27-6
2009
The First Transport Is Away
Posted by Phoenix Rising on June 27, 2009
How to handle carriers and complements is a question as old as the mod, with as many revisions as we have versions. The forthcoming version, it seems, will offer no exception.
While working on units late in the development of v1.1, it became increasingly apparent that we had yet to find the perfect formula to balance the needs of carriers and independent starfighters; at that point, however, it was too late to change anything. Shortly after the release, we decided to put the question to the fans in a poll to let you decide our next course of action. I'm here today to report that the vote has been counted and the changes have been implemented!
For complements, this means a reduction by half of build costs and times across the board, making carriers more pragmatic of an option. We've furthermore normalized the bias that used to exist in favor of smaller carriers by allowing all complements to reach half of their upgrade potential when the carrier is fully upgraded and scaling everything accordingly in between, meaning corvettes will no longer always have better starfighters than capitals.
In an interesting twist made possible by the new tech trees, complement upgrade level is now also offset by a modifier equal to the difference of level between carrier and complement, so newer-model carriers that happen to have older complements will get an upgrade bonus to their starfighters - possibly even surpassing the halfway mark at the final upgrade. The reverse is also true, however, so old carriers with new complements will be penalized in upgrades.
For the most part, you won't need to remember any of these rules when playing the game - they will just happen. All the average player needs to know is that starships with a starfighter complement will now be more economical, that upgrades are now balanced across class, and you'll get better complements the deeper you go into the tech tree. Oh, and they now might include transports.
With resounding support from fans, we will no longer automatically exclude units of the transport class from complement rosters. I've gone through all of our existing ships and added in transports where they would canonically appear based on extensive research and a little necessary supposition; our unit pages have been updated with that information.
Finally, what's a complement post without a new unit? After being sorely missed for so long, I'm thrilled to announce the addition of the ultimate CSA complement: the IRD Fighter!
The Corporate Sector had, for years, relied on makeshift, secondhand models to fill the hangars of the Picket Fleet. This thinking changed during the Clone Wars, when the increasing demand for military hardware left the CSA in a pinch. In the wake of the conflict, the Direx Board finally conceded that it was fiscally prudent to produce their own brand of starfighter specifically suited to their unique needs. The result was the IRD Fighter, a design that emphasized speed, firepower, and survivability.
As with the X-wing and the TIE/ln, the IRD has transcended its everyday use to become emblematic of its faction - and for good reason: the IRD is a solid all-around fighter for the price. It is fast enough to keep up with everything but a true interceptor, but is more heavily armed and shielded that most interceptors. Its lack of hyperdrive makes it a short-range fighter, but that is just fine for the purposes of the carrier-heavy Picket Fleet. The only weakness of the IRD is its inability to adequately perform maneuvers, a problem so severe that an entire redesign of the hull was prompted for the IRD-A. As such, it tends to be a poor dogfighter, instead relying on its concussion missiles to conduct slashing attacks.
Look for the IRD and all of the complement changes in the next release of Phoenix Rising, v1.2. In the meantime, check out the rest of the screenshots!
18-6
2009
The Thrawn Offensive Part I – The Economic War
Posted by Ghostrider on June 18, 2009
The revamped Thrawn Campaign, renamed to the Thrawn Offensive for reasons that will soon be clear, is nearly done. For those of you not familiar with this campaign, it is set in the post-Endorian New Republic, when Grand Admiral Thrawn appeared out of the Unknown regions to weld the Imperial fleet into a cohesive force, and following the discovery of the Katana Fleet dreadnaughts, Thrawn proceeded to dismantle the New Republic, taking a large number of planets in rapid succession, inflicting heavy losses on the New Republic before his assassination at Bilbringi by his bodyguard Rukh.
This revised campaign attempts to capture this explosive conflict with modern Imperial and Republic warships – full details of which will be given in Parts II and III respectively. It soon became clear in the development stages that the challenge with this campaign was the economy – and how to balance the economies of both opposing sides. We now have a standardised method for determining the amount of starting cash in any given campaign. Bonuses are given for each type of planet controlled by the faction in question, with significantly greater cash bonuses for Core worlds than those on the outer rim. To this base sum is added about 2 month’s cash reserves based directly from the faction’s weekly income. A severe maintenance penalty is then applied for the military construction cost for all fleet combat units – the bigger your military, the less cash you get at the start.

The Imperial War Machine
The Imperial economy is the simpler model, so let’s take a look at the numbers. The Imperials start with only 2 core and colony worlds, 4 mid rim, 8 inner rim and 6 outer rim worlds, giving a starting cash bonus of $145,000 (with core worlds contributing much more than rim worlds). The Imperials have a reasonably large trade fleet, mostly centred on Chazwa and Svivren, comprising mostly of Action IV Mark IIs, BBF-1’s, CTF-1’s, and Super VIII Bulk Cruisers, with a handful of armed Action IV Mark III’s. Freight carrying armed transports, such as the Lambda-a & b, as well as the more heavily armed Sentinel and Sentinel Mark II tend to be located on military worlds more for their assault capabilities than their revenue generating ability. Even with the huge trade fleet on Svivren, the Imperial economy was still a meagre $17,000 per week compared to the $22,000 for the New Republic, and a further source of revenue was required for the Empire to have sufficient economic muscle to instigate a major conflict. The solution was simple, in the 3 years prior to the assault, it was assumed that Thrawn’s meticulous attention to detail would ensure a strong economy, and so many Imperial worlds have been heavily industrialised, with the majority of space and land slots filled with construction yards, barracks, defensive systems and mining facilties to boost the Imperial war machine.
