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HTTP/1.1 200 OKDate: Tue, 22 Oct 2024 02:02:53 GMTServer: Apache/2Upgrade: h2,h2cConnection: UpgradeVary: Accept-Encoding,User-AgentTransfer-Encoding: chunkedContent-Type: text/html; charsetUTF-8 html>head>meta http-equivcontent-language contenten-us>meta http-equivcontent-type contenttext/html; charsetwindows-1252>title>Phoenix Rising - A Total Conversion For Star Wars: Empire At War: Forces Of Corruption/title>link relstylesheet hrefdefault.css>/head>body classbggray>script typetext/javascript srchttp://www.revora.net/bar.js>/script>script srchttp://ads.revora.net/static/adscript.js typetext/javascript>/script>table stylewidth: 1000px;> tr styleheight: 192px;> td stylebackground-image: url(http://www.eawpr.net/pr_logo.jpg); background-position: center center; width: 192px;>/td> td stylewidth: 8px;>table stylewidth: 8px;>/table>/td> td stylebackground-image: url(http://www.eawpr.net/pr.jpg); background-position: center left; background-position-x: 12px; width: 800px;>/td> /tr> tr styleheight: 8px;>td colspan3>/td>/tr> tr styleheight: 100%; 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background-repeat: repeat-y;>/td> /tr> tr styleheight: 12px;> td stylebackground-image: url(http://www.eawpr.net/border_s.gif); background-repeat: repeat-x;>/td> td stylebackground-image: url(http://www.eawpr.net/border_se.gif);>/td> /tr> tr classbggray styleheight: 16px;> td colspan2>/td> /tr> tr classbggray styleheight: 16px;> td colspan2> script typetext/javascript> revads_display({ format: 120x600, colours: { border: 000000, background: 202020, link: FFFFFF, url: FFFFFF, text: FFFFFF } }); /script> /td> /tr> /table> /td> td>/td> td> table classbgorange styleheight: 100%; width: 800px;> tr styleheight: 12px;> td stylebackground-image: url(http://www.eawpr.net/border_nw.gif); width: 12px;>/td> td stylebackground-image: url(http://www.eawpr.net/border_n.gif); background-repeat: repeat-x; width: 776px;>/td> td stylebackground-image: url(http://www.eawpr.net/border_ne.gif); width: 12px;>/td> /tr> tr> td stylebackground-image: url(http://www.eawpr.net/border_w.gif); background-repeat: repeat-y;>/td> td stylevertical-align: top;>img srccurrent.jpg altCurrent>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Phoenix Rising v2.0 Public Beta/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - April 8, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.br>br>Known issues:/p>p>Missing text/p>p>Poor performance in some GCs/p>p>Missing CSA units/p>p>Unit filter buttons may sometimes display an incorrect state if pressed rapidly/p>p>Sandbox missions may show incorrect information/p>p> /p>p>Changelog from demo:br>Full GC set (Work in progress)/p>p>New filter buttons: click to hide different classes of space units/research/p>p>Updated tech trees for Rebels and Empire/p>p>Fixed some weapons not firing from muzzles correctly/p>p>Space colonies now correctly show up in battle results/p>p> /p>p>Please report bugs here or on the Steam discussion page./p>br>br>a hrefhttp://forums.revora.net/?showtopic111051>Comments (9)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>More Demo bugfixes/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - February 25, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>A new set of bugfixes and other improvements has made its way to the demo, both on Steam and ModDB./p>p> /p>p>Changelog for version 2.0.2br>br>- Did a pass on ground unit AI combat power so the AI sends more reasonable amounts of units into land combatbr>- Added infantry highlight icons so that infantry are more visible in combat. Current icons are Red for Imperial infantry, Blue for Rebel infantry and White for Independent infantry.br>- Fixed firing muzzle positions for AT-AT, T4 series, and ground-based turbolaser turrets.br>- Improved AI starbase upgrade responsiveness, they should now tend to upgrade if the opponent does.br>- Garrison structures are now visible through fog-of-warbr>- Kyle Katarn now uses a Stormtrooper One blaster rifle instead of the post-Dark Trooper campaign assault cannon.br>- Golans and shipyards are now placed better on space maps. Golans should generally protect shipyards and the colony.br>- Land combat camera now has full yaw rotation and adjusted zoombr>- Added Skyhook fleet information in the startup dialogue box.br>- Added TIE Starfighter specific skin (the TIE Starfighter is the first in the main TIE line)br>- AI responds better to planetary bonuses.br>- General scripting performance improvementsbr>- Multiple attempts at reducing the prevalance of save game crashes.br>- Updated space missile models for concussion, proton torpedo and proton rockets/p>br>br>a hrefhttp://forums.revora.net/?showtopic110756>Comments (0)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Demo bugfixes/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - February 5, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>div> The 2.0 demo has been updated with numerous bugfixes to improve the experience for players. Download it from ModDB. Note: the Steam workshop has already been updated with these fixes as they were made. Changelogul>li>Improvements: Improved skirmish AI, buffed AA build pad turrets (now have double fire rate), added time-scaled particles for status effects. Made easy difficulty slightly easier./li>li>Improvements: Added units back into skirmish mode. Further skirmish AI tweaks./li>li>Bug fixes: Overracer bike icons; Text fixes for Rebel structures; attempted fix for crashes on Mustafar/Clakdor; attempted fix for save game crashes./li>li>Bug fixes: Fixed crash on Mustafar and Clakdor maps. Removed debug info. Fixed reinforcement problems in skirmish (side effect: skirmish Golans and GC space colonies now prevent reinforcements in a radius around them)/li>li>Bug fixes: Fixed squadron ability autofire scripts. Fixed CSA starbase upgrade cost in skirmish. Fixed text errors with Xg Star Wing and made Dominator III SD buildable once researched. Attempted to reduce the issue where fighter/bomber/transport units fly all over the map. Attempted to further improve savegame bugs./li>li>Bugfix: reduced planet texture resolution to improve performance, reduce chance of savegame crashes, and because the game cant render 4k textures./li>li>Fix for Tarkin respawn/li>li>Fix for ClakDor VII crash/li>/ul>/div>p> /p>br>br>a hrefhttp://forums.revora.net/?showtopic110610>Comments (4)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Phoenix Rising v2.0 Demo/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - January 13, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>After 5 years, we finally have v2.0 of Phoenix Rising ready to demo, with the Operation Skyhook Campaign.br>br>Download here for a manual installation: a hrefhttp://www.moddb.com/mods/phoenix-rising/downloads/phoenix-rising-v20-demo classbbc_url titleExternal link relnofollow external>http://www.moddb.com...rising-v20-dlt;/a>br>Or find us on the Steam Workshop at: a hrefhttp://steamcommunity.com/sharedfiles/filedetails/?id1235783994 classbbc_url titleExternal link relnofollow external>http://steamcommunit.../?id1235783994/a>br>br>Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universebr>br>Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!br>br>Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction sitebr>br>Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxybr>br>em>The Galactic Empire is recommended for first time players of Phoenix Rising./em>br>br>br>Short summary of changes:ul classbbc>li>Sweeping optimization improvements, including a light campaign for those having performance problems./li>li>Rewritten galactic conquests (Demo featured: Operation Skyhook)/li>li>Rewritten AI to be more intelligent and challenging/li>li>All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route/li>li>Complete overhaul of planet locations, bonuses, and abilities/li>li>Over 50 new ground maps for v2.0, many new space maps/li>li>Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)/li>li>Space skirmish has been completely rebalanced to be more of a competitive experience/li>li>New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2. New space units and ground vehicle/li>li>Improved weather system and atmospheric effect/li>li>New hero system/li>/ul>For a full changelog, see a hrefhttps://forums.revora.net/topic/110232-v20-changelog/ classbbc_url title>https://forums.revor...-v20-changelog//a>br>br>a hrefhttp://forums.revora.net/?showtopic110453>Comments (13)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>v2.0 Changelog/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - December 18, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>span stylefont-size:14px>span stylefont-family:tahoma, geneva, sans-serif>Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonsup>TM/sup>/span>/span>br>br>span stylefont-size:24px>strong>General/strong>/span>/p>p> /p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/ksaz1odhx/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/ksaz1odhx/landskirmish.jpg altlandskirmish.jpg>/span>/a>/span>/p>ul classbbc>li>Rewritten AI to be more intelligent and challengingul classbbc>li>AI now has some factional differences in style/li>li>AI will correctly build units and structures based on its planetary bonuses/li>li>Improved AI in tactical mode/li>/ul>/li>li>Rebalanced tech trees/li>li>Functional CSA faction (full release only)/li>li>Sweeping optimization improvementsul classbbc>li>Addition of “light” campaign