Empire at War
you that install the other patches before running this update. This File ONLY fixes the RAM error, it doesn't change the balancing in any way.
adds many new units and fixes bugs present prior to this release. This mod is something of an expansion mod, with new units and features as well as tweaks to the existing units. The creator has stated that one of his goals was to keep the original game's balance while adding new units such as the Sovereign and Eclipse Super Star Destroyers. The mod lives up to its promise; it gives you a multitude of new units while keeping the standard FoC gameplay style and tactics. If you ever wanted to have a huge army made up of hundreds of different units, then try out this mod!
environment. This latest version of the mod adds a few new units and changes some old ones. Other changes can be found in the read-me. For a Clone Wars experience give this mod a download.
then you should download this file. This is not supported by Petroglyph in any way.
land units, more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build and where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is.
Clone Wars era models, icon and textures from various mods and addons. I have changed as little as possible regarding original gameplay to avoid bugs. The mod has three playable factions: Republic, Seperatists (CIS) and Pirates. The mod has been tested in playing Galactic Conquest Campaigns. Version 1.5 CHANGES: 1) New awsome Republic Space Stations made by Warb_null. 2) Darth Sidious heals at Bacta Tank, not at the Repair Station! 3) Fixed the Poogle bug and some other minor issues... I hope??? 4) New Republic Hero: Captain Rex, a tough Field Commander. 5) Magnaguard Droids now accompany General Greivous. But he cannot remove corruption, he is a warrior and no good at politics or justice! 6) Poogle and Gunray are now TECHNOCRATS, meaning they both reduce production price at their current location, and as Dooku remove Corruption. 7) Sidious is "Mr. stealth" and spawns in space. His ability to steal tech and hide in the shadows, does not allow him to remove corruption! 8) Bail Organa is an honorable Senator and production prices are reduced at his current location. Only Jedis can remove corruption for the Republic, they are the guardians of justice and peace.. 9) AT-PT has replaced the AT-AP as default Pod-Walker. [/quote]
stormtroopers Shutter Shield can be built on cetain planets Lancer-class Frigate Mandator Cruiser Eclipse SSD Vengeance SSD Sovriegn SSD Titan Heavy cruiser World Devestator TIE Droid Chiss clawcraft fixes vader glitch, he is now escorted by tie avengers. All new units are in skirmish, except the sovriegn and DSII. (sovriegn may be invluded later though) Royal guards buildible on coruscant and alderaan Empire units only in skirmish--most at merchant dock! Virago Fighter squadron Merchant Gunboat Dreadnought Imperial Gunship Arc-170 fighter squadron V-wing squadron munificent cruiser vulture droid Chissclawcraft. The Rebel Alliance M-104 M-90 M-40 Mediator Cruiser Bothan Assault frigate Bulwark Cruiser Home One resized Obi-wan uses eta-2 jedi interceptor in space battles. Obi-wan has stealth. New heroe--young obi-wan kenobi,replaced at tech lvl 3 by old kenobi. Rebel Skirmish units The Liberator Eta-2 squadron Arc-170 squadron V-wing squadron dreadnought The Confederacy of Indepedent Systems (CIS) Space Death Star Invisible Hand Slave 1 Technounion Destroyer Providence class cruiser lucrehulk mobile command ship. recuscant class cruiser Genosian pinneace munificent-class frigate Diamond-class frigate CIS corvette Vulture Droid Tri-droid Genosian nantex fighter Technounion fighter Space stations Hidden asteroid base Shipyard Lucrehulk core ship Ground units Shocktrooper Plex Shocktrooper Field Commander Shocktrooper Assasin Shocktrooper bodyguard(cant build them, they come with dooku) Count Dooku Jango Fett Vulture Droid Ground attack fighter CIS Skiff CIS Pod walker CIS swamp speeder Ground Structures Command Center Turbo lasers Reseach facility mining facility superhypervelocity gun New Features Empire The Eclipse Superlaser:A horrifying weapon, the superlaser aboard the eclipse is percise enough to remove a rebel base from a planet surface, without destroying the whole planet,It will replace your bombing run during the groundbattle, use it to erradicate the rebellion from the surface.(can only beused with the eclipse in orbit) Sovriegn SSD--destroys planets much like the DS World Devestators-These horrors of the empire can fight in space and land! in space any unit that gets near thier underside will be destroyed, they also have the ability to "Eat" any unit in a small range, that will recharge about every 30 seconds, on ground the will also destroy anything in thier foward arc, in both space and land battle they will pump out TIE droids. CIS Orbital Bombardment--move a capital ship in orbit of a planet to use orbital bombardment during the ground battle(this is the CIS "bombing run") Thats the main underlines of it, but theres more! More!
editor gives you the ability to create land and space skirmish maps. It also includes a 3D Studio Max plug-in allowing you to bring models into the editor that you've created. Patch 1.04 is required in order to play custom maps created by the editor. Please note that the editor is not supported and is only available in English. [/quote]
Eggs and also contains a number of other new items. New Items In 3.5: *V3.5* 2 New Units (Mediator Cruiser and Scimitar Assault Bomber) 3 New Planets (Bakura, Bastion, Belkadan) 1 New Space Skirmish Map "Duros Assault" 7 New Maps Re-Worked AI for the mod.. Vong added in as a true faction. 11 New Props
you to create ground maps with 10 simple steps for Star Wars: Empire at War – Forces of Corruption * Space Tutorial: This small Tutorial shall help you to create SpaceMaps for Empire at War: Forces of Corruption. You will learn to do maps in 12 simple steps: * A General Map Editor Walkthrough. * Tutorial into the Story Mode and Tutorial Scripting System
restructuring the Republic the Jedi are now in charge of the military. Palpatine now has become the leader of the Seperatists who have now become the rebellion. Boba fett went under the tutelage of Locke and now fights for the Republic as a bounty hunter and has started a new colony of Mandalorians on Mandalore. I have changed the amount of planets to around 76, I have added Mandalorians that can only be made on Mandalore, I have made Wookie's as a unit that can only be made on Kashyyyk, and I have changed the Imperial guard into Jedi that can be made as a unit on Coruscant. I have made the mad home one a common and less powerful line of ships so the rebels have ships that resemble the seperatists. I have made the units smaller so the maps will look bigger on land and space.
X. This is a collection of crazy ideas begun out of the relatively simple premise of allowing for the construction of more than one Executor-class SSD. It\'s developement since then is a result of my tangental and sudden thought process- and out of that this mod was born. It is not similar to almost any mod because it is not a practical mod. It is not a mod that fixes inaccuracies or bugs, or introduces new units. It in fact does not change any models or icons. This mod introduces varients of already in-game ships. It gives a sort of \"dream team\" that is really an impracticeable grouping of insane levels of firepower. For those looking for a way to upgrade their capital ship line-up, be challenged by new enemy ships, or just plain love the original Super Star Destroyer, this mod is for you. Enjoy. One selling point- I CODED AN ECLIPSE THAT ACTUALLY DOES MORE THAN SIT AND SHOOT A SUPERLASER!![/quote] ~Scorpinox
itself allows for whole new stratergies and styles of gameplay. A good download if your looking for a way to enhance up your games without changing too much. The Mod has also been listed as Windows and Mac compatible.
(this does not work in conquest mode because the unit placements on ground are limited to 10 units) See the readme for additional information.
War will let players rewrite history as well as experience the aftermath of Star Wars: Episode III Revenge of the Sith, the creation of the Rebel Alliance, and Darth Vader\'s rise to power. Using an entirely new game engine created by the Las Vegas-based developer Petroglyph, the game will feature beautifully rendered land and space battles set on memorable planets such as Hoth, Tatooine and Dagobah as well as never-before-seen environments taken directly from the Star Wars films and expanded universe novels. In the game, players can choose to join either the Rebel Alliance or the Galactic Empire, building and setting up tactical forces that can be unleashed on the enemy in real-time 3D. All of the gameplay and action within Star Wars Empire at War is a persistent, meaning that strategic and tactical elements from previous events will have a permanent effect on the galaxy.
before in EaW. Features of the Final 1.1: Final 1.0: - new units - new buildings - new animations - new effects - new sounds - new special abilities - new maps - new galactic conquest maps - new events in galactic conquest - new game mode -> BBS (Base-Build-Strategy) Final 1.1: - new supergate setup - a lot of new heroes - new GC maps - some minor changes - some bug fixes Please read the readme for install instructions and a more detailed description of the mod. Some last words: this mod is the last total conversion for Empire at War. We will now start to create a mod for FoC with a third playable race, some more cool features and a lot of revised stuff! Till then, have fun playing the Final 1.0! Please visit - our website: http://www.sg-modding.com/ - our forum on Filefront: http://forums.filefront.com/sw-eaw-modding-mapping-editing/286584-stargate-mod.html - or our moddb profile: http://www.moddb.com/mods/stargate-empire-at-war Greetings the Stargate Modding Group
population Value. ~Scorpinox
else. If anyone notices problems with this release, make a note of it in the comments section and I'll look into it. Now to what's important. There are so many new craft, vehicles, units, etc. The list is several pages long. I've played a different version of this mod before and never got to see everything. From what I've picked up on, this was originally a Spanish mod that has been translated to other languages. There are some translation issues and some things that haven't been translated, but I'm fine with that. This mod will keep anyone busy for the majority of the summer. the_stag
must expand to the rest of the galaxy. If you're wanting a challenge in Galactic Conquest mode, then you should check out this GC map. [quote]Start in the galaxy with one planet and work your way to conquer the entire galaxy. A fun galactic conquest map to play on hard.[/quote]
land units. also more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is. No matter what you build It will all fit in the build tray at the bottom of the screen, so dont worry, have fun :) New additions and fixes in 4.5: - Full support for skirmish mode on land and in space. - Resized Droideka's to be smaller in size - Col. Veers combat bonus now works properly. - T4B-s and AT-AT MkII now recieve the same planetary bonuses as the regular at-at and T4b's. - Fixed MC-40 hyperspace speed was too slow - extended Range of artillery units - Raise pop points generated by lvl 5 station by 2 - Made Imperial Ai slightly more aggressive. - Removed Dauntless and Red imperial guards from Imperial build options on Sullust and Coruscant. - Improved garrison for officer accademies and can now build without barracks. * 1. NEW UNITS - All ships have been scalled as accurately per canon as much possible including fighters which are now smaller and space Tactical have been increased to 36. New ships and fighters: - Executor SSD with Battlegroup - MC104 Battlecruiser with Battlegroup - Corellian Battlecruiser - Praetor Battlecruiser (imperial only) - Mediator Heavy Cruiser - Allegiance class - Dominator Interdictor/Destroyer (imperial only) - Corellian Destroyer - Republic Destroyer - Imperial star destroyer MK.2 - MC90 Cruiser - Recusant - Providence - MC80 type 1 Cruiser - MC80 type 2 Cruiser - Interceptor IV Frigate - IPV system patrol craft - Dauntless Cruiser (Rebel Alliance) - Geonoshian Cruiser - Victory II Destroyer - Corellian Frigate - Munificient - CC-7700 Rebel interdictor cruiser - MC40 Light Cruiser - Venator cruiser - Assault Frigate MK.1 - Carrack - Nebulon B frigate (Empire) - Nebulon B-2 frigate - Lancer frigate - Imperial strike cruiser - Escort Carrier (TIE) (Empire only) - Escort Carrier (TIE Int.) (Empire only) - Quasar Fire Class Carrier - Improved correllian Gunboat - Droid Tri Fighters - V-wing Fighter - Vulture Droid Fighter - Naboo Fighter - Clawcraft - Cloakshape fighter - R-41 star chaser - Scimitar bomber - Eta-2 fighter - T-wing fighter - Virago/starviper - E-wing fighter - Arc-170 bomber - B-wing bomber - K-wing bomber - Tie advanced fighter - Tie Defender fighter - Missleboat bomber - Gunboat bomber - Bothan Spies New Land Units: - Jedi Knight - Sith Lord - B-1 Battledroids - B-2 Battledroids - B-3 Battledroids - AAT Tank Company - Droideka's - L.A.A.T - AT-AT MKII - AT-ST MKII - T4B-S - T3B-S - TIE Avenger ground - TIE Int. Ground - X-wing ground Fighter - Nantex Ground Fighter - Tie fighter G/T ground fighter - T3-B tank - Anti Air AAC-1 - AT-AP walker - Air skiff - Swamp speeder - Spec Force Company - Shock Trooper Company - EWEB Troopers - Imperial Elite Guard New Hero Companies: - Guri Female assassin - Princess Leia - Kyle Katarn - Mara Jade New Buildings: - Medium Factory - Financial Center - Sith Temple - Jedi Accademy - Droid Works - Fighter Facility - Advanced weapons Facility
non-playable factions that are active on the Galactic stage, including the Hutt Cartel, Hapes Consortium, Warlord Zsinj's Empire and the Pentastar Alignment. *If you are having trouble downloading this file; try using Mozilla FireFox or Opera. Internet Explorer and Google Chrome appear to have isues using the download link.*
three standard Forces of Corruption factions with the Old Republic, the Sith Empire and the Mandalorian clans. For all of the mod players out there seeking to appease their love of the Old Republic era, be sure to give this mod a download. [Quote] The story: When Revan arrived at the Starforge, Canderous disappeared. Carth followed Revan to rescue Bastila. They fought their way to the command center of the station where they found her. After that Revan headed to Malak's room and while they were duelling a third fleet dropped out of the hyperspace. Canderous had, behind Revan's back, reformed the Mandalorian Clans and lead them into the battle of the Starforge. In this moment Revan opened his mind to the dark side to fear all his enemies out there in space. Bastila and Carth felt the quake in the force and decided to flee form the station as long as they were able to. they reached the Republic forces and together with Admiral Dodonna and Master Vandar they decided that their fleet can't fight against two enemies at the same time. So they jumped with the rest of the Republic fleet to hyperspace. When Canderous realized that the Republic retreat and that his troops would not have any chance against the Starforge and its infinite army, he told his fleet to prepare the hyperjump but then the hole power of the dark side irrupted the Mandalorians. The Neo-Crusaders were rolling on the floor crying and only these with enormous willpower were able to resist the madness attacking their minds. When most of his mates were dead Canderous realized that Revan had nearly killed his whole army. Revan's rage cooled down and around the Starforge dozens of ships floating around with no one being alive on board. Canderous and a few close mates managed to escape and swore to erase the Sith Empire for that Revan has done. But for getting strong enough to destroy the Sith they first had to get the necessary ressources and there was only one faction which had enough to be a rewarding target: The Republic [/Quote]
thorough and you can tell the author has really put his time into this release. Of course with such an undertaking there are bound to be bugs. I only a small one with the Solo twins having one of their descriptions missing, but the other twin reads fine. The land tactical camera changes are noticeable and made me change my view during land battles for the first time. It lets you do pan up and down which wasn't available before. You'll notice it when you play it. There are so many other awesome changes that I'm not going to go over them here. I'm just going to mention one more thing: [quote]*Added a super-secret unit to the game....not telling where to build it or what it's stats are. No hints, but you'll know it when you see it :)[/quote] I'm pretty sure I found it. I was giddy with excitement and built a whole bunch of them. It was awesome. [quote]The next and final release of Rise of the Mandalorians. Version four is nearly five months of hard work compiled in to a single download! The filesize is over 1gig uncompressed so be ready for a heft download... Should be worth the wait though :D[/quote] And it is worth the wait. the_stag
Thanks. [quote]This is a improved version of the PetroLauncher. This version works with Vista and Windows 7, as well as 64 bit operating systems. Does not work with XP, download the original for that.[/quote] the_stag
introduces an Old Republic faction complete with old Clone Wars military hardware. This new version adds some units and fixes a few odd bugs. Enjoy! [quote] Play as the evil Galactic Empire, the corrupt Zann Consortium, the heroic Galactic Republic, or the new Rebel Alliance! As the Empire reaches new heights of power, challenges form against its rule. While the corrupt Tyber Zann collects and upgrades relics from the Clone Wars to aid his bid for power, a new Republic rises in the outer rim. Taking control of Kamino, new Supreme Chancellor Mon Mothma alongside Jedi Masters Yoda and Obi-Wan Kenobi create a new Clone army, untainted by the Sith, and ready to restore freedom to the galaxy once more. Meanwhile from a secret base on Hoth, Borsk Fey'lya and others have formed a Rebel Alliance, determined to sweep away all contenders whom they see as corrupt... v5.2 of 'Return of the Clones' includes the restored Rebel Alliance with a few new heroes alongside numerous bug fixes and new models.[/quote]
ships. --------------------------------------------------------------------------------------------------------------------------------------------- Rebels: --------- Fighter/Bomber: B-Wing E-Wing K-Wing T-Wing Blastboat Corvettes: Guardian Patrolship CC7700 Interdictor Corvette Corellian heavy Corvette Corellian Gunboat (reworked) Corellian Heavy Gunboat Frigates: Quasar Fire Carrier Liberator upgraded Carrier Attack Frigate Dauntless Cruiser Nebulon B Frigate (reworked) Nebulon B2 Frigate MonCalamari Mc40 light Cruiser MonCalamari Mc40b upgraded light Cruiser MonCalamari Mc50 Missile Cruiser MonCalamari Mc60 Heavy Cruiser MonCalamari Mc75 Attack Cruiser Large Battleships: MonCalamari Mc80a (reworked) MonCalamari Mc80b MonCalamari Mc85 Heavy Cruiser MonCalamari Mc90 Star Cruiser MonCalamari Mc104 Star Cruiser Strident Star Defender Platforms and Stations: Golan I Platform Golan II Platform Golan III Platform XQ 1 Platform XQ 2 Platform Blackmarketyard Empire: --------- Fighter/Bomber: TIE-Avenger TIE-Defender TIE-Interceptor Gunboat XG-1 Missileboat XM-1 Corvettes: Bayonet Patrolship Lancer Frigate Carrack Cruiser Frigates: Escort Carrier Dreadnought Loronar Attack Cruiser Eidolon Missileship Victory I Destroyer Victory II Destroyer Victory III Destroyer Large Battleships: Dominator Star Destroyer Imperator I Star Destroyer Imperator II Star Destroyer Allegiance Star Destroyer Titan Star Destroyer Executor Super Star Destroyer Platforms and Stations: Golan I Platform Golan II Platform Golan III Platform XQ 1 Platform XQ 2 Platform Blackmarketyard Neutral Units / Pirates / Zann Consortium ------------------------------------------- Fighter/Bomber: Pirate Fighter Preybird Pirate Fighter Howlrunner Pirate Fighter Clockshape Pirate Fighter R41 Corvettes: Sacheen Crovette Ferret Patrolship IPV MKII Ranger Missile ship Frigates: Corellian light Frigate Corellian Frigate Bothan Attack Cruiser Watchkeeper Frigate Munificent Frigate Recusant Destroyer Invincible Dreadnought Geonosis Dreadnought Corona Frigate Leviathan Destroyer Balrus Battle Carrier KDY Destroyer Thranta Dreadnought Technounion Frigate Trafed artillery cruiser Large Battleships: Corellian Destroyer Goliat Super Carrier Procurator Destroyer Provience Destroyer Mandator Destroyer Platforms and Stations: Golan I Platform Golan II Platform Golan III Platform XQ 1 Platform XQ 2 Platform Blackmarketyard The Mod can be used for singleplayer, multiplayer and for the campaign. It nerved me that when the hardpoints were destroyed the ships exploded, or later in the space battle were ships which has no more weapons. Because of this I made the hardpoints viewable (for heavy weapons) but not destructible. Thereby the battles can become almost longer. But some Users have also wished a version of the Mod were you can destroy the hardpoints. That was the reason for me to include also such a version. You can choose during the install menu, which version you want installed. There are also some new weapons to make the ships a little bit differently for its several classes, in the view of its armament. A extended galaxis card is also existing, made by Drako. Furthermore some planets have more build slots for ground facilities. At last ;) Now there is also enough money! The planet boni were also adapted to the new ships. Have fun ;). Credits: Galaxis card modified by Drako new ships and stations models by EvilleJedi's Star Wars model pack email: email@example.com website: http://warlords.swrebellion.com/ B-Wing, Mc75 and Mc104 model by RazielKanos (Steiner Modding Team) website: www.Steiner-Modding.com model and texture modifications by Frankie (warlord.thb) website: http://fgx.strategyplanet.gamespy.com/catnz/ website: http://fgx.strategyplanet.gamespy.com/eawspaceaddon/ Supportforum (german): http://www.startreklegacyforum.de.tl/ Mod built by Frankie (warlord.thb) website: http://fgx.strategyplanet.gamespy.com/catnz/ website: http://fgx.strategyplanet.gamespy.com/eawspaceaddon/ Supportforum (german): http://www.startreklegacyforum.de.tl/ translated in english by Challenger (big thanks for his help) and Borg124 (http://fgx.strategyplanet.gamespy.com) Tester Version 3.0 Drako Michael Raab Kayin Ulan Bator IcyError Furthermore I thank RazielKanos, Steiner und Malaak for its cooperation, ideas and the cooperation for the engine glow, skirmish AI and all the other support. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The install of this Mod happens on your own risk!!!!!!!!!!!! I or members of this project do not take liability for possible apperaing damages, which will be associated direct or indirect with the Mod. Despite thorough and many tests by me and/or other, you will find maybe some bugs. There is no support by Lucasarts or Petroglyph!!! Do not use or modify the Models, Scripts, Graphics and others of this Mod without permission in other Mods or something else. Copyright of their respective owner. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- You need the full installed Star Wars - Empire at War game, the Addon Forces of Corruption (FoC) and at least the FoC patch 1.1! Please install the mod in the Forces of Corruption Install directory. (the installer creates its folders and also a start file to start the Mod!) (it is not necessary to install or copy it directly over the main game!!!) ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
ships in the shipyards -countless story events and -elements. -Diplomatie Optionen für die Allianz. -completely revised balancing in space- and land battles -New particle effects. -New ground- and space maps. -revised AI. -New planets. -New videos -New heroes -New and revised units and starbases
Timer. - Max speed and rate of turn decreased. - Added A Different Radar Icon. - Attack priority changed to capital ships. - Tractor Beam and Proton Beam Now Have A Slightly Longer Range. - SSD is Now Scale 2. - SSD now costs $12,000 - The SSD now has more depth, meaning it will not longer go through objects, such as Space stations etc. - Added you can now build 4 SSD. - Added each SSD now has its own name. Such As: Executor Iron Fist Razor's Kiss Lusankya - Added No More Intro Movies :) - Cap in space, increased to 50 for imps and rebels.
controll... but certainly under EU planetary governments\' control. As the Imperial New Order or Rebel Alliance player you begin only with the Imperial Capital or the Rebel base on Yavin 4 and must conquer the entire galaxy to win... no easy unoccupied planets, Galactic control must be earned. Be warned, most large shipyards and smuggler bases could put up a very good fight, and may have a few tricks up their sleeves.
makes for easy reading. This does not include the SCRIPT, ART, LUA files. Later for that. Edit a file using a text editor, then place into a self made folder called XML with the /GameData/Data directory. It will override the Config.meg data from which these files are packed inside. Now we get back to modding. :)
other version, the Mod Launcher automatically detects any mods you have in your EaW and FoC Mods folders and allows you to run them using this launcher. Very useful for people who do not understand how to make modpaths or .bat files.
overlooked. My complaint from my first review "balancing issues" has been mostly corrected by making everything very fast and very powerful. I'd cut speed and weapon power on most ships by 75%. But as it stands now, it's pretty well balanced. Oh, did I forget to mention the addition of Starship Troopers? Just. Plain. Awesome! [quote]This is the next installment for Scifi At War. It has a lot of improvemnts over the old one but still has some major flaws, like the GC AI bug, im still looking for a way aorund that. But that said its also got a whole new faction for skirmish (and GC playable but inactive fi not played, just like Star Trek), Starship Troopers, bringing this to a total of 5 factions. It has new turret and new models for all the other units we all. It also has new starbases for Bsttlestar and is relatively better balanced. Enjoy Spinobreaker[/quote] the_stag
release of Empire at War. The Mod will include new heroes, units, buildings, technologies, planets and weapons. Players will have a chance to take control of the dark side or light side in a galactic campaign in each era, as well as the ability to train the sith as the dark side, or Jedis as the light side. The Ultimate Empire at War campaign will also be available, which is a Galactic Campaign that spans every era of time in the mod, covering all material, units and heroes in the mod. UEAW v4 Includes some of the new ships, models and ideas that we are going to use in the full mod. This is not representative of the completed mod, which will include much more than this small demo. [/quote] There are quite a few new heros, ships, planets, maps, and other changes that make the mod unique. see the readme below for the list of additions and changes. ~Scorpinox
above. Conquer the galaxy as the New Republic, Imperial Remnant and Empire of the Hand. Includes active minor factions such as the Hapans and Duskhan League. ...For Those New to Imperial Civil War... New Era-Based Tech System Play as the New Republic, Imperial Remnant or Empire of the Hand Conquer Hostile Non-Playable Factions, Including the Hapans and Yevethans 10 New Galactic Conquests Scenarios 18 New Skirmish Maps Over 60 New Planetary Maps for GC Over 100 New Space Maps for GC Redone Particle Effects and GUI ...Major Changes in 1.3... A New Tutorial GC Introducing the Gameplay of Thrawn\'s Revenge 2 New Galactic Conquests 9 Completely Redone Units 10 New Units Bonuses for Capturing Planets 6 New Planet Maps for GC Hundreds of Changes and Fixes -------------------------------------------- Website: gutr.swrebellion.com DELETE ALL PREVIOUS VERSIONS BEFORE INSTALLING Install to: ...Forces of Corruption -Double click the bat or shortcut to play. --------------------------------------- ***When Playing Skirmish, Only Use Maps Starting with ThRev*** ***When Playing Online, Move The Desired Skirmish Map Into Forces of Corruption/Data/CustomMaps folder*** ***Tech levels no longer exist in the mod, it is based on eras. To advance through the eras, kill the Imperial leaders (Isard, Thrawn, Palpatine, Daala and Pellaeon) This is only for the Art of War campaigns, not the era specific ones. *** ***Do not attempt to load saves from previous versions *** 1.3 Fixes & Changes: Galactic Conquest: -Added Into the Cluster -Added Empires at War -Expanded Hunt for Zsinj -Art of War AI removed for minor factions -Art of War Lite starting forces expanded -Fixed bug where Hapan units can\'t be built in Hunt for Zsinj -Capture bonuses added to planets in all GCs -N\'zoth Yevethan defence fleet expanded -New Land maps (Ession, Corellia, Yag\'Dhul, Borleais, Abregado-Rae) -Duros civilians on Duro Redone Models/Skins: -VSD I/II -Ascendancy Star Destroyer -Golan I/II/III -Carrack -Au\'riette Carrier -New NR Soldier model New Units/Structures: Imperial Remnant: -Crimson Command (Daala) -13x/Colonel Cronus (Daala) -Imperial Specialist New Republic: -Removed CC7700 -Corona Frigate -Iillor/Corusca Rainbow added -New Republic Specialist -Corona Frigate Empire of the Hand: -Mortar TAT -Hand of Judgement Zsinj: -Raptor Soldier -Raptor Scout
moddb download description. I have for you an Old republic mod, set in the time of Darth Revan, the Starforge and the Sith Empire. I\'ve been working hard for the last six monthes to create this, a total redo of the previous version, and a total break-down of FoC. Read the total description please, for full details of what this mod will do, and how it\'ll destroy your idea of that you knew something about Forces of Corruption. (just to inform you, NO the mandalorians are not *yet* complete, I\'ve had tonnes of comments of people who didn\'t read the description and asked why the game goes crazy when they play as the mando\'s) Btw if you want to follow my mod, here is a link: http://www.moddb.com/mods/old-republic-at-war
(special ability), carried by Venator-class Star Destroyers and buildable by Rebels, rebel variant is hyperspace capable - ARC-170 - multi-role starfighter armed with laser cannons and proton torpedoes, carried by Venators and Acclamators, buildable by both sides, hyperspace capable - V-Wing - simple starfighter with 2 laser cannons, carried by Venators and Acclamators, buildable by Rebels, rebel variant has a hyperdrive - Venator - buildable by the Empire (unlimited amount) and Rebels (2 vessels limit), carries 5 V-Wings, 4 Eta-2 and 3 ARC-170 squadrons - Acclamator is buildable by Rebels as well (4 vessels limit), carries 4 V-Wings and 2 ARC-170 squadrons All of these units are available in Galactic Conquest and Skirmish modes! I\'ve used my own icons for Eta-2 and ARC-170
technically playable, but I don't recommend it. I do recommend the author to work with the newest version of the mod and make a map for that. [quote]This is a map for ROTC. This is my first map i made. You need ROTC 1.3 for this one. This is for normal EAW only. Republic Story: The Galactic Republic has located an Imperial Starbase on Alderaan. The Republic Space Station there is needing of assistance. Protect the Space Station at all costs. A Republic Fleet quickly responded to the call.Destroy the Imperial Starbase. Empire Story: The Republic has located your Starbase at Alderaan. The Executor is under attack. Protect the Starbase or you lose. Destroy the Republic Space Staton.[/quote] the_stag
in skirmish * land skirmish pop cap increased * higher starting credit amounts allowed * hyperspace capable K-wings for space battles removed * level 5 Liberator and Mediator carry K-wings * some models are improved (death_clones, better textures, light maps, new effects etc.) * frigates are slighly better against capital ships * capital ships\' tractor beams adjusted * Z95 Headhunter with \'sensor ping\' ability added for space skirmish * after reaching tech level 3, Acclamator and Venator carry TIEs instead of CW era fighters * ...dozens of less important changes and improvements
under EU planetary governments\' control. As the Imperial New Order or Rebel Alliance player you begin only with the Imperial Capital or the Rebel base on Yavin 4 and must conquer the entire galaxy to win... no easy unoccupied planets, Galactic control must be earned. Be warned, most large shipyards and smuggler bases could put up a very good fight, and may have a few tricks up their sleeves.
all purposes eliminates your space population cap. This mod works for EAW and FOC. Enjoy![/quote]
week. Note: This demo will only work on Intel-based Macs and will not work on PowerPC machines. Get your hands on this action-packed, single-player demo of Star Wars: Empire at War and take charge of an epic struggle to control the galaxy. You can start by playing the optional, interactive tutorial to learn important game concepts that will guide you to victory. Or skip the tutorial and jump right into the action! As the commander of the Rebel forces on Hoth, you\'ll battle for control of the Outer Rim in the Vergesso Asteroids and attempt to liberate Tatooine from the grip of the Empire. Han Solo and Chewbacca, with the Millennium Falcon, are ready to lead your space fleet and invasion forces as you go up against Tie Fighters, Star Destroyers and their arch rival Boba Fett. May the force be with you! Requirements • Operating System: Mac OS X 10.4.8 or later • CPU Processor: Intel Chipset • CPU Speed: 1.83 GHz • Memory: 512 MB or higher • Video Card (ATI): Radeon X1600 • Video Card (NVidia): Geforce 7300 • Video Chipset (Intel): GMA 950 • Video Memory (VRam)
will be a final version release so you don't have to download all these different files. [quote]New and improved Lictor-class model.[/quote] How can it be new and improved? It has to be one or the other. Which one is it? [quote]This second patch fixes several more issues causing crashes and a few major text problems that have been pointed out. Also incldes some new stuff so check the readme for details on that.[/quote] the_stag
and most thorough mod of the series yet. This is definitely a mod to check out. Please note that the file on this page is just the read-me. You must download the mod from the link above. [Quote]Corporate Addon Mod is back and better than before!!!! Battle your way through the ages as one of these 10 fully playable factions: Rebels Empire Pirate Consortium Corporate Sector Authority Republic CIS Old Republic Sith Empire Galactic Alliance Yuuzhan Vong And 22 NEW units for skirmish for all factions at the new buildable Intergalactic Spaceport GC IS WORKING 100% for all factions [/Quote]
which for some reason does not want to work. Imperial Ground Units: Changed ALL projectiles to Green. Example: AT-AT's now fire green turbolasers. Stormtroopers green blasters, etc. Imperial Space Units: Removed Ion Cannons, Missles, Torpedoes, and Concussion Missles. Changed ALL projectiles to green. Example: Well, they were already green. Changed Ion Cannons, Missles, Torpedoes, and Concussion Missles into green lasers. Turbolasers and average lasers. Galactic Conquest: This mod is meant to be played in "Equal Footing." As the Empire, you start off with only 1 planet: Coruscant, which has more credits and population capacity than the entire Galaxy put together! You can build Star Destroyers, the Death Star, and even recruit Darth Vader's flagship, the Executor. (More than once, might I add.) All Imperial Units: Now cost 1 credit and take 1 second to build. Imperial Heroes: I have made the Heroes sellable. As in, they're not heroes. If you lose them, their gone forever. I will make a 3.0 version which has them as true heroes. Projectiles: You all should love this one. I have the weapons like chain guns. They fire rapidly, have no recharge, and, given an opponent with VERY strong defenses, can fire forever! You will never worry about ammo limits again! I have not changed the Text. For example, the Star Destroyer's text still says it has Ion Cannons, when it doesn't. Turbolaser Towers: Now for Empire only. EASTER EGG! Has to do with a unit. I don't know if it will work online, but I do know it works in skirmish! That's all for now! Credits: Me. Installation: Open "Empire Mega Cheat Mod." Take XML folder and put it in your "data" folder.