So despite the Empire having fewer planets than the New Republic, it has a higher weekly income, if only by a fraction. This contributes a further $168,000 to the starting cash reserves. The penalty for this industrialisation and the massive military build up is a large maintenance bill of $213,000, leaving the Empire with a paltry $100,000 starting credits.
Diplomatic expansion
The situation for the New Republic is more complex. With a number of Alliance military victories, such as the taking of the Core Worlds, and the destruction of rogue warlords, such as Zsinj, the New Republic has been focussing diplomatic efforts to expand its membership, with considerable success, with the political leadership successfully persuading the Bimms to join the Republic only days ago. In addition to leaving many worlds relatively undeveloped and with little focus on infrastructure, this has stretched the ageing merchant fleet to the limit, with craft such as the 20 year old Gallofree Transports and Quazar Fire Bulk cruisers and a few captured Imperial transports unable to meet the demands of an expanding republic. Even and the recent addition of new freighters such as the MCF-1 and the heavily armed YT-2000 has not helped much as these are more suitable for smuggling operations and moving high value gemstones past customs stations than the bulk transport of goods to support major interstellar trade routes. The New Republic has taken the drastic step of cannibalising some of its older warships to make much needed cargo ships. CR90s, EF76 Frigates, Mark I Dreadnaughts and even Liberty-class Star Cruisers have been gutted and pressed into freight duties. While these ships maintain their military grade shields, they only possess skeleton crews and, at best, will only have defensive armaments, if any. Worse still, these ships do not have the damage control parties needed to survive long exposure to enemy fire, so loss of these ships would have high impact, as their freight carrying ability is considerable, and furthermore their home port of Sluis Van must be protected at all costs. It should also be noted that unlike the Imperial fleet, which has tended to separate military worlds from trading ones, most Republic worlds carry both military fleets and a range of small merchant vessels in orbit.
Overall, this has given the Republic a well needed cash injection, with the added benefit of removing older ships from military service and thereby reducing the fleet maintenance bill at the same time, giving a healthy $200,000 starting credits at the beginning of the campaign.
The Future for Economic development
The high level of industrialisation on most Imperial worlds leaves little room for further economic expansion, and while some planets are almost totally undeveloped, such as Honoghr and Trogan, there is good reason for this – development of these worlds will only bring very limited benefits. The Empire will be looking to its military forces to find new sources of income, and Grand Admiral Thrawn has located a number of vulnerable planets that should be easy to capture and exploit.
For the New Republic, some hard choices must be made. While the cash reserves will be vital to boost a weakened military, some effort must be made to quickly increase the level of industrialisation on some of the safer worlds, and to build up the limited military construction facilities to defend the Republic from the predations of a Grand Admiral.
17-5
2009
Petrolution Mod Spotlight
Posted by Digz on May 17, 2009
Have you got a mod that is in need of some exposure and attention?
Well register up and post news about your mod in our Mod News section where lots of people can come and check out news and updates to keep in touch with your mod.
A new thing which I will be doing is Mod Spotlights, every week there will be a new mod in the spotlight, this is where I will be taking one mod, and getting an interview with the mod leader or someone that works with the mod to try and get as much information about the mod as possible for you.
If you wish to have a spotlight on your mod, feel free to pm or email me asking for your mod to spotlighted for the week.
3-4
2009
Petrolution Requires Staff
Posted by Digz on April 3, 2009
During this stage of transition in bringing Petrolution to a good level of activity we need staffers to help! We are currently looking for anyone that has a good sense of maturity and good grammar and English skills. Here are the exact roles we are looking for:
News Poster- We need at least 3
You will be scouring the net through all of the EaW & EaW:FoC/UaW Mods that you can find gathering news to post on Petrolution updating the community on what the mods have been updating. You may wish to keep in contact with modders as you could even make them post here themselves which would obviously help you.
PR Person- We need 1
You will be using your wide range of contacts in contacting mod developers to get their mods hosted here on Petrolution. This role will include a lot of work and good grammar skills in order to write to modders with good English. If you know a second language that can be helpful also but is not a real requirement that I will be looking for. Your job is not only to bring mod hosting here, but to ask them even if they would like a site hosting here just to update news if they don't have one, or just a forum if they don't have one. On a more simpler note, you could even ask them just to post their Mod Updates in the new Mod Updates section that I will be creating shortly to give the potential news posters a bit of a break.
Hopefully you are still interested and want to be part of this growing community and be at the forefront of three of the best RTS games around, remember promotions are always within reach for anyone that is staff to becoming 'Sub-Leader' or a leader of a particular game on the Petrolution division.
If you are interested, feel free to reply to this post or email me, you can find my email on the forum profile.
29-3
2009
A New Petrolution Leader Arises
Posted by Digz on March 29, 2009
Hello, to all members and guests that visit Petrolution, I am Digz and before giving my past experience to hopefully comfort you all in taking this massive role on, I'd like to say that the Empire at War & Universe at War community is still huge and the modding community is still pretty large, and I'd like to make use of that 100% to bring activity and most importantly more mods to this division of the Revora network. It all sounds pretty obvious but saying something is much more easier than actually fulfilling it.