options for those who prefer high performance/li>/ul>/li>li>Many quality-of-life improvementsul classbbc>li>Tooltips for all units contain all the statistic information you need/li>li>Improved advisor hints to introduce you to the mod’s features/li>li>Building and shipyard tooltips tell you what they can produce/li>li>Improved research display/li>/ul>/li>li>Difficulty levels:ul classbbc>li>Easy: AI gets 10% fewer credits and takes 10% longer to build units/li>li>Normal: AI is exactly on par with the player/li>li>Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields./li>/ul>/li>/ul>p>span stylefont-size:24px>strong>Galactic Mode/strong>/span>/p>p> /p>p>a hrefhttps://postimg.org/image/r6024wnit/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/r6024wnit/galacticmode.png altgalacticmode.png>/span>/a>/p>ul classbbc>li>Rewritten galactic conquests (Demo featured: Operation Skyhook)/li>li>All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route/li>li>Starships now cost population proportional to their crew requirements/li>li>Complete overhaul of planet locations, bonuses, and abilitiesul classbbc>li>Planets now provide population carefully calculated from their statistics/li>li>Bonuses are rebalanced and clarified with improved tooltips/li>li>Planet info screens notify you of environmental or population conditions that affect production/li>/ul>/li>li>Many new planets added/li>li>Overhaul of planet icons and base level display/li>li>New planet textures/li>li>Over 50 new ground maps for v2.0, many new space maps/li>li>Restoration of classic EAW sandbox missions (full release only, not demo)/li>li>Rebalanced freighters/li>/ul>p>span stylefont-size:24px>strong>Skirmish Mode/strong>/span>/p>p>span stylefont-size:24px>span stylefont-size:14px>a hrefhttps://postimg.org/image/mwvc2qzp1/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/mwvc2qzp1/spaceskirmish.jpg altspaceskirmish.jpg>/span>/a>/span>/span>/p>ul classbbc>li>Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)/li>li>Space skirmish has been completely rebalanced to be more of a competitive experienceul classbbc>li>Units build faster and are cheaper/li>li>Income scales better with station level/li>li>Unit costs and build times balanced per unit and per unit class/li>/ul>/li>li>AI greatly improved compared to v1.2/li>/ul>p>span stylefont-size:24px>strong>Space Combat/strong>/span>/p>p> /p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/ai8k2ffwl/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/ai8k2ffwl/spacecombat.jpg altspacecombat.jpg>/span>/a>/span>/p>ul classbbc>li>New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.ul classbbc>li>Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull./li>li>Torpedoes and some other weapons can pierce armor./li>li>This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage./li>li>Shields absorb a percentage of damage from incoming fire based on unit class/li>/ul>/li>li>New space units (* buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter/li>li>Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints/li>li>Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets/li>/ul>p>span stylefont-size:24px>strong>Ground Combat/strong>/span>/p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/m7cjqdrfp/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/m7cjqdrfp/groundcombat.jpg altgroundcombat.jpg>/span>/a>/span>/p>ul classbbc>li>New ground combat bunker system, with many civilian structures available to hide your infantry/li>li>New ground vehicles (* buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*/li>li>Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!/li>li>Infantry carry appropriately-modeled weapons in most cases/li>li>New ground structures: Bank, Listening Outpost/li>/ul>p>span stylefont-size:24px>strong>Heroes/strong>/span>/p>ul classbbc>li>New hero system with consistent hero ratings and upgrade pathsul classbbc>li>Space heroes now require a flagship to attach to in many cases/li>/ul>/li>li>New heroes (* playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss/li>/ul>p>span stylefont-size:24px>strong>Operation Skyhook- Demo Release GC/strong>/span>/p>ul classbbc>li>Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe/li>li>Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!