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.)

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PR v1.2 64-bit RAM Patch Fix

PR v1.2 64-bit RAM Patch Fix

Mar 27, 2012 Patch 10 comments

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...

Phoenix Rising v1.2

Phoenix Rising v1.2

Mar 25, 2012 Full Version 43 comments

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...

Phoenix Rising v1.1

Phoenix Rising v1.1

Dec 24, 2008 Full Version 20 comments

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 (v1.0)

Phoenix Rising: Space (v1.0)

Dec 31, 2007 Full Version 18 comments

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: Starfighter Mini-Mod (v0.1)

Phoenix Rising: Starfighter Mini-Mod (v0.1)

Apr 22, 2007 Demo 7 comments

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...

Post comment Comments  (50 - 60 of 451)
jomhar97
jomhar97 Jun 12 2013, 10:51pm says:

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?

+1 vote     reply to comment
evilbobthebob
evilbobthebob Jun 13 2013, 10:21am replied:

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).

+1 vote     reply to comment
jomhar97
jomhar97 Jun 13 2013, 10:28am replied:

I made the cost of the eclipse 500 and the build time 50 secs in the XML.But I don't see any of that ingame. The eclipse still takes forever to build and cost over 200,000 creds. Why is this happening?

+1 vote     reply to comment
jomhar97
jomhar97 Jun 12 2013, 9:57pm says:

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!!!

+1 vote     reply to comment
jomhar97
jomhar97 Jun 12 2013, 10:06am says:

How do you open the config.meg file?

+1 vote     reply to comment
evilbobthebob
evilbobthebob Jun 12 2013, 3:56pm replied:

Use the .meg editor from here: Modtools.petrolution.net

+1 vote     reply to comment
pincuishin
pincuishin Jun 10 2013, 6:48am says:

Lame it already looked iffy but the dam thing doesn't even get to the main menu.

+1 vote     reply to comment
evilbobthebob
evilbobthebob Jun 10 2013, 9:32am replied:

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.

+1 vote     reply to comment
evilbobthebob
evilbobthebob Apr 12 2013, 7:56am replied:

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 vote     reply to comment
ngforever1989
ngforever1989 May 1 2013, 8:10am replied:

+1 the single planet start idea. Ive seen the idea and its so obvious it should be the NORM by now.

+1 vote     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
Platforms
Windows, Mac
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Official Page
Eawpr.net
Release Date
Released Mar 25, 2012
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Highest Rated (7 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 (17 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

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