Just to make all of you feel safer about the sites safety and development in my hands I'll give you a brief list of all my duties before I received this role:
- Site Admin of LotRFiles for 4 years for FileFront
- Site Admin for WoWFiles for 1 and a half years for FileFront
- Site Admin for Black and White 2 Files for 2 years for FileFront
- Vice Admin for SupCom Files for 2 years for FileFront
- Moderator on the FileFront Forums
- Super Moderator of TheRogueForums.com (still going)
- Admin of two graphics forums that have now been sold, one was Venomous Arts
So hopefully that comforts you, but I want to explain why I want this role. I want this role because I love the Star Wars community in general, but I have a love for the games, like Empire at War, Knights of the Old Republic, The Jedi Knight series and of course Battlefront 2. I really want these communities to excel to keep growing, of course my focus is on Petroglyph games, but a little hint is that it's not a bad thing to expand
It is a mighty task, but I'm not one for quiting or making quick u-turns. So if you haven't registered on Petrolution yet, I suggest you do and also the Revora forums too so you can be part of this new republic of modders and gamers alike.
26-3
2009
Do you wanna run a traditional Petroglyph modding fan site?
Posted by Banshee on March 26, 2009
Do you wanna run Petrolution? That's your chance, because Duke and I have resigned from Petrolution, due to lack of motivation to modify the games from Petroglyph. We've moved to other things, but Petrolution is here to be lead by any interested person.
Petrolution is a traditional fan site about modding Empire at War, Universe at War and any other future game from Petroglyph. It features many tutorials and files for downloads and a nice and safe system that allows visitors to interact with the place, creating their own content to help the rest of the community. Petrolution is also a well known site by the existing and previous community managers from Petroglyph Games.
If you are interested to run it, make sure you pass through the following prerequisites:
- Ability to communicate with people in english.
- Interest on games from Petroglyph and some basic knowledge on how to modify them.
- Interest on modifications.
- Proactiveness and ability to manage a group.
- We expect you to be mature by respecting other people and not abusing of your powers.
- You must have an account at Revora. If you don't have it, create one HERE asap!
If these prerequisites are easy for you and you are interested on picking it up, please, PM me at Revora or Petroglyph forums!
9-3
2009
Admiral! We have enemy ships in sector 47!
Posted by Ghostrider on March 9, 2009
If you want to fight more space battles that feature this type of nervous bridge report, then try the revised Galaxy Far, Far Away-series campaign files. The feedback on the forums has been excellent, and it appears that I neglected to give many of the fleets, especially those in the Core, sufficient destroyers and capitals. The result was that many of the Core fleets were too easy to destroy once you had built up your first fleet, making the campaigns less interesting than intended.
Fleets have now been augmented with a considerable amount of Venators, Victorys and Imperial-class Star Destroyers to make you think twice before picking on an invasion target. We also fixed one glaring omission from the films. Victor-class star destroyers were as prevalent as the Ventors in the Clone Wars era, and you will find a LOT more here. Kuat, Brentaal IV, Corellia and Munnilinst in particular are now very challenging. One of the most popular comments was how the AI dumps an entire armada in behind you, just as you think you are mopping up the last stragglers. This will happen a lot more now. I have also improved the fixed defenses, and you will find many space stations and Golans have got a bit bigger since the last version.
(Thanks to Tropical Bob for providing this excellent screenshot)
All versions have been based on the Slim files, and are no bigger than before (I have cut other content to make room for the capitals), and please note that from now on, only the Slim versions will be part of the release. Please also note that if anyone downloaded the draft versions on the forum last week, we have made some minor tweaks to increase the AI challenge, so please download final versons from the website.
I must say, however, how valuable and important the feedback from the forums has been. Since only recently jumping from a forum contributor of random scribblings to a part of the Modding Team, I never realised how valuable good contribution really is. A big thanks to the community, and especially this thread for giving such helpful and informative advice.
As an update, the Thrawn Campaign revisions are also progressing well, so expect more news soon.
12-2
2009
New Petroglyph Community Manager
Posted by Duke on February 12, 2009
Well, via a somewhat mysterious introduction post in the Petroglyph Forums - the new Community Manager has revealed himself.
I just wanted to stop in and make my introductions to everyone.
Today is my first day here at Petroglyph as Community Manager. I hope to help build the community here into a very fun group of people, playing great games together.
A bit about myself. Been in the video game industry for 12 years. The last 6 years I was at Ensemble Studios working on the Age of Empires and HaloWars communities.
Feel free to PM on the boards anytime. If you have any questions feel free to ask.
SOLUS
See for yourself!
30-1
2009
The Hydian Way to the Braxant Run
Posted by Ghostrider on January 30, 2009
Just a quick update on the latest news from Galaxy Far, Far Away;
Full galactic campaign reference maps are now available to download - including details of trade routes and their names.
This R2 Unit has a bad motivator
I also have to apologise about 2 errors in the recently released campaign packs. One is hardly noticeable - the other glaring.
I admit to forgetting to comment out the Pirate forces on the Imperial world of Chazwa in the Inner Rim Slim campaign pack, so apologies to those who found pirates on an Imperial World!
The second was more subtle - Corfai was not placed on the Corellian Trade Spine in the Galaxy Far, Far Away Release.
Amended versions of both campaigns are now available.
So please could you all download amended versions of the Slim Pack and/or Standard Pack to correct this problem.
Enjoy the reference maps!
22-1
2009
Divide and Conquer Part II
Posted by Ghostrider on January 22, 2009
Apologies for the delays in getting the revised campaign files ready for you, but I have been working on something else to compliment the work so far, and as with all projects, it has expanded somewhat – we now have full campaign maps of the galaxy with the release, but I digress.