/li>li>Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site/li>li>Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy/li>li>The Galactic Empire is recommended for first time players of Phoenix Rising./li>/ul>br>br>a hrefhttp://forums.revora.net/?showtopic110232>Comments (14)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>v2.0 Demo Coming Soon(tm)/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - December 8, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>As you may or may not be aware, I am still working reasonably regularly on the mod and have got it to a stage where I feel comfortable releasing a focused demo version of Phoenix Rising 2.0. Currently, the version is in testing, but you can get a sneak-peek from Corey, lead developer on the Thrawns Revenge series of mods, who has graciously begun a series of videos of the demo test build on his Youtube channel. The first video is a hrefhttps://youtu.be/76LwFApG5oE classbbc_url titleExternal link relnofollow external>here/a>br> br>2.0 will include all the changes noted in previous news posts, but there will be a summary of changes around the release time.br> br>There is no concrete release date for the demo build, so stay tuned./p>br>br>a hrefhttp://forums.revora.net/?showtopic110156>Comments (8)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Were on the workshop!/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - September 3, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>Hey guys/p>p> /p>p>With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. Its available for download here: a hrefhttp://steamcommunity.com/sharedfiles/filedetails/?id1126761873&searchtext classbbc_url titleExternal link relnofollow external>http://steamcommunit...873&searchtext/a>/p>p> /p>p>Please post in this thread if you have any troubles installing/running the workshop version, as I havent had much chance to test it myself./p>br>br>a hrefhttp://forums.revora.net/?showtopic109206>Comments (18)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>AI Breakthrough/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser12850>Ghostrider/a> - June 7, 2016/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:/p>p> /p>p>The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance. /p>p> /p>p>The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect. /p>p> /p>p>And how did we achieve this? /p>p> /p>p>The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!/p>p> /p>p>span stylefont-size:18px>WOW. Did the AI react or what?/span>/p>p>span stylefont-size:18px>It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to WIN Core Worlds if unopposed. /span>/p>p> /p>p>span stylefont-size:18px>span stylefont-size:14px>Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be. /span>/span>/p>p> /p>p>em>span stylefont-size:18px>span stylefont-size:14px>Ghost/span>/span>/em>/p>br>br>a hrefhttp://forums.revora.net/?showtopic105573>Comments (35)/a>/span>/td>/tr>/table>br> /td> td stylebackground-image: url(http://www.eawpr.net/border_e.gif); background-repeat: repeat-y;>/td> /tr> tr styleheight: 12px;> td stylebackground-image: url(http://www.eawpr.net/border_sw.gif);>/td> td stylebackground-image: url(http://www.eawpr.net/border_s.gif); background-repeat: repeat-x;>/td> td stylebackground-image: url(http://www.eawpr.net/border_se.gif);>/td> /tr> tr classbggray styleheight: 16px;> td>/td> td styletext-align: center;>span classsm stylecolor: #000000;>This level is not made, distributed, or supported by LucasArts, a division of Lucasfilm Entertainment Company Ltd. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. All other content copyright Phoenix Rising Team 2006-2016./span>/td> td>/td> /tr> /table> /td> /tr>/table>/body>/html>
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text-align: left;>span classsmb>Phoenix Rising v2.0 Public Beta/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - April 8, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.br>br>Known issues:/p>p>Missing text/p>p>Poor performance in some GCs/p>p>Missing CSA units/p>p>Unit filter buttons may sometimes display an incorrect state if pressed rapidly/p>p>Sandbox missions may show incorrect information/p>p> /p>p>Changelog from demo:br>Full GC set (Work in progress)/p>p>New filter buttons: click to hide different classes of space units/research/p>p>Updated tech trees for Rebels and Empire/p>p>Fixed some weapons not firing from muzzles correctly/p>p>Space colonies now correctly show up in battle results/p>p> /p>p>Please report bugs here or on the Steam discussion page./p>br>br>a hrefhttp://forums.revora.net/?showtopic111051>Comments (9)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>More Demo bugfixes/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - February 25, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>A new set of bugfixes and other improvements has made its way to the demo, both on Steam and ModDB./p>p> /p>p>Changelog for version 2.0.2br>br>- Did a pass on ground unit AI combat power so the AI sends more reasonable amounts of units into land combatbr>- Added infantry highlight icons so that infantry are more visible in combat. Current icons are Red for Imperial infantry, Blue for Rebel