Post news RSS Phoenix at War: Resurgence

Every 1000 years, the Phoenix sets his nest, with him inside it, ablaze, and from the ashes of his old body rises a new, reborn Phoenix. But this is not a rebirth. PAW never died. This is a resurgence...

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Every 1000 years, the Phoenix sets his nest, alongside himself within it, ablaze, and from the ashes of his old body rises a new, reborn Phoenix. But this is not a rebirth. PAW never died. This is a resurgence...


Greetings,

while the fearsomely armed Phoenix ships clash with the space-behemoths of the Tecteron, I will inform you guys about how the mod's doing and I will clear up the common misconception that this mod is dead. It can't be dead. Only every 1000 years Phoenix at War dies, only to be resurrected again. ;)

Now, I had a lot of other projects and stuff going on, so I wasn't able to dedicate as much time to this as I wanted, and for months I completely paused development, only to work on this mod and on ForceCorruption for some weeks and then pause it again. I did a lot of cleaning up. I fixed bugs and crashes, I experimented a lot, which is why I had little to make updates about here, which is why I decided to pause my activity here for a while. I refined my concepts, abolished some and introduced others. I have a more clear picture of what this mod will be at some point in the not-so-far future, and it's much better than anything I might have said in the past. It is more balanced, realistic and interesting. I have various new sources of inspiration that helped reshape and refine the gameplay.

1


In following articles I will be explaining more in-depth what concepts I have in mind. Some of the new changes you can already see on the screenshot above, at least 3 things you should be able to spot. And 3 of those are major changes that will improve the mod massively.

I have 3 main priorities while developing this mod:

1. Interesting gameplay: There will be 4 playable factions with distinct units and gameplay, as well as non-player minor factions. This will add a lot of variety, and many interesting battles. Additionally, these factions will be designed to play differently in a way that allows the player to choose a faction based on what they like the most. If, for example, they like playing ships that are simple brawlers, the Tecteron could be a good choice, or the Phoenix to some degree. If they like playing around with crazy tech and gimmicks, the Vuun and the Phoenix offer them a lot.
There will also, in a much later version, be a story campaign surrounding a large, over-arching plot that each faction will participate in in different ways. This means that one overall story will create 4 distinct campaigns that are still connected. This campaign will be designed and scripted with mostly gameplay aspects in mind, as well as variety, and also some exploration of the PaW-Universe, its factions, technologies, history and characters, in a way that will be interesting to the player and also helpful later in the game.
Another interesting gameplay aspect will be special abilities. This aspect I will milk for all it's worth. I will try to introduce many special weapons that are triggered by abilities, and I will be attempting to implement as many of the different factions' technologies as I possibly can, such as psychological warfare, psychic powers, AI-related abilities, wormhole travel, reality warping, nuclear and other superweapons, space mines, the list goes on...

2./3. Balancing and Realism, staying true to science: These two go hand in hand. There will be realistic advantages and disadvantages to all factions, units and weapons, all based on the background story and the concepts of the factions and weapons.
For example, due to both realism and balancing, lasers will have great range, be accurate and fast, but will have a low damage output against both shields and hull. From a realistic point of view, lasers are not the incredibly powerful, superior weapon that they are being advertised as. They have great advantages, and severe disadvantages, like all other weapons, all other factions, everything in the mod, but just like everything else in the mod the advantages will outweigh the disadvantages, to make stuff both powerful AND balanced.
Now, I know perfect balancing is impossible, but I will try to achieve a good balancing that makes this mod enjoyable independently from what faction you play and what units you use.
Production cost will not be a major tool to balance things out anymore, but will still play a role.
For example, hypothetically, if a Phoenix Battleship would cost about 22,500 credits, a Tecteron battleship would cost about 17,000 credits, a Cadanian one about 19,000, and a Vuun about 20,000.

Thank you for your attention, and stay tuned for more updates soon!
spaceship

Comments
theolin2
theolin2

I have no words, this is amazing!!!!!!!!!!