If you go to the downloads section, you will find a series of campaign packs enabling you to tailor your Galaxy Far, Far Away experience to your hardware. Installation instructions are enclosed, but put simply, download the relevant files to your desktop and copy the campaign files to your XML folder, ensuring you replace the existing files. I recommend deleting both instances of the Campaigns_Galaxy_Far_Far_Away and GFFA_Lite from your XML folder as well. Full instructions are provided in each pack.
First, the Slim campaign pack is for all users with older machines and for anyone experiencing slow performance with the current files. This contains slim versions of the Core Worlds, Inner Rim and Outer Rim campaigns, but does not contain the Galaxy, Far, Far Away campaign for obvious reasons. You should find a marked improvement in game speed on these slim files, and with any luck you may not even notice the content that has been cut.
Secondly, the Standard Campaign pack includes the full versions of CW/IR & OR as well as a slimmed down version of Galaxy Far, Far Away. While this is considerably faster than the version released initially, I still recommend that you only try this campaign if you are happy with the performance of the Outer Rim campaign as it is larger and runs slower than the full version of the Outer Rim campaign.
Thirdly, there is the Modders Campaign Pack. This contains the master files for serious modders wishing to see the full scale of the raw campaign, but these files are NOT intended for gameplay! I have also tentatively included a full version of the GFFA campaign, with all planets enabled, but personally the penalties of worse frame-rates and increased lag are not compensated for by the modest increase in content. This file is NOT supported by the mod and you play this at your own risk.
Finally, I can introduce the reason for my delays – full campaign maps.
Download the map pack to get PDF’s showing the full galactic maps for the Core Worlds, Inner Rim, Outer Rim and Galaxy Far, Far Away campaigns. These images will also be available in the screenshots section.
Finally, please let us have your feedback on these latest campaign files as we plan to introduce new campaigns and upgrade existing ones over the next few months. Your feedback is vital in ensuring these new campaigns run smoothly and with the optimum balance between performance and content. And you are wondering why I have not included maps for the Thrawn Campaign and Operation Shadowhands, then you will have to wait until I have completed my next task – GFFA style revamps of these campaigns with more detailed content.
18-1
2009
Good bye, Petro Gamers!
Posted by Banshee on January 18, 2009
After almost 3 years of activity, Petro Gamers closes its doors. The site, created by Sonic started as empire-at-war.com, being one of the first and most respectfull and traditional fan sites about games from Petroglyph Studios. Some time after the announcement of Universe at War, it was renamed to Petro-Gamers. However, some time after the release of Universe at War, Sonic has lost motivation to keep the site and Mytheon wasn't enough to bring this motivation back. Here's the words from Sonic about this:
I attempted to recreate what I have been doing successfully with CNCNZ.com for many years at Petro-Gamers but it didn't seem to work. My ideas and plans were so big that I thought I would be closing down CNCNZ.com before Petro-Gamers.
Petro-Gamers should go down in june 2009, since it's the month when their domain will expire. It's really a pitty for us, since they were our best partners in the Petroglyph community. Do you know that feeling of being alone in an empty room? Does it even make any sense?
For those wondering about Mike.nl's mod tools website, which used to be hosted at Petro-Gamers, we bring a good news: it will last much more time because we are already hosting it HERE, at Petrolution. Mike's tools imports ALO models back to 3dsmax, allows you to edit particles, strings and much more, covering Empire at War and Universe at War. Mike has also a complete documentation of the file formats used in these games, which I'm personally using at the OS BIG Editor (which still needs fixes to create .MEG files that the game recognizes).
14-1
2009
Community Roundup
Posted by Phoenix Rising on January 14, 2009
There have been a lot of happenings worth noting lately, so I figure I'll combine them all into one news post so no one misses any of them.
First up, the Empire at War division of FileFront recently took the time to do a formal interview with me about Phoenix Rising. Conducted by Enceladus, the interview gives a candid, behind the scenes look at our newest release, in addition to tapping my thoughts on a number of general issues that are relevant to the EaW community as a whole. The FileFront exclusive can be found here.
* * * * *
We're working on figuring out the lag issues, but with the spectrum of PC stats as broad as it is, we really need your feedback. I've devised a standardized benchmarking test to measure exactly how PR v1.1 performs on your system. It only takes about 15 minutes to do and is imperative to our understanding of the problem. Accompanying discussion can be found here.
If you spot any bugs during the course of play unrelated to the lag, please report them in this thread. Unofficial hotfixes for some of the problems can be found in this sticky, but applying them may require some working knowledge of the XMLs.
In addition, Ghostrider has set up his own topic for feedback specifically on the campaigns. You can use this for anything related to the composition of the campaigns or how they play, but keep problems with specific units and such limited to the Bug Reporting forum.
* * * * *
Are you comfortable with Photoshop and willing to help us out? If so, check out the Official Icon Help Thread, where we're outsourcing some of the mod work to the community. This is your opportunity to potentially get your name in the credits and help us add new heroes.
* * * * *
I'm working on a revamp to how we handle starfighter complements, but I want the community's input. Head to this poll to vote for how you'd like to see us handle the carrier-complement relationship going forward. The current rules have been rendered obsolete and will be changed regardless, so you might as well add your input.
* * * * *
Finally, it's that time of the year again. Yup, Mod DB is doing their annual Mod of the Year competition. Although I wouldn't dream of winning, it's free to vote, so why not do it for us? Click on the golden wrench to head to our Mod DB profile to put in a vote.