as you name Coruscant, Kuat, Corellia and Byss as your own with the Rebel Alliance you move on to become the New Republic with new Units, new strategies you have to use to win the battles for you. The BlackSun also if part of the galactic Conflict, so you also have to concentrate on their out tated ships, but they come in numbers... Features: -New Shipyard System -New Galaxy maps with scripted Story events -New Spaceunits -New Heros -Planetary based buildings -Starfighter support in ground battles -New Infantry -New Vehicles -New way to gain Credits -New graphics -Better space fights -New Texts -Ingame Videos -New music -New Sounds and many more you have to find out...
buildable battle droids and a 50 space population cap. This should allow everybody to have some epic battles ingame. If you have ACM installed and you always wanted battle droids and huge battles, this is definitely the plugin for you.
boat G-10 (republic corvette) sith interdictor revan malak(space only) saul(space only) sith assault fighter sith fighter republic fighter republic bomber harbinger endar spire dark jedi(all 3 class\'s) Sith Lord Sith Marauder Sith Assassin republic soldier sith soldier Republic scout bike Gauntlet The reliance Doddana(space only) Sith Combat Droid Mark IV HK-47 Sith drop ship Swift Gun boat courageous Ravager Hk-50 Nihilus This release does NOT include the music; if you wish to download the music simply go to our site Downloads section (http://aoswmod.com/index.php?page=downloads) and download the music pack. If you have any difficulty installing this mod feel free to make a post in the tech support board on our forum. (http://aoswmod.com/Forums) All codes, models, and textures are property of Ages of Star Wars and may not be used in any other public mod for any reason. AI has been modified to increase the difficult of medium and hard. The 6 Jedi classes in this mod do not have custom models, they instead use obi-wans model. The reason why they are in the mod right now is for balance. There are no custom maps in this release. This is a public beta so don’t go crazy if you find a bug, simply post about it in our forums and we will fix it in the next patch.
the SSD is NOT to scale for the moment. If you want it Full Scale Set the Scale Factor to 3. Enjoy!! Foshjedi2004
skirmish (space station level 5) * equipped with an axial superlaser -> 1 hit = hardpoint destroyed * orbital bombardment capable 2) TIE Avenger * tech level 5 starfighter with lure ability * A-Wing\'s counterpart 3) TIE Phantom * cloaked fighter available on Aeten II only * semi-transparent, invisible on enemy radars, can travel undetected though the galaxy * buildable in skirmish (level 4 & 5) 4) Royal Guard TIE Interceptor * red TIE Interceptor with a hyperdrive and shield * available on Coruscant only Rebel 1) NRS \"Mediator\" * \"hero\" variant of the Mediator cruiser * equipped with heavy ion cannon (similar to planetary i.c.) * level 5 hero, buildable in skirmish (space station level 5) 2) Liberator cruiser * requirements: tech level 2, level 4 space station * carries 6 X-Wing squadrons and 4 Y-Wing squadrons * available in skirmish (level 3) 3) K-Wing * heavy bomber armed with laser cannons, turbolaser cannons, proton torpedoes and concussion missiles * buildable in GC (tech level 5) and skirmish (space station level 4) [MAJOR CHANGES IN V4.1] * all capital ships are buildable on on all shipyard planets (including SSDs and Mediator) * Death Star II buildable on all planets * 2 new shipyard planets: Bestine and Corellia * B-Wing/K-Wing/ARC-170 bombing run feature added * LoW SSD V1 replaced with Bailknight\'s one * new V4 models fixed and improved * cpt. Needa\'s comeback * more new units available is skirmish mode * improved AI [MINOR CHANGES IN V4.1] * more balanced Alderaan\'s Demise scenario * hunt ability for X-Wing * wingless MCC - shield hardpoint removed, icon size adjusted * Venator SD - hardpoints reassigned * improved explosions in space * robotic sounds for TIE/D fighters * E-Wing is slighly better against larger ships * TIE Defender is more expensive * smaller Titan Cruiser * slighly smaller Death Stars * slighly improved hero spawning in GC * Clone Wars-era starting units removed from level 3 and 5 GC scenarios * Liberators and Venators added as starting units to some GC scenarios * Republic SD toned down * Titan and Home One - population value 4 instead of 6 * Executor SSD is less expensive on Fondor, Mediator - on Mon Calamari and Death Star II - on Endor * blue lasers for Acclamator * improved some icons
with fast build times. There are two sets of files that you can install allowing you to choose which faction you want to make super powerful. These files should not be used at the same time. Also included is a guide to basic modding which may be useful to some beginners. If you've always wanted to pound the enemy into the dust in a giant battle or found the Empire at War campaign too difficult then consider giving this mod a download.
a more canonical game. What can I say? Phoenix Rising 1.1 lives up to its promises. When you play the mod, you'll feel like you're playing a completely different game (for better or worse). For those of you who haven't been following the mod, Phoenix Rising wants to make the game more canonical by removing hardpoints, adding more fleet ships, realistically scaling the units, and making the gameplay feel like the movies. Instead of having four turbolasers on a Star Destroyer, you have hundreds firing at your targets, just like you've read about in the books. In order to build more units, you need to research them and then upgrade them to hold their own against the newer tech that your enemies research. However, those of you with lower end computers will not have such a great time with this mod. The large GC maps will cause a large amount of lag and the higher poly models will tax your video card. If you have trouble playing vanilla FoC, then you might want to question whether or not you want to try this out. Technical difficulties aside, this mod contains so many changes to the game that I find it hard to give a summary. If you want a game that makes you think more carefully for your battles and allows you to conquer more planets in one GC map than ever before, then download this mod and try it out!
dedication. He plans on editing or recreating nearly every single texture in Empire at War and Forces of Corruption. Quite an ambitious project for one man, and I wish him luck. Judging from what I can see here, his texture work is something that we can all look forward to. This texture pack improves many of the textures in EaW and FoC while retaining the general feel. If you hated some of the EaW and FoC textures, you should probably check this file out.
Mediator-class battlecruiser * Other changes: - corvettes moved to lower row on the build bar so all units are buildable on tech level 5 - T4-B uses anti-air missiles as secondary weapon (T3-B has surface-to-surface missiles now) - T4-B/AA variant removed - Tyrant-class missile cruiser is no longer a starting unit in \"Alderaan\'s Demise\" scenario
missing texts for Mara Jade - increased TIE/D squad size to 5 - added skirmish map: UEAW Battle for Lok - added skirmisk map: UEAW Kashyyyk Battle - map redone: Kuat Space - rearanged the buildbar for space units to fit in all units - modified indigenous units (stronger) - modified techlevel for TIE/D - modified starbaselevel for TIE/D - modified techlevel for Assault Gunboat - modified starbase level for Assault Gunboat - modified firepower of Assault Gunboat - removed middle engine from Assault Gunboat - enlarged Home One by +50% - resized some fighters (but not to much!) - all dreadnaught engines redone - assault gunboat engines redone - dreadnaught deathclone redone - ravager deathclone redone - debris added to dreadnaught hardpoints - debris added to ravager hardpoints - reworked deathmodel of The Ravager New in 3.2 - Admiral Daala - The Ravager - Rebel Combat Medic - Assault Gunboat - TIE Droid (TIE/D) - Dreadnaught - Dreadnaught (modified) - Dreadnaught Fleet Carrier - IPV - Emperor's Royal Guard (redrobes) - Mara Jade (full) - Kyle Katarn - Moldy Crow (Jan Ors) - Podwalker - ISD Hydra - ISD Manticore - ISD Basilisk - ISD Gorgon (Daala) - Grand Arena - The Maw - 44 Planets Galactic Campaign - skirmish map: Into the Forrest - various tweaks and edits to xml coding
at War. Die Mod verändert nahezu alles im Spiel, angefangen von Gebäuden, Einheiten, Sounds, Icons bis hin zu den Karten und fügt zusätzlich dazu noch jede Menge neue Features hinzu, die es so noch nie in Empire at War gab. Features der Final 1.1: Final 1.0: - neue Einheiten - neue Gebäude - neue Animationen - neue Effekte - neue Sounds - neue Spezialfähigkeiten - neue Karten - neue galaktische Eroberungen - neue Events in den galaktischen Eroberungen - neuer Spielmodus -> BBS (Base-Build-Strategy) Final 1.1: - neues Supergate System - sehr viele neue Helden - neue Galaktische Eroberungen - veränderte alte Galaktische Eroberungen (Die Allianz der Systemlords) - einige kleinere Veränderungen - einige Bug Fixes Bitte lest euch die Liesmich durch, dort findet ihr eine exakte Installationsanweisung und eine detailliertere Beschreibung der Mod. Ein paar letzte Worte: diese Version ist die letzte für Empire at War. Wir haben nun begonnen eine neue Version für FoC zu erstellen mit einer dritten spielbaren Rasse, ein paar coolen Features mehr und mit jeder Menge überarbeitetem Zeugs! Bis dahin, habt Spaß mit der Final 1.1! Bitte besucht uns: - unsere Website: http://www.sg-modding.com/ - unser Forum auf Filefront: http://forums.filefront.com/sw-eaw-modding-mapping-editing/286584-stargate-mod.html - unser ModDb Profil: http://www.moddb.com/mods/stargate-empire-at-war Liebe Grüße die Stargate Modding Group
changed. This version also has new ground units. Also improved some of the gameplay from V2.
launcher doesn't work. So I wanted to create my own. I'm not a programmer. I used batch-files. So the launcher is not as good as the other, but it works and can be modified.[/quote] This isn't the prettiest program for launching mods, but if it works then that's good enough for me. Also, this is only for EAW, not FOC. Windows 7 users: leave some comments and feedback for the developer letting him know how you like it and how well it works. the_stag
gold here. Sure, in some other mods you could have Star Wars ships against non-Star Wars ships. But here you can have an all out, four team, multi-battle for dominance of the universe. I've been having a lot of fun with this one. That being said, there are some balancing issues that should be addressed and fixed for a v2 release. (I found the Star Trek ships a bit more powerful than the others, along with some other things). The other thing that would be great is to make it 8+ playable factions so that each different sci-fi group has it's different groups available to them (the way it is now, you have X-wings and TIE fighters fighting alongside, as well as Humans and Cylons, etc.) Even as it stands now, you can a lot of fun in skirmish mode with up to 4 teams. [quote] This mod has 4 playable factions... Stargate (from Stargate Empire At War) Star Wars (from FOC) Star Trek (From Federation At War) Battle Star Galactica (From Battlestar Galactica Colonial Wars and Third colonial War) I do have permission to use these mods in my mod. Please see readme for more details [/quote] the_stag
more. These textures greatly improve the look of several additional ships as well as build upon the old textures that were included in his first pack. If you enjoyed seeing the old pack, then this update is worth taking a look at.
everyone who made this mod so popular on filefront and everyone who helped me with it and who gave me suggestions. Thanks to LoW for letting me use their SSD to make my mod that much better. I am not taking anymore ideas, this is my final version so your gonna be playing it as it is. I will continue to help anyone who has questions or wierd bugs. Thanks again guys. Josh_HLB [/quote]
a thoughtful member, RAJeff, has uploaded that patch for everybody else to use. This patch requires [file="80215"]the AoSW 2.0 release[/file] and will not work with any earlier versions of the mod. Although there is no changelog included, this will hopefully fix some of the issues present in the 2.0 release. Enjoy!
Unstoppable fighting Force. [u][i]Authors Comment:[/i][/u] [quote]AND ALWAYS REMEMBER - IF YOU DON\'T LIKE CHEATING, DON\'T DOWNLOAD THE MOD!!![/quote] ~Scorpinox
(space and ground) Adds Arc-170 fighter and Eta-2 fighter (only can be spawned from Underworld Venator) Adds the Venator for all factions Adds new text entries for turbolasers -Heavy Turbolaser Battery, Medium Turbolaser Battery, Light Turbolaser Battery, and for the Venator-DBY-827 Heavy Turbolaser Battery, and DBY-827 Medium Turbolaser Battery Details for Commandos: -Has two abilities, switch to Anti-armor attachment (switch weapon icon) and switch to Sniper attachment (missile icon) -Custom sound effects for weapons -Custom skin -Custom projectiles for DC-17 blaster/sniper -Spawns out of LAAT, buildable at heavy vehicle factory Detailes for Delta Squad: -Custom skin for all four commandos -Custom voices for all four commandos -Spawns from custom LAAT (skin needs some work) the LAAT has a symbol of a delta on it to symbolize Delta Squad Details for Venator: -Venator is available for all four factions each with seperate fighter spawns -Rebels spawn A-wings, X-wings, and B-wings -Underworld spawns Arc-170 fighters, Eta-2 Interceptor fighters, and V-wing fighters -Empire spawns Tie Interceptor, Tie Bomber, and Tie Phantom -New hardpoints to be very accurate -Eight Heavy Turbolaser Batteries, Two Medium Turbolaser Batteries, and Four Torpedo Bays -Fighter bay -New text tooltip for Venator -Improved Shields and armor to come close to that of an ISD ===================Changes in v2=========================== Changes in V2: Changes the venator around a lot (thanks to avenger for helping me with my requests) Fixed error where the LAAT wasn\'t on all sides Adds new unit-Steel Squadron, its a fighter squadron that I made up for fun with a custom skin and very interesting to read tooltips IMO Moved Delta Squad and the Commandos over to the rebellion Added the 501st and Vader\'s Fist Rescaled all space units for even more accuracy but not computer crippling for lower end machines (at least I think) Adds space version of the LAAT (still pretty buggy because it was last minute, but still cool) Adds Jedi/Sith/501st/Vader\'s Fist Venator in game plus the new edition of the Monitor which is Yoda\'s Venator Fixed some issues such as the commando grenade fired too rapidly and some units being too big Details on the changes for V2 Venator: -New model that adds a shield around the hanger bay (which is open) like in Battlefront 2 -new hardpoints to be even more accurate -the two front turbolasers now have a turret model like in the movie -added a tractor beam -added moving turrets to the venator -removed venator for the Consortium
rifles and thermal detonators, need tech level 3 and an Officer Academy, can travel around the galaxy undetected by enemy fleets * Imperial Royal Guard - Emperor\'s elite guard, can only be recruited on Coruscant * Mara Jade - level 3 hero, during space battles uses modified Z-95 Headhunter fighter Rebel * B-Wing - heavy Rebel fighter availiable with tech level 4 * T4-B/AA - anti-aircraft variant of the T4-B Heavy Tank, TIE Bomber\'s nightmare, buildable at tech level 4 * Wookie Warriors - Wookie squad, can only be recruited on Kashyyyk * Kyle Katarn - level 3 Rebel hero, during space battles uses the Moldy Crow
CR90 YT-1300 and Nssis models. This well though out mod based on such an interesting era of Star Wars once again creates a great game-play experience for the player. For a full list of changes in this latest version, check the readme for the change-log. [Quote] Okay, so this is the patched version. Notice that it is the whole thing all over again, so I suggest you delete the old one. This patch addresses several issues and changes multiple things. I suggest you use this updated version instead. [/Quote]
Zann Consortium. Players will now be able to command long abandoned clone wars units. From the Battle droids to the Lucrehulk battleship and even the Providence class Destroyer. Note that none of the units included below are in skirmish as there are too many . There are too many new units to list, but some of the new Imperial units include:[list] [*]Eclipse class Super Star Destroyer [*]Executor class Super Star Destroyer [*]Imperial Star Destroyer MK II [*]Titan Heavy Destroyer [*]Venator Star Destroyer [*]Lancer Frigate [*]Missile Boat Squadron [*]Assault Gunboat Squadron [*]TIE Advanced Squadron [/list] To see the long list of changes, look below. Enjoy the mod.
unique projectiles - 5.0 Added ZC symbol to the side of the Interceptor IV - 5.0 Added Saboath Fighter Squadron - 5.0 Added Saboath Defender Squadron - 5.0 Added Lord X Hero - 5.0 Added New Ship for Valgarochi - 5.0 Added Yellow turbolasers for all ZC ships - 5.0 Changed Silri Flagship projectile - 5.0 Remade Krayt Mega Weapon Projectiles - 5.0 Galactic Empire: Added 10 New SSD minor Heros - 5.0 Added New ISD ion cannon projectile (from rogue squadron games) - 5.0 Added Daala and Maw defence fleet - 5.0 Added New SSD Projectiles - 5.0 Added Tie Raptors - 5.0 All fighters without hyperspace now use a Carrier - 5.0 Added Tie Fighters, Interceptors,and Bombers to GC - 5.0 Improved Imperial Fighters - 5.0 Altered Blackhole Stormtroopers - 5.0 Reskinned the EX-F - 5.0 Reskinned the At-At MKII - 5.0 At-At MKII now deploys Darktrooper P1 - 5.0 Rebel Alliance: Red, Gold, Green, and Grey groups now use a carrier - 5.0 Red, Gold, Green, and Grey groups now limited to 1 per time - 5.0 Added Meditator Cruiser - 5.0 Added MC90 - 5.0 Added MC80A - 5.0 Added MC75 - 5.0 Added MC40A - 5.0 Improved Home 1 even more - 5.0 Added Reef Home Fleet Hero - 5.0 Added Outrider Hero - 5.0 Pirate Alliance: Added Sacheen Battle Cruiser - 5.0 Changed all fighters to Uglie Varients - 5.0 Replaced Hutt Marauder with Corellian Picket - 5.0 Added Starlancer weapon to all Dreadnaughts - 5.0 Changed the lvl5 Starbase super weapon - 5.0 Changed the Watto ships to Heros - 5.0 Added the Drifter, (Mon Cal) - 5.0 Added the Slache, (Crusader) - 5.0 Added the Enforcer, (ISD) - 5.0 Added the Admiral Goore, (Kedalbe) - 5.0 Added the Assister, (Neb-B) - 5.0 Added the Raider, (Victory) - 5.0 Added PA unique weapon, Flak Cannons (in space) - 5.0 Reskinned Falleen Rogues - 5.0 Added new model for the Droid Control Ship - 5.0 Universal: Resized all fighters - 5.0 Redone the Missile Shield Animation - 5.0 Redone the Gravity Well Animation - 5.0 Added Firespray Squadrons for all factions - 5.0 Added Oovo IV, maps by Swcorpinox73 - 5.0 Added New Cov, maps by Swcorpinox73, and Vinegarmoon - 5.0 Added Malachor V, maps by knivesdamaster - 5.0 Redone a hell of a lot of projectiles - 5.0 Created a lot of alternate shield blasts - 5.0 Changed all Ship Turbolasers to use better models - 5.0 Flame projectile now creates less lag - 5.0 Redone all screens and buttons for a new Green Glow - 5.0 2 Maps are also included, a 3 Player Malachor V map, and a 4 Faction Space Map, to play put 1 AI for each other faction, at which ever difficulty level, and yourself as the remaining faction - it is not Online compatible i think thats it (may be a few more, just cant think of them)[/quote] ~Scorpinox
\'unlock\' the original EAW scenarios and make them available for play in Forces of Corruption. They are not the same as the originals however. I\'ll explain soon. INSTALLATION: Copy the TEXT folder and place it into your FOC/DATA folder. Copy the GC MAPS folder and place it into your FOC/DATA/XML folder. I strongly suggest that you backup any files that need to be replaced - just in case. (if you havent got an XML folder, then just make one! ;)) I don\'t know if this works with other mods, so use caution. INFO: - This bonus pack adds all 8, thats right, 8, EAW GC scenarios for FOC. All of them now accomadate the Zann Consortium as well as the new planets and units. But because of the changed locations of the old planets in FOC, I had to add in a number of planets to create the hyperspace paths between planets. So in a way, these are sort of new maps. - In addition to the 8 EAW maps, I have also added my very own hand-made GC maps that took me many hours to put together. There was much bloodshed and despair, but I finally pulled through with these two maps: \"Galactic Civil War\" This is a map that only has the EMPIRE and the REBELS. NO Consortium. (And no more damn sabotages...) The Rebels and the Empire start off on opposite sides of the galaxy with only four planets under each team\'s control. The rest of the planets are mostly under the control of pirates or Hutts. Some are nuetral and are up for grabs. I made this map to bring back the good ol days of EAW where it was just the Imps and the Rebs. And because its FOC, both sides can use the new units! And yes, the AI builds the new stuff too. They came at me with B-WINGS! \"Consortium War\" All three factions start off in opposite corners of the galaxy, each with only three planets under their control. The rest of teh galaxy is a hive of pirates and Hutts. This should give players some time to build up before they actually encounter one of the other factions. - Maps have been tested TO AN EXTENT (I have a life you know ;)) and I am convinced taht they work fine. - The AI work normally on all maps. The \"Galactic Civil War\" map seems to have better AI, which is strange but awesome. - Special objectives for EAW scenarios have been removed for obvious reasons. - Bonadan has been removed from ALL EAW scenarios because of some really, really wierd connection problems that I could not solve. Alas... - Most planets are now neutral or under pirate control. Planets that are hostile have different varying forces both in orbit and on the ground.
V2.1 General Fixed the icon bug that made half the icons disappear. Fixed it so the MC80 has a icon to begin with. Fixed prices on some of the units i made typos on. Changes in 2.0 -----The GOOD, AWSOME CHANGES Galactic Empire Tie Interceptor Tie Defender Tie Avenger dreadnought Escort Frigate Mara Jade Vader is stronger in space and land. Death Star now has 2 different super lasers, swith between them with the rocket button. (palpatine\'s DeathStar) SSD has a death sequence
environment that is great for all Science Fiction lovers. This latest version implements a new upgrade system, armour system and projectiles. After downloading please note that the sound files are not contained in this download. They can be downloaded from here: http://www.moddb.com/mods/star-wars-sci-fi-at-war/downloads/the-my-bad-sound-fix-patch
HUGE mod intended to enhance FoC in every way possible by tweaking gameplay, graphics, AI, and so forth. Although this mod has been in development for some time, I am the only person working on it (aside from those who have been kind enough to allow access to their models and particles, thank you!) so there still may be things that need tweaking or fixing. If you like the NJO era than I think this mod will be worth your while. So please give it a try! ~New Readme ~Foshjedi2004 ~4-18-09 23:20 GMT
these planets: Kuat, Fondor, Sullust, Coruscant. - Added slightly more depth, so now the SSD wont go through rebels spacestation shield generator. - SSD name Lusankya now replaced with Vengeance.
frame. It's a ways from being a complete mod, but the beginnings seen here may be what the community desires. Bonus: Star Forge included. the_stag
playable faction and even more new units for the existing factions in his mod. There are some fun units around like the Malevolence, as seen in the Clone Wars TV show, and many of the new models that Warb_Null had released. If you happen to love cross-era battles with a huge amount of unit variety, then this mod will definitely entertain you for hours. [quote]Have you ever wanted to pit the Republic vs. the Rebels, or the Empire vs. the CIS? Well the latest version of Corporate Addon mod does just that, it added a new era to the game, The Clone Wars, even with its own GC.[/quote]
known as Ultimate Empire Mod, in which i thought needed more work, so i kept enhancing it until i came up with enhanced FOC, and then Galaxy at War. The first mini mod was not that good, so i have improved it a lot, with new models and everything. Hope you like it. Please tell me what you think of this mod, and thanks. Here is the link to my forums: http://swgaw.jreams.com/index.php Look forward to the full version of the mod in Summer or Fall, im on spring break right now. I will start work on the third week, yes i know im lucky. Have Fun: :Rock :) :Thumbsup: -Johnathon So it looks wicked fun guys. I love it when we get big mods in first thing at night. Plays well, and yes John, this is the fixed version. -valiantofficer
forceofcorruptiondata and transfere if you have your old map in it after
three venators for space mode, the 501st and Vadar\'s Fist each shoot blue projectiles to distinguish them on the battle field, they have increased damage, and also increased armor. Both units are buildable on Geonosis and Coruscant. Fixed bug where you saw two icons of the Jedi and Sith Venator during space battles in conquest. New skin for all stormtroopers (including 501st and Vader\'s Fist) Added edited version of Revenge of the Sith song for main menu, now the main menu starts off just like the movie (after the credits theme) New Venator hardpoints, replaced both ion cannon hardpoints with turbolaser hardpoints, and replaced the concussion missiles with proton torpedoes Custom .tga for Rebel Venator, 501st Legion, and Vader\'s Fist New skirmish team colors, read is now dark red and brown is gray
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. [u][b]DOWNLOAD HERE: [/b][/u] http://www.gamefront.com/files/21468373/pr_v1.2.exe
maps (which I will review since it is new) is the vanilla Bespin land map converted for skirmish mode. It seemed a little tight for a skirmish map, but it worked. It needs some reinforcement points added in the base(s) and in the middle area. But the rest of the placement was done very well. [quote] hi all!! here is a map pack with my last maps to EaWAND 3 NEW MAPS!!! 2 space maps 1 land map (FoC bespin official map modified by me to run in EaW) noticed: Is the V2 because, the V1 is corrupted (demange file) bye ;) [/quote] the_stag
Campaign! This mappack will give you a foretaste of the new maps, here created by the mapper Locutus (me). Hope you like it. LAND: ~Osarian: Each base is located in one of the map's lower corners, a lot of small islands are connecting them. There is short way to the enemy's base but it's blocked by a pirates base. ~Bastion: A huge empire fortress which isn't easy to capture. To defence the important choke points will be the road to success. ~Unknown World: Some beautiful temple ruins in the middle of huge mountains are the arena of the battle. To protect the mining facilities is the key to victory. SPACE: ~Hapes: 4 Player space map with the team's bases in the opposed corners and mining facilities located in the other ones. ~Bastion: Similar to the Hapes map but with a Construction pod in the middle of the map. ~Manaan: A huge nebula with astroid fields in it divides the map. To move your ships through it to send new reinforcement ships is the problem you have to deal with.
games 3 factions. ~Scorpinox
changed. This also fixes any bugs that were in V1. Changes in V2- -Vader\'s SD now has two laser cannons instead of ion cannons. -Mara Jade\'s Acclamator has more shielding and health. -The Executor has a hypervelocity gun. -The Executor also has a heavy Ion cannon and a magnepulse cannon. -Escort frigates actually follow the capital ship they spawn from. -Acclamator\'s health, shielding, and weapons are stronger. -Mon Calamari Cruisers have hangers and escorts. (forgot them in V1.) -Rebels now have the dreadnought. -Nebulon-B2\'s are added to the Rebels. -The Empire has the dreadnaught. -Population cap. is increased to 65. -Repair crafts are added, both side have a different one. -Arc-170 starfighters are added to the rebels. -Eta-2 Interceptor fighters are added. -Heroes are stronger. (Ground) -Pirates have the Venator, Arc170, and Eta-2 Interceptor. -Executor\'s icon changed from Piett to SSD. -Any scale issues are fixed. (NOTE: Home One is scaled ALMOST acurately or else it would be a little big to the SSD.) -The Empire has a TIE Advanced squadron. -The Rebels have old Providence-class cruisers, Lucrehulk battleships, Recusant light destroyers, and Munificant star frigate. -Any bugs are fixed. -Toned starvipers down ALOT and made Acclamators produce less of them. -Pirates have the munificent and recusant. -Upgrades have beeen taken out of skirmish to give more room to ships. -Everything has descriptions and proper icons. -Dreadnaughts are toned down a bit. -B-wings are added and are scaled. -The Moldy Crow is scaled down a bit. -Lancer-class Frigates are added to the Empire. -The Empire has the Venator. -Tartan cruisers are taken out COMPLETELY, Lancers have more weapons and are alot better. -carrack-class cruisers are added. -MC80-B\'s are added. -E-Wing Fighters are added. -The Leviathan Interdictor is added to the Pirates, but is buildable at Merchant space docks in skirmish. -MC40\'s are added to the rebels, light Mon Cal. frigate.
At War mod! Play as pirates with a diverse ground units to exciting Captials fights. Rancor has been added to ground forces of pirates. Watch as your corvettes, frigates and captials move like fighters. Finally, see why pirates are well known? :P (excessive use with concussion missiles beware) Enjoy! Information: I dont know how to make a seperate faction so for now the Pirates will replace the Rebellion.Corvettes, frigates, and capitals now have capable flying as a fighter.At the moment 2 starships are giving me trouble on their fighter flying so its still on my to do list.Most of the Rebellion is replaced with the EAW pirate models and their attributes are still not balanced. Oh, and one more thing this is only for space flying at the moment after space is fixed I will start working on ground combat.[/quote]
nicely. You need the full version 0.9 before you can use this update. You can get it [file=\"117279\"]here[/file]. [quote]This patch for my KotOR mod fixes several bug and rebalances the space mode. It also brings some new units and changed scalings. Please remember, this is a patch so you need the 0.9 full version to play it.[/quote] the_stag
3 more links you can click on that'll take you to download [file="100396"]version 1.5[/file] [quote] Here is a small patch that will correct a few small bugs, replace some of the rebel symbols and introduce a new hero. This is not a full version, only a PATCH, so you will need [file="100396"]Star Wars - Clone Wars version 1.5[/file] to run it. The next full release is in the works, but it still needs some working on certain details! IMPORTANT: This mod requires Forces of Corruption Expansion pack version 1.1 and [[file="100396"]Star Wars - Clone Wars mod (version 1.5)[/file] by nett40 to run!!! [/quote] the_stag
Defender, the Eclipse, the Vengeance Super Star Destroyer, and even more with this release. It goes further to add several maps, new sound effects, music, and skirmish edits. All of these minor edits sets this mod apart from other mods that just add in the new ships. If you want a quality mod with your favorite super ships, then you've found it
B-Wing Fighter/Bomber Rebel: Dreadnaught Empire: TIE-Interceptor Empire: Executor Class Super Star Destroyer Empire: Naval Troopers Heroes: Empire: Captian Needa w/The Avenger Empire: Mara Jade Empire: Baron Soontir Fel w/181st TIE Squadron Rebel: Gen. Jan Dodonna Rebel: Kyle Katarn Rebel: Leia Organa w/Tantive IV Misc: The Maw System added into Stock GC with Custom Maw Space Map Kamino added into Stock GC All Stock maps re-created for better visual and playability. Custom SFX added in for the TIE Interceptors and Princess Leia Royal Guard Detachment added to Emperor Palpatine Red Squadron upped to 12 Fighters with Heroes ALL Fighter Squadrons upped to 12 Fighters Space Battle Unit Cap changed to 35 for Rebels 30 for Empire. Custom Icons for all new units Custom Death Animation for the SSD added Hero Start Locations changed. Mon Cal Cruisers only buildable on Mon Calamri ALL Ships Scaled to correct sizes. Based off of the ISD. ISD was scaled up a bit Engine Glows added to SSD Dreadnaught and SSD Spawn space debris when damaged.
