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.
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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 was able to extract 3 folders from the config file and put them on my desktop. These are,the Script file,XML file,and the Resources file. I edited the XML file,now I need to know where to put the edited XML file into. I put the XML file into the Pheonix rising mod DATA folder along with the original config.meg. However when I go and start the mod and play GC,I don't see any of those changes that I made;everything is still the same like before. What did I do wrong?
You've done the right thing, extracting the files and puttings the XML folder in the Data folder. However, if you have made changes to things like ship health, weapons and such, you won't see that in the tooltips because they are written into a separate file called "MasterTextFile_ENGLISH.DAT that you can edit with the string editor on the site I linked before (you have to import it first though).
Now I opened the config.meg file with the .meg editor,but how do I actually edit the individual XML files in it? It won't let me.BTW I just want to play with the XML files because I'm bored and it's simply for self pleasure; nothing else. Thanks!!!
How do you open the config.meg file?
Use the .meg editor from here: Modtools.petrolution.net
Lame it already looked iffy but the dam thing doesn't even get to the main menu.
What do you mean? Is it crashing with "Application has stopped responding" etc? You should try the 64-bit patch if you haven't already.
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.