updated tech trees for Rebels and Empire

Fixed some weapons not firing from muzzles correctly

Space colonies now correctly show up in battle results

 

Please report bugs here or on the Steam discussion page.




#1077153 Demo bugfixes

Posted by evilbobthebob on 05 February 2018 - 03:34 PM

The 2.0 demo has been updated with numerous bugfixes to improve the experience for players. Download it from ModDB. Note: the Steam workshop has already been updated with these fixes as they were made. Changelog
  • Improvements: Improved skirmish AI, buffed AA build pad turrets (now have double fire rate), added time-scaled particles for status effects. Made easy difficulty slightly easier.
  • Improvements: Added units back into skirmish mode. Further skirmish AI tweaks.
  • Bug fixes: Overracer bike icons; Text fixes for Rebel structures; attempted fix for crashes on Mustafar/Clakdor; attempted fix for save game crashes.
  • Bug fixes: Fixed crash on Mustafar and Clak'dor maps. Removed debug info. Fixed reinforcement problems in skirmish (side effect: skirmish Golans and GC space colonies now prevent reinforcements in a radius around them)
  • Bug fixes: Fixed squadron ability autofire scripts. Fixed CSA starbase upgrade cost in skirmish. Fixed text errors with Xg Star Wing and made Dominator III SD buildable once researched. Attempted to reduce the issue where fighter/bomber/transport units fly all over the map. Attempted to further improve savegame bugs.
  • Bugfix: reduced planet texture resolution to improve performance, reduce chance of savegame crashes, and because the game can't render 4k textures.
  • Fix for Tarkin respawn
  • Fix for Clak'Dor VII crash

 




#1075360 Phoenix Rising v2.0 Demo

Posted by evilbobthebob on 13 January 2018 - 11:59 PM

After 5 years, we finally have v2.0 of Phoenix Rising ready to demo, with the Operation Skyhook Campaign.

Download here for a manual installation: http://www.moddb.com...rising-v20-demo
Or find us on the Steam Workshop at: http://steamcommunit.../?id=1235783994

Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe

Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!

Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site

Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy

The Galactic Empire is recommended for first time players of Phoenix Rising.


Short summary of changes:
  • Sweeping optimization improvements, including a "light" campaign for those having performance problems.
  • Rewritten galactic conquests (Demo featured: Operation Skyhook)
  • Rewritten AI to be more intelligent and challenging
  • All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
  • Complete overhaul of planet locations, bonuses, and abilities
  • Over 50 new ground maps for v2.0, many new space maps
  • Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
  • Space skirmish has been completely rebalanced to be more of a competitive experience
  • New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2. New space units and ground vehicle
  • Improved weather system and atmospheric effect
  • New hero system
For a full changelog, see https://forums.revor...-v20-changelog/


#1073672 v2.0 Changelog

Posted by evilbobthebob on 18 December 2017 - 05:13 AM

Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonTM

General

 

landskirmish.jpg

  • Rewritten AI to be more intelligent and challenging
    • AI now has some factional differences in style
    • AI will correctly build units and structures based on its planetary bonuses
    • Improved AI in tactical mode
  • Rebalanced tech trees
  • Functional CSA faction (full release only)
  • Sweeping optimization improvements
    • Addition of “light” campaign options for those who prefer high performance
  • Many quality-of-life improvements
    • Tooltips for all units contain all the statistic information you need
    • Improved advisor hints to introduce you to the mod’s features
    • Building and shipyard tooltips tell you what they can produce
    • Improved research display
  • Difficulty levels:
    • Easy: AI gets 10% fewer credits and takes 10% longer to build units
    • Normal: AI is exactly on par with the player
    • Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields.

Galactic Mode

 

galacticmode.png

  • Rewritten galactic conquests (Demo featured: Operation Skyhook)
  • All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
  • Starships now cost population proportional to their crew requirements
  • Complete overhaul of planet locations, bonuses, and abilities
    • Planets now provide population carefully calculated from their statistics
    • Bonuses are rebalanced and clarified with improved tooltips
    • Planet info screens notify you of environmental or population conditions that affect production
  • Many new planets added
  • Overhaul of planet icons and base level display
  • New planet textures
  • Over 50 new ground maps for v2.0, many new space maps
  • Restoration of classic EAW sandbox missions (full release only, not demo)
  • Rebalanced freighters

Skirmish Mode

spaceskirmish.jpg

  • Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
  • Space skirmish has been completely rebalanced to be more of a competitive experience
    • Units build faster and are cheaper
    • Income scales better with station level
    • Unit costs and build times balanced per unit and per unit class
  • AI greatly improved compared to v1.2

Space Combat

 

spacecombat.jpg

  • New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.
    • Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull.
    • Torpedoes and some other weapons can pierce armor.
    • This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage.
    • Shields absorb a percentage of damage from incoming fire based on unit class
  • New space units (* = buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter
  • Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints
  • Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets

Ground Combat

groundcombat.jpg

  • New ground combat bunker system, with many civilian structures available to hide your infantry
  • New ground vehicles (* = buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*
  • Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!
  • Infantry carry appropriately-modeled weapons in most cases
  • New ground structures: Bank, Listening Outpost

Heroes

  • New hero system with consistent hero ratings and upgrade paths
    • Space heroes now require a flagship to attach to in many cases
  • New heroes (* = playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss

Operation Skyhook- Demo Release GC

  • Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe
  • Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!
  • Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site
  • Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy
  • The Galactic Empire is recommended for first time players of Phoenix Rising.



#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.

Posted Image Posted Image

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.

Posted Image Posted Image

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...

Posted Image Posted Image

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

Posted Image Posted Image


#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.