6-1
2009
Remember... No Disintegrations!
Posted by Ghostrider on January 6, 2009
For some time we have been hinting at the terrifying combat power of illegal warships and of criminals in general. Here is an insiders view of the worst a pirate fleet has to offer.
First, we take the view that all pirates have extensively modified the stock models, with major overhauls to engines, maneuverability, shielding and hull armour plate. This makes them tougher than normal, but what really sets them apart are the illegal weapon systems.
Pirates use a range of illegal weapons from the extremely expensive Diamond Boron Missiles, through to Slug Throwers and worst of all - Disruptor technology.
Diamond Boron Missiles are fast, expensive and have a wide range explosive effect in addition to high warhead damage. This makes them perfect anti-starfighter weapons and a good volley of DBM’s can wipe out entire squadrons of starfighters.
Slug Throwers are kinetic energy weapons, like rail guns, that bypass shields and damage the hull directly. They are most commonly used as quad guns to devastating anti-fighter effect.
The really scary weapons, however are the disruptors. These illegal guns consume huge quantities of tibanna gas and create a short range waveform that destroy the bonds holding atoms together. The result of this is that if you fire a disruptor pistol at a humanoid target, it is usually vapourised, leaving a small pile of ash behind. Mere possession of a disruptor pistol is an automatic death sentence on most civilised worlds. When Merr-Sonn developed the MSD-32 disruptor pistol, The weapon was so deadly and the company so horrified by what it had wrought that Merr-Sonn took steps to cover up the fact that the weapon ever existed; the design was purged from all company computers, the designers were sent to the spice mines, the managers were killed, and every weapon they could get their hands on was destroyed!
Enforcers, illegal mercenaries and marauder pirates carry disruptor pistols and disruptor rifles, making them deadly infantry. Starfighters are armed with disruptor cannon, and there are also very rare turbodisruptors that can be mounted on larger ships. All disruptor weapons sizzle straight through shields and vapourise large sections of starship hulls – causing huge damage.
The following illegal units are available to pirate forces:
Fighters
Alpha-3 Nimbus-class Starfighter (Illegal) - 2 Light Dual Disruptor Cannon.
A fast disruptor interceptor.
CloakShape Fighter (Illegal) - 2 Light Disruptor Cannon, 2 (3) Light Advanced Proton Torpedoes.
A cheap, tough-hulled illegal superiority fighter.
Mankvim Light Interceptor (Illegal) - with improved shield hull and maneuver, but no weapon upgrades.
Illegal spam fighter
R-41 Starchaser (Illegal) - 2 Light Disruptor Cannon +2, 2 Light Slug Thrower, 2 (4) Light Advanced Concussion Missile.
A Multi-purpose illegal dogfighter.
T.I.E. Starfighter (Illegal) - 1 Light Dual Disruptor Cannon.
A Maneuverable disruptor fighter (a worse/older choice than the Illegal Nimbus).
Z-95 Headhunter (Illegal) - 2 Light Triple Slug Thrower.
A Slugthrowing variant of the standard Headhunter.
Bombers
BTL Y-wing (Illegal) - 1 Triple Laser, 2 Light Slug Thrower, 2 (2) Light Proton Bombs.
A Self-escorting heavy bomber.
Rihkxyrk Attack Ship (Illegal) - 2 Disruptor Cannon, 2 Light Laser +2, 2 Light Ion Cannon +2, 2 (5) Light Proton Rockets.
An all-around illegal bomber a la B-wing.
Transports
Delta-class DX-8 Stormtrooper Transport (Illegal) - 8 Disruptor Cannon, 2 (4) Advanced Concussion Missile.
A deadly Anti-transport disruptor transport.
Gamma-class ATR-5 Assault Transport (Illegal) - 3 Light Dual Turbo-Disruptors, 1 Slug Thrower, 2 (6) Advanced Proton Torpedoes.
This tiny ship is a Frigate killer.
GAT-12 Skipray Blastboat (Illegal) - 6 Light TurboIon+4, 1 Dual Disruptor Cannon, 1 (16) Advanced Plasma Torpedo, 1 (16) MagnaPulse Torpedo. A Shipjacker special – designed to capture large warships intact.
Freighters
BFF-1 Fire Ship - exploding version. Twice as deadly as GR-75.
CTF-1 Container Transport (Illegal) – with 3 Dual Disruptor Cannon and Power to Engines, this is a blockade-running illegal freighter.
CTF-1 Fire Ship (Illegal) - Sensor Jamming (no double lasers).
With ionite explosives. Completely depletes all shields – something worthy of Han Solo himself – with one of these and a decent armed freighter, you could knock out the shields of an Imperial Star Destroyer, use an assault transport to blow the bridge windows and capture the ship intact!
GR-75 Fire Ship - non-upgraded, exploding version.
MCF-1 Modular Conveyor (Illegal) - 3 Dual Slug Thrower, 1 (12) Advanced Magnapulse Torpedoes, Sensor Jamming.
A Stealthy illegal freighter.
Corvettes
CR90 Corvette (Illegal) – 2 Dual Turbo-Disruptors and 4 Slug Throwers,
This is a dangerous multi-role illegal corvette.
IPV System Patrol Craft (Illegal) - 4 Dual Disruptor Cannon, 1 (24) Heavy Flechette Missile.
Flechette Missiles have a large effect area- making this a Hull-chewing counter-starfighter.
Marauder-class Missile Corvette (Illegal) - 4 (12) Heavy Diamond Boron Missiles, Full-Salvo.