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spaceship_2012 Author
spaceship_2012

Nice, glad to hear that. :D Well, read... .-.

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mapayne
mapayne

Well let me see. Firstly spaceship_2012. I'm seriously skeptical concerning this project. Why?? Well simply put of the two project you've personally started the results have been poor to say the least. Going back through the posted images, the first one made on jul 5th 3 years ago. I've seen actual full games take less time.

So how long is it going to be before you shelve this one again for a few years??

Anyway. Lets try this again (mentally remembers exactly what he posted previously concerning this "project").

1) "Distinct units". So continueing on this theme, and seeing as you have posted one image with a "unique" ship design, have you actually managed to gain someone who can produce models this time?? Or is this still something that you need to work on??

2) "Realism". A rephrasing of this is necessary as science fiction doesn't contain realism in the way your trying to claim it is. Laser beams are fundamentaly "unscene" in reality but their point of impact is the only part that is seen.

Still. As I said before we'll see how this project goes....

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spaceship_2012 Author
spaceship_2012

Yes, they have been poor because it was in early development. Pretty much any project related to coding or programming is insufficient for about 80% of the time, as during that time it is still taking shape and things will end up good when put together in the end.

Yes, but those were games that were developed continuously, and it was the job of the developers to develop these games. They did that to earn money, and therefore could spend more time on it because instead of doing it in addition to their job and having limited time, they actually do it as their job...
This is a project that I am doing mostly on my own, in my freetime, alongside other projects and high school etc.

Those first images were more like concept sketches surrounding an idea that had yet to be properly refined, or rendered, if you will.

At least I returned... I could have just said "**** it!"
And I kept an eye on this. Then again, I did a lot of modding that was not visible. I am not very experienced with this stuff and it was tough trying to sort out countless bugs and crashes with unknown cause. I can't really make interesting progress updates on this stuff, so it would have been a letdown anyways, one letdown every few months or so, for a while. I decided to let this sit a bit instead, and prepared to actually develop this into a more refined, closer-to-playable thing that is actually presentable to the Mod DB-community. In fact, I should have waited with starting on Mod DB until I have reached a point where it's much further in development...

Distinct units doesn't mean it's only new models. Distinct units refers to gameplay. Sure, models are great, but if all units are the same they aren't distinct even if there is different models, either.

Also, distinct =/= unique. In terms of meaning, both words are somewhat DISTINCT from each other (See what I did there?). But that's a minor thing.

Also, no...

Are you seriously complaining about the fact that laser projectiles are visible in this mod?
First of all, making lasers visible adds to the gameplay and immersion. It gives the player visual feedback, and allows them to see what's firing on what.
Also, ever heard of a DISTINCTION(see what I did there?) between so-called Hard Sci-Fi and Soft Sci-Fi? Hard Sci-Fi is Sci-Fi that aims to be somewhat realistic while also aiming to introduce futuristic concepts such as advanced AI or plasma weapons. Soft Sci-Fi is the opposite, where futuristic concepts are introduced without regards for realism.
Again, the same observation just like with the models. If I say "distinct units" or "realism", what you start talking about is graphics. I am not sure if you're aware of this, but your response to my article makes you look really superficial. Maybe that's your goal, I don't know. I doubt it though.

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mapayne
mapayne

FYI. I've spent over 15 years modding various RTS games so I am fully versed in what I preach. Also FYI science fiction is science fiction. Theres no such thing as "hard" and "soft".

Looking at the reply I would be interested to know, why it is that you would hit on just "new models". The simple fact is you are attempting to make a "total conversion". As in - complete replacement of everything you can. From ingame playable/non-playable models right down to GUI elements, and whilst I will admit. It is difficult for one person to complete such a task on their own it never hurts to request help.

Oh and its not just full games that take less time. I've finished projects myself in well under 3 years and these have been undertaken by myself but with limited assistance from third parties. All I'm saying is "ASK FOR HELP". I original told you that this project had a lot of promise, but you never took it anywhere.

