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.
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 endeavor.
In summary great mod if you are a die-hard fan and could care less about playability.
Bad mod if you were looking for something quick to jump into.
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 posts as they approach the release of each new version. Additionally, the current version is more than adequate for play. This mod is well worth the time to play.
An exceptionally detailed mod that is unfortunately let down by its over-reliance on statistical perfection at the expense of playability:
- Battles take forever to complete due to the huge mismatch between damage dealt by weapons and defensive hull and shield values (e.g. an Imperial-I Star Destroyer, Venator-I and Dreadnaught-I took over ten minutes on fast forward to destroy a Golan-II Defense Platform - which barely managed to take down the shields on the Venator).
- Tooltips contain vast amounts of data about everything from shield strengths and armament to Garm Bel Iblis's height - but there is nothing to tell me which Shipyard structure will permit me to build which ships.
- The economy is hugely diversified, but so much reliance is placed on an assorted collection of transports and freighters that both the GC and battlefields are littered with near-useless units.
- Too many heroes. 110 named heroes, all with different upgrades and abilities. In addition it is impossible to keep track of them because the hero bar has been removed from the galactic view.
Sorry Phoenix, while Phoenix Rising sounds good on paper (canon ships, stats, heroes, planets, etc) it just doesn't seem to work in practice.
My only issue is the lag and I know its being worked on so Great MOD keep up the good work!
An exceptional mod that is really only hampered by a horrible engine. The mod is the most canon experience out there and is deeply enjoyable for anyone that is looking for such a thing.
This is one of the most expansive mods i have ever seen.It is second to only a strange german one.And that is saying alot with hundreds of mods.
Pheonix Rising is a mod that goes above and beyond other mods of this game to include original and high quality content. The team has been working for a very long time and is still working on this mod to make it even better. 10/10
I really hate giving this mod a sub-par rating, but it just doesn't come off that well given the inherent limitations of the engine they are working with. If the concepts behind this mod could be executed as planned, I would fork over money to get my hands on it. But for all its promise, the mod left me disappointed. From a design perspective, its like someone attempted to assemble a Formula 1 race car using materials appropriate for building a Ford Focus.
Credit is due, because its an ambitious mod that tries to overhaul the gameplay by introducing resource management, infrastructure, and research elements. This all looks great on paper, but as others have pointed out, EaW is simply the wrong platform for this kind of project. As much as I love the concept behind this mod, the finished product is almost unplayable. The interface is confusing and convoluted, and the mod suffers from horrendous performance issues. GC maps stutter, freeze, and lag like nobody's business, and the loading times are frustratingly long. I can't imagine ever wanting to sit down and play this on a regular basis.
At a certain point you just have to accept the inherent limitations of the engine you are working with and build a mod around that instead of trying to force the game to do things it was never designed to. EaW just isn't built for the level of strategic depth and statistical complexity that Phoenix Rising wants to introduce and the finished result is a flop. I would love to give this mod a solid '10', and I salute the coding skill of the developers, but in the final analysis this mod just isn't fun to play in its present form.
Certainly one of the most complex mods out there for Empire at War, Phoenix Rising has lag problems because of the sheer amount of STUFF it does. Like a few people have already pointed out, Phoenix Rising mostly messes about with the game itself. While it DOES add a metric tonne of new units, buildings, and planets in GC, most of its changes have to do with what's going on behind the scenes.
I really enjoy the degree to which Phoenix Rising makes the player feel more like they're actually managing an empire, rather than buying dudes with which to kill the other guy's dudes.
Phoenix Rising introduces a much more intricate system of galactic income in Galactic Conquest, meaning that the player can't just make one planet their army/navy production planet and just fill everything else up with Mining Facilities. Another aspect of the GC income overhaul is that Phoenix Rising adds space units whose almost sole purpose is to boost the economic power of whatever world they're orbiting (for example, the Galactic Empire can build Lamba Shuttles which add +4.5 Credits/day each [I think its +4.5, anyways]).
Let's be clear: Phoenix Rising is very much focused on Galactic Conquest. Yes, it does add some content for Skirmish but its really not the mod's primary focus.
In the most generic GC scenario ('A Galaxy Far Far Away'), you start JUST after Palpatine's Declaration of a New Order which created the Galactic Empire and JUST after Darth Vader's cybernetic reconstruction. Alderaan is still there and Luke Skywalker hasn't even been discovered by the Rebel Alliance yet. To unlock the more iconic Empire At War units (for example, Imperial Star Destroyers for the Empire and Mon Calamari Cruisers for the Alliance) you need to, first, research them. That means dumping a LOT of time and Credits into R&D AND making sure that the enemy doesn't find out you're doing it 'cause they'll try to attack and destroy your Research Stations/Facilities if they do!
Heroes are...complicated. They spawn on whatever planet they originate from in Star Wars Legends cannon (for example, Grand Moff Tarkin spawns of Eriadu and Admiral Akbar spawns on Mon Calamari). However, there are a few exceptions. Emperor Palpatine spawns on Coruscant (rather than Naboo), Darth Vader spawns on Vjunn where he built his personal fortress of Bast Castle (rather than Tatooine), etc. You can upgrade certain heroes into better versions of themselves from Legends cannon on certain planets (for example, you can give Emperor Palpatine a very powerful early-game space unit, the Star Destroyer Majestic, by 'building' it on Byss while he's in orbit). However, Phoenix Rising's game manual PDF (included in the download) doesn't list all the heroes you can get in GC or on which planets you can acquire new heroes or upgrade old ones. Phoenix Rising's GC hero system relies on the player having some immersion in the greater Star Wars Legends cannon to get the most out of heroes.
The heroes also have a new stats system (which is so dang complicated that I won't even bother describing it, just read the mod manual PDF file) that makes some of the more useless heroes from the vanilla game (such as Mon Mothma and Emperor Palpatine [at least in space combat]) very VERY powerful because each hero's unique set of stats provide potent bonuses to all of your other units present in that battle. Some heroes are so powerful that you can deploy them, alone, against a heavily fortified enemy world safe in the notion that they will be able to absolutely annihilate every living thing in their path (Emperor Palpatine with Eclipse and Thrawn with Razor's Kiss, in space combat, and Darth Vader and Luke Skywalker in ground combat being really good examples of absurdly powerful heroes). So, if you're looking for a mod where heroes take a backseat in large fleet maneuvers or grand planetary invasions, this mod might disapoint you.
Its GOOD but you can get better.
it need a lots of fixing in the flies
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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 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 by z3r0x