A Squadron-killer.
Frigates and cruisers.
Carrack-class Light Missile Cruiser (Illegal) - 10 Heavy Mass-Driver Cannon, 20 Slug Throwers and 10 (10) HACM.
This is a mass-driving siege frigate, often used as a lesser flagship.
EF76 Nebulon-B Escort Frigate (Illegal) - 10 Turbo-disruptors, 10 Disruptor Cannon, 2 Tractor Beam. 2 Illegal Squadrons
General-purpose disruptor frigate, often encountered as a minor flagship.
Quazar-Fire-class Fire ship.
Big scary exploding version.
Dreadnaught-class Heavy Cruiser (Illegal)
- 8 Heavy Dual Turbo-Disruptors, 16 Quad Laser Cannon, 8 Quad Ion Cannon, 2 (20) Heavy Diamond Boron Missiles, 2 Illegal squadrons. This is some kind of terrifying flagship. Under 10 exist in the entire galaxy, and all are unique.
Each is individually named for a person or criminal organisation and all of them have a different special ability, including proton beams, healing, cloaking, and shield leeching!
One final hint, the power of the disruptor is often misleading as it is sometimes hard to spot hull being damaged in tactical while shields are fully intact. It is very easy to lose a LOT of ships very fast when facing these behemoths. However, upgraded technology can handle even these monsters, so get your research hotting up!
31-12
2008
Divide and conquer
Posted by Ghostrider on December 31, 2008
Many thanks for the campaign feedback so far, including your comments and issues with Galaxy Far, Far Away.
I have spend the last few days addressing these comments and generally improving the campaign for re-release.
Most of the problems that you have experienced with GFFA and GFFA_Lite have been to do with the extremely high load times and the slow frame rates/lag of the game in galactic mode.
The majority of these problems are simply down to the size of the campaign file - the full version of GFFA campaign is 1400kb, compared to 500kb for the Core Worlds campaign. This is the primary reason for the poor performance, with a partial contribution to perfomance loadings being added simply by the number of planets.
I have rectified this problem by reducing the file size of this campaign considerably, mostly by reducing the quantity of extraneous units and replacing them with other craft to maintain balance. A perfect example of this would be one of the many separatist worlds.
In the original file, I had listed, say 20-30 assorted light fighter craft (Vulture droids and Mankvims for example), and 12 carrack light cruisers as part of the line of battle. This has been replaced with a single Venator_Droid - so 30 lines of code are reduced to 1 line, and you probably won't see much change in the actual battle as I have replaced individual fighters with carriers.
This lesson has been well noted and will ensure the reduction of file sizes in the future. If you modders want to make campaigns, remeber to use fleet carrers to give you your fighter presence, not massive lists of indivudual fighters and light cruisers!
Overall, a divided theme is emerging:
If you want totally epic space battles, play the Core Worlds, Inner Rim and Outer Rim campaigns, as these retain the massive fleets in all their glory. We can get away with this due to the small number of planets in play, hence keeping the file size small.
In contrast, if you want to see an massive galaxy, go for the Galaxy, Far Far Away campaign, which will be basically the same force structure as the smaller campaigns, but with some judicious trimming to keep the file size down. Battles will still be tough, but not quite on the epic scale as the sub-campaigns, and with some subtle simplification of forces - cruisers rather than spam frigates - capitals instead of spam cruisers!
To give you an idea of this, while the original GFFA file was a nasty 1450Kb
26-12
2008
Phoenix Rising Reborn With v1.1!
Posted by Phoenix Rising on December 26, 2008
After a long wait and a false start, Version 1.1 is finally live! Grab it from one of the following mirrors:
24-12
2008
Hear Me, Baby? Hold Together!
Posted by Phoenix Rising on December 24, 2008
This release is too important for it to be unplayable, so I've spent the better part of the day making emergency repairs. The end result should fix the common exceptions in GC, which were being caused by the new pirate structures for whatever reason. It also gets rid of the weirdness involving pirate infantry companies and auto-resolve, so they should work right and show up on the killed screen instead of just disappearing and still controlling the planet. I was able to save and load without a problem.
Campaign load times will still be long, but that's something we'll have to deal with at a later time. EaW has no load bar for campaigns, so you'll just have to be patient - I've never had it actually lock up while loading, although it may appear that way. Just be smart about your limitations. I've tested the regional campaigns (Core, Inner, and Outer Rims) on a 2.0 GHz machine with 1 GB RAM and as far as I'm concerned, they're playable. I wouldn't recommend GFFA with those specs though. Skirmish, on the other hand, can run with very low specs and tactical combat in general is actually noticeably faster since the last version due to the new projectiles. We'll just have to work on galactic a bit, but it'll get there too.
I'm currently in the process of re-submitting the release to Mod DB and EaW FileFront. If you've already downloaded it, you'll have to delete your copy and re-download. Sorry for the inconvenience, but this can't wait for a patch. Please remember that we actually do have lives and responsibilities outside of the mod and I've taken the time to provide this hotfix in the middle of the holidays.
Also, just a side note. This release was basically put together by two people (since jdk002 was mostly out of commission) in about five months time. We now need the community to step up and track down whatever bugs might remain. There's a whole sub-forum dedicated to reporting these. Please just remember to stay constructive in your criticisms and detailed in your bug reports. We won't be able to improve anything otherwise.
21-12
2008
One campaign to rule them all
Posted by Ghostrider on December 21, 2008
I can start with some excellent news. The Lag is Dead. This means that the full version of Galaxy, Far, Far, Away will now be shipped with the release.
