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 11 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 48 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 21 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  (60 - 70 of 459)
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 Creator
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 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
evilbobthebob Creator
evilbobthebob Jun 13 2013, 10:33am replied:

Ah, you should be adjusting the Sovereign, not the Eclipse. The Eclipse isn't really in-game in the mod.

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

How do you open the config.meg file?

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

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

+1 vote   reply to comment
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 Creator
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
TheRealJulien Apr 11 2013, 3:31pm says:

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.

+1 vote     reply to comment
evilbobthebob Creator
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 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
166248 Mar 27 2013, 3:06am says:

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.

+4 votes     reply to comment
166248 Mar 27 2013, 3:11am replied:

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

+3 votes     reply to comment
evilbobthebob Creator
evilbobthebob Mar 27 2013, 7:38am replied:

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.

+1 vote   reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Released Mar 2012
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138 votes submitted.

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Highest Rated (9 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 (19 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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