Pirate faction providing an added level of difficulty. [Quote]this is a gc map i have worked on in long time is for standard eaw not foc the empire and rebellion start whit 1 planet each allmost all others is controlled by the pirates the rebels starts on hoth and the empire on corucsant this is a hard gc becouse there are really many pirate forces but i still recom u to play on hard or normal or else the chance for your enemy get a planet is 25% but i hope u enjoy it and good luck all[/Quote]
well as a variety of other additions. Some bug fixes to fix glitches that were present in the older versions of the mod are also included. Be sure to keep your eye on this mod as the next version will be featuring an era shift. [Quote]Next version of Foc enhancements, Completely redone Particles and Galactic Conquest - Beta Of Pirates. Kotor Era Coming Soooon [/Quote]
and less like a decal on the side. Thanks commander165, fantastic work. [quote]To grant a request for The_Stag, I have given the Rebel and Imperial base structures a new HD look. All of the base structures have been enhanced including the walls and mining structures. I had fun putting these together and I know you will too when you see them in-game.[/quote] the_stag
best. Once you download it, get this too so it can be played in all it's glory. the_stag
to play around with ingame. Not only that, but there are some new GCs in which you can take over the galaxy with these new toys. I certainly haven't seen the Yuuzhan Vong as a playable faction before, so this should be very interesting to experience. If nothing else, playing with the new units should keep you entertained for a little while, but this mod should do far more than that with its various tweaks to the game. [quote]Corporate Addon Mod 4.2 Beta: Play as the Yuuzhan Vong for the first time in EAW modding history, or fight back the invading forces with the Galactic Alliance Beta Includes: 2 New Factions: Yuuzhan Vong Galactic Alliance 3 battle GC's Version 4 is not Required for beta use[/quote]
[file="104219"]v1.0[/file]. Additionally, like before, this file has been split up to help the download process. This time into two parts, the second part being 521MB. You can download it here: [file="104517"]Babylon 5 v1.1 part 2[/file] I'm not too familiar with the Babylon 5 franchise, but there are some very lovely ships and units here. There has been a lot of work put into this that I think everyone can enjoy. the_stag
Cartel [u]without[/u] replacing any of the existing factions, as well as enhancing the current factions. There are far too many changes to mention here, but all of these changes and additions come together to make one very enjoyable mod. [quote]Before anything else I must say that I dedicate this mod to my home country - Croatia, I always had a dream of doing sometning and dedicating it to my country. This is mod that adds Black Sun and The Hutt Cartel as playable factions without replacing exiting ones, I put a lot of work into making this mod, and it is my first big mod so I hope you will understand if it's not perfect. Hope you love it. I put my vison of the Star Wars galaxy of that era and I hope you like my attention to detail. retexturing, coding, idea, research, text, retexturing, icons etc by: vjeko1701 (me) in the "other readmes" map are the readmes of the mods by other modders used in my mod Sorry if I forgot someone because I had some of these stuff a long time on my computer, but I believe that I've credited everyone. 99% sure. Vjeko1701[/quote]
paced, and the AI seemed more agressive to me, and also more cunning to me. Units are correctly scaled, and the stats for units are completely redone. In GC, there are now new ways to influence your income stream, and certain ways work better on different planets. You have to think more tactically in both Galactic mode and in battle. I found only one problem with the mod, and that is that hero units have not been recaled, and possibly not edited at all. The author says that this mod can be used by anyone in their mod as long as they mention it in the readme. In the end I can say that this is a quality mod. I love it. Its definately worth the download.
would show you the lame version, so later you\'ll see the good version. It\'ll be a while before it comes out. Enjoy what you can!! -MapMaker
Gallofree Transport (not actually a transport) Land X-wing Land XJ-wing Land A-wing Land Correlian Corvette AAT Land N1 starfighter Home one style ship Providence Cruiser Lucrehulk Battle ship Empire: Land Tie Fighter Land Tie Scimitar Land LAAT Land Tartan Patrol Cruiser Land V-Wing Strike Cruiser Basil Super Star Destroyer (Hero) Loronar Strike Cruiser[/quote] ~Scorpinox
each side, however beware system lag as you make the numbers very high.
forums: http://www.moddb.com/mods/stargate-empire-at-war/downloads/stargate-eaw-patch-12-englishgerman http://www.stargate-eaw.de/index.php?option=com_agora&task=topic&id=807&p=10&Itemid=21âŒ©=de#p31331 please. Have fun!!
problem. And even more bonus! It comes as a buildable station, a prop, and a star replacement. So awesome... [quote]This is a model of the starforge as seen it the KotOR game There are 3 models. 1st starforge prop ; no hardpoint or collisionmesh, just a prop. 2nd starforge ; multiple hardpoints, collision mesh, death clone, particle 'tail' 3rd starforge star ; seperate prop model of the sun. The model comes complete with death-clone, code and icon. Some additional coding / mapping skill is required to get it ingame. P.S. I would like to thank MerlinGolgota and McKay of the Stargate mod team for their help and advice.[/quote] the_stag
mods (most of them) that could benefit from this small but potent change. [quote]Here are the vehicles, and the transports that carry them, for the Rebels and Imperials. These will further increase the fun of the original game or any mod for the Galactic Civil War.[/quote] the_stag
download it already. [quote]This is a model of the Levithan Interdictor Cruiser as seen in the Kotor game. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
base XML code and an icon.
by Arvis Taljik The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
model nobody has made.plus i know there are a lot of fans of the clone wars series out there that wanted her for their mods.I didnt put any xml with this file becuase i wanted modders to use their own ideas and be creative with it.no 2 ahsokas should be the same per say in modding(thats my opinion) [/quote] I'm not sure what "no 2 ahsokas should be the same" means. But I'd like to see an entire army of Ahsokas liberate the galaxy. the_stag
changes from v5, especially Dash Rendar. There are a couple others you can check out on the change log. What are you still reading this for? Go download. [quote] Play as the evil Galactic Empire, the corrupt Zann Consortium, the heroic Galactic Republic, or the new Rebel Alliance! As the Empire reaches new heights of power, challenges form against its rule. While the corrupt Tyber Zann collects and upgrades relics from the Clone Wars to aid his bid for power, a new Republic rises in the outer rim. Taking control of Kamino, new Supreme Chancellor Mon Mothma alongside Jedi Masters Yoda and Obi-Wan Kenobi create a new Clone army, untainted by the Sith, and ready to restore freedom to the galaxy once more. Meanwhile from a secret base on Hoth, Borsk Fey'lya and others have formed a Rebel Alliance, determined to sweep away all contenders whom they see as corrupt... v5.1 of 'Return of the Clones' includes the restored Rebel Alliance with a few new heroes alongside numerous bug fixes and new models. [/quote] the_stag
mods and free release packs and put them into one mod for Clone Wars fans to enjoy. For those of you who don't want to wait for one of the total conversion projects to finish working, this mod is perfect for you. It seems to keep most of the FoC gameplay intact while giving you a wealth of new units to play with, thus attempting to stick to what Petroglyph did right when they made the game. Some players may dislike it for the apparent lack of innovative gameplay, but that is beyond the scope of this mod. If you ever wanted to play with most of your favorite Clone Wars units in Empire at War, check out this mod :)
removed - Xizor ground unit removed - Dreadnaught and Space Station hardpoint bug fixed - particle effects added and redone - diverse bugs with space/ground units fixed - new events - new speech events - startup units in galactic conquest changed - hardpoints fixed - balancing edited - some text reworks - tactical background fixed, does not turn around after a battle - AAT Unit sounds added Known bugs, coming changes: - Battle droids and Super Battle droids will get no more damage on lava planets - frigate shipyards for 2500 creds - missings on bounty hunter missions - bird twittering on spacemap - icons of imperial and rebel space stations not correct - ground maps not edited yet - AI will worked out one more time
understanding of the mod. Have fun. sixt6 :D
Rhen var and Mygeeto to GC
tactical health, shield health, and hardpoint hitpoints Changed build points for venator (only able to be built at Kuat, Fondor, Sollust, and Mon Calamari) Changed accuracy for ion cannons and turbo lasers Increased damage dealth over all Rebel varient spawns 2 squads of x-wings with 8 in reserve and 1 squad of y wings with 4 in reserve Empire varient spawns 2 squads of tie fighters with 8 in reserve and 1 tie bomber squad with 4 in reserve Enabled Venators to be built by starbases (tech 3) in skirmish mode Added 2 unique hero space units, one for Obi-Wan and the other for the Emperor (same ship just with the red stripe versus the plain dull gray), the Emperors is called Sith Venator, Obi-Wans is Jedi Venator Both ships have increased shield recharge rate, sheild strength, and tactical health from the normal Venator Jedi and Sith Venator spawn 3 squads of V-wings with 15 in reserve also changed the fighter sizes to .7 to .4 (looks so much better if you have the default ship sizes)
Tatooine and Dagobah as well as never-before-seen environments taken directly from the Star Wars films and expanded universe novels. In the game, players can choose to join either the Rebel Alliance or the Galactic Empire, building and setting up tactical forces that can be unleashed on the enemy in real-time 3D. All of the gameplay and action within Star Wars: Empire at War is a persistent, meaning that strategic and tactical elements from previous events will have a permanent effect on the galaxy.
effects from the work of the authors of the FX Mod (Filo and Codeuser). Fans of the Old Republic era should definitely check this mod out. [Quote] This is my mod based on the Old Republic era. I know that there are mods like this. Some are dead, some use very wrong models and others are just complete crap. In my opinion I wanted a good mod, with the right stuff in it. With no sh*t. With no lame content. With no dumb game experience. Overall, I thought I would be making that mod. It is a one mans project, made my me, Geroenimo. This is the Space Beta, with only space units. In GC all normal space units have been removed and replaced with my new units. AI will use them, Skirmish is the best played because that would be complete. And one more thing, the patch. I have a patch ready, I'll upload it as soon as I finished uploading this. [/Quote]
models of the Ravager made for this game, but none of them can compare to the quality of this model. Please note that some modding knowledge is needed to get this unit functioning properly ingame. [quote]This is a model of the Centurion Destroyer as seen in the KotOR II game ( the Ravager but without the damage ) It comes complete with Death clone, code and icon. Some additional coding is required to get it ingame[/quote]
includes several units and heroes from the full FotR to offer a taste of what the team has been working on. It also includes completely redone explosions, projectiles, and other graphical enhancements. You can look forward to the full release of Fall of the Republic after the team releases Imperial Civil War.
last longer. You can top that off with 1 credit costs and 1 second reload times. The Star Destroyer is faster and all Empire ships do more damage. Rebellion ships are scaled to do less damage. Fighters are smaller and the TIE fighters can now outrun X-Wings. There are more changes but the author says you will have to figure them out for yourself. If this sounds interesting then give this mod a download.
increased by 25% executor now comes with 16 fighters of each type and 3 lancer figates and 3 vsd2 s MC 104 now comes with 16 fighters of each type and 3 anti fighters of each type just like the executor Install instructions take the two XML s in the folder and place in C:Program FilesLucasArtsStar Wars Empire at WarGameDataModsAEMV4.5DataXML (this assumes that you installed the mod in the correct place as outlined in their readme) it askes you to replace said files say \"yes but remember before doing any file editing BACK UP THE ORIGINALS!!!!!!!!!. Uninstall remove said files and replace with originals Credits Moddman and the AEM TEAM!!!!!!!!!! YOU CAN EDIT THESE FILES BUT IF YOU WANT TO USE THESES FILES IN ANY MOD PLZ GIVE ME CREDIT THANX IN ADVANCE!!!!!!
the actual movies and Star Wars canon as possible. This Mod takes place in the Galactic Civil War Era and is intended to get it as close to that war as possible. This Means you can aid the following Factions: The Galactic Empire (to bring order to the galaxy), The Alliance (to restore the Republic and bring peace to the Galaxy) and the Black Sun Pirates to Smuggle and Steal your way through to Control The Galaxy. [/quote] ~Scorpinox
Consotium:[/u] -Mandalore-Class Super Star Destroyer -Dxun-Class Battleship -StarViper (bomber version) Hero: -Deathshead Squadron [u]Empire:[/u] -Imperial-III Star Destroyer -Executor Standard -Executor Shield-boost -Executor Weapons-boost -Executor Speed-boost -Unreachable-Class Executor -Eclipse -Sovereign -Executor DB -Executor Stealth Heros: -Jerec (and the Vengeance in space) -Zsinj (the Iron Fist) [u]Rebellion:[/u] -Lusankya -Rebel Executors -Executor Shield Boost -Executor Hanger -Viscount-class -Apocalypse, Gold, Blitz, Red, Royal, Lumen Squads -E-Wings, K-Wings -MC-104 ~Scorpinox
and everything in between - all set to the theme of a galactic arms race par excellence. Ships from a diverse range of sources have been brought together under one consistent, unified stats system to produce an unparalleled showcasing of their capabilities. We have literally remapped the galaxy to bring you this, so we hope you enjoy it!
grenades - Fixed Tani no-sound issue - Obi-Wan, Luke, Darth Vader, General Veers all gain Field Commander bonuses - Luke gains Force Speed ability, loses Force Protect - Republic Attack Cruisers and General Dodonna gain SPHA-T Beam attack ability - Blue weapons now same size as Red and Green weapons - Added AAT to Pirates - Added Tank Droid to Pirates[/quote] ~Scorpinox
for control of the Milkey Way Galaxy.
AI a little bit more intelligent.
is in turmoil. As an aspiring Underworld figure named Tyber Zann, spread corruption throughout the galaxy using new strategic gameplay elements to influence other factions, steal their funds, slow their production, spy on them and more, all en route to becoming the most notorious criminal leader since Jabba the Hutt. Exciting new land-tactical options like customizable, upgradeable bases and guerilla warfare allow for innovative battlefield tactics. Take command of and confront new fighting units for all factions (Rebel B-wings, Imperial TIE interceptors, Darth Vader's Executor Super Star Destroyer and more), and take down anyone who stands in your way of ruling the Underworld, be they new battlefield heroes like Luke Skywalker and Yoda or the forces of your most bitter rival ? Jabba. Destroy capital ships with the awesome firepower of the second Death Star, and satiate Tyber's drive for the deadliest capital ship in the galaxy, a devastatingly powerful new type of Star Destroyer known as the Eclipse.
buildable for both teams.(tech level 2) New units for space skirmish mode: \'Arc170\' (TIE fighter slot) \'Eta2\' (TIE scout slot) \'Venator\' (tech level 2) \'Z95\' (Rebel only)
\"Empire at War\" campaign.
AI wasn\'t producing any of the air units, making battles severely one sided. I decided to change that by taking on the challenge and getting the AI to work. I was successful, so I wanted to share an updated version with everyone here. Just scrap v2 and replace it with this one and you\'re good to go, with fighters ready to pester your units. Though I did make a major contribution to this, I take zero credit for the mod itself. In my opinion, this is still Lews\' mod, as it rightfully should be.
just pretend for this instance. [quote]The Galaxy class Destroyer is a heavy carrier during the New Jedi Order era. It is mentioned in the novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
German. It is a â€œsmallâ€ versiÃ³n from the mod with units from Episode IV and Episode VI. This version uses only planets and GC from the original game with a new galaxy map. Really it is not a full versiÃ³n without many things, it was made like a different mod with things from the complete mod. By it, you can see many things different. I would like remember you these new small things: -Underworld side is now the Black Sun. -There are space construction vehicles for all the sides, they build different plattforms only on galactic conflict. They are deployed by the main starbases. -There are new and different galactic fleet icons for the Executor, Empire probe, Rebel transports, Empire transports and Black Sun transports. -There are different spacestructures like the shipyards, factories, a space asteroid mine, defense plattforms like the golans and one hypergun space plattform. -All sides have a MDU vehicle with a few new special plattforms. -There are many new skins for all the units, buildings and more, they are many better, specially the skins from original things. All them were modded by Burnstrobe. -Corruption big effects have been deleted, it should make faster the game with Black Sun side. -There are thousands of new particle graphics and small models like proyectiles. -There are new orbital models from many planets. -The new 3D camera on space and land tactical battles. -All the space models have been remade from the last previous version of the mod. There are many new changes on graphics and on other things from the models. -There are many land units but many of them can be used like a reinforce from other units, it makes a small land units tab. -There are a new Space Call Reinforces code. -Many new abilities like the small bombardement, the new capture ships code or many other small things on code. -New textures for many space and ground units, planets, nebulae, stars and more. -Many fix on code. -Fixed underworld campaign. -Mod new campaign demo for Galactic Conflict and Terrain Equal. -New sounds and new background music. - Space units are better equilibrated. All the combat system has changed. -New starbase reinforce system. -New batallon commanders. -Many changes on fleets. -Many PirateÂ´s planets changes. -Some new planets added. -New units. -Many more changes, you will need play if you want see them. MOD INSTALLATION: Unzip mod into the main fÃ³lder from SW Empire at War Forces of Corruption. For to run it, you will need the SMG launcher made by SMG team. It will load the mod if you unziped it well. For more instructions go to www.FirefoxCCMods.com
you should really get on that. Then download this patch. [quote]This patch addresses several issues that have been experienced across the board by players. Not everything is perfect but a number of bigger issues have been fixed as well as some small aesthetics.[/quote] the_stag
just some little things that can be ignored/avoided. I'm hoping that the final release of this has land changes to go with the space changes. Not that it's a big deal for many, some would even prefer only space changes. But not I. Now the space battles in this are pretty sweet. If you like the legacy era, then this is going to be a treat. I didn't play too much of the galactic conquest (because it takes so long), but I did get my feet wet and played enough skirmish to get a good grasp on the situation. And the situation = good. Please leave some comments after you've had a chance to check this out. Since this is the beta, I'm sure the author wants that. I'm going to write up a full and comprehensive review when the final is released. the_stag
Clone Wars era mods will be glad to have. As usual, Warb had done a great job rigging the model, which was done by EvilleJedi and Arvis Taljik, so we have a great level of quality to this release. [quote]This is a model of the Republic Interdictor Cruiser, an original concept by Arvis Taljik The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
in some nice battles. Combined with Jeff Cheney's texture and particle improvement, this seems to be a nice mod. [quote]Will here is the long wait to star wars Saga enjoy playing it and just have some fun. and there is v2 coming along the way will enjoy.[/quote]
decicded to make a Big Battles version for his mod. I pretty much followed codeuser's big battles mod. Here are some of the changes: -I've made the space cap 100 -Your capital ships can launch fighers faster -Every unit in the game takes less time to build -I've made the 501st an actual army -I've increased the squad size of land units so that the battles will be more epic -I have made the jedi much harder to kill [/quote] And I'll tell you what; I had two incredibly epic battles while testing this. Like Braveheart sized. the_stag
model releases are total conversion mods with a plethora of new models. However, this model is so awesome, it... it... I don't even have words to describe it. [quote] Here is the newest release for me, Aramadia-class SSD credits Model - "X" skin - "X" (hull plating base and texture for the back are EvilJedi's) Rigging - "X" Full list of stats and credits in the read-me file Enjoy X [/quote] the_stag
here: http://empireatwar.filefront.com/file/Ages_of_Star_Wars_Jedi_Civil_War;80215 Ever since the Ages of Star Wars forums went down some time ago, players were left without a way to get these music files, but now, thanks to this user, we can all enjoy the mod as intended. [quote] These are the music files for the Ages of Star Wars Jedi Civil War mod. Ages of Star Wars Jedi Civil War and all its files are for the original Star Wars: Empire at War game. Please give full credit to the Ages of Star Wars Team for their work. I am not affiliated with the team in any way. I'm simply submitting the files. If I get credit for submitting the work that is fine, if not that is fine too. In my opinion this great work should be enjoyed by AOSW and KOTOR Era fans. Like I said before these music files can be used with any version of Ages of Star Wars, not just the 2.0.[/quote]
as it it provides an ample opportunity to beef up the Victory Star Destroyer. This can be especially important considering the model only had three offensive hardpoints in the normal game. This file is a great modders asset and the author would like to remind you that more work similar to this will come in the future. This version fixes the hardpoint orientation problems that were present before.
at level 3 onwards Space Stations.
good game-play. The asteroids were used a bit too heavily in some areas though. This mappack contains the maps: -Coruscant's Shadow -Coruscant's Eclipse -Coruscant's Nova -Coruscant's Demise -Four Sectors v2.0 Download this file for some fun skirmish games.
squadron. While the intent of the mod is all and well, the creator also made Rebel X-Wing squadrons build in one second, making a rather annoying imbalance in skirmish. Still, if you don't plan on abusing this aspect of the mod, then this would be a good mod to play if you're looking for a mod that will make your dogfights much larger.
vaders person troopers, often called vaders fist, they stormed the jedi temple with him...and were in many big battles in the clone wars
combat. There are no useless props. Water ways separate the bases, there are also 'moats' around base walls. The battle is taking place at during the day with scattered, light flurries.
very few textures. The layout of the map is a prop in its own right. This will likely be the last map that I will submit to FileFront.com. The screenshots that I provided were modified to show objects at a greater distance then within the actual map.
mod that i can take an observer position. Instead of trying to sloppily counter the dumb ai tactics...flying around in circles and such. just so you know all my maps are mainly for online play. ai cant keep up at all. im not about to change the way i design my maps.
V3: Rebel -Kyle Katarn- elite Rebel commando, proficient with explosives and sniper weaponry, effective against infantry (Available in GC) -Tani Ab'yla- Rebel commando, uses explosives in combat, effective against buildings and heavy vehicles -General Jan Dodonna- Finds weaknesses and boosts morale in space battles -Bail Organa- Rebel leader, boosts morale and provides discounts on corvettes and frigates, can remove corruption -Wraith Squadron- X-Wing squadron -Leia Organa- Commands the Rebel Dream -Lando Calrissian- Smuggler, can bribe enemies -Raymus Antilles- Now a ground unit with grenade attack Consortium -Prince Xizor- Underlord of Black Sun, can bribe enemies and pilots Virago -Jabba the Hutt- Hutt Crimelord, increases cost of bounties for enemies -Jodo Kast- pseudo-Mandalorian bounty hunter, can neutralize enemy heroes -Jorj Car'das- Smuggler, pilots a modified Barloz-class Freighter -Booster Terrick- Commands the Errant Venture -Talon Karrde- Commands the Wild Karrde (modified Pirate Frigate, has canon armament of three turbolasers) Empire -Grand Admiral Thrawn- Now a ground unit as well as space. Provides bonuses to allied units. Disables the Force in an area around him -High Inquisitor Tremayne- Imperial Dark Jedi, can use Force lightning -Ysanne Isard- Intelligence director, provides a combat bonus and can see into enemy systems -Admiral Daala and the Gorgon- buildable at the Maw -Admiral Zsinj and the Iron Fist- Super Star Destroyer, can direct fleet to concentrate fire -Commander Bow- Leads a detachment of the 501st Legion into battle, buildable from Officer Academies on Kamino -Moff Jerjerrod- Replaces Tarkin at Tech Level 4, reduces cost of Death Star but increases time of construction -Saber Squadron- Powerful TIE Interceptor squadron -Mara Jade- Assassin, can travel the galaxy undetected (New model, available in GC) ~Scorpinox
- starfighter exclusively carried by Acclamators, armed with laser cannons and concussion missiles; ability: folding airfoils (w/animation) - ARC-170 bombing run added - ISD right hardpoints\' firing arc fixed - new custom projectiles for turrets in space - re-arrangement turrets on Imperial I-class SD - new model for ion cannon turret on Imperial I-class SD - Victory-class SD\'s scale adjusted - other minor changes (improved models, balance and realism tweaks)
Crystals of Aeten II - Bespin: Tibanna Wars - Mustafar Siege - Yavin: Death Star Debris - Endor: Death Star II Construction Battle of Byss The huge Eclipse SSD is over Byss, and a battle to free the planet began (or to keep it\'s control if you\'re playing as the Empire). Fortunately to the Consortium/Rebels, the Eclipse Defense Systems are offline since it is in it\'s repair duty. Chaos over Tatooine (8 players support) The planet Tatooine was always an interesting place to hidden a base, large deserts as Dune Sea, or wastelands as Jundland. And if there\'s a bright center to the universe, it is the planet that it\'s farthest from... There are so many villainy and scum here that is difficult to our enemies to find a hidden base... Or to us to build it... Conquest of Muunilinst Muunilinst is a rich urban world that was once the headquarter of the InterGalactic Banking Clan, perhaps we can get a lot of credits if we take control of the planet and learn more about the old Confederacy of Independent Systems. Crystals of Aeten II Aeten II is known primarily for it\'s stygium crystals, which can be used to create Cloaking Devices. If we can get our hands in these crystals, we could could field an invisible advantage against our enemies. Bespin: Tibanna Wars (8 players support) Needing more resource of the precious Tibanna Gas, you planned an attack on one of the largest Bespin\'s Tibanna Gas refineries, the BesGas H-47-K. Watch out to the refinery defence ships, they appear to have some Interceptor Frigates and some Venators modified into light cargo ships (but still well-armored) and most important: we intercepted a transmission that another faction was wanting to take control of the refinery, so hurry... Mustafar Siege (8 players support) The mysterious planet of Mustafar could be a good resource of credits, and perhaps, we could scavenge some CIS forgotten techonology, be alert, the sistem probably has it\'s own defense force. Yavin: Death Star Debris There were a lot of data stored inside the Death Star. Although the Zann Consortium already got some of the data storage pods, but if we are lucky, our forces could find some data yet. Or at least clean the way for a land invasion. Endor: Death Star II Construction Well, this map doesn\'t have a story yet, but it let you play a three way space battle above Endor and the DSII under construction plus an SSD - they are not usable by any factions.
captured Ha\'tak -> corvette Asgard battleship Belisknerclass -> assault frigate Asgard researchship -> frigate Asgard battleship O\'Neillclass -> battleship BC-304 -> cruiser ISS -> replaces old rebell base Heroes: Steven Caldwell -> battleship Daedalus Col Pendergast -> improved X-303 Selmak of the Tokra -> alkesh Lt. Colonel Cameron Mitchell -> improved F-302 starfighter Goa\'Uld alliance: deathglider -> fighter alkeshbomber -> bomber needleglider -> scoutship alkesh attackcorvette -> corvette standart Ha\'tak -> corvette Apophis\' Ha\'tak -> frigate Goa\'Uld battlecruiser -> battleship Goa\'Uld starbase -> replaces old imperial base Heroes: Prime of Anubis -> superbattlecruiser with superweapon Anubis -> replaces imperator(not yet ingame,modell still missing) Ashrak -> replaces Boba Fett((not yet ingame,modell still missing) Baal -> replaces Darth Vader(not yet ingame,modell still missing) Yu -> replaces Grand Morph Tarkin(not yet ingame,modell still missing) MerchantSpacedock is replaced by the Supergate Ta\'uri players can build the ancientscruiser Aurora Goa\'uld players can build an Oriwarship
Baron Soontir Fel and the 181st TIE Defender Squadron Dark Jedi Ground Unit for the Empire buildable on Korriban Assault Gunboat for the Empire Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased.
game. You can find it in your \'Star Wars Empire at War\\GameData\' folder. You can also use provided icon (cis_icon.ico) to create a desktop shortcut. [NEW UNITS IN V4] Empire * Death Star II - battle station capable of destroying enemy ships with 1 shot; requirements: tech level 5, level 5 space station, planet Kuat or Endor * Titan Cruiser - heavy Imperial cruiser, 2 times larger than ISD; requirements: tech level 4, level 4 space station, shipyard planet (Kuat, Mon calamari, Sullust or Fondor) * TIE Defender - advanced Imperial fighter, armed with laser cannons, ion cannons and warhead launchers, hyperspace capable; requirements: tech level 4, level 2 space station * TIE/D automated fighter - droid fighter, slightly better than standard TIE; part of the space station level 3-5 garrison * ARC-170 - multirole fighter armed with laser cannons and proton torpedoes; carried by Acclamators and Venators * TIE Fighter (available on ground battles) - Snow Speeder\'s counterpart, less effective against ground troops but deadly to speeders; requirements: tech level 3, light vehicle factory Rebel * Mediator Cruiser - the largest and most powerful Mon Calamari warship, carries A-Wing and B-Wing squadrons; requirements: tech level 5, level 5 space station, planet Mon Calamari * Republic-class Star Destroyer - advanced destroyer, cheaper and more powerful than ISD, population value 3 (most capital ships have 4), carries X-Wing and Y-Wing squadrons; requirements: tech level 4, level 4 space station, shipyard planet * E-Wing - advanced Rebel fighter, very effective against enemy fighters and bombers; requirements: tech level 4, level 2 space station
others with more space objects (Kuat, Fondor, and more). Keep in mind that these huge maps make playing take MUCH longer than normal and may make rooting out fleeing ships more difficult. You can take that to mean it\'s more realistic or that it\'s less playable. However, in my experience, it DOES NOT make the game more laggy. Also, many, if not most maps accomodate a SCALE 4 LOW Super Star Destroyer. As always, however, the mobility is limited. These maps may force you to change your tactics. Fighters can easily spread the map and evade destruction, forcing you to create new countermeasures.
station to level 5. Changes and improvements (compared to Low original mod): * added icon and description * individual ship name ("Executor") * number of HitPoints reduced * HP health reduced * firepower reduced * larger radar icon * ship size increased from 0.75 to 1.00 * max speed and rate of turn reduced * front batteries are a bit stronger than others * front batteries have a bit longer range * ship can be build in Sullust as well (now you can use SSD in Alderan Demise scenario) * population cap in space battles increased from 20/25 to 30/35 (imps/rebels) * SSD's order response time decreased * attack priority changed to capital ships * longer range for Proton Beam and Tractor Beam * decreased reveal distance, increased targeting distance * cost raised to 15k, build time to 150 sec. * Death Star-like build countdown in GC * (...)SSD is still extremly powerful but not immortal :) Requirements: Star Wars: Empire at War with LEGACY OF WAR: SSD MOD (V1) (patch 1.04 and English-language edition recommended) How to install: Unzip XML, Art and Text directories as well as SSD.txt file into your Star Wars Empire at War\GameData\Data folder, overwrite existing files How to uninstall: Delete XML, Art, Text and SSD.txt, replace MasterTextFile_ENGLISH.DAT with old_MasterTextFile_ENGLISH.DAT (it will remove LoW's mod as well!) Troubleshooting: If you experience graphical problems with command bar, delete MT_COMMANDBAR.TGA and Mt_commandbar.mtd files Credits: Legacy of War team for their great mod with excellent Super Star Destroyer model! Contact: avenger85(at)poczta.fm
Imperials, but fun for both sides. This is my first map ever, any problems or advice is welcome. Enjoy.
uncannon. Changes in V1.00 Imperial new units All pirate space units unlocked and improved. Imperial gunship (used by Tarkin during Space battles) New Controlable Mini-Death Star (Used by Palpatine During space battles) New Virago fighter (Currently only for the Empire) vader is Slightly stronger New Super Hypervelocity Gun Unlocked gravity control generator I think thats about it Changes For the rebels Home one is really powerfull it also has a huge escort with it. Obi-Wan is A little more powerful. Have heavy ion cannon Have a venetor class cruiser All pirate space units are unlocked and improved, slightly better than the Empire\'s. More Y-Wings in a squadron, I think 7 there will be more uits for the Rebels in V1.2 i\'m still working out the glitches on them.