We soon realised in the development that the lag (where the map freezes and locks the game) was probably linked to the number of planets in the campaign. After a good bit of poking through various parts of the code we found a small item, forgotten by the deigners and left in the original FOC which caused excessive CPU and memory requirements as the number of planets increased. The offending item has been removed and the map now moves freely with every twitch of the mouse. While this has the greatest effect on the larger campaigns, you should also notice slight improvements in the small campaigns as well.
We do however, recommend the following minimum hardware requirements for both Galaxy Far, Far Away and Galaxy Far, Far Away (Lite): 3.0 GHz CPU and 2GB Ram in order to run the full mod. Anything less is not supported, but if you don’t meet these requirements, or you graphics card is particularly outdated, you probably need to scale back the settings. Please also note that these two large campaigns have lengthy load times.
The GFFA campaigns in detail:
In all cases, your starting forces will be a mix of clone-wars remnants and the emerging technology of your faction, and for added challenge, you will have to start at tech level Zero – with no destroyers or capitals in your armoury. Anything bigger than a basic cruiser will need to be researched before it can be built. In contrast, major worlds will have at destroyers at the very least in their defenses. I also recommend that you pay attention to your heroes in the GFFA and sub-campaign setting as a fully upgraded hero will have more impact here than in the Thrawn or Shadow Hands campaigns, simply because the gap between pirates and heroes will be that much greater.
Core Worlds: This is a tough little campaign of 37 worlds, and as a player, you only start with 3 of them. Alderaan, Dolomar and Ghorman for the Alliance; Byss, Coruscant, and Carida for the Empire. Undergunned and with a poor economy, you are surrounded by the galactic heavyweights – some of the most well defended planets in the galaxy. Taking even one planet will be a challenge. Playing as the Empire will probably be easier as you have the potential construction advantages of Coruscant and Byss, as well as the cheap Stormtroopers from Carida. To compensate, the Alliance starts with a trading fleet advantage, courtesy of Alderaan’s merchant houses. Each side starts with three heroes.
Inner Rim: From the Inner rim out to the Mid-Rim, this campaign takes in a good proportion of the galaxy, with about 48 worlds in total. Defenses are mixed, some light, some heavy, with the added challenge of some criminal hot-spots to consider.
Players start with 4 planets and 4 heroes each: Atzerri, Ithor, Dressel and Kashyyyk for the Alliance and Anteevy, Chazwa, Naboo and Ord Trasi for the Empire. If you are smart, you should still be able to take some planets fairly quickly.
Outer Rim: This large campaign takes in about half the galaxy, - with 73 planets in all, and you will find plenty of variation here. There is a generous distribution of weak systems scattered amongst the strong, but the Outer Rim also is the refuge for many powerful criminal organisations. This has perhaps the most interesting start of the sub campaigns. Only one of your 5 starting worlds has any decent manufacturing facilities (Mon Calamari / Eriadu)– the other 4 are very minor planets indeed, none can build anything bigger than a corvette!.
Galaxy, Far, Far Away – Lite:
This is a simplified version of the full galaxy, combining the best worlds of each of the 3 sub-campaigns to make a very large, varied, and lengthy campaign of about 120 worlds. You start with 8 locations, 4 strong, 4 weak scattered throughout all parts of the galaxy. Beware – your opponent will start with a range of military, research and construction advantages.
Galaxy Far, Far Away
This is the master campaign from which all others were made. 158 worlds in immense variety. Apart from the 40 additional planets, this is identical in starting forces to the Lite version. This will be a very lengthy campaign, so plan your battles carefully.
Enjoy and please post campaign comments on the Forums. I look forward to your feedback.
21-12
2008
Tech Tree 2.0
Posted by Phoenix Rising on December 21, 2008
Although superior to synchronous tech levels, the current class-based, linear tech tree has always had its flaws. Notably, it can be temporally inconsistent between like depths (Republic-class/Reef Home-class) and it has problems dealing with units in the same class that historically launched in the same period (Venator-class/Victory-class). There needs to be more flexibility, choice, and authenticity in how research can be conducted. There needs to be a tech tree 2.0.
For over the past four months, this is what I've been working on behind the scenes. I've only completed it within the last few days. Just in time for the release, I present to you the tech tree 2.0 for Phoenix Rising v1.1:
No longer is one line of research confined within a class; each individual unit has its own prerequisites, as illustrated by the arrows. Similar lineages are aligned roughly vertically, while units generally get bigger going from left to right.
The new tech tree is organized into levels, which are an indication of how much prerequisite research is required to unlock a given unit. I have purposely designed these with the intent of corresponding to a certain period within our timeline: these levels are directly used for both the starting tech level setting for Galactic Conquest and the station upgrade level in Skirmish. Rather than viewing a ship's placement as a sign of its launch date, consider it to be the period in which the ship came into widespread use with the faction.
In a normal game, Level 0 represents your starting units and Level 1 represents the beginning research. Upgrades function the same as before and can be thought of as a third dimension to the tech tree. Between the two options, there are nearly infinite unit possibilities.
One last note on tech. I've reworked both the prices and build times for research and upgrades to make it more accessible in this release. Research costs are now based on the tech level instead of the unit cost, while build times are based on class. The initial price of upgrades has been lowered, but the step has been increased to compensate. Regardless of how many there are for a certain unit, they should total to around 50k for everything. The rule of thumb is that research is time-consuming and upgrades are expensive.