infantry and White for Independent infantry.br>- Fixed firing muzzle positions for AT-AT, T4 series, and ground-based turbolaser turrets.br>- Improved AI starbase upgrade responsiveness, they should now tend to upgrade if the opponent does.br>- Garrison structures are now visible through fog-of-warbr>- Kyle Katarn now uses a Stormtrooper One blaster rifle instead of the post-Dark Trooper campaign assault cannon.br>- Golans and shipyards are now placed better on space maps. Golans should generally protect shipyards and the colony.br>- Land combat camera now has full yaw rotation and adjusted zoombr>- Added Skyhook fleet information in the startup dialogue box.br>- Added TIE Starfighter specific skin (the TIE Starfighter is the first in the main TIE line)br>- AI responds better to planetary bonuses.br>- General scripting performance improvementsbr>- Multiple attempts at reducing the prevalance of save game crashes.br>- Updated space missile models for concussion, proton torpedo and proton rockets/p>br>br>a hrefhttp://forums.revora.net/?showtopic110756>Comments (0)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Demo bugfixes/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - February 5, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>div> The 2.0 demo has been updated with numerous bugfixes to improve the experience for players. Download it from ModDB. Note: the Steam workshop has already been updated with these fixes as they were made. Changelogul>li>Improvements: Improved skirmish AI, buffed AA build pad turrets (now have double fire rate), added time-scaled particles for status effects. Made easy difficulty slightly easier./li>li>Improvements: Added units back into skirmish mode. Further skirmish AI tweaks./li>li>Bug fixes: Overracer bike icons; Text fixes for Rebel structures; attempted fix for crashes on Mustafar/Clakdor; attempted fix for save game crashes./li>li>Bug fixes: Fixed crash on Mustafar and Clakdor maps. Removed debug info. Fixed reinforcement problems in skirmish (side effect: skirmish Golans and GC space colonies now prevent reinforcements in a radius around them)/li>li>Bug fixes: Fixed squadron ability autofire scripts. Fixed CSA starbase upgrade cost in skirmish. Fixed text errors with Xg Star Wing and made Dominator III SD buildable once researched. Attempted to reduce the issue where fighter/bomber/transport units fly all over the map. Attempted to further improve savegame bugs./li>li>Bugfix: reduced planet texture resolution to improve performance, reduce chance of savegame crashes, and because the game cant render 4k textures./li>li>Fix for Tarkin respawn/li>li>Fix for ClakDor VII crash/li>/ul>/div>p> /p>br>br>a hrefhttp://forums.revora.net/?showtopic110610>Comments (4)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Phoenix Rising v2.0 Demo/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - January 13, 2018/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>After 5 years, we finally have v2.0 of Phoenix Rising ready to demo, with the Operation Skyhook Campaign.br>br>Download here for a manual installation: a hrefhttp://www.moddb.com/mods/phoenix-rising/downloads/phoenix-rising-v20-demo classbbc_url titleExternal link relnofollow external>http://www.moddb.com...rising-v20-dlt;/a>br>Or find us on the Steam Workshop at: a hrefhttp://steamcommunity.com/sharedfiles/filedetails/?id1235783994 classbbc_url titleExternal link relnofollow external>http://steamcommunit.../?id1235783994/a>br>br>Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universebr>br>Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!br>br>Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction sitebr>br>Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxybr>br>em>The Galactic Empire is recommended for first time players of Phoenix Rising./em>br>br>br>Short summary of changes:ul classbbc>li>Sweeping optimization improvements, including a light campaign for those having performance problems./li>li>Rewritten galactic conquests (Demo featured: Operation Skyhook)/li>li>Rewritten AI to be more intelligent and challenging/li>li>All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route/li>li>Complete overhaul of planet locations, bonuses, and abilities/li>li>Over 50 new ground maps for v2.0, many new space maps/li>li>Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)/li>li>Space skirmish has been completely rebalanced to be more of a competitive experience/li>li>New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2. New space units and ground vehicle/li>li>Improved weather system and atmospheric effect/li>li>New hero system/li>/ul>For a full changelog, see a hrefhttps://forums.revora.net/topic/110232-v20-changelog/ classbbc_url title>https://forums.revor...