let people know what am doing. If anyone wants to help me on this mod let me know, will be apreciated. Godric02
since the ship changed so much since then i decided to redo it to be more acurate. I don\'t view this as a V2.0 of the ship though. Arvis\' ship is still a beautiful model and should not be discarted. The model comes complete with code and icons. Some additional coding is required to get it ingame
continuously use their abilities with an instant recharge as well as enjoying other helpful buffs. For a full list of changes you can check them out below. [Quote]A lot of people around here (Including me) have been constantly searching for a mod that allows Heroes to recharge their abilities instantly. Maybe you want to; \"Bring Down the Thunder!!\" with Palpatine\'s Force Lightning, or, \"WTFBoom!!\" with Garm Bel Iblis\' Shield Flare, or even, \"Play Freeze Tag,\" with Urai Fenn\'s Stun, repeatedly. Well, this mod does just that and more. In this mod, the effects you will notice are: Ability recharge times reduced (to about a second). Some abilities\' effects beefed up (i.e. \"Force Lightning\" targets more enemies and does more damage). All heroes can be RESPAWNED (i.e. you can have more than one Darth Vader, Bel Iblis, Grand Admiral Thrawn, etc... out at a time). All heroes\' build times and costs reduced to 1 second/credit. Population values of all heroes reduced to 0 (infinite heroes out at a time). In Galactic Conquest Specifically: Palpatine and Veers, when on a planet, reduce all costs to ZERO. Enjoy!!![/Quote]
fleet -Compacted outpost to make more effective and defensible. -Added a second outpost on the other side of the asteroid belt -zander11893 ZAND3R Mapping
problems than post it and as soon as i can i will reply.
icon with the release. [Quote]The Republic Dreadnaught is a heavy starship in the Old Republic. It can be seen in on the official TOR site. The model comes complete with code and icon. Some additional coding is required to get it ingame[/Quote]
a specific campaign mission, or just want to go crazy and kill without retribution, you\'ll want this. the_stag
That\'s why it has Alliance logos on it by default. Oh yeah, and it rocks. the_stag
release in terms of modifications. It is a much more complete experience and certainly worthy of a download for anyone wanting a non-FoC mod. Additionally, there was a release of this mod submitted over a week ago and I was having problems with it so I denied the request to upload it. After getting this one I realize that it wasn't working because of my own dumb fault. So I apologize to War_Lord_Link for that, and I'll buy you a drink next time we're at the bar. [quote]This version of my Enhanced Space Battles Mod makes further changes to space and also tweaks land units by adjusting size, firepower, etc. Also re-enabled 2 units for the rebellion: swamp speeders for anti-infantry support, and pod walkers for anti-infantry turrets and light vehicle ressitance support.[/quote] the_stag
should shift their eyes to this latest release from Warb. [Quote] This is a model of the Acclamator mk3 as seen in the Legacy comics. (It doesn't actually have an official name but it serves the same role as the acclamator, hence the name ;) ) The model comes complete with lcode and icon. Some additional coding is required to get it ingame [/Quote]
make the experience better for those who wish the rebellion had hangars on the Warships and rescales most warships (Frigates, Capitals, etc).[/quote] the_stag
coding is required to get it ingame [/quote] the_stag
those things, it's just a change of pace to see the galactic map as the only thing changed). [quote]This mod changes the size of the Galaxy, adds 78 new planets and maps, adds the falleen and the rakatan as indigenious species and a new main menu map. The mod is german.[/quote] There are a lot of MISSING descriptions and planet names, but that's probably because it's a German mod. I did have a problem when I was starting a battle at it wouldn't get past the loading screen. I would press begin and nothing would happen. But the planet maps are beautiful. I didn't get to play them all, but there's a nice mix of props and open spaces. No map is too busy or too boring. All the maps I played were large and made for excellent play. So if nothing else, get this for the maps. It's worth that much. the_stag
version of the Corporate Addon Mod! As always, there are some great new features and changes. You like the Jedi Civil War Era? You'll like this mod. There's been so many versions and changes that I can't go on about the whole mod here, it would take a day to write and hours to read. Here's some samples of previous reviews: [quote]...a plethora of new units for both ground and space as well as new factions to play around with ingame. Not only that, but there are some new GCs in which you can take over the galaxy with these new toys. I certainly haven't seen the Yuuzhan Vong as a playable faction before, so this should be very interesting to experience.[/quote] [quote]...the Republic as a playable faction and even more new units for the existing factions in his mod. There are some fun units around like the Malevolence, as seen in the Clone Wars TV show, and many of the new models that Warb_Null had released.[/quote] And you can check out my original review [file="100494"]here[/file]. Hope that get's you excited enough about this mod. Everytime I think wizardington has made something wonderful, he releases something better and surprises us all. the_stag
release in some way, this is a great example of community collaboration. This War Droid features a Mandalorian warrior featured in the model release that was seen earlier as well as EvilleJedi's excellent model and skin. Please note that this model requires some additional coding and modding knowledge to be properly functioning ingame. [quote]This is a model of the Basilisk War Droid ( by EvilleJedi) The Manolorian riding it Codeusers Mando. There is a space and a land version of the model. It comes complete with code and icon. Some additional coding is required to get it ingame P.S. i've included the missing R2D2 texture for the Delta7B as well as the missing hardpointcode for the Paladin destroyer. They have however noting to do with the Basilisk.[/quote]
spice up his or her mod with a new ship with New Republic inspirations will surely find this release useful. Please note that some modding skill is required in order to get this unit functional ingame. [quote]Idea behind it: A few years ago I was making a personal mod that had 2 factions. The Concordiat of Man (Terra/Earth & all her colonies) vs The Melconian Empire (think of walking dogs/wolves). The factions are based on a series of books called Bolos, about robot tanks primarily but space battles played a significant part. I was using all of EJ's Corellian ships to serve as the Terran Fleet and needed a large heavy capital ship that would fit in. This is what I came up with. Never finished the mod and found this on a backup drive the other day. Thought someone might like to use it.[/quote]
It also features in my opinion one of Warb's best skins to date. As usual is comes complete with a death clone, icon and basic XML coding. Some further additional XML coding will be needed to get it in-game.
ingame[/quote] Today, Warb_Null gives us the Hammerhead Frigate that we all remember from Star Wars: Knights of the Old Republic. As usual, he gives us a great model and a pretty good skin to go with it, so there's not going to be any disappointment around. If you haven't been satisfied with the existing Hammerhead model, then this release should be just the thing you need.
game. [quote]Greetings! So once again I noticed some Icons for Dengar, Greedo and other Bounty Hunter Scum. So again I decided to add to the ever growing assortment of models from the criminal underground of the Star Wars Universe. Included in this 2nd Bounty Hunter Pack are Greedo, Cradossk, and of course Dengar. Warb Null was kind enough to make Dengars ship the Punishing One which is Included. Models, Skins, Icons, and animations are included. Cradossk does not have a Icon but who knows maybe FF's new resident Icon maker will make one. Pz[/quote]
negative comment, I made this because it was requested by other people, so here it is a pack of my icons with the clone wars theme. This feature many old icons plus some new ones also requested. [/quote] the_stag
have that many fingers and toes), but it's a lot. I'm looking forward to seeing some new maps utilizing this. the_stag
by Arvis Taljik The rigging, turrets, death_clone, code and icons by me. [/quote] the_stag
on the Assault Frigate MKII, but didn't have access to 3d Studio Max can now remedy that problem on their own. Seeing how many Empire at War players have complained about the number of hardpoints on ships, this will most likely prove to be very useful and popular.
of only one credit. If this mod sounds interesting to you then give it a download.
While the corrupt Tyber Zann collects and upgrades relics from the Clone Wars to aid his bid for power, a new Republic rises in the outer rim. Taking control of Kamino, new Supreme Chancellor Mon Mothma alongside Jedi Masters Yoda and Obi-Wan Kenobi create a new Clone army, untainted by the Sith, and ready to restore freedom to the galaxy once more. Meanwhile from a secret base on Hoth, Borsk Fey'lya and others have formed a Rebel Alliance, determined to sweep away all contenders whom they see as corrupt... v5 of 'Return of the Clones' is built upon v4.3 and includes the restored Rebel Alliance with a few new heroes alongside numerous bug fixes and new models.
original game intact. This mod's main focus is on skirmish, with features such as micro-intensive battles providing a fun experience. Thrawn's Revenge shares resources with the FX Mod in order to make some of the best mods that you've ever played.
Republic Corvette Heavy Jedi Corvette Heavy Republic Corvette Jedi Missile Corvette Republic Missile Corvette Basic coding and icons are provided. This is a definite download for all modders that wish to add a Republic touch to their mods.
for approximately half of the planets. Many people have complained about the lack of detail in the default Petroglyph texture maps for planets, so I'm sure that many FoC players will be happy with this mod. Luckily, we can look forward to another release that finishes off the planets, so don't despair if a planet that you particularly hated wasn't reskinned in this version.
demand for these simple XML mods for Empire at War. This mod is as good as its word; you can build an incredibly large force ingame and attack the enemy planets. A must have for anybody looking to mass huge armies ingame for some epic battles.
version. Enjoy, and the space version will be coming soon![/quote]
be found in ReadMe.txt or below. Enjoy this small download!
LAAT [*]Empire- AT-TE [/list] [u]Other Changes:[/u] [list] [*]Added in splash screen [*]Added in the LAAT as a transport for the clones only [*]Added in icons for clones and laat [*]Added in text for clone and laat units [*]Added in sounds for clones and laat [*]Added in projectiles for clones and laat [*]Added in icons for AT-TE [*]Added in text for AT-TE [*]Added units into skirmish [*]Added in 501st as land heroes [*]Modified AI [/list] This mod is built on Avenger\'s ISD Vs Venator Mod so all additions and changes from that mod are included in this one. ~Scorpinox
3, Admiral Thrawn\'s warship * Venator (old Republic variant) - buildable by all sides in skirmish, requires merchant docks or Hutt\'s outpost * Eta-2 Actis - light unshielded starfighter armed with laser and ion cannons; abilities: lock s-foils (w/animation), ion cannon shot * ARC-170 starfighter - heavy assault fighter armed with 3 laser cannons (2 front, 1 rear) and proton torpedoes; ability: lock s-foils (w/animation) - full skirmish/multiplayer support - significally improved UV maps for Star Destroyer model - remodelled Venator turrets, improved its UV maps - Acclamator fires the same blue projectiles as Venator and carries V-wings and ARC-170 starfighters - custom names for Venator and both variants of ISD - moving turrets work slighly better now - V1\'s Imperial Star Destroyer renamed to \"Imperial II-class\" - some minor balance tweaks, bug fixes and graphical improvements [/quote] The new Units look very good compared to the stock units found in EAW/ FOC.
the model itself cis_munificent_d.ALO - deathclone model cis_munificent_d_die_00.ala - death animation cis_munificent_HP_C-F.ALO - hardpoint weaponbay bow cis_munificent_HP_C-B.ALO - hardpoint weaponbay stern cis_munificent_HP_M-L.ALO - hardpoint weaponbay midship port side cis_munificent_HP_M-R.ALO - hardpoint weaponbay midship starbord side cis_munificent_HP_E.ALO - hardpoint engine glow cis_munificent.dds - ship texture file 512x512 MIP Map cis_munificent_bm.dds - ship bump map 512x512 MIP Map I_BUTTON_MUNIFICENT.TGA - TGA button file with alpha map
lot of tweaks to the original files, that makes the game much more fun. Here is a list of the v3.2 additions: - Admiral Daala - The Ravager - Rebel Combat Medic - Assault Gunboat - TIE Droid (TIE/D) - Dreadnaught - Dreadnaught (modified) - Dreadnaught Fleet Carrier - IPV - Emperor's Royal Guard (redrobes) - Mara Jade (full) - Kyle Katarn - Moldy Crow (Jan Ors) - Podwalker - ISD Hydra - ISD Manticore - ISD Basilisk - ISD Gorgon (Daala) - Grand Arena - The Maw (Planet) - 44 Planets Galactic Campaign - skirmish map: Into the Forrest - various tweaks and edits to xml coding Older changes: - Venator Cruiser enabled - Super Star Destroyer Class ships added
[b]Coruscant[/b] • [b]Mon Calamari[/b] • [b]Kaut[/b] • [b]Taris[/b] • [b]Tatooine[/b] • [b]Dagobah[/b] • [b]Korriban[/b] • [b]Bespin[/b] • [b]Kessel[/b] • [b]Hoth[/b] I have created a clean [i]Map Editor Space Walkthrough[/i] for everyone to learn how to create their own space maps. This map package also has hidden Easter eggs throughout the maps; such as Ewoks, environment arrangements (e.g. rock formations) and ships. Your comments/suggestions are welcome. Enjoy.
(8) - \"Empire Surrounded\" MP Space Map (7)
travel dynamics, not to mention enhanced enemy AI, Now makes GC a rich, authentic and challenging experience. Tactical battles have been rescaled for a more canon aesthetic, but core game play remains intact. Strategic-- - All new GC maps featuring the complete Galaxy, and several regionalized areas - The size of the galaxy has been greatly increased, and the distances between planets scaled up signifigantly - 91 new authentic Star Wars planets added, with tactical battle maps, proper planet descriptions and bonuses for each one - All planets are positioned accurately - All planets are scaled down in size, and are scaled authentically according to their approximate size when possible - Authentic trade routes have been added - Hyperspace travel multiplier has been lowered, meaning travel time between planets is slower - Traderoute mulitplier has been increased, meaning trade routes function as space highways (more strategic consideration is required when deploying fleets across space now) - Conquest AI has been enhanced, making the enemy more agressive in its ability to build and mobilize units. - Corruption stink clouds have been removed for aesthetics - Unit icons and labels scaled down for aesthetics - Planet postion changed when zoomed in - Key planets are fortified and occupied from the start in a relatively authentic way Tactical-- - All tactical space objects have been rescaled smaller and made as close to canon as possible - All space lasers have been marginally reduced in strength making shields and torpedos more effective - 73 new tactical ground maps for the new planets - Several new tactical space maps - Enhanced tactical camera for land battles now has full pitch control for better viewing angles - Enhanced AI
game. I added a hero variant. This is \'the Doombringer\' A unique Harrower ecuiped with a superlaser in place of the forward hangar bay. I added a bunch of hardpoints on the bottom of the ship Thanks go to V.Metalic for providing the reference pics and pointing me to the doombringer. Note; These ships use a modified texture of the V1.0 ship. The V1.0 can still use these new textures so if you want to use both versions you can. Note; I haven\'t made any new code, use PiÃ«tt\'s Accuser energy beam code for the superlaser. The model comes complete with code and icon. Some additional coding is required to get it ingame
maps. The texturing is generally good, prop placement complements the environments, and unlike other mappers, he remembered to put skydomes. (Cheers!) I don't have the time to play and give an in depth review of all twenty-six maps in this pack, but this release seems to be quite solid, with maps ranging from a recreation of SW: Battlefront 2's Hoth to Mustafar. Although the gameplay doesn't seem to be anything mind-blowing, these maps offer good, classic FoC skirmishes with some background info on each one. With this map pack in hand, you'll have fun trying out these maps for a long time! :)
skirmish map. And in this case, Chulaksaviour gives us both. There are 4 maps in this pack: 2 GC and 2 skirmish. The GC maps are very well done, giving the feel that the stocks maps have regarding object placement and planet ownership. What\'s that?? You\'re not into GC? That\'s ok, Chulaksaviour also gives us each map in skirmish form. They are tweaked for that use, but the transition seems natural. How does he do it? Also included is a planets.xml. Just replace your current file and you\'re ready for GC. [quote]Map Pack featuring GC maps and Skirmish Maps installation instructions are in the readme and any feedback would be appreicated these maps are nearly a year old and because of work i havent been able to revisit them... as of march i will be returning to modding and developing maps again.[/quote] the_stag
my first mod, and a small one at that. The read-me pretty much says it all, but it basically make all your units invincible and build in 0.1 or 1 second for 1 credit. if you have any suggestions for this mod, please e-mail me at firstname.lastname@example.org. If you use my mod in anyway, all i ask is that you give me credit for it. Thanks, concon123[/Quote]
faction is alot more filled out with new units and some free release models making them much more interesting. [Quote]This is the Full version of my Mod. For those who don\'t know what this mod is it replaces the Black Sun with the Bothans. The Bothans only appear when you play as them because they will be easily annihilated early on. It also gives the Empire the Rebels and Zann some new units.[/Quote]
galaxy with ease with Slade\'s Ultimate Underworld Mod. [Quote]This mod makes the Zann Consortium almost completely invincible. It makes all units/vehicles/star ships, (save the ones gained from Pirating), immune to damage and they all cost 1 credit and build in 1 second. Turrets are not invincible, including space turrets, (space turrets also do not build in 1 second). This is a CHEAT MOD. Use at your own discretion. ((I made this Mod because I could never find a good cheat Mod for the Zann Consortium, which I found one of the more interesting sides in FoC. Now, I share it with you. Hopefully bug free.))[/Quote]
great addition to any Old Republic era mod. [Quote]The Thunderclap is the republic trooper transport in the TOR game. It can be seen on the TOR site. The model comes complete with landing animation, code and icons. Some additional coding is required to get it ingame[/Quote]
of build satellites for added protection. And, the titular feature is several dozen mining facilities off map for each team so the cash flow doesn\'t stop. It certainly makes for a fast paced game of heavy weapons. [quote]Space map that never runs out of Money. Was made long ago decided to upload here. Hate or love it I don\'t care. Includes Pictures *that is why this is 2mb*[/quote] the_stag
hanger bays, better weapons etc. [Quote]Hello this is my ferst mod i hope you like it you need foc to use this mod instrocutions are in the zip folder Thrawn\'s upgrade is an improvement for Thrawn\'s ship upgrade 1 sized up 2 2 hanger bays 3 and more[/Quote]
ridiculously high numbers :P
launchers. They work like Ion shots from Defenders or Y-wings. Just a new twist on an old favorite(?). The Mass driver\'s firing cone has also been shrunk to be more like the Vengeance frigate, so the ship must actually be facing what it\'s shooting. I didn\'t include but one screenshot, as the physical look has not changed. Hope you all enjoy it!
be seen in the space combat clip on the official TOR site. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
I\'m probably the only one who likes the Death Star with the completed look. Check out the changelog for all the other modifications. the_stag
makes up for any other shortcomings it has. So check this out, because you know there's not much else to do on these long summer days. [quote]The players begin on two platform not far away from the Jedi Temple, and on each platform there is an equal number of Mineral Processor, Outpost Pads and Abandoned Sensors. There are a few other Mineral processor near the Temple, and a Reinforcement point just in forn of his entrance.[/quote] the_stag
highlights that are must-have for any KOTOR era mod.[/quote] the_stag
have the HD look I thought it did, but with these I'm sure you will notice the difference.[/quote] the_stag
Warb_Null is enough. [quote]This is a model of the Sith Derriphan Frigate as seen in the TotJ comics. The model comes complete with code and icon. Some additional coding is required to get it ingame [/quote] the_stag
great job with the model and skin for this fighter so we can all enjoy a KotOR era mod for the game. Please note that some modding knowledge is necessary in order to get this unit working properly ingame. [quote]This is a model of the Sith Fighter as seen in the KotOR Games. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
model of the Inexpugnable as seen in the KotOR comics. The model comes complete with code and icon. Some additional coding is required to get it ingame [/quote] the_stag
he masters. [quote]This is a model of the Jehavey'ir Frigate as seen in the KotOR comics The model comes complete with Death-clone,code and icon. Some additional coding is required to get it ingame[/quote] the_stag
projectiles to being able to have ships in land battles creates an immersive experience for the player. The increase in the population cap for battles also allows for some gigantic battles that will keep you entertained for quite some time. From the realistic elements to the fun additions such as TIE fighters with flames on them this proves to be an fun mod to play.
changes are to the fighters, the transports, and a hero unit. I AM AWARE THAT THE EBON HAWK DOES NOT SHOOT.[/quote] It is just about everything it says it is. There's not much here that can't be found in other mods. The just released [file="108839"]Corporate Addon Mod (Jedi Civil War Beta)[/file] is something that JCW fans should like. However the [file="80215"]Ages of Star Wars Jedi Civil War[/file] was a good mod and I wouldn't complain having it revived. There's always room for Jello... I mean, there's always room for more mods. the_stag
feature of the mod. And trust me, this ship is one fun beast to play with ingame. Equipped with turbolaser turrets, two gigantic beam cannons, and a host of drone launchers, this ship can tear apart many of the existing units in space. Definitely worth a download! [quote]I created a ship based on the stargate universe. I wanted to be able to play with my ship in this game. So I went down the road to learning how to make it. :D The ship is in the equal footing campaign on corruption side. Its pretty fun, but over powered. If you read the fan story I wrote for my ship it explains why it is that strong. For permission just ask me. If you find anything you could suggest to fix or make better comment or send a message. Thanks and have fun!!![/quote]
redone ,3 major land capital ship,for better play 6 New Vehicle Transport Assault 4 New Secondary Heavy Factory Spawn 12 NEW SPECIALSTRUTURE Spawn NEW IN 5.0 SPACE 5 New SPAWN capital ship [/Quote]
Warb gives us a nicely rigged model and a decent skin so that all of our mods can feel a bit fuller at the end of the day. Please note that some modding skill is required to get this working ingame. [quote]This is a model of the Delta-7B as seen in the Clone Wars cartoon It comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote]
great model and skin comes with an icon and some coding, but please note that some modding experience is needed to get the corvette functional ingame. Enjoy! [quote]This is a model of the Foray Corvette as seen in the KotOR game It comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
of bugs. Some of the problems may have been my system and config files, some of them are in the game itself. I did have problems with specific units that would crash the game, but once I figured out what those were I was able to get enough done to write a review. Albeit, a short review. Obviously I can't find all the bugs myself, and I'm hoping the author will make changes that the community finds. Hopefully I can write a full and proper review when a fully playable 2.0 is released. This is the most important part; this mod has been split up into 4 files as to make the download a bit more manageable. So make sure you get the other three parts before trying to play this. The whole thing comes out to 867MB, so don't say I didn't warn you. [file="104221"]Part 2of4[/file] [file="104223"]Part 3of4[/file] [file="104225"]Part 4of4[/file] the_stag
in this mod, I'd say that he did a pretty good job making Star Wars units look as close to Metroid ones as possible. [quote]This modification for Star Wars:Empire at War:Forces of Corruption completely replaces the Zann Consortium with the Space Pirates of the Metroid franchise. The Space Pirate/Phazon faction is somewhat similar to the Zann Consortium, but focuses on themes from the Metroid Prime series and replaces all of the units and heroes with characters from the Metroid franchise. I'm glad I could make it to releasing a second version of this mod. I've added a few new heroes and units and enhanced the existing ones, adding detail to a lot of the reskins. I also redid the Space Pirate interface and added music. First I'd like to point out a few things. If I do make another version, I will not release it until the Galactic Federation is a faction and all the Star Wars planets are replaced by Metroid ones. While this mod is just a fun Zann Consortium replacement, I'd really like to make a full TC. I really need modelers though. Secondly, as awesome as Ridley is, he's kind of buggy. When using his hijacking in space, make sure you don't activate it until he's in range of the ships you want to take, otherwise it will kill him. I hope you enjoy this Star Wars:Empire at War mod and I am looking forward to seeing if it gets as much feedback as the first release. If anything goes wrong, or if you have any comments, questions or feedback, please don't hesitate to email me at 1upDerek@gmail.com. Please contact me before using any of this mod in your own production.[/quote]
little tall... [quote] First off i have no art skills so the textures are crud,this is my 5th model ive made so far.hopefully the model isnt too much crud hehehe,gonna need some XML experience didnt make an XML file maybe next time. No Permission required,no reason for credits either this is a frankenstein of various EAW meshes. [/quote] the_stag
credit that will be built in just one second. Installation and un-installation instructions are provided in the read-me. This is a great mod if you just feel like spamming some infantry or using the might of the Empire to crush the puny Rebellion.
If this mod interests you then give it a download.
Bomber XML code and icons are included. This is NOT a mod. Some coding is required to get them in-game Feel free to use these models as you please, no permission is required but please give me credit Thank You.
misunderstanding on the last one. But nothing has changed it just has the right permissions.
fixes more issues such as giving the B-Wing a proper bombing run and re-enabling the EaW Obi Wan VS Vader hero clash.
animations. The ships included are: The Vengeance Super Star Destroyer, the Dark Jedi Jerek's Personal Ship. The Eclipse, a New model that Rivals the Stock FoC one, and includes nessacery bones for weapons. and finally The Viscount, A New Republic Star Defender made above Mon Calamari, Designed to Take on the Empires most powerful Starships. The Models would make good additions to any mod. ~Scorpinox
Admiral Daala, commands ISD \"Gorgon\", recruitable on tech level 4 at The Maw only (space station level 4 required). (used with permission); - new hero unit in GC: Agent Blackhole, commands ISD \"Singularity\", available on tech level 3, allows production of Blackhole Stormtroopers on the planet it orbits. (used with permission); - Blackhole Stormtroopers (a.k.a Shadow Stormtroopers): this unit is the Imperial version of the Rebel Infiltrator, Blackhole Stormtroopers can travel the galaxy undetected and are invisible on radar in landbattles, they have \"take cover\" ability and can drop thermal detonators, (buildable on tech level 3, ISD Singularity required). (used with permission); - Made Juggernauts size more realistic and production time has been reduced. Rebel: - new hero unit in GC: Kyle Katarn added to all Galactic Conquest games (mainly for balancing issues), becomes available on tech level 3 (in XML; for some reason this is tech level 4 ingame), Kyle has Galactic Stealth, Thermal detonator and run abilities. Skirmish: - Added Noghri, Imperial Royal Guards and Blackhole Stormtroopers to skirmish landbattles for the Empire, the Noghri are available on tech level 1, the Guards are available on tech level 2 and the Blackholes are available on tech level 3.[/quote] ~Scorpinox
this is worth taking a look at. See the readme for further information and installation instructions.
New Red Clone Trooper, Blue, Green, Orange, and new Clone Marine. Green for Temperate, Blue for Urban, Orange for Desert, and Red is now for Volcanic The Clone Marine stays for Artic and the Scout stays for Forest and Swamp. This does not include files from the previous version and this has been released as an add-on to that.
matching model ALO files. A modified version of the Red Clone Shock Trooper, Clone Marine, and Clone Scout Trooper. This also includes sound files used by Bobo Fett, but filtered so they sound like clone troopers and not disrespectful bounty hunters. Clones fire blue shots and blasts. A mod is in place for the Empire and the clones change appearance like the Stormtroopers from planet to planet. Red Shock Trooper Clones for Temperate, Urban, and Desert. Clone Marines for Artic and Volcanic. Clone Scout Troopers for Forest and Swamps.
contains a number of other new items. CHANGES FOR V3: New units: Underworld: Space: Cloakshape Fighter Howl Runner Fighter Ginivex-class Fighter Mankvim-814 Fighter Nantex Fighter Tri-Droid Fighter Vulture Droid Fighter Corellian Frigate Recusant Frigate Munificent Frigate Technounion Destroyer Corellian Destroyer Providence Cruiser Corellian Battlecruiser* Lucrehulk Pinnance Hardcell Transport Land: R2-D3 Slicer/Suicide Droid B1 BattleDroids Super BattleDroids Mandalorian Shock Troopers* Single Trooper Aerial Platform (STAP) Droideka MK1 Snail Tank* AAT Droid Tank Hailfire Tank Multi-Troop Transport (MTT) V-19 Speeder Special: Golan 1-3 Hero: Guri Structure: Casino* Structure: Brothel* Structure: Gladiator Arena Empire: Space: A9 Interceptor Assault Gunboat TIE Advanced TIE Avenger TIE Droid TIE Raptor Guardian Class Patrol Ship Bayonet Cruiser Carrack Cruiser Strike Cruiser Tyrant Missile Cruiser Dominator Cruiser Escort Carrier Lancer Frigate Star Galleon-class frigate Legacy Class: Star Destoryer Venator Class: Star Destoryer Procurator-class Star Battlecruiser Mandator I-class Star Dreadnought Eclipse Super Star Destroyer* Sovereign Super Star Destroyer Land: Novatroopers E-Web Troopers Darkside Adepts XR-85 Tank Droid Probe Droid AT-RT AT-PT AT-AP ISP AT-TE Walker LAAT/i* Special: Golan 1-3 Hero: Baron Soontir Fel w/181st Squadron* Hero: Admiral Ozzel w/Nemesis Star Destroyer* Hero: Mara Jade Added in for ALL GC's Structure: Imperial Intelligence Branch* Rebels: Space: Arc-170 Delta-7 Aethersprite Eta-2 Actis E-Wing K-Wing Preybird T-Wing Barloz-class freighter Ferret Recon Ship Fleet Tender Sacheen-class light escort Corona-class frigate Alderaanian War Frigate Assault Frigate MK1 CC-7700 Interdictor Dreadnaught Liberator Carrier Quasar Fire Carrier Nebulon B2 MC-40 MC-75 MC-80a MC-90 Dauntless Bulwark Land: AAC Hovertank Bothan Spies R4 Slicer Droids T1-B Tank T3-B Tank* V-Wing Speeder Special: Golan 1-3 Hero: General Jan Dodonna Hero: Kyle Katrarn/w Moldy Crow Structure: Bothan Listening Post Misc Factions: R-41 StarChaser* N1 Fighter* Vong Units *V3* Miid Ro'ik * Yorik-et* Matalok* Ro'ik chuun m'arh* Uumufalh* Modifications: *V3* 3 New Galactic Campaigns (Classic Matchup- Just Imps and Rebs, Humble Beginnings - All factions start with 4-5 planets, Humble Beginnings Fulll - Rebs and Imps only start witth 4-5 planets) 4 New planets Rendili, Ord Mantell, Mygeeto, and Mechis III 8 New Maps New Skydome added for Zhar. Each faction has Major production planets. Where Companies like SorroSuub, KDY, Sienar Systems, etc can be built. New Structures for all factions Sienar Fleet Systems Empire (Corulag)* Kuat Drive Yards Empire/Rebels (Kuat) * Hoersch-Kessel Driveworks Inc Underworld (Mechis III) Huppla Pasa Tisc Shipwrights Collective Underworld (Geonosis)* SoroSuub Rebels (Sullust)* Corellian Engineering Corporation Rebels/Underworld (Corellia)* MandalMotors Underworld (Mandalore)* Rendili StarDrive Rebels (Rendili)* Mon Cal ShipYards Rebels (Mon Calimari)* Casino (Underworld) Gladiator Arena (Underworld) Cantina (Underworld) Brothel (Underworld) Imperial Intelligence Agency (Empire) Imperial Prison (Empire) Bothan Listening post (Rebels) Empire Advanced Vehicle Factory only buildable on certain planets.. LAAT, Lancet, AT-AT, AT-AA, Juggernaut buildable at Empire Advanced Vehicle Factory Golans 1-3's are buildable on most major planets as additional defenses. They do not replace Space Stations. How and where ships are built has been completely re-vamped. Space Battle Pop Cap increased for all sides Executor buildable only on Fondor Many new sounds for units NOTE!!!!!!!! YOU CANNOT AUTO RESOLVE BATTLES ON ANY PLANET WHERE THERE IS A INDEPENDENT FACTION & REMEMBER: You need to have Shaders in their correct folder to use the models in game or else you get a green skin for the units
captured Ha'tak -> corvette Asgard battleship Belisknerclass -> assault frigate Asgard researchship -> frigate Asgard battleship O'Neillclass -> battleship BC-304 -> cruiser ISS -> replaces old rebell base Heroes: Steven Caldwell -> battleship Daedalus Col Pendergast -> improved X-303 Selmak of the Tokra -> alkesh Lt. Colonel Cameron Mitchell -> improved F-302 starfighter Goa'Uld alliance: deathglider -> fighter alkeshbomber -> bomber needleglider -> scoutship alkesh attackcorvette -> corvette standart Ha'tak -> corvette Apophis' Ha'tak -> frigate Goa'Uld battlecruiser -> battleship Goa'Uld starbase -> replaces old imperial base Heroes: Prime of Anubis -> superbattlecruiser with superweapon Anubis -> replaces imperator(not yet ingame,modell still missing) Ashrak -> replaces Boba Fett((not yet ingame,modell still missing) Baal -> replaces Darth Vader(not yet ingame,modell still missing) Yu -> replaces Grand Morph Tarkin(not yet ingame,modell still missing) MerchantSpacedock is replaced by the Supergate Ta'uri players can build the ancientscruiser Aurora Goa'uld players can build an Oriwarship Pirates are replaced by the Wraith(not completed so far!) The Mod in this status is developed for Skirmish battles,so don't be to angry about bugs in Galactic COnquest or the campaigns(it should not be played now!)
they have smoking an burnig effects.