Anyway. I do appologise if my reply sounds overly critical and condescending, but there are times when a reality check can help. I've had them given to me before now by others who are well versed with modding.

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spaceship_2012 Author
spaceship_2012

Yes you had already told me that you are experienced. If you're experienced you should probably know very well that bugs are often not easy to figure out and sometimes other things could get in the way of continuing development for a while.

Yes, there actually is. If you want proof:
En.wikipedia.org
En.wikipedia.org
Tvtropes.org
Best-sci-fi-books.com
Fantasy-magazine.com
Brianknack.com

I found it really weird that you decided to only talk about the models yet again, when I thought I was very clear about how much I value gameplay, and therefore that units are distinct in how they play. I like it if a player is rewarded for not spamming a specific unit but using mixed fleets, especially the aspect of experimenting and finding good ratios and interesting strategies and ways to use abilities in a cool way to reach a goal.
Yes, it is a total conversion. The models have been mostly replaced, but with substitute models. I didn't say I would just leave it like that though.

Yeah, I know. I didn't say I wasn't going to ask for help, but I wanted to first just make an update informing people about the continuation of this mod and that there is actual progress.

No, it's okay. And don't get me wrong, I appreciate reality checks, they have, on many unrelated occasions helped me grow as a person and improve a lot.

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mapayne
mapayne

"A total conversion mod" as quoted from the first line of your opening information at this top of this page. If you don't replace every model and as many aspects as you can then its not a total conversion, only a partial conversion.

Now onto the matter at hand. I take it that those "proofs" you've listed are not taking into account "science fact" which is defined as being fact supported by proof, but seeing as we seem to be posting proof of such things let me continue:

En.wikipedia.org
En.wikipedia.org

The second one is represented as "science fact", and I'm certain that this term came well before the mentioned "hard" and "soft" science fiction you've stated.

Anyway. Back on topic. Yes. I agree that bugs do crop up, but in the past three years did you gather a solid plan of how you would approach this?? A full TC is extremely hard to do with a full team and clearly defined path you want to take, but if you work "on the fly" so to speak, then your going to come up against a lot more problems than you should.

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spaceship_2012 Author
spaceship_2012

A lot of mods claim to be total conversions, but would only be partial conversions. But as I already mentioned, I didn't say it wasn't planned, but it's not yet in the mod...

So what's your point?

What do you mean, a solid plan? If I find a bug, I try to figure out how to fix it. What's there to organize?

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mapayne
mapayne

Did I mention anything about bugs? Did I even hint at the fact? Simple answer is no to both. If you even have to ask the question then it means you have little to no knowledge about modding any kind of TC. However, I invite you to prove me wrong.

Large scale mods ALWAYS take planning and making sure you know what your doing, and thats where I'll leave this conversation. I've tried to be ojective but patience when it comes to modding isn't one of my vitues.

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spaceship_2012 Author
spaceship_2012

You asked if I have a solid plan to approach this, after you mentioned bugs.

1. I don't really see why you are getting so angry now.
2. Patience is required for modding, especially if things don't always work out...

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mapayne
mapayne

Patience with modding yes. Patience with those involved, not always.

Anyway. Lets leave it at that. This arguement is getting stale and going nowhere.

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{HEROIC}Doci
{HEROIC}Doci

First of all: Nice to see the mod is still alive :)

Personally I think that your approach is your decision to make and mapayne has the legal right to give you some advice as long as it´s within reason.
In the end spaceship_2012 works how he wants to and that is totally ok :)

Keep up your good work !

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spaceship_2012 Author
spaceship_2012

Thank you! :)

Well, I am taking his advice serious, but I also have my priorities. ;)

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Camo7
Camo7

Oh wow you came back to this! I see you got some new ship models too, did you make them?
If you need me to work on anything let me know.

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spaceship_2012 Author
spaceship_2012

No, I didn't. They are from other mods. Still need new models.

Yes, great, thank you! :)

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