PR v1.2 64-bit RAM Patch Fix
Mar 27, 2012 Patch 5 commentsThis patch is only for users experiencing compatibility or crash issues with Phoenix Rising v1.2 after installing the LucasArts 64-bit OS, 2+ GB RAM patch...
Tyranny starves in the absence of consent. Phoenix Rising is not an organization so much as it is a thought – a conscious choice to oppose the New Order. What if enough disparate beings have this thought that it sparks a movement, six months into the Empire?
The answer to that question plays out in the course of this total conversion. In a time where the Empire's grip on the galaxy is still tenuous, take command of early Rebel luminaries or the Emperor's closest advisors in an epic struggle to define a galaxy still smoldering from the Clone Wars.
Assemble your faction's war machine from dozens of asynchronous lines, then augment it with hundreds of potential upgrades. Transform aspiring heroes into legends to provide intangible leadership to your military and government. Leverage entire planets and civilizations to their greatest potential through base building. Then, when everything is in place, plot your conquest vector.
This is a four-decade strategic simulation of warfare across 120,000 light-years.
(For main news and discussion, please visit our site.)
This patch is only for users experiencing compatibility or crash issues with Phoenix Rising v1.2 after installing the LucasArts 64-bit OS, 2+ GB RAM patch...
Nearly five years ago, I put out a mini-mod that featured ships with factual armaments and starfighter upgrades. In the time since, my solo project grew...
A year ago, we released the first full version of Phoenix Rising with our take on space combat. In the time since, we've revisited every aspect of the...
Phoenix Rising: Space is the first full release of the mod for Empire at War: Forces of Corruption. It includes our complete vision of space combat ...
Phoenix Rising is a partial conversion for Star Wars: Empire at War: Forces of Corruption. Our goal is to provide a unique strategic experience within...
Highest Rated (5 agree) 9/10
A solid mod, to put it simply. Instead of aiming for balance, like the vanilla Empire at War did, this mod aims for accuracy according to Star Wars lore. So yes, your Imperial-class Star Destroyer will indeed be stronger than almost any similar cruiser the Rebel Alliance can throw at you. However, that makes it all the more satisfying when that star destroyer is crushed by a more strategically built force. The mod is far from complete, but the team actively works on it and produces quality news…
Dec 20 2011, 12:39pm by OseronPhaer
Lowest Rated (16 agree) 2/10
Seems to be a massive code mod more than a actual content mod and feature mod. The lag is terrible and makes the mod almost un-playable. The battle times are way too long. If they were going for realism on battles and a real battle takes 5-6 hours then the team made their goal, as battles take hours. This mod while interesting seems to be designed for a small cadre of niche players that thrive and enjoy all the needless data and items filling this mod. EaW seems to be the wrong engine for such a…
May 20 2012, 2:28pm by z3r0x
I'm encountering a pretty big issue with unit AI.
Whenever I order them to attack something, they will move up to a certain range and then stop. Just stop.
You might think: "Oh, they just move close enough to use their long range attacks."
Nope. That is true for, say, the Acclamator (I'll stick with examples that are easy to check), who move barely close enough to use their torpedo launchers. Most of the time, it seems to be completely coincidental. Others, like the Corellian Corvette, floats around like debris. Even the Carrack Cruiser, that has a pretty long range, stays just outside of their firing range.
I know you guys put a lot of time and effort into this already, and by no means do I want to say that I don't appreciate it - what you've done so far is pretty incredible. But it is pretty annoying to know that my units just can't fulfill a very simple order, that is, moving into attack range and shooting like there's no tomorrow.
Another issue: Some of the special abilities seem to be broken. Say, the missile barrage of the Victory: It fires a stream of missiles (that lasts a second or two) every ten seconds or so. Clicking the ability button, however, does nothing. The ability is not automated.
I hope these bugs are not too hard to fix. At least for me, they spoil the fun immensely.
A final request: I'd love to see a Galactic Conquest campaign where you have to start from scratch. I've never been a big fan of campaigns where you're open on all sides and spread out across the galaxy, cause I tend to forget what's at my disposal, it's all in the wrong place... So, yeah, that would be greatly appreciated.
We're aware of the unit range bug. Some changes we're making will helpfully alleviate that. The special ability of the Victory I-class DOES work, but it's not very noticeable due to our long missile reload times...it might need beefing up.
We've had other requests for a similar campaign, so it's something we might look into.
+1 the single planet start idea. Ive seen the idea and its so obvious it should be the NORM by now.
right so ive been playing this mod for god knows how long (over 700 hours total in the game since i bought it about 2 years ago. of them, only about 120 or so hours arent with this mod) and it presents me with a paradox. on the one hand, that the team behind this has done the job that they have is nothing short of amazing. on the other hand, that the kind of effort that WASNT put in by the ORIGINAL developers is kinda saddening. just one main warning for anyone that downloads this. well 3. 1, you might get hooked. 2, if you plan on adjusting some aspects of the mod, go to the forums on the mod site. trust me, you will save yourself some hardship and time, etc. 3. be patient, lol. there is a LOT of content that has been added, almost too much for the engine to handle. to put it in perspective, its kinda like going from Counter Strike 1.6 to Crysis. there are 180 buildable units in the fighter-sized category for GC. thats not even including non-buildable starting units, or pirate/illegal/antique/other modified units, or units from the CSA, who arent playable in GC at this time. and thats not even half i think of the total buildable units. lol. there are so many units, that one of the main goals in 1.3 is to try to trim that number down.
was running out of room. most issues that you will find with this mod have more to do with the original game not really being designed with this kind of addition in mind. things like the UI, and a few bugs inherent in the engine are simply unable to be fixed without intervention from the developers.
if i can give one major piece of advice, that would be to go to their own forums and get assistance there. most issues you might encounter, odds are someone else has had, and the solution will likely already be there, and the team and community there are quite helpful
Thanks very much for the kind words! You're certainly right that the forum is the best place to go for advice and up to date information. We're currently hard at work on the next version of the mod, and we're hoping to alleviate some of the issues that players have been telling us about.
So I downloaded the game but I'm not good with technology, can someone please tell me how to start the game?
I keep having trouble with the AI, they dont seem to even work =(
If you are talking about the space skirmish AI, it doesn't work very well at all because we haven't changed it. If you are talking about the galactic conquest AI, make sure you don't have any mods installed like RaW that put files into the main FoC folder. Otherwise, try re-installing the mod.
Thanks, awsome mod by the way.