-v20-changelog//a>br>br>a hrefhttp://forums.revora.net/?showtopic110453>Comments (13)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>v2.0 Changelog/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - December 18, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>span stylefont-size:14px>span stylefont-family:tahoma, geneva, sans-serif>Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonsup>TM/sup>/span>/span>br>br>span stylefont-size:24px>strong>General/strong>/span>/p>p> /p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/ksaz1odhx/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/ksaz1odhx/landskirmish.jpg altlandskirmish.jpg>/span>/a>/span>/p>ul classbbc>li>Rewritten AI to be more intelligent and challengingul classbbc>li>AI now has some factional differences in style/li>li>AI will correctly build units and structures based on its planetary bonuses/li>li>Improved AI in tactical mode/li>/ul>/li>li>Rebalanced tech trees/li>li>Functional CSA faction (full release only)/li>li>Sweeping optimization improvementsul classbbc>li>Addition of “light” campaign options for those who prefer high performance/li>/ul>/li>li>Many quality-of-life improvementsul classbbc>li>Tooltips for all units contain all the statistic information you need/li>li>Improved advisor hints to introduce you to the mod’s features/li>li>Building and shipyard tooltips tell you what they can produce/li>li>Improved research display/li>/ul>/li>li>Difficulty levels:ul classbbc>li>Easy: AI gets 10% fewer credits and takes 10% longer to build units/li>li>Normal: AI is exactly on par with the player/li>li>Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields./li>/ul>/li>/ul>p>span stylefont-size:24px>strong>Galactic Mode/strong>/span>/p>p> /p>p>a hrefhttps://postimg.org/image/r6024wnit/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/r6024wnit/galacticmode.png altgalacticmode.png>/span>/a>/p>ul classbbc>li>Rewritten galactic conquests (Demo featured: Operation Skyhook)/li>li>All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route/li>li>Starships now cost population proportional to their crew requirements/li>li>Complete overhaul of planet locations, bonuses, and abilitiesul classbbc>li>Planets now provide population carefully calculated from their statistics/li>li>Bonuses are rebalanced and clarified with improved tooltips/li>li>Planet info screens notify you of environmental or population conditions that affect production/li>/ul>/li>li>Many new planets added/li>li>Overhaul of planet icons and base level display/li>li>New planet textures/li>li>Over 50 new ground maps for v2.0, many new space maps/li>li>Restoration of classic EAW sandbox missions (full release only, not demo)/li>li>Rebalanced freighters/li>/ul>p>span stylefont-size:24px>strong>Skirmish Mode/strong>/span>/p>p>span stylefont-size:24px>span stylefont-size:14px>a hrefhttps://postimg.org/image/mwvc2qzp1/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/mwvc2qzp1/spaceskirmish.jpg altspaceskirmish.jpg>/span>/a>/span>/span>/p>ul classbbc>li>Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)/li>li>Space skirmish has been completely rebalanced to be more of a competitive experienceul classbbc>li>Units build faster and are cheaper/li>li>Income scales better with station level/li>li>Unit costs and build times balanced per unit and per unit class/li>/ul>/li>li>AI greatly improved compared to v1.2/li>/ul>p>span stylefont-size:24px>strong>Space Combat/strong>/span>/p>p> /p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/ai8k2ffwl/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/ai8k2ffwl/spacecombat.jpg altspacecombat.jpg>/span>/a>/span>/p>ul classbbc>li>New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.ul classbbc>li>Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull./li>li>Torpedoes and some other weapons can pierce armor./li>li>This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage./li>li>Shields absorb a percentage of damage from incoming fire based on unit class/li>/ul>/li>li>New space units (* buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter/li>li>Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints/li>li>Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets/li>/ul>p>span stylefont-size:24px>strong>Ground Combat/strong>/span>/p>p>span stylefont-size:14px>a hrefhttps://postimg.org/image/m7cjqdrfp/ classbbc_url titleExternal link relnofollow external>span rellightbox>img classbbc_img srchttps://s18.postimg.org/m7cjqdrfp/groundcombat.jpg altgroundcombat.jpg>/span>/a>/span>/p>ul classbbc>li>New ground combat bunker system, with many civilian structures available to hide your infantry/li>li>New ground vehicles (* buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*/li>li>Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!