Squadron Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased. The Imperials get a massive boost with Fel and the Lancer Class Frigate :)
animation rv_moncal_mc40_HP_F-C.ALO - hardpoint weaponbay bow rv_moncal_mc40_HP_M-L.ALO - hardpoint weaponbay midship port side rv_moncal_mc40_HP_M-R.ALO - hardpoint weaponbay midship starbord side rv_moncal_mc40_HP_B-C.ALO - hardpoint weaponbay stern rv_moncal_mc40_HP_E.ALO - hardpoint engine glow rv_moncal_mc40.dds - ship texture file 512x512 MIP Map rv_moncal_mc40_bm.dds - ship bump map 512x512 MIP Map I_BUTTON_CALAMARI_LIGHT_CRUISER.TGA - TGA button file with alpha map w_invisible.dds - invisible texture file 64x64 MIP Map All the things required for the unit apart from the coding in...
when done right.
for modders. If you can\'t code, I recommend you to download \'Conflict in Space\' V4 mod with all these units coded and ready to use. Included models: 1)Mediator-class Mon Calamari Cruiser 2)E-Wing 3)TIE Defender 4)TIE/D 5)TIE Fighter (optimized for land battles)
Bailknight for his crisp retextures of the Falcon & Imperial Star Destroyers. Be sure to expect 0.50 shortly after Forces of Corruption is released later this year. And thank you all for showing your support with the many emails to Tiger and I. Without you, it's unlikely that this would not have seen public release. Enjoy!
Space-units were Re-Skinned v The Infantry was RE-SKINNED
of v1.1 that I realeased a few days ago, it majorly changes the land battles, i wanted to realease this version seperate because of its uniquness to any other mod. Changes in V1.1 alternate New ground unit, acclamator assault ship, need tech level of 3 and light vehicle factory to build. New ground unit, tartan cruiser, tech level 2, light vehicle factory. New ground unit, victory cruiser, tech level 4, light vehicle factory. New ground unit, corellian corvette, tech level 2 \" \" New ground unit, corellian gunboat, tech level 3 \" \" New ground unit, venetor cruiser, tech level 4 \" \" AA guns are stronger.
unlocked-in the begining of the game(till the end of the game) you don't need to wait for an upgrade of the tech to arrive to 5 All vehicles and artillery cost 1 credit All vehicles and artillery take 1 sec to be built-for the empire only The super-star destroyer is unlocked and its power and accuracy has been modificated to the ultimate performance even the spawning of tie-fighters and bombers has been modified All or nearly all of the space units are unlocked including the DEATH STAR.
new ones. -The Cantina has been made much more Valuable and useful. It allows the building of new units, including StarVipers, Repair Freighters, Pod walkers, and Swamp Speeders. -Much more precise spaceship, ground vehicle, and infantry scaling based on Star Wars canon. -Now spacecraft, ground units, turrets, and upgrades are now much more expensive. -Most spacecraft hardpoints have more health anywhere from 10%-150%. -Many smaller ships (corvettes and fighters) have had major overhauls with reguard to hard points. -Population capacity has been increased significantly. -Tactical View is now more free and can zoom in closer and zoom out farther for better a better vire of the battle. -Ships have been given correct nomeclature (names) based on Star Wars canon. -Extra Heroes have been added to the story mode campaign and to some of the galactic conqests -Transports Can now give temporary but effective fire support when dropping off units in a land battle. -Imperial frigates and capital ships now have larger fighter complaments
required to get it ingame
in a DDS editor. I did not include standard stormtrooper skins because they are already in the community and made by someone else. It\'d be overkill to make another set. There are no screens because I don\'t have a TGA to JPEG Converter anymore. Do whatever the heck you want to do with them as long as you give the proper credit. You can put HelloKitty on them and put that in your mod for all I care. =p
Erweiterung fÃ¼r Star Wars Empire at War und Forces of Corruption und ist auch mit vielen anderen Mods compatibel. Sollte es mit andere Mods, die du bereits Installiert hast, nicht funktionieren kannst du uns natÃ¼rlich einen Nachricht zukommen lassen um nach einer LÃ¶sung zu suchen. Info Ã¼ber -> INFORMATION ABOUT: HUC - Dieser Mod setz die EinheitencapazitÃ¤t auf 500 im Spacebattle und 400 im Groundbattle - Space pop cap set to 500 - Curresant had an higher incom about 10000 - Yavin had an higher ibcom about 8000 - Starbases deploy more units - Galactic population cap is higher, 1000 per planet - XML files are commented (may be useful for modders) - minor balance tweaks, adjustments and bug fixes - some minor balance tweaks - various bug fixes Wichtig zuwissen -> KNOWN ISSUES If you install a other Mod after this one the Mod could be damage! Big Thanks to: DC - Mod, Editor, Script and relase Sam - German Translation, Game Tester HDFONTY - English Translation MRX - Web Administration (Hosts and News), Game Tester Frodo - Game Tester This is little coding job, there must be several glitches, if you find them be happy with them! Have Fun, Have the power! The force will be with you! Thanks for Downloading and using my Mod Mod by DrachenComputer HUC (Higher Unit Cap) Star Wars Empire at War - HUC (Higher Unit Cap) ------------------------------------------------- German: (English licence below, please scroll down) Die Installation dieses Mod\'s erfolgt auf eigene Gefahr! Ich bzw. Mitarbeiter von diesem Projekt Ã¼bernehmen KEINE Haftung fÃ¼r eventuell auftretende SchÃ¤den, die direkt oder indirekt mit den Mod im Zusammenhang stehen. Trotz sorgfÃ¤ltiger mehrfacher Tests durch mich und/oder andere kÃ¶nnen Fehler auftreten. Es besteht KEINERLEI Support seitens Lucasarts oder Petroglyph! Die Modelle, Scripts, Grafiken oder andere Dinge aus diesem Mod dÃ¼rfen NICHT entfernt, zweckentfremdet noch anderweitig verwendet oder modifiziert werden und unterliegen den Copyright der jeweiligen Eigner. Dieser Mod benÃ¶tigt die Orginalversion des Spieles Star Wars Empire at War, sowie mindestens den Patch 1.05 oder hÃ¶her. Du solltest vor dem Installieren des Mods, ein Backup von deinem Star Wars Empire at War verzeichnis machen! Solltest du andere Mods bereits Installiert haben LÃ¶sche diese bitte zu erst. -------------------------------------------------- English: The install of this Mod happens on your own risk! I or members of this project do not take liability for possible apperaing damages, which will be associated direct or indirect with the Mod. Despite thorough and many tests by me and/or other, you will find maybe some bugs. There is no support by Lucasarts or Petroglyph! Do not use or modify the Models, Scripts, Graphics and others of this Mod without permission in other Mods or something else. Copyright of their respective owner. You need the full installed Star Wars Empire at War game and at least the patch You should make backups of your Star Wars Empire at War Derectory befor you install the Mod! You should deleat each other Mods befor you installing this one. ====== AGB ====== All non-original game- and mod-content Copyright by DrachenComputer. All original game content Copyright by their respective owners. Don\'t use any part of this mod in yours without my permission! Of course I mean public mods, not personal modifications. If you have questions about this, please don\'t hesitate to contact us on: facebook: http://www.facebook.com/pages/DrachenComputer/283767115026160 twitter: is coming soon! google+: is coming soon! You Tube-channel: https://www.youtube.com/user/DrachenComputer E-mail: DrachenComputer@googlemail.com NEWS___24.04.2012 20:36 DC Forces of War v.1 is releasd an ready to download soon! DC Forces of War v.2 is in the last coding days! the Mod comming soon! More NEWS on facebook! -> http://www.facebook.com/pages/DrachenComputer/283767115026160 Thanks for Downloading and using my Mod Mod by DrachenComputer
CONTAINER!!!!!!!!!!!!!!!!!! Other than that I have made a few astetic changes detailed in the readme.
get it ingame
behemoth to EAW/FOC. [Quote]This is a model of the Viscount Star Defender. The Viscount is a 17km Mon Calamari Cruiser in sevice of the new republic during the new jedi order. The model was originaly made for the Sins mod \"Sins of a galactic Empire\" The model comes complete with code and icon. Some additional coding is required to get it ingame[/Quote]
model of the Sith Troop Transport as seen in the concept art from The Old Republic. I made two variants, one with the doors open and one with the doors closed. The one with the door closed makes more sense for a spaceship but it looks better with the doors open. I also made a landing variant. The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame[/Quote]
for the Chasemaster by Drone04 http://boards.theforce.net/fan_art/b10020/31783936/p1/?6 The model comes complete with code and icons. Some additional coding is required to get it ingame
that. For being a heavily populated urban planet, there aren\'t many people around. [quote]Today I bring you a Christophsis map (then planet in The Clone Wars movie when Anakin gets his new padawan) which is a heavily populated urban planet. There are some new tweaks, not normally seen in the stock maps, but ill let you figure them out. The map is made up mainly of streets with a few squares and open areas.[/quote] the_stag
mod changes the cost and timing to 1 for all ships in the mod. note: you must have the proper mod in order for it to work. contact me if you need help[/Quote]
in a small urban area. If you\'re interested in a small scenario type map then check this out. [Quote]This a small, urban warfare map I have been working on. The Empire is attacking a small Rebel City. The remaining few civilians will help you take control of the city as the Rebels. You control the middle of the map as the Empire.[/Quote]
indigenous species this mod does a great job of expanding upon the ideas set down in the novel Death Troopers. [Quote]This mod is loosely based on the Star Wars novel, Death Troopers, by Joe Schreiber. It adds the Undead from the book and Star Wars Galaxies into the game as a non-playable faction in Galactic Conquest and adds a few new ground units to the existing factions. I\'d like to thank Redtachi for allowing me to use his awesome Deathtrooper models. I\'m sorry that this version of the mod has been so long in coming.[/Quote]
will clarify by saying, of course there is room for improvement, there is always room for improvement as we can see with this release of V3. The thing that I find draws me to this map, is that it doesn't get boring. There is so much to do, see, and destroy that I found myself darting all over the map to take care of it all. And it's a huge map (the bigger the better). Most of the changes in this version appear to be aesthetic (bad pun, I know) but it's worth getting whether or not you've played it yet. [quote]Changes for V3: -Hopefully improved textures -More sublte transition between contrasting textures -More height variation in the battle field -Stregic positions in the mountains around the Imperial base (shouldn't be hard to find them) -Added trees and tall grass :) -I know they wont be great, I placed them fairly randomly... -Added other small details around the map I'm glad I came back to this map. I believe I've made several improvements over the last version. While making "(ZM) Eve" I to open up V2 of this map and saw numerous problems. I know it's not as good as Petroglyph's map (in my opinion, their best map is Mandalore's land map), but I doubt I'll ever be that good. Enjoy. Again, no complaining about Readme length. -zander11893 ZAND3R Mapping[/quote] the_stag
the change log. The most noticeable thing I saw was that with the increased shield and health of buildings and star bases, quite a bit of strategy has been added to this 1cred./1sec/ mod. Now I'm not saying that it is a great strategic mod, but it is way more that you could ever expect from a mod based on 1cred./1sec. It is certainly fun. [quote]OK this is my Beta version of my mod for Forces of Corruption. It Does every thing that my other mod did and more. So Try it out and have a fun time. The Custom music will be added on to the Final Version. So hang on there its a work in progress.[/quote] the_stag
[url=\"http://www.cake-decorating-corner.com/star-wars-death-star-cake.html\"]Death Star sized cake[/url], but that\'s a challenge I\'ll take on \"Man vs. Food\" style. [quote]The Strident class Destroyer is a heavy destroyer during the New Jedi Order era. It is mentioned in the novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). The model comes complete with code and icons. Some additional coding is required to get it ingame[/quote] the_stag
understand. But the comparison was so yummy, I feel I would be doing a disservice not to compare this to funfetti. Confused yet? Then you missed my previous review. I\'ll paraphrase it as not to bore you with the details: Funfetti is a super sprinkle for cakes and other baking delights. Small additions, which don\'t seem like much at first, can greatly enhance the experience of your game. These texture enhancements are the funfetti to my birthday cake. Funfetti for the win! [quote]I was modding around in EaW and got tired of starring at blurry textures that hurt my eyes and decided I was going to enhance all units (sans Infantry and heroes) textures. The results are indeed satisfying for me and I hope the modders and coders here at the community can find a good use for them. All the textures here are enhanced versions of the Vanilla textures, hope this was worth uploading.[/quote] the_stag
this release. I\'m pretty sure I see new ships. But if there\'s anything else I can\'t quite put my finger on it. [quote]I have finally finished v1.6.3. Thanks to the help of my friend Jasi we got this mod up. There will be an update to this mod because we had to take out the custom music. :([/quote] the_stag
changes mentioned in the changelog. [quote]Has this for a while so hy not releashe. This mod removes corruption, places palnets on their correct position and adds the EAW camapigns, adds new maps, improves AI, adds new GC\'s and readds the costum Gc missions. [/quote] the_stag
mentioned in the Dark Forces novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). according to wookieepedia it should be over 2km in lenght. I think that is stupid. Going by Drone\'s pic i\'d say a little biggen then a Nebulon B The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
I think this is more of as a construction yard and less as a base. You\'ve got the an Eclipse class being assembled and platforms connected all around that. There are some other ships being assembled around and some looks of a space battle happening around that. The map is very well done, and has a distinctly Imperial feel to it. Although the Eclipse feels small compared to units and buildings, it\'s something that can be overlooked. the_stag
only for space right now, this is only mod I\'ve seen that can actually hold the title of \'total conversion\'. There are no rebel or empire craft, stations or remnants (The only thing I saw was the icons on the mini map for the space stations were vanilla. But that\'s just me being picky). All three factions have been replaced with completely new, unheard of groups. Each has it\'s own signature style. There are distinct fire and ice, then the third has more of a nature look (I\'m still not sure what to call it). Playing galactic conquest kind of brought things into perspective, but it was confusing since only a couple things have been changed for land battles. Playing skirmish on a large map is where it\'s at. It\'s hard to tell if everything is scaled properly against eachother since there is no frame of reference. Some of the fighters seem way too big, while some of the capital ships seem way too small. However, it\'s nice because it allows you to see the detail put into each craft. I think this is going to be one of those mods people are going to talk about for a while. It\'s very well done, very original, and very pleasing to the eyes. [quote]Well, it is finally here. Long overdue by several months, I believe that this space skirmish mod has been worth the wait. Thanks to all of you who have patiently waited for this. It has been a long haul with just me and Trebor_EHHP making this mod from the ground up and, for the past few months, it has just been me alone working on it. I hope you enjoy Star Wars Revolution: Pirate Uprising.[/quote] the_stag
just looks like it\'s missing some. It\'s a good map though, and true to the original. Could be a bit bigger though... the_stag
you downloaded the previous version...or even if you didn\'t download the old version give this a try. [Quote]The new version of the mod. Changelog: everything. More balance, more fun, less bugs. Music, ships, gameplay, tactics, strategy. Everything improved. No thing was spared from my effort to give all you great moddb users the game that you desserve. Btw I suggest you start the download now, so that when you read the readme, if should be near done. [/Quote]
the design of this model allows a lot of freedom towards what era of mod it could potentially belong in. I look forward to seeing this model in action in some Legacy era and possibly other mods. [Quote] The Assassin Corvette is a fanon model. It is meant to be a Legacy Era Imperial Corvette. It was made because there are no official corvettes in the Legacy Era imperial navy. The model is based on concept art by Colin Geller The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame [/Quote]
said that there where no icons(...) I did upload them but for sure, here is another icon file. You have to override the files yourself. This will take 1 or 2 minutes, you aren't to lazy for that right? I hope this fixes it. Btw you are complaining about spelling errors. Can you tell me where they are? Like "in the nihilus tooltip you spelled fleed" or something like that. I hope this fixes it. And I also hope it'll get accepted soon. Geroenimo [/Quote]
Taris GC map but upgraded. There are two sides. (ANY FACTION). A few new things are the zoo, the park, and some mad pirates and natives. Hope you have Fun![/quote] That sums it up quite nicely. The map is a bit different than you are used to. There are some crashed shuttles that block one of the paths, making the main route between the bases inaccessible. Some added turbo laser towers too. the_stag
Series The Stun Tank is a Republic Artillery vehicle The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
craft The model comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote] the_stag
the pictures look nicer than the previous version. [quote]This is my updated map with the Battle of the starforge. actually it's Battle against the starforge, because it is hostile now to all factions. Some people reported a crash with my first version, I hope this fixes it. naming all the changes would make a rather large list, so I'll only name a few: Hopefully that crash is fixed, The location of the Starforge is changed, The Starforge is now a independant faction that will defend itself from all attacks, The Starforge is located on a Strategical position, between you and the enemy base if you want to destroy your foe, you need to pass a small passage between the astroides or take the larger passage, where the Starforge is waiting. One sellingpoint thought: I coded the starforge so it now has a few hardpoints that will attack aswell, Ã am making a mod, which will include a fully upgradable starforge once finished.[/quote] the_stag
Mynock as seen in the Legacy Comics. Also included is Cade Skywalker, a re-skin of the Kyle Katarn model by Sidious Invader The model comes complete with Landing animation, code and icon. [/quote] the_stag
christened my ship as "Red October", so next time you see me... or I guess you won't be seeing me anymore. Ciao! [quote]This is a model of the Republic Stealtship as seen in the Clone Wars series. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
back and download the 1.1 update, it's included. [quote]Here is my next version of my mod. It adds a whole lot of stuff to the game. In space I have added new models for ships such as the Venator, ISD, and Victory, which all have new hardpoints. The Assault Frigate has new riggings which give it more hardpoints, as much as the Mon Calamari Cruiser. To go with the Tech, there is the ISD MK I at tech 3-4, and the ISD MK II at Tech 5. Vader, Piett, and Thrawn all use ISD Mk Is. Also, the Tie Interceptor is now fully available at Tech 4 rather than Tech 3 so the X-Wings get a chance to get the Empire :P. On Land I have added some indigenous population to the build slots on their planets. This includes the Wookies, the Jawas, Ewoks, Gungans, and Geonosians. For the Empire it can build Royal Guards as it's indigenous. Since the consortium has slavery it does not use this ability. Another small note is I have edited the Gargangtuan to not have hardpoints which makes it harder to kill, since the hardpoints were so easy to destroy. Also the Shield Blast is nolonger an auto-activate ability, I hated it because it didn't do jack and just wasted shields. On another note I have added the Mandalorians into the game with control of Mandalore. There are a few bugs such as there is no AI for them in battles, but still fight if necessary. Next mod I am going to go large with new additions, so be ready. Enjoy the mod ;) BTW, you don't need the 1.1 update for this, it's included. :) [/quote] the_stag
conversion mod, but an enhancement mod. It's the not-too-muchness that makes this fun to play. (Not too much overkill, not too much craziness, not too much deviance from what the creators intended, etc). The changes are most noticeable in GC mode, and since that's my favorite mode, I'm just fine with that. This sums up everything else: [quote]Hello again, I managed to get this out quicker than I expected. This is my FoC version of my EaW additions. It does most of the things that my EaW Additions mod did, but it also adds some more stuff and ideas into the game. I have added the V-Wing, the Z-95, the Home One Cruiser, etc. It does include all the units I added before, and I added the IPV to all sides Also, I changed the way the fighter system works. Before, most launched Tie Interceptors for all tech, I have changed this. For the Empire, ships and star bases spawn V-Wings at Tech 1, Tie Fighters at Tech 2, and Tie Interceptors at Tech 3. Since the Tie Advanced was a unique and little known fighter, it stays out of the tech picture, but is still build able. For the rebels, they have only Z-95s to start with at Tech 1, so the space stations launch that as well. At tech 2, the X-wings come in, but they are not launched from anything. At Tech three, Z-95s are locked out of production and X-Wings take their place. However, they do not replace the Z-95s already bought. To make it seem more canon, the Death Star can only be built at the Maw or Endor, as were their original birthplaces. Also, the Venator and Pod Walker are for the Empire only, but the Pirate Interceptor and Swamp Speeder are only for the rebellion For all you consortium haters who want a GC without them, today is your lucky day. It has all planets, Empire and Rebels only. Some planets are controlled by Pirates with tough space forces like Nal Hutta, Tatooine, Ryloth, etc. Some planets which were in control of one faction in Equal Footing are now in control of the other, like Dathomir, Carida, Manaan, Honogr as examples of which are in control of the Empire. As before, I added the capability for all planets to have lvl 5 space stations, and even better I maxed out the amount of structures the current land maps can handle, so you get to build more defenses or structures or what ever you like. On Land, I basically did the same things as before, but Igath stays out of the picture due to Bel Iblis already being there. Still, there were some differences, like instead of adding 18 troops per squad of 3 per platoon, i changed it to 9 per squad of 4 per platoon so it would keep the campaigns as they were. I also changed the Infiltrator to have a vehicle theif ability, like Chewie as they had that ability in Force Commander. To replace their old role I added a commando which is a bit more expensive, but is worth it. You may notice the Lancet is not there, because I replaced it with the Tie Fighter Land Variant due to balance issues. On the hero note, I added Darth Vader at Tech 1 as a starter unit with the Exactor, to be replaced at Tech 5 with the Executor, as before I added Kyle Katarn and Mara Jade as well. One more thing is that the new main menu battle scene is a replica of the Battle of Endor. Not exactly the same, but close enough. But enough of my long speeches, go ahead and enjoy the mod ;)[/quote] the_stag
skinning by me The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
[url="http://starwars.wikia.com/wiki/Shadowtrooper"]Shadowtrooper[/url] from Jedi Outcast, only to realize that this is a [url="http://starwars.wikia.com/wiki/Shadow_stormtrooper"]Shadow Stormtrooper[/url], and they are different. There is also a [url="http://starwars.wikia.com/wiki/Shadow_trooper"]Clone Shadow Trooper[/url], but I just wanted to put that link there since I had mentioned 3 earlier. After reading up on Shadow Stormtroopers I have to say that this is very nice model. The pictures from the map editor don't give it much justice, but in-game they look great. I coded mine to have cloak ability like Tyber Zann and made them a bit more powerful than standard Stormies. Of course none of that is required, but some coding is required. [quote]this is a model for the shadow stormtroopers (sometimes called blackhole stormtroopers) im not sure if this has been done before but i just thought id upload it. the texture is not the best you will see, but i will make a version with better textures. additional codding required to get in game. You can use this in any mod of yours, but please give me credit. thanks to warp_null and the far_seer for recomending the hex editor.[/quote] the_stag
the Galaxy of Chaos beta. in no way perfect, but representative of the full version. As of now, only skirmish modes are supported. NOTE TO STAFF: Install instructions (no idea which ones are with the readme) 1. Download 2. Get file GOC.bat from GalaxyofChaos folder 3. place GOC.bat into FoC folder 4. Place GalaxyofChaos in Mods folder 5. Run .bat file thank you![/quote] I don't know why this says note to staff on it. I'm pretty certain that it applies to everyone. Now on to the review. New units! New planets! What more could anyone ask for? Not much. Let's start with the bad: This is a beta, so it comes with some bugs. You can read all about them below and please let the authors know if you find anything else. Since this is a beta they'll be glad to hear it. That's all the bad I've got say about this. For the most part the bugs aren't too intrusive, and this is much better than other betas I have had the opportunity to test. Now the good: Just about everything else is great. I cannot wait until the bugs are fixed and I can fully appreciate this mod for all it's glory. But I imagined it when I was playing and it was nearly too awesome for words. Many of you will notice an extensive use of Warb_Null's models, and that is a very good thing. Ok, I've kept you waiting long enough. I know you're going to enjoy thign. the_stag
ever more so with this batch of fixes. [quote]This is the first patch for the Galaxy-Mod. First, I have added an english Master-Text file. I have repaired the Telos and the Duro maps, and added a new Cerea map with a new prop-building. Also, the error in the planets.xml file is removed. Now the Fest-spacemap is playable. Last but not least, I have removed the tactical advantages of units, that are not in this mod.[/quote] the_stag
had crappy seats in the back and could escape. It's true! I saw the scar on his arm where he said the Wampa tried to swat him. The constant healing sound from the Wampa fights gets a bit annoying until it gets drowned out. I sent in some artillery and took care of the problem real quick like. The map is huge and there is a bit of exploring to do before any real fighting takes place. The mini map needs some work. It's all blue with a couple of green splotches, but it tells me nothing about the map itself. That's really my only criticism. Good jorb. the_stag
code and icon. Some additional coding is required to get it ingame[/quote] the_stag
asteroid field. Asteroid field doesn't quite give it justice. It's more like an asteroid system. There's a large contingent of mining facilities in the center that will lead to the majority of the fighting. The middle is a bit more open to allow for larger ships to battle. It is a nice looking map that deserves a download. When there are so few good space maps out there, this one holds it's own. the_stag
Tactical Health and Autoresolve Health. It may not act as the perfect balancing tool but it does provide much aide in the synchronising of the values of individual ships to each other. An explanation of the function of the calculator can be found in the read-me. Remember you need Open Office to use this calculator. Open Office can be found as a free download at: http://www.openoffice.org/
are unclear on that point, but the rigging and UV maps are done by the mod team. If you like some great models with reused Petroglyph and Warlords textures, then these will go great in your mod. [quote]Hi folks a while ago I released our Lusankya SSD to EAW Files for free release. Well this is pack 2 I am releasing for Christmas. The pack features 4 models that have been used at some point in sote and were fully tested over the time they were in it. These are very old models we were using for the mod when I just first started modding, so as much as they work fine in FOC, they were not tested for EAW. They come with explosion fx and blast damage decals too as well as engine particles. JC[/quote]
fleets. I wouldn't try that Acclamator rush anymore; these stations aren't the fragile little things they used to be in vanilla FoC. Don't take my word for it though, give it a try yourself! [quote]Its my Mod called SUM nothing special, i took only the vanilla FoC Stations and added more Hardpoints :) the mod come with all the you need (coded Hardpoints etc.)[/quote]
appeals to you, be sure to give the reskins a shot. Be sure to leave constructive criticism in the comments if you have any issues with the mod. [quote]A reskin the Star Destroyer in Predator Destroyer and Victory Cruiser in Predator Cruiser. The ships of the class "Predator" are part of the Stars Company (faction of my fan fiction).[/quote]
model comes complete with landing animation code and icon. Some additional coding is required to get it ingame[/quote] Warb! What the crap? I thought you were perfect. But the V2 with skin overhaul has shattered my fragile world. I'm going to go into the corner now and rethink everything I once thought I knew to be true. And this looks freakin' sweet! the_stag
facilities, and just a Death Star background.[/quote] This is about a simple as it gets. The [file="80334"]original[/file] was fairly basic, but this is without the nuts and bolts. Each team starts out with a sizable fleet, a level 5 starbase and a single mining asteroid to capture. It's a free-for-all over the surface of the Death Star from that point on... the_stag
ingame[/quote] This one looks good enough to eat. I'm thinking ice cream cone... the_stag
EvilleJedi) with the Mandalore riding it The Manolore riding it Codeusers Mandalore. There is a space and a land version of the model. It comes complete with code and icon. Some additional coding is required to get it ingame P.S. i only included code for the space variant (based on DartH Vaders TIE squadron)[/quote] the_stag
Warb didn't make these two models and skins himself, these look pretty close to the images in the comics and the KotOR games. I'd hate to judge my own model and skin, so take a look at the screenshots and make your own judgement. Please note that although code for these units are included, some modding knowledge is required to get these units properly functioning ingame. [quote]This is a model of the Paladin Destroyer ( by EvilleJedi) and the Aurek Fighter (By Codeuser) as seen in the KotOR comics It comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
recognizable from its appearances in the KotOR comics. As usual, Warb gives us a great model and skin to go with his base code and icon. Please note that some modding knowledge is required to get this unit working ingame. [quote]This is a model of the Davaab Fighter as seen in the KotOR comics It comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
succeeds in living up to its title of GCW Restored [/quote] What a great idea. I've only played the first 2 levels on the Empire campaign, but it's very nice. Having FOC graphics for the EAW campaign is wonderful. I'm looking forward to getting further and using FOC units. NOTE: When loading this up, it is found under Galactic Conquest, not under Campaign. A couple of things I did to make it more playable: I put the files in my mods folder. You need to add the proper path of modsgcwdata... because it won't work without the data folder (I learned that the hard way). I also changed the mobile_defense_units.xml to make the tech_level 99 for all factions (but only do this if you run this as a mod, otherwise you will never be able to build MDU's). Also, one thing I want to touch on before it becomes an issue. There are no legal problems with this mod as far as porting, etc. for two reasons. First, the original campaign files are included on the FOC disk, just not activated. Secondly, and this is the important one, you can't play FOC without having EAW installed on your system. Finally, on a side note, why is this the closest thing I've ever seen to a campaign (I realize it is a campaign, but it's not original) released by the community? The map editor comes with instructions for campaign scripting, and I would love to see someone make a campaign with set out objectives and planets that are accessible over time. Maybe Thrawn era, or KotOR... but I digress. I'm going to waste my whole work day playing through the vanilla campaigns again. And I'm going to like it. the_stag
Knights of the old Republic Rock. So does Warb. Models defy words. the_stag
I've made on my own. I know I haven't uploaded anything in months but I hope this satisfies your hunger for larger battles. [/quote] This certainly does what it sets out to do. However, somehow I expected more. There are some full blown mods that have this same idea in them, but this doesn't looks like it's from any of those. I was really hoping for squads of 25 or 50 troops a piece. Oh well, maybe someday. the_stag
could make use of this, there are likely to be many people who always wanted to see Star Destroyers battling Mon Calamari Cruisers over the Earth. Note that there are no maps included, so you will need to find your own maps to make this work. Enjoy!
model to go with it. This rigged model comes with an icon and some basic code, but you must have some measure of modding skill in order to implement this release into your game. What are you waiting for? Download this amazing model now!
