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Phoenix Rising v2.0 Public Beta evilbobthebob - April 8, 2018

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.



Comments (9)


More Demo bugfixes evilbobthebob - February 25, 2018

A new set of bugfixes and other improvements has made its way to the demo, both on Steam and ModDB.

 

Changelog for version 2.0.2

- Did a pass on ground unit AI combat power so the AI sends more reasonable amounts of units into land combat
- Added infantry highlight icons so that infantry are more visible in combat. Current icons are Red for Imperial infantry, Blue for Rebel infantry and White for Independent infantry.
- Fixed firing muzzle positions for AT-AT, T4 series, and ground-based turbolaser turrets.
- Improved AI starbase upgrade responsiveness, they should now tend to upgrade if the opponent does.
- Garrison structures are now visible through fog-of-war
- Kyle Katarn now uses a Stormtrooper One blaster rifle instead of the post-Dark Trooper campaign assault cannon.
- Golans and shipyards are now placed better on space maps. Golans should generally protect shipyards and the colony.
- Land combat camera now has full yaw rotation and adjusted zoom
- Added Skyhook fleet information in the startup dialogue box.
- Added TIE Starfighter specific skin (the TIE Starfighter is the first in the main TIE line)
- AI responds better to planetary bonuses.
- General scripting performance improvements
- Multiple attempts at reducing the prevalance of save game crashes.
- Updated space missile models for concussion, proton torpedo and proton rockets



Comments (0)


Demo bugfixes evilbobthebob - February 5, 2018
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

 



Comments (4)


Phoenix Rising v2.0 Demo evilbobthebob - January 13, 2018
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-dlt;/a>
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/

Comments (13)


v2.0 Changelog evilbobthebob - December 18, 2017

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.


Comments (14)


We're on the workshop! evilbobthebob - September 3, 2017

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.



Comments (18)


AI Breakthrough Ghostrider - June 7, 2016

After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:

 

The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance. 

 

The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect. 

 

And how did we achieve this? 

 

The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!

 

WOW. Did the AI react or what?

It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to "WIN" Core Worlds if unopposed. 

 

Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be. 

 

Ghost



Comments (35)


Campaign #1 - CORE WORLDS Ghostrider - December 9, 2015

At the centre of the galaxy, you find the oldest, richest, most heavily populated... and the best defended planets in the galaxy. Single planets in the Core have more financial and military influence than whole sectors in the Outer Rim.

 

CORE_WORLDS.jpg

 

CORE WORLDS is the first of the campaigns in the Rise of the Empire Era, which is set at the end of the Clone Wars. The formation of the Galactic Empire has been announced, but many worlds are either actively opposed to the New Order or are highly independent planets that will resist the Imperialisation of trade, commerce and law. You get to rewrite history with either the early Galactic Empire, or the scattered elements of the Phoenix Rising Movement.

 

Screen_243.jpg

 

All of these campaigns start with a handful of planets and outdated Republic-era and Clone Wars technologies. Many of the neutral worlds will be far stronger at the start than your small fleets, and these campaigns are lengthy. It is vital to plan for long term growth, and in many cases your production capacity will far exceed your initial income, and it is important to grow both militarily and financially.

 

The political influence of leaders also cannot be underestimated, and many politicians give time reduction bonuses on construction (motivation), and best of all, price discounts for the most influential.

 

You should also be aware that the larger starbases need considerable fleet strength, with destroyer and capital-class warship support for the level 4 and 5 starbases, before an invasion can be considered. It is no longer feasible to effectively destroy a starbase with corvettes alone, but your Level 2 starbases are vital to continued financial growth, so don’t ignore them.

 

Screen_242.jpg

 

It is worth noting that the income created by light transports is a percentage of the planetary income, so make sure your light transports are in orbit over your wealthiest planets. You receive light transport revenues once units have made 1 trip into hyperspace. XQ5 platforms add 25% to your base planetary income, and are well worth the 3 week production time on your richer worlds. However, there is a limit of 2 per planet, and many of your Core holdings already contain at least one customs station, with a welcome boost to revenues. 

 

Before considering invasion, make sure you scout target worlds by espionage, stealth heroes, and attacks by a lone scout unit to ensure any invasion is feasible, and that you can escape if it gets too difficult. Many worlds have interdictors in their fleets, trapping invaders to certain doom. And don’t forget about small infantry raids with up to 3 infantry units. This can be a quick way to capture lightly defended units, with the advantage that you destroy the orbiting starbase if you manage to capture the planet.

In Core Worlds, you start with 6 influential planets : -

 

PRM Abregado Rae

The smuggler port of Abregado Rae is fiercely independent and highly resistant to being ruled, and is looking to Corellia for guidance in the growing opposition to the Galactic Empire. If the smugglers on Abregado-rae can join forces with the Corellians, they could form a powerful syndicate.