The tech tree images will be included with the release, but start planning your galactic domination now!
18-12
2008
Release Nudged Back
Posted by Phoenix Rising on December 18, 2008
Now for the bad news. I just found out that jdk002's new computer isn't up yet as expected, which means he'll be unable to do the maps for the release. This means I'll have to do them, but I just can't make the time before the 20th - I'm still making last-minute corrections on my end. Unfortunately, this will force me to delay the release of version 1.1 until Tuesday, December 23rd.
I should explain why the map changes are so important. Without changes to the Galactic Conquest maps, the new, individual star bases will not work. You'll be able to build them, but they won't show up in a battle, so even after you defeat all of the space forces, the stations will remain in galactic, preventing that space from changing hands. Without changes to the Skirmish maps, there will be no secondary station to build starfighters at and the interface problems will persist.
The only responsible option is to delay the release and make sure these features work. Three more days will give us enough time to implement and test everything without dictating consecutive all-nighters. I'm just sorry it had to come to this, but we've literally worked for the past month straight, so this is the soonest possible it can reasonably be done. Thanks for your patience.
18-12
2008
All Wings Report In
Posted by Phoenix Rising on December 18, 2008
While adding brand new content wasn't the main focus for this release, there are, nevertheless, a number of new additions to highlight before they go live. Consider this a final role call for the Rebel and Imperial space rosters.
Starting with the Empire, the Preybird-class Starfighter has been added to give the Imperial faction some badly-needed, late-game Remnant flavor, having been pressed into use at the twilight of the Galactic Civil War. At 21 meters, this unique design is the biggest fighter in the game and takes full advantage of that fact while upgrading: it adds a gunner and a cockpit-mounted laser turret in the style of the Y-wing and features both a fore and aft concussion missile launcher, transforming it into a veritable nouveau blastboat. Series I is meant to represent the original SoroSuub specifications as seen in X-wing Alliance, while Series II is the heavier, pirate-produced Remnant model from Specter of the Past.
Another addition from the technologically-quiet post-Endor period, the Scimitar Assault Bomber is a refinement of the TIE Bomber that never reached its potential historically. Combining the ruggedness of the TIE Bomber with the agility of the TIE Interceptor and the firepower of the Xm-1 Nova Wing, the Scimitar is indeed a deadly foe. The design is based around 16 limited-capacity, ventral warhead launchers, which are brutally effective against starships because they can all be fired simultaneously. This specialization, however, leaves the craft totally vulnerable to being picked off by fighters, as it performs terribly in a dogfight.
The Delta-class DX-9 Stormtrooper Transport is the predecessor to the bigger Gamma-class ATR-6 Assault Transport and fills an intermediary role between that and the Lambda-class T-4 Shuttle. While the T-4 is reserved for important officers and dignitaries, the DX-9 is the real workhorse, ferrying about countless troopers across the Empire daily. Prior to the Sentinel-class Landing Craft's invention, the Delta-class served as the Navy's primary troop transport, but since finds more use in boarding operations than ground assault.
For some time, the Bayonet-class Light Cruiser was the smallest starship in use by the Imperial Starfleet, but it never really caught on enough to see widespread use. It was released as a Sienar alternative to Damorian's Carrack-class in the Republic era, but the initial success and popularity of the Carrack proved insurmountable, so Sienar abandoned the design. That preference continued into the Empire and saw the Bayonet relegated largely to patrol duties. Despite the business failure, it performs well in combat as the biggest corvette in the game and is capable of slugging it out with larger ships.
To the Rebellion, while they aren't new units per se, both the T-65 X-wing and B-wing have gotten makeovers in the form of new models, complete with animated s-foils. These staples were long overdue for a visual improvement.
On a similar note, the R-41 Starchaser and Marauder-class Corvette, although not new to the game, are new to the Alliance tech tree. The R-41 performs as a heavy interceptor with a sturdier hull than the Z-95 and A-wing and gives the Rebels a fighter with ion cannons. The Marauder provides some much-needed turbolaser muscle to a roster that tends to generalize its armaments.
From the Hajen-class Fleet Tender's model, I've also created the Sacheen-class Light Escort, which hopefully will keep New Class fans happy for now. As the latest-model warship in the game, it is a unit with few flaws: it's as nimble as a corvette, as tough as a cruiser, and carries a similar armament to the Imperial Carrack. It's a great escort for the Republic-class Star Destroyer. Unfortunately I wasn't able to convince anyone in the community to do the Defender Starfighter for it, so it's currently sporting antique Z-95s as complement.
Finally, a couple of Forces of Corruption ports to take note of. I've reintroduced a greatly pared-down MC30c as the Ardent-class MC30 Frigate for the Alliance. I've devolved the vanilla stats to get something that's in line with similar liner-turned-warships from the MC series to start with and upgrades to fill its FoC mantle. While a direct conversion yielded numbers that were off the charts for a frigate, I've kept closely to the spirit of the MC30: it's one of the fastest ships in its class; it has strong shielding, but a relatively weak hull; it mounts many lasers, but few turbolasers; and it upgrades to get proton torpedoes.
Although only available to pirates, I might as well take this opportunity to announce that I've similarly converted the Crusader-class Corvette that was previously in use by the Zann Consortium in FoC. Unlike the MC30, every one of the Crusader's stats - save for weapons - was converted directly against the CR90 Corvette in EaW. The armament was extracted from studying the original concept art. The end result is a no-expense-spared, quality corvette in true fashion of the Mandalorians.