Warb_Null is reading my thoughts again, but I'm cool with that as long as we keep getting gems like these. Awesome, simply Awesome. [quote] This is a model of Jabba the Hutt's Sailbarge. The model is equiped with a turret and has garrison ability The model commes complete with code and icons. Some additional coding is required to get it in game. [/quote] the_stag
another one). Again, z3r0x has given us something splendid here. These are two high quality models that are accompanied with icons and a ship for Zukuss. I've always enjoyed bounty hunters as a class in the Star Wars universe, and now I've got something to make me even happier with EAW. As stated in the readme, you need some basic coding/xml knowledge to make these work. [quote] Infantry Models of Zuckass and 4-LOM. Comes with Models, animations and Icons, included is Warb Null's Misthunter also. [/quote] the_stag
goal for myself to play every Star Wars game ever made. I'm doing well since I've got everything that was made before 2000 taken care of (Even the original Star Wars arcade where you attacked the Death Star in an X-wing). Which leads me to this: I've never played Star Wars: Starfighter even though X-Wing (the whole series) is my favorite thing Lucasarts has ever done. So I'm thanking Warb_Null for two things: a) Another awesome model b) Reminding me that I need to start working on that list of games since I haven't played anything new since I set that goal. [quote] this is a model of the missile frigate as seen in the game Starfighter. code and icon included. some aditional coding is needed to get it ingame [/quote] the_stag
mystery. Well, here's a Jango Fett reskin for Boba, and a Slave 0 reskin for the Slave 1, if you're into that. They're well done and will be well received. [quote] This is a reskin of the ingame boba and slave1 models, I had this for a long time but I decided to upload it a few mins ago. [/quote] the_stag
building, I always think back to that. This map looks nice. It have the layout of a level 1 Imperial space station. The rebels have docked a Venator and are infiltrating the base. Time is of the essence because once the Imperials get a bombing run, the rebels are as good as gone. I enjoyed this level because there are several different routes to take to achieve victory. Be sure to give the author some feedback on this one, I'd like to see more like this in the future. [quote] Hi again ppl here is the one map if a war inside a space station level 1 History the rebels use a old venator to assault a empire space station, the venator can fire their turbolaser and the empire cant lose their shields or the turbolaser destroy their base, the empire only can destroy the venator with bombers (bombing run) to win [/quote] the_Stag
bugs as seen in the acclaimed film and its sequels. Let's keep in mind that this is a beta release and is not finished. Rebelmoon has a handy list of planned features in his description: [quote] It's been four years since Panzer started his team to create a Starship Trooper mod like never before seen. After many pitfalls it's finally here. While he is no longer a part of it, I'm sure he would be proud. Here is the 1st public release of the mod. Now, while it's still in a Beta stage, i feel it's good enough for general testing and enjoyment. Since it is still a Beta version, there can be bugs. While it has been tested by my testers and, for the most part, most major problems have been resolved, new ones might still pop up. Please contact me with any bug reports/suggestions at my e-mail in my profile. Some things that will be included in later releases are: Hero bugs for the Arachnid Empire. New voice work for units. New models for the defense satellites and pirate/hutt stations. New particle effects for weapons & explosions. A space only Galactic Conquest. More canon SST user interface. Thanks, Rebelmoon [/quote]
mods they choose. Simply select the mod from the list, click activate and play. When your done, select the mod again click deactivate and the game returns to normal. This is a Lesser File Size than most Mod Managers and it still works! Also note that this Mod Manager only works for Empire at War or EaW, NOT FoC! ~X-Scissor
first review. [quote] this is your standard bridge map. An impassible canyon with a bridge full of build pads and turbo lasers on each side of the bridge. The bridge is done very well and looks more like a dam than a bridge. The dam bridge starts out with pirate turrets and anti-aircraft guns that need to be taken out before either side can advance to the other. Other than that it's a who's got the biggest army for the victory. [/quote] the_stag
that beast and turned it into a five tiered star base complete with death clones, break off props, icons, and coding. He's done a great job in making the starbase, with an excellently detailed model, a fine skin (one of his best, if you ask me), and equally good rigging.
animation, skin, icon and basic XML code. If you want to create a Clone Wars mod then definitely consider downloading this valuable resource.
variant with lots of hardpoints. This model come complete with a skin, death clone, icon and basic XML coding. This is an excellent modders resource.
across the map. Two islands are connected by a single, narrow bridge that makes an obvious chokepoint on this map. Although the map doesn't look much like Kashyyyk, it still looks great and should play well. If you want a nice looking map that will allow for some tight battles, then this map is for you.
all over the map. There are nice looking hills that decorate the borders and an interesting plateau at the other end of the map. A nice waterfall and river make good use of the water effects. The creator made the interesting decision to make starting units vehicles rather than infantry. This should make for some fun gameplay with a twist. If you enjoy the regular EaW gameplay but want a small twist to it, this is the map for you.
with some superb textures, all ready to go ingame. Anybody who has played Star Wars: Starfighter will see a lot of familiar ships and vehicles. Of all of these models, the Havoc is probably the most notable. Warb has given this a beautiful texture that fits the look perfectly. Lots of dirt and grunge is visible all over it to make it look like it has seen as many battles as it has. The other models are great too; the Freefall has a great texture, the Bloodstar comes with rotating turrets and a death clone, and the Dagger starfighter is a great addition to any pirate arsenal. If you have a need for units that use these models, you'll be hard pressed to find better ones. Please note that some limited modding skill is needed to use these ingame.
redone many of the particles and projectiles in order to make battles look and feel better. These edits range from adding muzzle flashes to certain effects to redoing some ability particles. This is a must have for anybody who feels that the stock particles and projectiles are inadequate. If the words "The_Farseer", "particles", and "projectiles" in a single sentence didn't already send you running to download, then go now! :P
recently. Some of these older maps are Naboo Sunset, Return to Mustafar, and his Earth series. The new maps in this map pack are Corellian Blockade and Mustafar Control. These new maps pit the different teams over movie themed locales, especially so with Mustafar. If you've enjoyed his older maps, you should definitely download this pack.
look at the screenshots will show you the detail that he has put into making these two models. Though his Pellaeon destroyer isn't an exact replica of the ones you've seen in the Legacy comics, the similarities are there. Instead of copying every single detail, he chose some of the major ones and decided to leave out some of the minor ones. Some might say this makes it plain, but the ship looks great even without the exact plating pattern. As for the TIE Raptor, it looks quite good. Warb_Null decided to make his model off of the blue printed version of image references, rather than the version with the wings in a horizontal position. My only gripe is that the wings look a little plain, but it's barely visible from a distance. Warb was even kind enough to include some starting code to make it easy to put these babies ingame. If you know how to mod, go ahead and stick 'em in! You won't be disappointed!
the scout trooper and a variant of the scout trooper. At a distance, the resemblance is striking, but you can clearly see that the model was of a scout trooper up close. The lack of a Spartan model really ruins the effect, but it's understandable that the creator had limited resources. If you want to try this out for the new unit aspect of the mod, then download this and just use your imagination. :)
non-stop fire rate, instead of firing in regular bursts. This mod will your defenses a lot more dangerous and deadly to any would-be attackers, who may find their assualt force severly weakened en route to your base. Be aware though this mod works both ways, so it will be a lot more difficult for you to assualt their bases.
decisions... Creator Description: [quote]The Rebellion has acquired intelligence that indicates that a second Death Star is under construction, orbiting one of Endor's moons. However, the Imperials had intended for the Rebels to find this information. The Rebels mobilise their command fleet and prepare for a surprise attack on the Death Star. They transport a Rebel force to the moon to destroy the shield generator facility that shields the orbiting Death Star, so that the command fleet can destroy it. But the Empire knows the Rebels are coming, and have set a trap for them. The Death Star is fully operational, and ready to fire on the Rebel ships. The Imperial fleet is also in position to close in around them...[/quote]
squads. The rebel fighters receive a health bonus because of the uneven ration to tie fighters, bombers, and interceptors. Their health is lower consequently. The empire has star destroyers and a SSD that is controllable. The rebels have Mon Calamari cruisers, The Home One, corellian corvettes, the Mellenium falcon, and transports. This map also has a dual purpose, it is good if one is trying to film about The Battle of Endor. The Consotium is not playable. Get out there, the rebels need you!
build!!! Ah, but wait, it is for Conflict in Space!!!! But do not worry I do have avenger85's permission to do this. Anyway installing this mod can be a real stickler so read the readme. Thats what its there for!!
can be used for your own projects if you credit Enceladus, Codeuser(see Read-me for specifics) and contact Enceladus by email. Any future projects by Enceladus will always be available in the EAW and more members only section so check it out [url="http://eawandmore.com/forums "]here[/url]. If you open the map in the editor or the game and the water is green make sure the shader is in the data/art/shaders folder. The map editor has this weird bug where it deletes newly added shaders. You may have to extract your shaders or take them from the source files and throw them in you Shader file(plus throw in the shader) this helps. Post if problems persis, if using mods throw the shader in the mods shader folder. Enjoy the map.
the Infiltrator squad contains a new unit. And the Stormtrooper's fire rate has been increased drastically. This is the beta for ATC a mod made to make EAW more accurate to star wars. I will be removing most Rebel vehicles, the Rebs will now rely more on special hit and run infantry units; from super powerful wookie warriors, to AT-AT stealing mechanics. The Empire will rely on slow, but heavy units. The AT-ATs firepower and range will be greatly increased to the point of making SPMA-Ts obsolete. The AT-ST will also have enhanced firepower and armor.
Acclamator I, instead of being a transport mainly, like the Acclamator I, it was converted into a fully-fledged battleship, less space as a transport, but boasted stronger weapons, hull, sheild, etc. yes it is my first mod This is the installation: 1.Extract all files into mods folder, (this is just for a "basecamp") 2.go into data, then xml, copy all folders into the xml folder in: C:Program FilesLucasArtsStar Wars Empire at War Forces of Corruptiondatathen make an xml folder there (if you haven't already), put the xml files here, 3. then copy the master text file provided, replace the old one with it, hint: make a backup of the original. :) 4. Play FoC as normal, enjoy!!! Any questions, then ask. Credits: Most of the credit goes to me as it is my mod, but since it was my first, i needed a little help, a big thanks to delta 62 from everythingeaw.com for fixing the xml files and taking a little time to add a few lines for the Gameobjectfiles.xml and starbases.xml Thanks!!! @:) __________________________________________________________ don't go bashing my work! it took 3 days, (i know it may be quite a while, but it was a good learning experience!) A new version may come hopefully, but next time with an ion cannon replacing the concusion missile launcher.
hope you enjoy it
that takes place on naboo during sunset. You can enjoy the scenery as you fight your opponent-land- map is 8 person compatable, with plently of resources. Naboo Nightfall: Same map layout as sunset only this one takes place during the night. Struggle for Naboo:-Space- This is the space map that takes place in orbit over naboo. The rebs and Emps battle for control over orbit for naboo. Pirates are also in the are if u wish to have the resources the pirates are surrounding u will have to fight them.
mistake till it was to late.
missing small parts. This is the most basic tutorial that can produce a complete space map, that I know of. I need to learn how to spell :D Soon I will make advanced. In time I will make land.
like it. If you have any suggestions, or wish to make any changes... go ahead and do so. If you think you can improve on it, great! I\'d like to give your version a try. Thanks, and enjoy!
Batteries and 2 Proton Torpedo tubes. It carries 6 V-Wing squadrons and 4 Tie Bomber squadrons (with no reserves). It is best used against those pesky Rebel frigates and CAN be utillised against Mon Calimari Cruisers if in Numbers (2 Venators = 1 Mon Calimari). It has a power-to-shields ability so it makes a good frontline unit. This is my first mod so go easy on the criticisms (if there are any ;-) ). There will be a new version coming out soon that will (Hopefully) add the ARC-170 fighter-bomber and change some aspects of the acclamator too.
ONLY PS : THANK TO Z3ROX AND ALL IS TEAM FOR THERE SUPERMODS
coruscant. Be aware that when you install you\'ll want to know where to put xmls. Also these newly coded props were coded by me. Anyways enjoy!!
depth isnt constant. Having no way to test this map in a real match i have no clue to the true ballance of the forces. Incase you didnt know, when you select the 2nd ai as team 3, the selection field will still show as team 1. The 2nd ai is indeed team 3 and you should be able to proceed. If you opt to use the land control option you have only to capture the cp/lz\'s across the battlefield.
Mc80 -CC7700 Frigate -Mc40 Cruiser [u][i]Consortium[/i][/u] -Providence -Munificent -Firespray Squadron ~Scorpinox
Rebels... after pointless negotiation, the Falcon is in your sights. Destroy it and the Rebel Fleet. But wait. Comm specialist Torm Keev of the Merciless has intercepted launch orders from Kuat. Their last Imperial defense fleet has been scrambled! As if that isn\'t bad enough, Black Sun remnants have entered in system and are issueing challenges for the SSD. Also, a Hutt fleet has jumped in to wipe out any survivors of the battle... [/quote] ~Scorpinox
and is worth a taking a look at. See the readme for further information and installation instructions. ~AdmiralHocking
sky. The map also make a small modification: it adds new skydome. [/quote] ~Foshjedi2004
Itself is HUGE with Resource Locations in opposite corners to the Main bases.
ZC (some technologies have to be gained by conquering certain planets) and the Executor (spawned at tech level 5 by the Imperial AI). - Local Conflict: A small map (7 planets), revolving around Han Solo, Nal Hutta and Boba Fett. - Bacta Wars: A medium sized map; contains most planets around Thyferra. Heroes include Rogue squadron and Grand Admiral Thrawn - Project DT: Take the roles of Kyle Katarn or General Ron Mohc to either sabotage the DT project or use it to exterminate any Rebel resistance. No ZC here!
spawned in the center of the map in a large battle. Some units are already destroyed while others are at full health. Becareful of the to pirate bases, they will attack if you do come close.The pirate, rebels, and empire bases do spawn garrisons and the rebels + empire both have 50, yes 50, mining facilities that can be destroyed. If the battle is long enough you could get over 1,000,000 (one million) credits.
certain planets have been altered in FOC, the maps have been updated to include new trade routes between planets that have been moved apart. All the new Imperial and Rebel units are avaliable (including the Executor and the DSII), and I have also updated the maps to include all the new heroes, as well as remove Red Squadron and Vader\'s TIE Advanced X1. Players will not be able to play as the Zann Consortium in the maps (so there will be no more sabotaging!), although the author has made a note that they can be added if there is enough demand.
4, space station level 5, Buildable on Mon Calamari, Kuat, Sullust, Fondor and Hypori. Consortium: - Mandalorian Militiaman (recruitable on Mandalore only , Barracks required, 2 squads of 5 mandalorians per company). General changes: - population cap increased for space battles in Skirmish and GC an for landbattles in GC; - in GC the Emperor no longer starts on Coruscant, but on Byss; - Mara Jade can now neutralize both minor AND major heroes.
in Galactic Conquest (buildable on Coruscant only , Barracks required, 2 battallions of each 4 guardsmen) ** new in V2: ** - New Imperial hero in Galactic Conquest: Mara Jade (available on tech level 3, ground unit only, Mara has Remove Corruption and Neutralize Hero ability)
Captain Zsinj The Reprisal- Captain Ozzel The Tyranny- Captain Lennox Re-done Heroes- The Exactor- Lord Vader (replaces Vader's TIE squadron) The Executrix- Grand Moff Tarkin (new ship for Tarkin)
added (2 buildable at a time and ship is smaller than original). - Second Arc Hammer added (2 buildable at a time and non hero). - Increased launched squadron counts for Star Destroyer and SSD. - Tie Sabot unit added. Empire (Ground) ------ - Dark side adept added. - All ground based companies increased in size (e.g - Stormtroopers now dropped in as 7 groups of 9) except for Tie Mauler (now at 4 per company instead of 5). - Imperial tie fighter added as ground based unit. - Bunker garrison increased to 15. Rebel (Space) ----- - Rebel specific Venator Class. - Home one supporting 8 additional firing medium laser hardpoints. - Marauder missile cruiser changed standard weapon to use Mass Driver. - Most capital ships have hangars and launch limited amounts of fighter squadrons. - Additional MC30 variant (MC30a) which is larger than the original and carries a much larger fighter compliment. - Arc170 fighter added. - Gallofree Gunship variant added. - Legacy Class SD added. - NTB630 Bomber added. Rebel (Ground) ----- - All ground based companies increased in size. - Rebel X-wing added as ground based unit. - Bunker garrison increased to 12. Consortium (Space) ---------- - Consortium specific Venator Class. - Aggressor fighter non hero unit added. - Tridroid fighter added. Consortium (Ground) ---------- - Bunker garrison increased to 9. Pirates (both space and ground) ------- - All companies increased in size. - Planet specific MC80 Mon Calimari cruiser variant (encountered ONLY over Mon Calimari and The Maw). - Planet specific Victory SD variant (encountered ONLY over The Maw). - Planet specific Acclamator Cruiser variant (encountered ONLY over The Maw). General Changes --------------- - All planets in GC have increased populations and credit values. - Population caps substantially increased for both skirmish and GC. - Space skirmish mines increased for all factions with two additional levels of upgrades (4 instead of 2). - 2 additional single player campaigns for GC. One is a limited 3 sided game with around 30 planets. The other has all 55 planets enabled with the Empire owning 3 (Coruscant, Kamino and Kuat), the Rebels owning 2 (Hoth and Yavin IV) and the Pirates owning all but 8 of the rest. - Almost all capital ships capable of launching fighter squadrons.
face-off around large craters and \"seas\" is inevitable. Who will win? Well, if the Rebels win, then advance to the next map. If the Empire wins, well, stinks for us, right? There are three maps included: Defense of the Moon - Moon surface. Teams are virtualy even, two fronts. Awsome craters! Earth - Space map between the Earth and the Moon. Again, fairly even, lots of mining facilities and sattilite build pads. Last Stand - Earth surface. Imperials are really dug in with an inital advantage, but Rebels are supported by Human civilians. One front. Pirate forces (think of them as Al-Queda gone high tech) are a force to be reckoned with, and guard a mineral processer, pirate outpost, reinforcment point and cantina.
Dathmorir (Version 1) --------- Description: My first FOC map. --------- How to install : Place my .ted file in your Forces of Corruption/Data/CustomMaps folder. Uninstall : Removed my map from your FOC Custom Maps folder. ----------- Note : This map require FOC patch 1.1 and WinRar to run Bugs : nothing
model ev_strike_cruiser_d_Die_00.ala - death animation ev_strike_cruiser_HP_F-C.ALO - hardpoint weaponbay bow ev_strike_cruiser_HP_B-C.ALO - hardpoint weaponbay stern ev_strike_cruiser_HP_M-L.ALO - hardpoint weaponbay midship port side ev_strike_cruiser_HP_M-R.ALO - hardpoint weaponbay midship starbord side ev_strike_cruiser_HP_E.ALO - hardpoint engine glow ev_strike_cruiser_HP_SHD.ALO - hardpoint shield generator ev_strike_cruiser_HP_HNGR.ALO - hardpoint hangar ev_strike_cruiser.dds - ship texture file 512x512 MIP Map ev_strike_cruiser_bm.dds - ship bump map 512x512 MIP Map rv_moncal_mc80b_thr.dds - ship thruster texture file 512x512 MIP Map (same as on my MC80b) rv_moncal_mc80b_thr_bm.dds - ship thruster bump map 512x512 MIP Map (same as on my MC80b) I_BUTTON_STRIKE_CRUISER.TGA - TGA button file with alpha map w_invisible.dds - invisible texture file 64x64 MIP Map (same as on my other ship models) It Contains no coding so that will have to be added by whoever adds this model.
itself cis_aat_attack_00.ala - main gun firing animation cis_aat.dds - texture file 512x512 MIP Map cis_aat_bm.dds - bump texture 512x512 MIP Map I_BUTTON_AAT_TANK.TGA - TGA button file with alpha map Use the imperial M1 Tank as base for your own AAT cause its structure is quite similar to the AAT Tank. There are three firing bones. The turret-mounted maingun bone is MuzzleA_00 and the side-mounted blasters are MuzzleB_00 and MuzzleB_01. The turret behaves like that of the imperial tank, the only tricky thing are the side-mounted blaster cannons. Use a firing arc between 3-5 degress, all other settings do not work properly or look weird. I see no solution for this problem because we cannot modify the units targeting behaviour. Consider the AAT Tank as an ancient relic of the clone wars and not so sophisticated than imperial or rebel wargear. Have a lot of fun with this. The model has 1063 polygons - a bit less than the AT-ST.
mode: Arc-170 (4 units) starfighter squadron [Tech level 1] Jedi Eta-2 (2 units) + Arc-170 (4 units) escort squadron [Tech level 2] Venator [Tech level 3]
in length. --Jedi Are much faster and do more damage, deflection rate increased slightly and they are set to go a bit closer to the enemy to kill.
Install.exe This Version Includes All Bug Fixes And Improvements From V1, V1.1, V2 And V3! To Play: -------- Run My Shortcut That I Have Created. You Can Find It In C:/Program Files/Lucasarts/Star Wars Empire at War/GameData/Mods. Find The SSD Improved And Balanced Mod V3, And Double Click On It To Start The Game. Changes To The SSD V3.1: ------------------------ - Added The Tie Interceptor. - Piett Now Has The SSD, But Its Not Legacy Of War\'s Model, So Now When Your Rebels You Should Have To Fight One SSD! - Piett\'s SSD Now Has Tie Interceptors. - Piett Has Been All Updated About His Rank And All. - Piett\'s SSD Now Has Better Abilities, The Proton Beam Lasts 10 Secs And Recharges For 70 Secs. - The SSD Now Has Tie Interceptors. - Kyle Katarn And His Moldy Crow Have Been Enabled. - All New Units Are Buildable In Skirmish, Including The Moldy Crow. - The Mod Now Has A Nice Install Option, No More Messing Around With Files.
develop! Happy Hunting!
the planet\'s rings, meaning to attack, both of them will have to worry about asteroid damage and electromagnetic storms...
is more expensive and less powerful than newer Victory-class SD, but needs only level 2 Space Station. Originally this mod adds Venator only for the Empire. If you are Rebel player and want it in your fleet, read carefully "How to install" section. Don't use with any other mods!
very powerful 6- Pop Cap to 100 for the rebels 7- Venator+turbolasers and bigger than Mon Calamari Crusiers 8- Created Mustafar 9- And numerous other cool things
less Population points and Has had its Health Reduced. Foshjedi2004
things changed. - More fighters per squadron. - Imperial class Star Destroyers launch most of the fighters at once. - Space station garrison increased. - You get credits faster in skirmish mode. - Tartan cruiser has better firepower but less speed. - AI swarms you with bombers in skirmish mode. This version was aimed towards balancing the things in v2.
skirmish. Changed the .tga icon for the V-wing squadrom from the Z95 headhunter to the V-wing. What's Fixed: Fixed problem where you'd see Emperor Palpatine on Rebel side in space tactical battles (the problem was that you were able to build both the Sith and Jedi cruiser in the ground units section, don't know how that happened but its solved now so you should see them a lot less often). Problem where you couldn't build the Venator after upgrading to tech lvl 4 in skirmish battles fixed. Reduced scale size of Venator so it's not smaller then the Star Destroyer.
construct. The medic will heal in a radius around the company every 15 seconds. Scout Troopers - Lightly armored Imperial soldiers, make excellent forward observers. 3 squads (of 3 soldiers) per company. Requires 45 credits, tech level 1, and a barracks to construct. Run slightly faster than normal infantry, also have the ability to sensor ping. Ability to use sensor ping is limited by distance. Work well for identifying targets for artillery or bombing runs.
Also, Naissus is going to construct a new faction called Zin Imperium will be released in the future. I myself has added new additions. Such as new buildings (R2d2s building defences and mining factories)methonds and the ability to control battleship in land battles! R2d2s replaces the T4-B tank and the battleship replaces the speeder. The requirements are high for both. We hope you will enjoy our mod. Thank You!
updates: [/quote]Changes in spc0.3: Version 0.3 mainly focuses on improving the overall playing experience for space battles General: - Modified the turn rate and speed of all units for: Capital Ships, Corvettes, Frigates, Neutrals - Corrected \"Death Clone\" for the hero ship \"Home One\" Changes in spc0.2: Version 0.2 mainly focuses on improving realism of smaller space craft such as fighters (no more unrealistic dogfights!) Empire: - Modified scale of space units: Acclamator, Victory-Class Star Destroyer and Interdictor Cruiser (they are now substantially larger) - Modified turning angle, thrust and max lift of space units: Tie Fighters, Tie Bombers, Tie Scouts, and Darth Vader Rebel: - Modified scale of space units: Assault Frigate and Mon Calamari Cruiser (they are also substantially larger!) - Modified turning angle, thrust and max lift of space units: X-Wing, Y-Wing, A-Wing, Z-95, and the Red-Sqaudron General: - Modified all neutral fighters accordingly - Doubled the population of space battles! - Modified formation spacing slightly[/quote]
Assault ships, tie scouts and AtAts on the rebel side Rebels start at tech level 6
expands. Look for a special bonus when your fleet arrives at Tatooine.
the developer, which has been added to the package. Enjoy...
future. Be sure to read the KNOWN ISSUES! Maybe someone can help me out on fixing them.
course, George Lucas, who have discovered the far far Galaxie for us. THE MAPS ARE FOR EMPIRE AT WAR, NO FORCES OF CORUPTION !!! Maps: Space Balmorra Billbringi Dantooine Kuat Obroa-Skai Slius Van Sullust Wayland You can find all Planets on \"jedipedia\". Have fun to play Alpha.501
icon. Some additional coding is required to get it ingame
it after. This will also be my first map with screenshots and i hope it helps download levels increase. This map is based on Bothuwi and is an Airfield/Imperial base. The rebels are based in a nearby mountain range and have a considerable defensive grid. Also there is 3 paths to rebel base plus two bridges to cross. Installation: Extract the .ted file into the CustomMaps folder Glitchs: Very few minor passibilty errors
comics. The model comes complete with code and icon. Some additional coding is required to get it ingame
us a great model for such a bomber. I felt the Kotor Sith\' style was more skeleton like, more minimum than displayed in TOR, and so I decided to create my own Sith Bomber craft inspired by the iconic German Me-109Z and the He-111Z \"Zwilling\" designs. It looks like the normal Sith Fighter but I did actually made the entire model myself, I felt like a cheap F*** just porting it over and moddifying Warbs model. I did however use his texture as else the 2 ships would look to different from eachother. I have moddified the texture a bit in photoshop to make the bomber look more \"realistic\" to a space environment. I also added a shadow mesh, a bump map (which the original Sith Fighter lacked) and I have moddified the collision mesh to actually fit the fighter\'s shape. Normally a fighter (any model really) can be hit 2 meters from the actual fighters mesh, but I moddified the normal collision box to fit the fighter itself. Only takes up 50 polys, but it works much more realistic ingame. Credits: Model: Geroenimo Texture: Warb_Null, moddified by Geroenimo XML:Geroenimo Icon: Geroenimo Feel free to use this as you please, but do give credit to the modders who put their time, sweat and blood into this content. I reserve the rights to this model, including the right to retract permission for usage as I see fit. though you\'d have to piss me of a lot to make me deny access to this model to you. ;) mod on! -Geroenimo
to have some Sith with better guns. Note: I have made some awsome XML modifications as far as unit stats go so prepare fork over some cash on the stormtrooper icon and you\'ll get some awsome sith.
instead of having one AT-AT dropped off by the barge, you\'ll have 2. 3 Snowspeeders will be doubled to 6. Etc. The companies/Squads will not take additional population. Neither in GC and in a land battle.
occurring with icons, title screens etc. that sometimes appeared in the Corporate Addon mod. [Quote]After testing version 5.0.1, (the one I released a few days ago) I noticed that there were some icons still not showing up. That problem has since been rectified. This is the patch to Corporate Addon Version 5.0. Some people have been asking about a messed up title screen, buttons, icons etc. This patch should fix that. I have also added a mod launcher. There were some spelling errors fixed in the .dat files, but I did not know if anything in the scripts needed to be changed. I\'m very new to modding :). Safe to say that only the .dat file was changed to fix the spelling errors. None of the coding was modified so switch out the .dat files at your own risk. You do not need this patch if you do not have messed up buttons. If fact, don\'t download this patch unless you do have messed up buttons.. (or would like the included mod shortcut)[/Quote]
shields, and a -single proton torpedo launcher on the nose Tartan -added lasers, concussion missiles, and ion cannons, has power to weapons, and cloaking Victory -same as my previous mod with it, instead all the hardpoints are targetable Venator -added to many weapons to list, has blue dual turbolasers, sphat laser, 3 hangarbays -and lots of fighters, power to shields Broadside -added lasers, concussion missiles, and harmonic missiles, radar ping, and power to -engines Nebulon -added tons of guns, power to shields, and power to engines Assault Frigate -added tons of guns, power to shields, and power to enginges
to add almost any unit to a space station or land base, maybe even from another team. The file is a Vanilla FoC XML, so the only thing added is the Venator at level 5. But it still is awesome.
be placed anywhere in skirmish or in the special structure slot in GC. Some additional coding is required to get it ingame
lone bridge. This bridge is the center point of this map. You need to control the bridge to win the battle. To help supply the war effort both sides have mineral processors and Outpost pads. This map utilized the placement of a lot of trees creating an excellent forest atmosphere. The precision use of rocks and ground-covers also adds to this forest feel. Bridge Control is also well textured making it pleasing on the eyes. You will find the height of this map to be very dynamic allowing for a natural feel and some tactical maneuvering. The only gripe about this map is that the cliffs around the valley could of been made a bit more natural instead of being in a straight line. Also the fog could be weakened a touch. This is a great map that should be a definite download if you want a fun and pleasing land skirmish game.