/li>li>Infantry carry appropriately-modeled weapons in most cases/li>li>New ground structures: Bank, Listening Outpost/li>/ul>p>span stylefont-size:24px>strong>Heroes/strong>/span>/p>ul classbbc>li>New hero system with consistent hero ratings and upgrade pathsul classbbc>li>Space heroes now require a flagship to attach to in many cases/li>/ul>/li>li>New heroes (* playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss/li>/ul>p>span stylefont-size:24px>strong>Operation Skyhook- Demo Release GC/strong>/span>/p>ul classbbc>li>Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe/li>li>Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!/li>li>Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site/li>li>Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy/li>li>The Galactic Empire is recommended for first time players of Phoenix Rising./li>/ul>br>br>a hrefhttp://forums.revora.net/?showtopic110232>Comments (14)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>v2.0 Demo Coming Soon(tm)/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - December 8, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>As you may or may not be aware, I am still working reasonably regularly on the mod and have got it to a stage where I feel comfortable releasing a focused demo version of Phoenix Rising 2.0. Currently, the version is in testing, but you can get a sneak-peek from Corey, lead developer on the Thrawns Revenge series of mods, who has graciously begun a series of videos of the demo test build on his Youtube channel. The first video is a hrefhttps://youtu.be/76LwFApG5oE classbbc_url titleExternal link relnofollow external>here/a>br> br>2.0 will include all the changes noted in previous news posts, but there will be a summary of changes around the release time.br> br>There is no concrete release date for the demo build, so stay tuned./p>br>br>a hrefhttp://forums.revora.net/?showtopic110156>Comments (8)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>Were on the workshop!/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser19917>evilbobthebob/a> - September 3, 2017/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>Hey guys/p>p> /p>p>With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. Its available for download here: a hrefhttp://steamcommunity.com/sharedfiles/filedetails/?id1126761873&searchtext classbbc_url titleExternal link relnofollow external>http://steamcommunit...873&searchtext/a>/p>p> /p>p>Please post in this thread if you have any troubles installing/running the workshop version, as I havent had much chance to test it myself./p>br>br>a hrefhttp://forums.revora.net/?showtopic109206>Comments (18)/a>/span>/td>/tr>/table>br>br>table stylewidth100%;> tr> td stylepadding-bottom: 2px; text-align: left;>span classsmb>AI Breakthrough/span>/td> td stylepadding-bottom: 2px; text-align: right;>span classsmb>a hrefhttp://forums.revora.net/?showuser12850>Ghostrider/a> - June 7, 2016/span>/td> /tr> tr styleheight: 1px;>td classbgtext colspan2>/td>/tr> tr>td colspan2 stylepadding-top: 2px;>span classsm>p>After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:/p>p> /p>p>The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance. /p>p> /p>p>The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect. /p>p> /p>p>And how did we achieve this? /p>p> /p>p>The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!/p>p> /p>p>span stylefont-size:18px>WOW. Did the AI react or what?/span>/p>p>span stylefont-size:18px>It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to WIN Core Worlds if unopposed. /span>/p>p> /p>p>span stylefont-size:18px>span stylefont-size:14px>Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be. /span>/span>/p>p> /p>p>em>span stylefont-size:18px>span stylefont-size:14px>Ghost/span>/span>/em>/p>br>br>a hrefhttp://forums.revora.net/?showtopic105573>Comments (35)/a>/span>/td>/tr>/table>br> /td> td stylebackground-image: url(http://www.eawpr.net/border_e.gif); background-repeat: repeat-y;>/td> /tr> tr styleheight: 12px;> td stylebackground-image: url(http://www.eawpr.net/border_sw.gif);>/td> td stylebackground-image: url(http://www.eawpr.net/border_s.gif); background-repeat: repeat-x;>/td> td stylebackground-image: url(http://www.eawpr.net/border_se.gif);>/td> /tr> tr classbggray styleheight: 16px;> td>/td> td styletext-align: center;>span classsm stylecolor: #000000;>This level is not made, distributed, or supported by LucasArts, a division of Lucasfilm Entertainment Company Ltd. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. All other content copyright Phoenix Rising Team 2006-2016./span>/td> td>/td> /tr> /table> /td> /tr>/table>/body>/html>
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