Strategic Considerations: Threat from Byss.
Heroes: Obi-Wan Kenobi

 

Screen_241.jpg

 

PRM Alderaan

Alderaan has been a staunch supporter of the republic in the fight against the Separatists, with the Royal Alderaanian Shipyards providing the engines for the Acclamator-class Assault ships. Both influential and with excellent facilities, Alderaan is politically opposed to the New Order and Bail Organa is one of the key figures in promoting the idea of active resistance to the ever-growing power of the Office of Chancellor.

Strategic Considerations: No Immediate threats.
Heroes: Bail Organa
 

PRM Chandrila

Chandrila is a world of free speech led by Senator Mon Mothma, who led the Delegation of 2000 to limit the powers of the Chancellor. Chandrila has a strong defence-fleet and is working with both Bail Organa and Garm Bel Iblis to take increasing military action to oppose the New Order.

Strategic Considerations: Major threat from Corulag.
Heroes: Mon Mothma

 

PRM Corellia

The free world of Corellia is the leading manufacturer of light freighters and corvettes with unrivalled construction facilities. Invoking an ancient law, legendary Senator Garm Bel Iblis has kept Corellia out of the Clone Wars and is strongly opposed to the changes imposed by the New Order.

Strategic Considerations: Major threat from Byss.
Heroes: Garm Bel Iblis

 

PRM Farrfin

This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat – especially as this is increasingly backed up by the Imperial Fleet and a growing Imperial Customs Service.

Strategic Considerations: Major threat from Coruscant.
 

Screen_244.jpg

 

PRM Fresia

This tiny island population is the home to Incom – producers of one of the most popular basic fighters towards the last days of the Old Republic – the Z95 Headhunter. Incom’s fortunes have dramatically changed for the worse with the creation of the Galactic Empire and the move towards disposable TIEs – and disposable pilots, something that the Fresians object to morally.

Strategic Considerations: Isolated, but Coruscant could be a threat in the future.

 

IMPERIAL Coruscant

 

Coruscant has everything – vast research capabilities, diverse production, immense wealth and a huge pool of talented individuals to nurture and develop. 

 

Screen_245.jpg

 

In addition, both Sith lords – Darth Sidious and Darth Vader - are present on Coruscant, giving the Imperial faction a huge advantage. The political and financial influence of Darth Sidious is worth several star-systems, and Darth Vader frightens whole armies, both in space and in ground combat.

Strategic Considerations: Minor Threat from Farrfin.
Heroes: Darth Sidious, Darth Vader

 

Screen_247.jpg

 

While the temptation is to focus on military research, some effort should be spend to upgrade the trade fleet and add to Coruscant’s fleet in case the threat from Farrfin increases. Military expansion, both north to Dolomar and south to the Deep Core should be considered.

 

IMPERIAL Byss

Byss is the center of secret holdings in the Deep Core. With a massive 20bn population of immigrants tricked into travelling to a utopian world, Byss could become a major planet of influence.

Strategic Considerations: Major Threat from Abregado-rae and Corellia

Much effort should be made to consolidate holdings in the deep core and expand as if the smuggler fleet on Abregadoe Rae is able to merge with the Corellians, then the Deep Core is in danger.

 

IMPERIAL Corulag

This model Imperial world is isolated from Coruscant by the republic influences at the Naval Academy on Anaxes, and threatened by political activists on Chandrila. It must rapidly expand its fleet and defeat pro-republican sentiments.

Strategic Considerations: Major Threat from Chandrila
Heroes: Gilad Pellaeon

 

IMPERIAL Kuat

The Kuat Drive yards have unrivalled military production capacity – as long as you have the credits to spend. 

 

Screen_246.jpg

 

Kuat has strong neighbours, but no immediate threats, and while it may be tempting to immediately start construction of a destroyer fleet, current limited incomes may prove this be an unnecessary strain on finances. It may be wiser in the short term to divert funds to more vulnerable holdings until their security has been established.

Strategic Considerations: No immediate threats. Powerful neighbours.
Heroes: Onara Kuat

 

IMPERIAL Gandeal

Gandeal is a mineral-rich resource world with small freighter yards that supplies the shipyards of Fondor with raw materials. This should be considered as facility for financial rather than military growth.

Strategic Considerations: Weak Military. Powerful neighbours.
Heroes: Barrow Oicunn

 

IMPERIAL Prakith

Prakith is the secret headquarters of the Inquisitorius in the Deep Core. With no immediate threats, this facility should be expanded to a support facility, building fleet and trade units.

Strategic Considerations: Light Military. Powerful neighbours. Medium term strategy Corsucant should make efforts to connect to Prakith.
Heroes: Antinnis Tremayne

 

Overall, this is a campaign for long term strategy. You certainly have far higher incomes than any other campaign in this era, but early opportunities for expansion are limited – and most be considered carefully.  However, you have access to unsurpassed shipyards and with a solid financial base, your regions of influence should expand steadily. 



Comments (52)

This level is not made, distributed, or supported by LucasArts, a division of Lucasfilm Entertainment Company Ltd. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. All other content copyright Phoenix Rising Team 2006-2016.