this model.. :)
sky Day snow Day clear sky Day storm sky Night stars Thin atmosfere Interior skydome Kamino skydome Utapau skydome And of course the normal space skydomes
to easily add it to another mod(s) that I think it would go well in. I think the level 4 options for the rebels and consortium might be better delayed for level 5. But I also don\'t know what the author has in mind for level 5 options, so I\'ll just have to wait. On a side note, it\'s great to be back. I had some \"real life\" (read: stuff I needed to do) get in the way of what I wanted to do. My thanks go out to Enceladus for doing reviews in my absence. [quote]My goal with this little mod was to expand gameplay in Galactic Conquest, primarily by putting in more construction options for space, which in my opinion, was greatly lacking. Included in the mod are seven new space structures for GC. The Rebels get the Sensor Satellite, which removes fog of war during tactical battles. The Consortium gets the Smuggler Dock, which reduces the price of unit construction on the planet it orbits. The Empire keeps the Gravity Well Generator, which is slightly tweaked, and all three still have the Long Range Scanner. Every faction also gets access to Asteroid Mines (self explanatory), Orbital Colonies (which increase your population cap), Repair Platforms (they repair nearby ships in tactical battle), Orbital Garrisons (they give you more garrison units in tactical combat), and the Orbital Defense Grid, which is basically turbolaser towers in space.[/quote] the_stag
first uploaded mod. It\'s just a probe droid made to sound like a Bothan and it\'s for the Rebellion. It behave\'s just like the droid, too.[/Quote]
have the file on EAWFiles. To download a torrent file you must use a torrent client such as BitTorrent ( http://www.bittorrent.com/ ). Seeding after finishing your download is appreciated. If you'd wish to use a direct (normal) download there are download links on our ModDB profile: http://www.moddb.com/mods/thrawns-revenge/downloads Conquer dozens of new planets as one of three new factions; the New Republic, Imperial Remnant and Empire of the Hand. Includes redone particles, upgraded models, active minor factions and more. To install, run the installer and follow the instructions on screen. ...For Those New to Imperial Civil War... New Era-Based Tech System Play as the New Republic, Imperial Remnant or Empire of the Hand Conquer Hostile Non-Playable Factions 8 New Galactic Conquests Scenarios 18 New Skirmish Maps Redone Particle Effects and GUI Dozens of new and Redone Units ...Major Changes From 1.0... Fixed AI Fixed Autoresolve 10 New Units 15 Completely Redone Units (Including 7 Empire of the Hand Space Units) All Space Maps Redone With New Skydomes and Planet Textures Removed Starbases Completely, Now Just Shipyards and Golans See the ReadMe for a more complete list of changes Delete all previous versions before installing 1.2
times, credit costs, population values as well as many other values. If you want to show the \"Wussy Rebels\" who\'s boss then check out this mod. [Quote]A lot of people absolutely LOVE playing as the empire --including me-- in FoC. So I made a mod for it. Now before you dismiss this at an amateurs\' dream, as nothing more than a few changes by a beginner. I have done as much XML editing possible to enhance the gameplay of the mod. Of course, it isn\'t balanced --I didn\'t just tip the scale, I threw a freaking rock on it-- but it is one helluva mod. Effects. -1Sec/1Cred/0Pop. -Heroes Can be respawned continuously and repeatedly. -Palpatine, veers, and Thrawn --when above a planet-- make everything dirt cheap. -Plenty of .DAT file changes i.e. Empire is now Bada*s Empire, Rebels are Wussy rebels, funny lines on buttons and descriptions, etc... A ton of things with a list so long, It\'d take all night to type. So here are some highlights: -At tech 5, space stations spawn SSD Executor (with -1 reserves) -Star Destroyers spawn Venators, which spawn V-Wings. -Added one unit to almost all companies i.e. two ATATs, 30 stormtroopers (2 squads of 15) etc... -Civilians fight for empire EVEN WITH MILITIA CORRUPTION. -Fog of War is Gone! -SPMAT can shoot anywhere on the map without moving. Note that this is a beta, so there will be bugs and problems. So please post comments telling me what may be wrong with it and what i can do to change it.[/Quote]
Pirate and Hutt forces guarding strategic areas. Quote]Crisis is a very large space map that pits the Rebellion, Empire, and Consortium against each other with large fleets and no reinforcements. The only exception is that the Empire has 2 space stations that can bring in small reinforcements and spawn fighters and bombers to help out in destroying the enemies. There are also groups of Hutt and Pirate forces guarding certain strategic points on the map that, if you\'re not careful, can demolish weaker ships and fighters and can weaken you\'re capabilities against the other fleets. The Empire is out-manned but not out-gunned, your smaller reinforcements can do hit and runs and weaken enemies so that you can hold off and survive. You\'ll take massive casualties but still have claimed victory. The map is also very large, giving you time to set up a strategy and attack the other fleets.[/Quote]
Jovan Station is an Imperial Space station but was in use before that as a republic supply station. It is located in the Jovan system in the Gordian Reach. It can be seen in the Old Marvel comics. The model is a five tier space station. The code provided replaces the vanilla empire station with this one. The model comes complete with code and icons. Some additional coding is required to get it ingame[/Quote]
aliens able to survive in the vacuum of space then definitely add this to your mod. [Quote] The Wavecrest Frigate is CIS warship designed by the Givin. It has no canon picture. The model is based on the art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ) The model comes complete with code and icons. Some additional coding is required to get it ingame [/Quote]
powerful Executor-class Super Star Destroyer. If you have some Rebels to destroy then consider checking out this mod. [Quote]its a great mod have fun!!! it bassically enhances the executor ssd for the empire so that they can b*tch slap the rebels. plus its extremely cheap and powerful its a force to b reckoned with.[/Quote]
unnecessary music files. For those that did not check out the previous version of the mod this mod adds the planet Mobius; from the Sonic the Hedgehog series. [Quote]This is the fixed version of my mod of Mobius (Also I remove the music, because only was for test purpose). This time also works with the English version of the game. For the description read the description of the beta version. and I (Username: Pain_Emenor, developer name Planet Mobius) Made this mod. ^^[/Quote]
through various facilities. The author has put great effort into prop work and has carved an excellent map with the height tool. Be sure to download Yoden\'s Prop Pack before playing this map. Sadly the picture server is not working and cannot do this land map justice. [Quote]Dusk At DawUn is my fourth map. Play as the Imperials or Rebels across a huge multi-leveled landscape and take control of DawUn\'s experimental facility.[/Quote]
10 years, and I doubt it even comes close to fitting me anymore. That\'s the essence of this mod; \"The imperials rock, so watch them kick the rebels to the curb\". From what I could tell the empire is very overpowered, but that\' what this is about, so good job. It\'s a nice mod for testing maps with, if you need something for that. the_stag
star fighter as a base, and scale everything up from there. The MC-80 is the size of my entire screen. That\'s not all this mod does, but it was the most noticeable. Check out the changelog to see the other changes that apply to different sections of the game. [quote]F-Clan MOD by Gerhard This is a basic mod that changes many things in galaxy an melee mode. For example the basic ground units cost only 1 cred as well as the space stations in the galaxy mode. Many weapons are replaced by others, the sizes of some ships are altered. The mod was tested and improved by members of the [F]-Clan Main-programmer: Gerhard Ideas, Testing \'n Upload: Sercendil Ideas, Testing: Roxas, Kai[/quote] the_stag
useful, which means anti-aircraft will be as well. Comment if you have any suggestions for it. -zander11893 ZAND3R Mapping
this. This is NOT a map, but rather the foundation of a map that others can build upon and make great maps. I have made a crude geography of the planet earth as seen on a globe or world map, with continents and oceans. But no textures, because that\'s for you to make your map. We\'ve all played galactic conquest, and this is very similar, just more fast paced and nonstop skirmish action! Please don\'t comment and say this sucks, because it\'s not a map. YOU make the map, but I want credit for the overall design and idea of the geography. P.S. I don\'t have screenshots because unless you are a complete stoopid ideeot, you don\'t need them. We all know what earth looks like from a map right? P.S.S. I know i spelled stupid idiot wrong.
which allows for many options, and I recommend playing this on a mod that has a high unit cap (if your processor can handle hundreds of units.). It\'s well balanced, and there are some \"dead ends\" that you will think are worthwhile places to capture and defend, but end up being mostly worthless. [quote]An open map that is as large as the game would allow me to make it (and still function properly). I started working on it a couple months ago and finally got it to work by reducing the size. A three way space battle with an asteroid belt cutting off half of the map. Future Versions: -MIGHT add nebulae. -Increase size of asteroid belt or add in a second belt. -Any suggestions? -zander11893. ZAND3R Mapping[/quote] the_stag
exactly what it says it is. Thanks for the quick v2. the_stag
if you want it. the_stag
speeders. [quote]The Nemesis Gunship is a heavelly armed transport during the Legacy era. It can be seen in the Legacy Era Sourcebook. The model comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote] the_stag
just needs a bacta injection of sorts. Let\'s get the less than desirable parts out of the way first. There aren\'t any mineral processors. Although there are some maps (very, very few) that can get away with no mineral processors because of their nature, I don\'t see this as one of them. The siege nature of this map almost calls for the opposite, a limitless supply of credits being funneled into each teams account. My other major nitpick is that team 1 doesn\'t get an energy generator, although they have turbo lasers. Being a siege style map, there should be more defenses for the enemy to break through rather than fewer. The good: I really like the general layout of this map. Rather than your standard bases on each end of the map, you\'ve got the defenders on top of a hill in the center of the map with only one way to get there by land. The prop usage is good and makes me feel like I\'m in the desert (why are we fighting over this sand covered rock?). So the potential is there, just a bit more work needs to go into it. the_stag
It also allows you to change the planet cap in GC, although that can get a little buggy because it doesn't change the number of slots you can see. But it is easy to use and works as longs you point it to the right folders. the_stag
adding one \'new\' space unit. Added a custom voice to Commander 347...
uncapturable turbolaser turrets, and idle imperial/pirate forces in the corner, this map is good. [quote]Will guys i made this map because i was bored and i have not done a map for a long time so hope you guys like the map because its fun to play. hope you guys like it.[/quote] the_stag
based off of its appearance in Star Wars The Clone Wars Television Series. Model Pack Contains: Cad Bane\'s personal Rogue Class P-38 Starfighter, the Xanadu Blood Utapauan Skyforce P-38 Starfighter Standard P-38 Starfighter created for commercial usage Magnagauard P-38 Starfighter with six different textures to choose from The reason for six different variations of the Magnaguard Starfighter is because I found six different forms. I didn\'t know which one was the correct one. So, since the P-38 is my favorite fighter, I saw no trouble in making all of the textures and letting you decide which ones to use. Enjoy!
changing the water into clouds. Other than that it\'s my standard comments for a good map. Well placed bases, mineral processors, props, etc. I\'d comment on the map itself and texturing, but that was done by Petroglyph. At least you know what you\'re getting before you download it. Even though it does convert well into a skirmish map. [quote]Basically just a conversion of the original Kamino map made into a Mygeeto map using Mygeeto props/changed skydome and lighting with a few addons. For Forces of Corruption.[/quote] the_stag
has the power to destroy, but will the astroids permit it?[/quote] the_stag
out of the way, zombie Wookies is a truly frightening prospect. Zombie Mon-Cal cruisers is also frightening. I\'m having trouble wrapping my head around zombie Ewoks. Even though we all know what they are capable of in large numbers. [quote]This is a file containing the zombie skins for the 3 ewok variants, the jawa, the Fish-head(better known as the mon-cal), and the Wookiee. Each is quite gruesome, it\'s kinda hard to picture fluffy, little ewoks as the brain-eating undead.[/quote] the_stag
1 has a slight advantage in a 3 team brawl. It is separated by mountain passes and Wookie tree homes. While teams 2 and 3 are left to themselves with more attainable resources. This is an Imperial base with a prison in the middle of it (those troops are hositle to everyone). But it\'s heavily guarded and there isn\'t anything worth the fight, unless you want to be a hero and rescue some prisoners. Oh, and this map is large, with room for strategy. But don\'t take too long designing one or your opponent(s) will take care of you. [quote]This map plays on Kashyyyk, the homeplanet of the wookies. As you can see on the screenshots there\'s a crashed Venator cruiser and as usual on Kashyyyk an Imperial prison. The prison and it\'s Imperial guards are hostile to everyone. There\'s also a huge wall on the left bottom. Don\'t worry - the Imperials there won\'t attack you ;)[/quote] the_stag
with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
enjoyed this map very much (duh). Besides the size, there are other aspects that make this map worth playing. Such as, multiple paths to war, a well defended Empire base, pirates, and mountain paths. The downside, texturing and terrain. Although it\'s not bad, it needs a little variety. the_stag
to the dark side and play PC games. What? Neither of those? Ok, well anyone who appreciated art and fine modeling already knows what to expect with Warb Null. [quote]This is a model of the Twighlight Fighter The Twighlight is a specialized scout fighter for the Alliance in the Legacy era. It can be seen in the legacy era sourcebook The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
on this mod for further versions including more units created by Warb_Null. [Quote]Warb Nulls models are great, so lets make them all a mod. You hopefully will enjoy the mod, and I hope you look forward to the full version.[/Quote]
mineral processors. But it is a beta, so give some feedback. [quote]You Need my Map mod i released, this just adds mineral processors and build pads, and spawn positions. Basically makes the map playable.[/quote] the_stag
rebellion soldiers have been replaced with clones, battle droids replace the rocket launching soldiers. Replaced three 'rebel' space units. Increased the unit cap for space and ground skirmish. Replaced a 'HERO' with commander 347. Replaced the stormtroppers with the 501st...[/quote] It does change a few things, but for the most part it's merely cosmetic. But it's a nice change of pace and makes me want to play the vanilla campaign again. the_stag
without it, you see Wookies fighting alongside Imperials, and that\'s just wrong. The land masses look good, the prop placement is good, but the water is terrible. It\'s just a flat blue. It really detracts from the map as a whole. I changed the water properties in my map editor and it made a world of difference. Sorry, I got a little off track there... So if you\'re into the clone wars and/or like Wookies, this is for you. the_stag
for v1 of this map, and this appears to be a complete overhaul. This looks and feels like Tatooine, from the Tusken encampment to the Hutt structure overlooking the city. From a battle perspective, there\'s the short way between the bases that is home to a couple resource and turret pads. But to spend all your time attacking and defending there would be a waste. The oasis houses several resource pads in and around it, that is the key to victory. This map precludes a short battle and time is needed to make all the preparations ready for annihilation of the enemy. the_stag
team. But this makes a great skirmish map in it\'s present form. Well balanced, many tactical options, and some good original ideas. [quote]River down the middle-ish, two crossings connect through a long island. A rebel base is in the northeast, and a well-defended imperial position is sort of in the southwest. There are two mining facilities in opposite corners, and a number of mining pads scattered across the map. If you play as the Rebels, this is no battlefield for fools and cowards; take the fight to the enemy ASAP to prevent them from getting too many turbolasers and turrets built. If you play as the Empire, you have the option to turtle up, but watch your flanks and don\'t let the Rebels secure too many resource pads.[/quote] the_stag
Empire The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
Comics The quartermaster is a supply carrier / mobile mess in the Old Republic fleet. It was briefly flown by zayn carrick and Marn Hierogryph The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame[/quote] the_stag
map, but for multiplayer. There is still some mean natives, and two bases.[/quote] This is the least changed map of the ones submitted so far. I think that Team 2\'s base should have been placed in the northeast corner rather than where the attacking team usually starts. Then place some structures that would make it worth the while of anyone who wanted to get it. But since that\'s not the case, this one will give you deja vu. the_stag
to the vanilla mod (that's a weird concept), the author has included several extra xml files to allow further customization of the game on the end user level. Of course, modding of mods happens regularly, but the author promoting this is a rarity indeed. Even if idea of modding a mod doesn't appeal to you, the basic version of this mod is very playable and an enjoyable experience that doesn't overwhelm players. [quote]ARCADE mod for FOC 1.1 , Huges battles and lots of great tweaks from the vanilla game , AI more aggressive , Hutts as an AI faction, New campaigns , Allied AI ...[/quote] the_stag
as seen it the KotOR comics The Teroch Gunship is a Mandalorian assault craft / landing craft as seen in the KotOR comics. The model comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote] the_stag
[url="http://starwars.wikia.com/wiki/Chalmun%27s_cantina"]Chalmun's[/url], then I don't want to see any droids. [quote]This is a pack of Rebellion dashboards. The idea of replacing the droids originals of the Empire and the Rebel by those Game Rebellion droid comes from the Consortium. If male and female voices, we hear in conquest to announce an enemy fleet or other, was made the droids who spoke ...? So as astromech droids do not speak, I have replaced by protocol droid as in the Consortium.[/quote] the_stag
need to do so, but it's not particularly hard to make a death clone line using the Space ones as reference, or you can just download FX mod and copy one of our entries.[/quote] And there you have it, a simple AT-TE death clone for use in your mods, based off of the one in several mods, including z3r0x's mod.
some others in the process. But it looks really cool. [quote]When I first played the KOTOR game and saw the starforge, I thought it might be cool to have something like that in a strategy game. A few days ago Warb_null made a model for both the starforge and it's sun. So i dicided to make a map for it. It is probably not a masterpiece, this is my first map after all. :-)[/quote] the_stag
War Rebellion AKA The Lost Fleet (space): Moff Kallast is back With eighty star destroyers Too laggy for me Kelvin's Empire (land): This time an island Of pirates for the killing But can be ignored Pirate Island (land): This time an island same as Kelvin's Empire Fewer start units Kelvin_Okee_Presents (land): Run out of credits? One hundred seventy six Resource pads for you [quote]============= Custom Maps Pack 1.1 ====================== ~~~~~~~~~~ Created by (DR)Kelvin_okee ~~~~~~~~~~~~~~~~~~~~~ 5 Popular Custom maps! Land and Space! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Download this and put all the maps in the map custom maps [ GameData --> Data --> Custommaps ] ____________________________________________________________ [/quote] the_stag
something else? I looked around and couldn't seem to find anything definitive. However this is good work and I think I'll put one or two in my personal escort fleet. [quote]Here is a small release from me, my Mandalorian Carrier! Model: N3bulu5 Bumpmap: N3bulu5 Rig/Code: N3bulu5 Icon: N3bulu5 Deathclone: N3bulu5 Skin: Warb_null The model comes complete with code and icon. Some additional coding is required to get it ingame Feel free to use this model as you please, no permission is required but please give me proper credit[/quote] the_stag
Sorry about any confusion. I'll just paraphrase my original review: These are great looking textures that really enhance the experience. [quote]These are some of the HD textures that I made after going through the tutorial Burnstrobe made, I hope you like them.[/quote] the_stag
eye. A very clever use of water places the Empire on one side of a river and the rebel base on the other side. There is a single bridge that works and the main point of the battle. But both teams have repulsorlift vehicles that can cross the river and create a diversion. The placement of the units is also well done. The rebels have many units scattered throughout the base, while the Empire has all its units concentrated in one place and lined up very neatly. An initial push by the Empire is needed so that the rebels can't group all their forces to repel the attack. Although this makes for faster skirmishes with no bases, it also increases the need for good battle tactics. [quote]This is now too a Mission map. You have no base, only troppers and musst defence a base.[/quote] the_stag
presented us with a new and detailed skin for the models. These stylistic changes give a new look for the models and should be definitely taken into consideration for any modders currently using Warb's models or that are planning to use them. [Quote] Warb_Null skins improved by Burnstrobe, Nawrocki and Nomada_Firefox. This is a small pack with some textures taken from some of Warb_Null models improved. This is not a mod, it is a pack for other modders. [/Quote] This pack includes skins for these releases by Warb_Null: -Bloodstar -Blue Diver -Guri Stinger -Hutt Sailbarge -Jehavey'ir Frigate -Kyramud -Republic Corellian Light Cruiser -Republic Corellian Shuttle -Republic Light Cruiser -Republic Radiant
complete with a skin, death clone, icon and basic XML coding. [Quote] This is a model of the Blue Diver Heavy carrier as read about in the new jedi order books The Blue Diver appears in the New Jedi Order series but has never been depicted in an official source. This model is based on the concept art of Drone04 The model comes complete with Death Clone, code and icon. Some additional coding is required to get it ingame [/Quote]
updates, then you need to get these three along with this one. [file="103335"]Rise of the Crime Lords 1.0[/file] [file="103431"]Rise of the Crime Lords Text and Shortcut Update[/file] [file="103777"]Rise of the Crime Lords Patch 1.1[/file] [quote]This is an 1.2 ver update for Rise of the Crime Lords mod, for this to work you will need my Rise of the Crime Lords mod with the previous two fixes. Installation: To install just replace the old files(just the ones uploaded here) and add the new files for any questions e-mail me vjeko1701(at)yahoo(dot)com. Thank you for downloading my mod.[/quote] the_stag
mineral extractors near those bases. A large open space in the middle can allow for battles of epic proportions. Not a bad first map. [quote]Desription: The first map I have ever made so dont expect it to be a master piece. Quite a large map with 6 extractors on opposite sides of the map. It can take a while for capital ships to move across one side of the map to the other so i recommend being quite strategic by using faster ships to get closer to the enemy base before jumping in your capital ships. Or just go in guns blazing with a invinsible fleet. I would recommend using this map with the Ship Addon mod for a epic battle. Its a 8 player map (2 space stations) for multiplayer purposes and features multiple construction pads. Beware that i havnt tested this map in multiplayer so test it at your own risk.[/quote] the_stag
I would definitely love to see some of these fighters in the mods out there. This model comes complete as usual with basic XML code and an icon; however this time Warb has even provided us with a wing and landing animation. [Quote] This is a model of the republic eta-3 fighter. This is a fanon design based on a concept drawing found on the web. The model comes complete with landing animation, wing animation,code and icon. Some additional coding is required to get it ingame [/Quote]
it just changes the size of fighters to a more realistic size so they are not clogging up the hangar bays. This applies only to fighters for now. This isn't a full mod, so don't worry you don't need to delete the mod folder again, just add these Xml files in the Update's XML to the Mod's XML folder, both located under Data, basically copy and paste. Enjoy ;)[/quote] the_stag
a large fleet and level 5 space stations guaranteeing an instant skirmish to ensue at the beginning of the game. There are no turret pads or mines so be prepared for an interesting clash. If you simply feel the need to have a quick big battle then this is definitely the map for you. [Quote] This is a space battle for the original empire at war. This map is a space battle. On both sides they have tech lvl. 5 space stations. You also start with a massive fleet. [/Quote]
frigate for your usage. If you were a fan of the previous releases then make sure to download this pack. [Quote] Hey guys, This is a pack of all the ships I have posted together. All of them have been re-textured and an engine glow added. I have also included an extra ship another frigate the Maiden JA hope you all enjoy. Trebor_EHHP [/Quote]
made. Every one of them has good and bad qualities, but they're like my children and I love them all. This is a very fun map with plenty of action. Some of you have seen/played the previous version of this map, so here's my review of that:[quote]Not only is it visually pleasing, but the base placement and starting units are done very well. This one has a bit more of a movie feel because there are no AT-AA's, just units that were seen in The Empire Strikes Back. Not that you can't build those units, but I find it more fun to play in a style more reminiscent of the movies and previous LucasArts titles (ie. Rogue Squadron, Shadows of the Empire, Battlefront).[/quote] The new version has a couple of tweaks that work for balance and some visual changes that add to the feel. [quote]Hi, here is the second version of the map of hoth here are more effects in the nature and i add a heavy vehicle factory for the rebellion enjot this map :D[/quote] the_stag
comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote] the_stag
experience in EAW. the_stag
Warb we get a magnificent release. As usual this release is fully rigged and comes with an icon and basic XML code. [Quote] This is a model of the Mandalorian Assault Speeder as seen in the Kotor comics. Thanks to Kalo Shin for providing the model The model comes complete with code and icon. Some additional coding is required to get it ingame [/Quote]
from a new Boba Fett to many TIE variants. I can't wait to see some of these assets being used. [Quote] Well kiddies, here is a taste of what's to come in the next release of Rise of the Mandalorians. Every model in the pack will be used in my mod and there are others that I didn't have done when I uploaded that will be in as well...but I had to keep some things a surprise, right? Anyway, all of these should be models that have not yet appeared as free-release, if they've appeared anywhere. I hope you guys all have fun with them in your mods! [/Quote]
crazy killing spree like Yoda. They also look pretty cool. the_stag
specification and re-release them. That being said, I would like to see these models and characters in some mods in the future. That would rock. [quote]I been busy but ive always wanted to upload these now that i have some time.these are just the models so some modding is required to get in game.these models were my first few i made so they arent all perfect but are playable.i think some could be better if they had a little texture TLC hehehehe.Oh do let me know if i forgot to upload a missing texture.Hope you have fun[/quote] the_stag
made. it removes some of the whiteness in it, and it removes the alpha channel (thats right someguy489)[/quote] the_stag
units and what is needed to get it all working. I only played a few minutes of GC with the Rebels to get a feel for these guys, and it was a wonderful feeling. [quote]This is a pretty simple mod that creates a Defiler-like unit for the Empire and Rebellion. It seems that the Consortium units tend to "cheat" to attain victory. Well, these guys can, too.[/quote] the_stag
previously forgotten model/texture of the TIE Avenger. Also puts the XML file into XML format, allowing for easier modding and use.[/quote] the_stag
is indeed a great model and skin, so get downloading! Please note that this release requires some additional modding knowledge to get working ingame properly. [quote] This is my latest release for EAW -- Gauntlet Assault Fighter -- by Warb Null CREDITS: Model : Warb Null Skin : Warb Null XML : Warb Null Icon : Warb Null The default texture comes with team colors. If you want the original color delete Gauntlet.DDS and rename Gauntlet_NoTeam_Color.DDS to Gauntlet.DDS Feel free to use this model as you please, no permission is required but please give me proper credit Thank You.
you can make an R2 unit in your favorite color. I started researching (and by researching, I mean what I found on [url="http://starwars.wikia.com/wiki/Main_Page"]wookiepedia[/url]) astromech droids because I didn't remember a green one in the movies. I found [url="http://starwars.wikia.com/wiki/Astromech_droids"]this great page[/url] outlining them and there's about 20 pages it links to about every different kind. So if you've some time to kill, have at it. [quote]Sorry, the textures aren't top quality, i just started reskinning What might come next: -Protocol droid (C3P0 black and grey) -Crate Droid [/quote] the_stag
it makes the infantry quadrupled in size when created. This will make it better in battle if you like using infantry.[/quote] How about a mod that makes the infantry quadrupled in size, you know, 4x taller. So you could have infantry the size of AT-ST's. Then you could have man and machine fight to the death in a cage... or maybe not. the_stag
Phantom Menace. First thing: You need [file="105979"]Yoden XML 5.0 (5.0)[/file]. Otherwise you're going to miss out on many of the great features in this map. Also, the change to units and added units makes his maps stand out that much more. Second: You'll probably want to turn the graphics down unless you have a power machine because this map is extra large and has an overwhelming number of props. Third: This map is awesome and it's absolutely worth it to get it and the [file="105979"]Yoden XML 5.0 (5.0)[/file] to make it work. the_stag
period, with a very well done model and an equally good skin. Warb's creative tweaks to the concept make the model stand out further in its aesthetic appeal, making this one of his best works yet. Please note that some additional modding knowledge is required to get this unit working properly ingame. [quote]This is a model of the Invader starfighter as seen in the Legacy comics When i say seen, i realy meen glimpsed. I took a lot of artistic liberty when making this one. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
few of them out there. the_stag
mining facilities. StarDestroyer was had a nice layout, although the actual Star Destroyer makes the camera zoom all funky and made me dizzy. But that's a function of the game and not the map. Hothflucht was a nice recreation of the rebels space retreat from Hoth. I think the rebels could use one or two less hero's (there are 2 lukes) for better balance. the_stag
the picture of this model makes me want to start singing out loud, but I think I'll save that for another time. :D Please note that some additional modding knowledge is required to get this unit functioning properly ingame. [quote]This is a model of the Crimson Axe as seen in the Legacy comics The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
Manaan. Warb's rendition of the lander is very well done with an amazing model and skin as usual. Please note that although Warb included some base code to get you started, this requires additional modding knowledge to get this unit functioning properly ingame. [quote]This is a model of the Sith Landing Craft as seen in the KotOR game The model comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote]
know how it goes. It's great to be back, now let's get this show started. [quote]Story: After weeks of fighting over the unknown planet the empire started to get more eager on finding the ancient Sith Temple. So the Empire had to start expanding there bases and there defenses to stand against the Rebellion who is also expanding there bases. The space above the unknown planet is very cold and dark probably from the dark force energy coming from the ancient Sith space station orbiting the planet. Many of the Imperial ships in space have been mysteriously disappearing and being destroyed by a unknown foe. Imperial Intelligence think that the Sith Spirits from the space station are causing the disappearance of there ships. So they sent a team of Storm troopers to investigate but non have returned. The Rebellion have keeping there ships canceled in a shield barrier to protect them from getting destroyed or kidnapped. The Zann Consortium heard that the Empire and Rebellion have been fighting on a unknown planet in the outer rim. The consortium wanted the planet for them selves because there is a lot of good mining places, so they did they went to the planet but they saw that there was a lot of rebel and imperial bases in orbit above the planet so they started the stealth field generators and bypassed the space stations and entered the planet. After they established a base on the ground they had established a small space station orbiting the planet. Now that there is a Zann Consortium base settled on the planet and in orbit the consortium will continue building bases on the planet and in orbit. So the war on the continues waiting for someone to make the next daring move.[/quote] Woah, that's a lot to take in on first read. But I can't argue with results. If you've played [file="108191"]The Discovery[/file], then you'll want to play this continuation/addition to that series. If you haven't played it, then I'll tell you why you should play it, or why this map isn't for you. First off, I couldn't get The Consortium to work. So I'll leave that part out of this. The Discovery (Space) is a fairly standard pre-built space map. Each team starts out with a level 5 base, enough ships to take on KDY, and asteroid mines generating credits to keep the upgrades and units plentiful. From there, it's all a matter of strategy. Rushing your enemy can grant you the element of surprise, but their space station can provide enough backup to keep the initial forces at bay. Luring the enemy to your base can work well also, but by the time that happens their reinforcements should be stocked well. As for the map itself, it's a cookie cutter design that promotes quick capturing of mining asteroids and build pads. Each base is in a corner, and the map is cut in half diagonally with asteroids, nebulae, merchant space docks, etc. It's not symmetrical, but it's close enough. Still, this is one of the better pre-built maps I've played. The item placement and backdrop adds to the feel, and the teams are balanced out well. the_stag
plot the coordinates of your own planets. If you're looking to make some new planets for the Galactic Conquest mod and are not sure exactly where to put them, then this will be a very helpful tool. [quote]This can be used to easy place a planet at the place you want it. This requirs word to use. Open the Word doc and see how easy it is to use. CÃ¶ordenates may have a diviate of 2.[/quote]
contains the model of a Republic Lander as seen in Knights of the Old Republic I and II. In addition to this amazing model and skin, Warb has included some base code to get you started and an icon to put into your icon texture. Please note that some modding skill is required to get this unit functioning properly ingame. [quote] This is my latest release for EAW -- Republic Landing Craft -- by Warb Null CREDITS: Model : Warb Null Skin : Warb Null XML : Warb Null Icon : Warb Null Feel free to use this model as you please, no permission is required but please give me proper credit Thank You.[/quote]
customize a ship landing be it a Awing or a tie bomber landing for a unique hero or something rather.will need some xml experience to get this working.[/quote] Hey now, this is cool. I had too much fun with this. I had Home One drop off the Gargantuan, and TIE fighters drop off TIE Maulers. Then I had flying TIE Maulers dropping off TIE Maulers and flying ATAT's dropping off Storm Troopers. If you play Phoenix Rising, there's so many transport craft to chose from that it really gives options. the_stag
skin are extremely well done. The animations and icons are also included in the download. This download is perfect for modders wishing to add more to a Knights of the Old Republic era mod. Please note that this requires some modding knowledge to get in-game.
squadrons Grey, Gold, Green and blue they are all ace squadrons the grey one may be a little over powered but they should be able to be killed if not I need to fix that later.[/quote] the_stag
look great, so there shouldn't be any worries there. All in all, this is another sorely needed infantry model. Please note that this requires some modding knowledge to get ingame.
However the textures could use some more care. Some lighting and fog could be used to spruce up this map as well. The large amounts of starting units however do confirm that no matter what there will be some large scale battles. However this map does not present usual urban/junkyard areas of Ord Mantell. instead it offers a view into the rural zones of Ord Mantell. The space map once again presents the chance for a large battle with large amounts of starting units. A combination of lighting, backdrop choice and prop placement does add to the cinematic feeling of the map. However the lack of mines detracts from game-play. For an interesting experience be sure to download this file.
map based in space. The following is required to play this map: [Quote] WARNING : YOU NEED TO USE -YODEN XML 5.0 FILE- TO PLAY THIS xml MAP 1 land map yoden xml deadstar Spawn land foc 1 space map yoden xml space map 4 foc [/Quote]
uncontrolled look, like this one. Although not much in actual gameplay has changed since the [url=http://empireatwar.filefront.com/file/;101681]last release[/url], this sure is easier on the eyes. Thanks Jangorules. [quote]Hey, I know i said i wouldn't make another release until those bugs were fixed, but i've made a lot of changes. And I fixed the wookies![/quote] the_stag
because I have no idea where to place them. I am not sure of any bugs but if any come up please post them and i will see what I can do in the real version 1. Please give me feedback as to what you want to see in future versions. If there are any bugs or ideas for props I can put in please post. [/quote] It's like a community map. The author starts a little something and then everyone gives their two cents and maybe (just maybe) in the end we get a superb map. My first question then would be; where would you put said props? The map is very small, a hyperminimilist approach to mapping. It is a different map than most and I do enjoy things that are different. The first thing I noticed was that these two bases are so close that their shields overlap. This really isn't a bad map, and the only real criticism I have is petty. Such as I think the pirates should start out with more forces to deter a team from taking that large build pad early on. But again, that's just my opinion. the_stag p.s. add screenshots next time. It will highly increase the number of people willing to download your map.
revision and I won't remember the original map, or the review. However this one stuck with me, and I got excited just seeing it's name in the review queue. I got even more excited after playing it. It's like the [file=102745]first release[/file] of this map on steroids. While the first version of this map played in a more linear fashion, this new version places the bases in locations that allow for frontal and flank attacks. My only complaint with the previous version was that the vast expanses of field made the map seem rather bland. That has been fixed by adding trees, rocks and blending the grassy fields to eliminate the redundant look of the texture. The map looks beautiful. The crystal canyon part of the map, which isn't passable by ground units is still wonderful to look at, but is now nicely complimented by the rest of the map. Epic battles are certain to take place in this beautiful valley. This map is one that's staying in my custommaps folder. the_stag
Vader dueling Obi-Wan on a recreation of the Death Star. This looks quite good and should be a great replacement for the shell map. [quote]A new MAin menu battle: episode 4 vader versus obiwan what to expect next time: The boarding of the Tantive IV (Main menu battle) A Skrimish map inside the ISD of Thrawn[/quote]
it's an fighter that can be in the atmosphere, but it can go in space thanks to info from the comics. A great model with EvilleJedi's existing texture. What more could you want? [quote]Here's the Nantex-Class Geonosian Fighter skinned using Eville Jedi's texture. Another modder asked me to make it for their mod. As often happens, his mod fell apart and this was never used. The mesh was made by me using Eville Jedi's texture.[/quote]
series. With a nicely done skin and model, blasting Imperials with this ship will be a great way to wait for the release of the mod. [quote]This small add on replaces the MC30 Cruiser with the UNSC Halcyon Cruiser. This does not include any of our new shaders or engine effects. Enjoy.[/quote]
"mods" have what created it. MFG Thomas39120. [/quote] Some people had mentioned they were getting errors with this file when unzipping it. This should fix you right up. the_stag
don't have to download another 600MB to get the fixes proposed in those packs. So if you have [file="104219"]v1.0[/file], just download this instead of getting v1.1 and the hotfix, unless you like wasting bandwidth. the_stag
well executed delivery. This is a huge map, which is the way all space maps should be (after all, they don't call it the vastness of space for nothing). There's a downed rebel cruiser in the middle, which goes along well with the storyline that's been concocted. There are a lot of nebulae and clusters of asteroids floating about. I'm usually not a big fan or the nebulae, but it seems to work here. [quote]The only problem with this map is that there is an empire AI glitch when playing 1v1 as the rebellion. Otherwise, it works perfectly fine.[/quote] I had success fixing this problem by giving each team starting units, but some say my methods are unconventional. :D the_stag
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104221"]Part 2of4[/file] [file="104223"]Part 3of4[/file] the_stag
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104221"]Part 2of4[/file] [file="104225"]Part 4of4[/file] the_stag
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104223"]Part 3of4[/file] [file="104225"]Part 4of4[/file] the_stag
ingame [/quote] This one is beautiful. I love it, but don't tell my wife... the_stag
make the Black Sun advance tech levels like the Rebellion) -Fixes the Vigo frigate's bump texture -Fixes animations for pirate snow plex troopers -Fixes Greedo's fire bug -Other minor changes
then you should give this pack a try! [quote]This skin pack pretty much updates the previous one with 2 new trandoshan colors and a reskinned spawnhouse for the Trandoshans, along with improved icons and LUA. It is a reskin of the bounty hunter Bossk to look more like a civilian thana bounty hunter in a poorly fitting flight suit. Considerable XML knowledge is required to get this skin in-game. In fact, I had trouble getting the LUA to work correctly. It doesn't look bad without it, but to get the full effect I recommend attemting trying to get it to work. Sorry, but SI's LUA was never intended for squad use. :( [/quote]
seen in the legacy comics It comes complete with landing animation, code and icon. Some additional coding is required to get it ingame [/quote] the_stag
Variations -Wookiee Variations -Chiss Units -Mon Calamari Cruiser Variations -Dani (Hero Unit) -Darth Maul (Hero Unit) -Ziro the Hutt (Hero Unit) -And More! This download is perfect for all modders to add some variety to their mods or simply a new unit. I look forward to seeing these re-skins in some upcoming mods. [Quote] I'm here with my first reskin pack which includes an assortment of unit reskins from Indigenous units to Military units. You can find a more detailed list below. I hope you enjoy this reskin pack, and stay tuned for reskin pack #2 Please note that this is not a mod, modding experience is required to put the units in to game. However, I already hexedited almost all of the reskins for your modding convenience. [/Quote]
hope you will find some use for these. Oh and some of these icons are made from pictures of models in Star Wars - Clone Wars mod, so credit is due as given in that mod. [/quote] the_stag
Star Wars Clone Wars mod. I couldn't contact nett40 so I decided to make these a free release. i hope no one will resent me for doing this. I think nett's mod is great and I wanted to help him a little. In addition, the icons are made of pictures of models used in that mod so credit is due as it's given in the the clone wars mod readme. I didn't have time to make screenshot because I got home only one hour ago and started doing this. [/quote] the_stag
was requested by other people, so here it is a pack of my icons with the Galactic Civil War theme. This feature many old icons but little edited plus some new ones also requested. [/quote] the_stag
the reinforcement highlight ( the faction icon that shows when you call reinforcements) And the Orbital Bombardement textures for CIS and Republic This is a must have for any clone wars mod. [/quote] the_stag
24 hours after the last one just to show his superiority over us. And since I've been doing it for all the previous Icon packs, I'll give you links here too: [file="101689"]Vol.1[/file] [file="101949"]Vol.2[/file] [file="102495"]Vol.3[/file] [file="102657"]Vol.4[/file] [file="102775"]Vol.5[/file] [quote] I got some comments that you are tired of Hero icons and you want some clone wars ground unit icons so this Icon pack features Clone wars ground units plus CIS prototype Death Star. It's the smallest icon pack yet but I hope you will find it usefull. [/quote] the_stag
ring) and the reinforcement highlight ( the faction icon that shows when you call reinforcements) This is a must have for any clone wars mod. enjoy. [/quote] Another item that would increase the value of some of the big mods out there. the_stag
packs: [file="101689"]Vol.1[/file] [file="101949"]Vol.2[/file] [file="102495"]Vol.3[/file] [file="102657"]Vol.4[/file] [quote] This is Icon pack featuring Clone Wars Jedi heroes, I'm doing this icon packs to rest from my mod, and while waiting some files I need from other modders. Hope you will find it useful. [/quote] the_stag
forest pancho Luke could use some work. Redtachi does say this: [quote] This is my first time modeling so the quality is poor for now(hopefully somebody will make these better)this makes it so that luke is wearing arctic gear on arctic planets and luke is wearing a forest gear on forest planets.If this doesnt go too well i think ill just stick with the simple xml files after this hehehe. this is a request kinda for some models like these for all the proper heroes but with better quality. [/quote] I think with a little feedback and some more practice modeling you can make us great models. Why stop with hero's, what about tanks and speeders? Maybe I'm getting a bit ahead of myself here. Either way, good job and I hope to see some more of these. the_stag
better) [/quote] Volume 4 of vjeko1701's icon pack. This is quickly becoming a library of icons, and I'm enjoying it. Here's some quick links to the previous volumes if you like what you see here: [file="101689"]Vol.1[/file] [file="101949"]Vol.2[/file] [file="102495"]Vol.3[/file] the_stag
awesome. The new version 2.0 has fixed many bugs and from what I've played of it before writing this review, it plays even better than the first release. [quote] I know that this release took a bit longer than it should have but here it is at last! It was worth the wait though, I promise. There really isn't much else to say than that. Just read the changelog and play it!! [/quote] the_stag
use. It also offers up the chance to make the evil twin (or doppelganger) of some characters and differentiate them with their own icons. Here are links to [file="101689"]Icon pack Vol. 1[/file] and [file="101949"]Icon pack Vol. 2[/file] [quote] This is a new icon pack for EAW, you might complain that I have already posted some of the following icons, but if you look closer you will see that there are some differences, but all in all I hope you will enjoy and find this useful. [/quote] the_stag
about :p ) Great jorb. [quote] A new version of the pedistal. I've added icons for the Hutt clan, the Mandalorian and the Corporate Sector Authority. [/quote] the_stag
the readme. The problem with large mods like this is that; on the one hand, I want to give a through review of the mod which involves playing it several times, finding the good and bad, and then giving a several paragraph review. On the other hand, I don't want to bore my audience with every little detail when you all can form your own opinions and make comments that usually have no relation to what I write here. So give me your thoughts and I'll incorporate them into future reviews. I'll keep this one from going too long. After playing through this mod in the different modes and getting a good feel for it, this is what Empire at War should be like if it were released now. The basics of the game remain constant with a several little things bringing it together for a nice feel. First off, the FX mod should really be incorporated into every mod. Without it this mod would seem to lose a lot. Also, the addition of new planets always gives a more custom feel to a mod. Now, while many of my favorite ships aren't in this mod (K-wings, Assault Gunboats, Huge cruisers like the Viscount-class), there is a nice addition of ships that doesn't overwhelm, but still manages to be interesting. Another thing I really liked about space battles is that the capital class cruisers and space stations now how fighter compliments that better represent what they are according to the novels and technical books. One more thing that made me excited is that this is the v0.9 release. To me that says the author still has changes planned, and that I am looking forward to. Finally, I just wanted to respond to this point from the readme: [quote] Beacause a other problem the first upload was not approved because there were some bad words in the main song. If you want the original main menu song, download the starwars gangsta rap 2 by wierd al. But be warned for bad words. [/quote] The file wasn't approved because that song is copyrighted, not because of the language (although it was quite gratuitous and only seemed to detract from the game in my opinion). the_stag
addition. [quote] Ok, this is my second various icon pack. This time there are mostly hero icons from my mod plus some vehicles. [/quote] the_stag
to none. Like it says in the readme, you need some knowledge of XML editing to make these work, but just a tiny bit. [quote] This is a skin pack for FoC that adds a large amout of buildpads for Star Wars factions not featured in the game for modders to use in their mods. The full list of included faction buildpads is in the ReadMe. [/quote] the_stag
in some upcoming mods and mod updates. the_stag
is an Icon of Jango Fett i forgot to upload in my Jango reskin mod. I do all my icons myself so I hope you like it. [/quote] the_stag
it doesn't detract. Enjoy. [quote] hi again sorry for subit again this map, I fix and add news. add: the urban trafic in the sky Fix: the sky color (the sky color location is in water) thx enjoy the map, is the last version [/quote] the_stag
and Rebellion, it's playable. The Empire gets the Executor and several level 5 starbases, while the Rebels get several cruisers and one level 5 starbase. But when you add the *cough* Zann Consortium *cough*, it's just a game to see how long the other teams can survive before everything is blown up with the Eclipse's superlaser. The Rebel's spacestation can be taken out within seconds of starting, there goes that team's ability to build anything. Then the Imperial bases are quick to go. If you just want to watch things blow up and not actually play a skirmish, then definitely get this. Otherwise, hope for a v2 to come out that has balancing fixed up. [quote] Hi people here is the mission 12 map (eclipse mission map) is a big war with the eclipse, the super star destroyer, the rebellion fleet and more is a very good map donwload!! [/quote] the_stag
of things I would recommend for this map and any future maps: You should not put things inside buildings (the building in the center). If you do, don't put a roof on the building. I realize this is on some sort of metal base, but it's pretty boring. I would add some levels with ramps to give it a more dynamic feel. The pirate bases in the corners are too well defended to make them worth attacking. Also, they are out of the way and you could play the entire level without engaging any of them. Finally, there's no skydome, or it's a black skydome which is pretty boring. If it's space make it a space skydome, or if it's a night, take a skydome and change it to night. I'm looking forward to future maps from Matt2503. [quote] This is my first submited map so i would appreciate any feedback of glitches or suggestions for improvement. It is a map on a pirate outpost with the Imperials in one corner and the Rebel Alliance in the other. Between them is a structure that provides most of the income. In the other corners are two pirate bases. One is assisted by humans and defence is built around a large number of shield generators and stolen craft. The other base is simpler, but cralling with a large number of pirate soldiers and vehicles. [/quote] the_stag
this map was really enjoyed with the Absolute Corruption Mod because of the star fighters you can build in land skirmish mode. Even without that there will be a battle for Sky superiority and adds a nice dimension to any map. [/quote] And what the author said. [quote] Hi ppl here is the new verison for the Bespin Map for EaW Fix: new sky color use evening desert sky ------------------------------------------------------------------------------------- People sorry for the screenshots i cant found a program to good screenshots please help to found one thx. ------------------------------------------------------------------------------------- [/quote] the_stag
say. [quote] this is All out war my map i made it is for big battles to play and if you play on hard you will not win so have fun with this map. [/quote] the_stag
reviewed, except on a Bespin platform. There's really no fancy bells and whistles here, but it's a nice small two team map. I found this map was really enjoyed with the [file="97499"]Absolute Corruption Mod[/file] because of the star fighters you can build in land skirmish mode. Even without that there will be a battle for Sky superiority and adds a nice dimension to any map. [quote] is a Fuel platform with thw rebel base and the empire base and two base with the mines and more is a great map download!!. [/quote] the_stag
on the map, the water is passable but is deeper than the units are tall, and my units could stay under water forever without breathing. There a couple of missing textures that just open up the map and seem to go to oblivion. Also, make the turbo laser towers and build pads not connected to any team because it lets team 1 start with control of those and able to build if they are quick enough. the_stag
sums it up pretty well. [quote] well guys, this is it. its 15 of some of the best maps ive made, from the death of captian antilles to the destruction of the eclipse, there's something everyone can enjoy. But after all, who doesnt like blowing up the death star? the maps are a mix of your standard multiplayer/singleplayer skirmish map and the campaign maps. instead of it being skirmishy, its more of a senerio type battle. for example, my favorite one, 10- run for bespin, the empire has a lvl 3 star base, a SSD, boba fett, and 4 SSD's, while the rebellion has a lvl 5 starbase, han solo, map control of almost 3/4 of the map, and a con lvl 5 base, although you cant build con units from it. so, while each one is playable with up to 8 players online, when you play it, it kind of feels like a petroglyph-made official campaign map. why are you still reading this? you could be crushing the rebellion right now! [/quote] I felt like some of the levels were just recycled versions of the previous levels (ie. level 2 is strikingly similar to level 1). I'm also not opposed to seeing some levels without a team having a starbase. The Death Star trench level could be done well without either team having a starbase and both just having various fighters in place. All-in-all, nice work. the_stag
Mod since it's initial release (v0.7). It was playable. It had bugs. I wasn't impressed beyond the fact that it had a fourth playable faction. That being said, I went back and looked at the change logs for every version since then and realized two things: 1) Everything that I had a problem with in the original release has been fixed. 2) Everything has been improved upon. Now, for the v3.0 review. The newest version of Corporate Addon Mod only needs 3 words to describe it: Five playable factions. I could really end the review right there. I probably just lost half of the readers, but I'll keep going with this review because I like the punishment. So you've dominated with the Empire, liberated with the Rebels, and forced yourself to play with the Zann Consortium and you say to yourself: "Is there no other group I can control the galaxy with?" In addition to the corporate sector you can now rule as Jabba the Hutt's criminal syndicate and rise back to power as the CIS Remnant. The Yuuzhan Vong is also around, but not as a playable faction (please, oh please make them playable in a future release). The Corporate sector (as a faction) has the benefit of going through many version revisions and now comes off nicely polished, especially in space. The new factions (Hutts and CIS), although playable, seem seriously underpowered compared to Empire and Rebel Alliance (and the ZC, but I already mentioned them once in this review, and that's one too many times). I'm hoping in future releases we will get more units for all three of the non-vanilla factions. The only other complaint I have, is that there is only one Galactic Conquest map. There are so many possibilities for GC maps with 5 factions. Of course, with that many factions it allows you to play one map 5 different times. All-in-all, this version makes for a great mod that I know you all are going to enjoy. Better get to downloading now, it's a pretty big download. the_stag
based and could use a little tweaking. Huge expanses of flat areas make for large battles, but boring tactics. I do think that TheIG88Killer has much potential for map making, and I encourage anyone who downloads this to give some positive feedback and maybe a v2 can be made. [/quote] I really do look forward to some new maps from TheIG88Killer [quote] This is the new version from the Kashyyyk map. over the map is a space battle, it will starts if the powergenerator is biuld. [/quote] the_stag
realism to the game that makes this mod a worthy download. Read the read-me for a full list of changes and unit addittions. Creators Description: [Quote] This mod originally started out as a map file then i gout out of control with perfection. so i ended up making a mod out of it. any way, this mod adds a new hero unit and hero class. Brudisious Vaunt, Class: Mercenary. Brudisious can be hired by all factions' making him the first non loyal hero to a faction. is balanced out to have a one life time use so that another faction may get a chance to use him in skirmish and GC. he is a collector of clone wars tech and as such i've added clone wars models to the game allowing for more playability. and a new type of ship is also in this mod, the ship "Summoner" in skirmish these ships can tactically build ships like a spacestation as long as they are on the field. each faction also has a super weapon. the Rebel Destructor can fire a weaker version of the Eclipse Cannon and 3 planetary ioncannon shots from its bow. the underworld eclipse is smaller and a MK II version of the ship, no longer under construction, it can move about the battle field with ease. due to its smaller size the laser is weaker but it can fire four shots from the special weapon of the underworld space station. the empire's SSd can now fire the HVG allowing it to be on par with the Rebel Destructor and the Eclipse, and also for balance issues both the rebel and underworld super lasers can not target another SSD ship, this allows for the SSd's to last more than 2 seconds in a multiplayer or GC battle. [/Quote]
v2.0 file. The second version of this map has turned out very nice. It supports up to 3 players in different corners of the map with turrets for defense. There's a whole bunch of mining facilities and building platforms that will end up in some great battles. The map is set up like a maze divided up by mountains and lava rivers. The one complaint I had is that it seems the Imperials have a slight advantage in the location of their base, but some quick action and smart tactics by the other team(s) can take care of that. Don't forget about the Rancor's. This map is staying in my custom maps folder. the_stag [quote] This is version 2.0 of my Mustafar map. This version contains more texture, more heightdifferences, selectable bases, better natural effects, improved lava and much more! If you liked my old version then you will love this one. TK432 [/quote]
corner there is a Golan 3 platform as well as mines and turrets. In the center there is a Vong base. Each faction starts out with Level 4 "stuff" making for a quick battle. This map requires z3r0x Addon Mod 3.5 for it to be played to it's fullest extent. Give this map a download if it interests you.
mod catches your eye then give it a download.
following hardpoints were re-labeled: Ion Megaweapon: Aggressor-class Destroyer Plasma Megaweapon: Aggresor-class Destroyer Shield Leech Emitter: Keldalbe Battleship Plasma Cannon: Consortium Space Station Plasma Pulse Battery: Consortium Space Station Consider downloading this mod for some more accurate hardpoint names.
buildings. The space between the bases is very small allowign for a quick conflict. The terrain is completely flat, made of one texture and the map has no skydome. If this sounds interesting then give this map a download.
amount of Clone Wars units such as Clone troopers, AT-TEs, SPHATs, Hailfire droids, Battle droids, Super Battle droids, Republic Gunships , Captain Fordo, Gizor Delso, and more. The actual map however only features one texture and the height brush was only used to create one large mountain. The use of the passability brush was also completely neglected. Give this map a download if it sounds interesting.
reinforcements, build mining structures and take actions against enemy teams. Please keep in mind that this is not an official patch and will recieve no technical support from Darth_Windu. If you want to try and make the Republic stronger in Return of the Clones then consider downloading this file.
beginners who have no experience in mapping by a step-by-step guidance to your first map. But also more experienced mappers can learn something - in fact it explains more than just how to create skirmish maps. The tutorial talks about lanf skirmish maps, space skirmish maps, GC maps and even a bit about Campaign maps. In the course of this program you`re going to create your own map by using all of the important features. You can also select either a German ro English version of each tutorial. If you`re a new or experience mapper definately add this to your inventory of tutorials to read. German Description from Author: Dieses Tutorial ist als ein kleines Program konzipiert worden, welches euch alle für Anfänger wichtigen Informationen via Schritt-für-Schritt Anleitung euerer ersten, eigenen Karte näherbringt. Aber auch erfahrenere Mapper können hier noch etwas lernen, da das Tutorial weit mehr erklärt, als nur die Erstellung von Gefechtskarten (Multiplayer-Karten). Ihr könnt zwischen ENGLISCH und DEUTSCH als Sprache wählen!
this model. The default skin has yellow striping. A second skin is included that uses team colors. Just delete Y-Wing_proto.DDS and rename Y-Wing_proto_Colorization_variant.dds to Y-Wing_proto.DDS This model will make a perfect addition to any Clone Wars mod.
Rebellion. As the name of the map suggests it is based at Twilight. The mountains in the map are well shaped and the author made a good effort at making the terrain dynamic. It would be nice to see a little more texture variation in some areas. Also the author might want consider using cliff props to cover up the stretched textures on the cliffs. Overall this is a good map and is worth a download. One Straight Shot- The linear style of this map forces you to go down one path and one path only, allowing both players to put their defenses up in the only place the enemy can advance to. This allows this desert valley to be anything but boring. This map allows for some tense conflicts over the mineral processors in the center of the map. This map however could use some more height and texture variation. Scattered- A map in deep space that has Imperial and Rebel forces scattered throughout the map. The map features random units spread across the map creating a battle for the players the instant they begin. Also spread around the map are nebulae and asteroids. This is a space map that will give you an entertaining battle.
Battle Droids. This map is fairly flat and features a single grass texture. The only part that isn't flat is some small hills where the droid forces are located. This map features a very limited use of scenery which are some trees in one corner of the map. The Gungans start off with a fairly large amount of units and have three large shield generators placed within Gungan spawn houses. The droids have a large number of troops and tanks but they do not have anything that can re-spawn. If you want a map that mimics the large battle in Episode One then give this map a download.
model requires limited modding skills.
(practically a nuke); no protective base shield or air units (besides bomber). Empire: best artillery unit and SSD; most vulnerable light ground units. Rebels: MC-30 Cluster bombs are extremely destructive; orbital strike causes no true damage, but leaves all units caught in it vulnerable to ANY attack. Enjoy
particle effects, such as proton torpedos. The Aggressor now has two make-shift super lasers. All artillery can fire much farther, making them a threat to almost everything. Special abilities have also been improved. Bombing runs will kill everything in their path, and orbital bombardments create an impassable area for several minutes. Also, to increase te carnage, you have a 1000 space cap and no ground cap (aside from heroes, MDUs, vornskers, nightsisters, and ewok handlers). I have also increased the AIs intelligence and income for medium and hard, making 3-way battles with an AI on your side much more like a real war. However, several units are extremely overpowered, such as Dark Trooper 3 when deployed, mc30s, and mz8 tanks, among others. But no ground cap and a high space cap makes up for this. Avoid using melee units, except for heroes. You may not be able to complete the campaign because of too powerful units. On a last note, if you use too many "extreme" weapons at once( MAL special, more than 2 aggressors including Tyber, etc.) causes extra lag. I will release patches if there are any major problems/requests. Enjoy!
Break and gave it a shot.
perfectly and is accurate according to canon sources. This is the ship from the Star Wars: Clone Wars series envisioned in Empire at War. This model even comes complete with a landing animations. As well there is basic coding and an icon included. Whether you are a professional modder or a passive gamer this should be a download for you. Modding skills are required to insert these resources into the game.
Lancet Aerial Artillery and Consortium Disruptor infantry. These beams were extremely well don e and give the vanilla Forces of Corruption beams a run for their money. This mod also adds new explosive particles for those beams, new sounds, balance changes and new concussion missile trails. Filo has created a great mod that adds brand new beam weapons to normal Forces of Corruption units but still maintains a high level of quality. This graphical enhancement mod should be a definite download on your download list.
liberal amount of mines on each side of the map that allow for resources to be gathered quickly to build up your fleet. Seperating the two sides are a line of Pirate bases adding an interesting twist to the map. Below the map are several black holes and a lone silouetted planet. The blue skydome fits in nicely with these black holes. The center of the map features a giant sphere of space lightning; which is harmless. This particle does provide an interesting look however it does cause lag and it could be a problem for some players. This map also features a line of asteroids and an "X" formation of nebulae. This map is great for 4 vs. 4 skirmish games and it offers an exciting twist if you're tired of bland space battles. Give this map a download if it interests you.
surrounding for the map. The use of props such as trees and buildings are also place in appropriate areas. Also the nature settings are done well to portray a clear sunny day. The only things I could suggest for improvement on this map would be to add a slight white fog, improve texture variation and to make sure not to texture with grass under water. This map has a unique layout that will support an interesting skirmish game. If this interests you then give this map a download.
corners of the map allowing for a "safety bubble" to be built around your base. In the center of the map is an Eclipse Super Star Destroyer under construction. It is protected by many turrets and a Level 5 Imperial Space Station. There is also a construction facility created through various props. There are also various pirate bases spread around the map. This map is not recommended for online play due to the large size and large amount of props used. Overall this is well done map. The author made a good choice of primary and secondary skydomes plus there is some intricate prop placement. My only grievance about this map is the thickness of the asteroids in the one corner. It seems to be a too thick and it reduces the beauty in that area of the map. This is a great map for interesting 2-4 player skirmish games and should be considered for download.
the Empire based inside a Taris city and a Rebel base placed in the snowy foothills along the outside of the city. The map has been well done. The texturing is fairly well done and the author has made a good effort to make the height of the map dynamic. The mountains are shaped nicely and the trees are precisely placed. The map also has well done environment effects that make you think you're raiding an enemy base in the middle of a night during a blizzard. My only main grievance about this map is the relatively small playable size of the map. This is a great map to have a short lasting skirmish game with big land battles while still being able to enjoy the environment around you. This map allows for two players to clash right off the beginning of the game. Rushing is a vital technique on this map. This map should please some of your skirmish map needs and provide a fun game.
structures you code the faction to, it will accumulate credits and use them to build things you allow them to. The new faction will also have the ability to build space stations if coded into your system. They also will have full defensive, and offensive capabilities. This mod will work in conjunction with virtually any other mod, and will sustain a completed faction as long as the AI has enough coding in order to build new structures, etc.
good. A quick look at the screenshot fulfills this expectation. Warb's new model is of the Stinger, the personal ship that Guri, an android from Shadows of the Empire, uses. As you can see, this is a great model with a good skin. Unlike some of the Petroglyph units, the Stinger has a reflective cockpit (I'm a sucker for nice, shiny surfaces :P) This model definitely lives up to Warb's name and his standards, so if you've been looking for a model of the Stinger, you're in luck! Note: This requires some skill with modding to use.
construction. The creator has done a pretty good job at conveying this impression. Unmanned vehicles, indoor props, and other things are used to make sure that the player knows that this map is inside an Imperial war vessel. However, the creator placed some units to start with, so this might mess up games where people are not the Zann Consortium. If the map appeals to you, however, then you should give it a try.
author said he had fixed the water, so it's probably one of those subtle changes that aren't immediately evident. Trees are scattered all around the map, we've got reeds sticking out of shallow water, and some other props to decorate the map. Unlike other maps that we've seen, this map has a skydome and decent water settings. Definitely worth a play.
New! Capitol City [Geonosis] Capitol City [Alderaan] Capitol City [Bespin] - New! The maps included are nice, and can provide for some good gameplay. If you are a fan of Bly's maps, then this is for you. If you are just looking for some nice maps to play, then this should be worth the download, as not only will it save you the time of downloading each map separately, but you get 2 new maps. THX1138
of the base while the exterior is a tad plain. However, the creator still has much to learn in the realm of mapping. It would've been a good idea for him to make the base look like it was actually in a cave. One way would be to raise the height of some of those walls. Texturing is a bit lacking though, so he should work on that as well. We have a creative use of projectiles and particles to look like a generator, but there is a lack of color uniformity which just makes it look odd. The actual base area is very cramped, and most of the map is just his detailing of the base interior. The creator might want to consider expanding the base areas in order to make them fit the map more naturally. And he might want to look at the movies again, because there weren't any base shields in Echo Base.
is very little texture variety in the icy areas. There is almost no height variation used. Very few props have been placed on the map. There is no skydome. In one corner, you have some base buildings on a grassy area. Everywhere else, the buildings are just placed in rows on the icy plane. Looking at gameplay, the players will have a hard time running into each other, since the map is so empty. Mines seemed to be randomly placed, with no rhyme or reason to their locations. The creator needs to look at some of the Petroglyph maps to get an idea of how to make a good map. Texture, height, and prop and structure placement are key to any map; something the creator should understand.
1) ship effectiveness has been increased and 2) prices are lower. If you want a mod similar to the 1 second 1 credit mod, yet not so extreme, then try out this mod to have some fun ingame.
changes. This mod will make the ZC's bases a lot tougher to destroy, as well as enhancing any defenders nearby. A good download to have if you fancy a challenge, or think the ZC are too easy!
control of the the pirates. There are multiple docks coming from both stations, with the remains of many ships floating below. The map contains a large amount of asteroid fields and nebulae, which hide both resource pads, a Merc Station and other "surprises". The pirates still have a large and dangerous fleet remaining from their battle, and are willing to fight you too. The pirates stand between you and all but one resource pad. I can do nothing but sing praises for this map as the author really hit the nail on the head with this one. The destroyed ships in the background depict the carnage that took place in the last battle, and hints at what is yet to come. So props on the detail. It really brings the map to life, as does the layout. The layout of the map is realistic and believable. Space maps tend to look the same, but not this one. It is rare to see such a creatively different space map. and that is why I absolutely love this map. Visually, it is excellent. Tactically, it is genius. And its great fun to play. I look forward to seeing more like this from bubbleteatroopa. Definitely worth the download, so do it now.
nebulae scattered about and with capturable pirate stations in strategic areas around the planet. Space maps look like space maps, so let's go onto the gameplay aspect. Wargtv has placed level 4 stations for each faction on the map, so be prepared for late-game tactics and tech upgrades. But there's a catch to this; the Empire has a Super Star Destroyer. This potentially ruins the map for all players. Once you throw a SSD into the mix, all balance goes to hell and chaos ensues. However, it's not likely that the creator meant this map to be played in multiplayer, so this will be a good map to mess around in.
help compensate, your infantry have small personal shields and fire slower than vehicles but are still much faster than normal. There are also more infantry units per company, one T4B-Tank less, and an extra unit or two for your lighter vehicle companies. A recommendation is that you also download [url="http://empireatwar.filefront.com/file/Super_Ships;95992"]Super Ships 1.1[/url] because both of these mods use the same Hardpoints XML, so your space ships will fire fast too, but the game is unbalanced without the other included XML files.
it fair. There are a few other minor changes as well in ground combat, which is a preview of the author's next mod: Super Ground Units. You don't need version 1.0 to use this mod. The author has also included a map to test the awesome power of your new ships on an unsuspecting pirate force!
nearly instantaneous and nonstop fire. The ships' prices and build times have been adjusted so it is still worth using smaller ships. Capitalships and frigates deal unparalleled damage, but your space station is also incredibly powerful because of its 20+ hardpoints. Fighters are a waste but bombers still serve their purpose, and corvettes tear right through them. In other words, your ships are best suited for attacking the ship classes below them, but can still damage the ones in a higher class (fighter v.s. corvette=bad, star destroyer v.s. frigate=good). You can also see this mod in affect the movie that plays while you are in the main menu. Enjoy!
followed her father, Armand Isard, into Imperial Intelligence at a young age, blossoming into a model field agent. Ysanne was sent on a suicide mission to the planet Darkknell. She survived, though, and returned with charges of treason against her father. Armand Isard was executed immediately, and his daughter took his position as Director of Imperial Intelligence. Isard was exceptionally close to Palpatine, so much so that she was given the second Executor-class Star Dreadnought constructed, the Lusankya. Buried underneath the surface of her homeworld of Coruscant, the Lusankya became a prison and brainwashing facility, and Isard used it to torture the secrets out of many enemies of the Empire, as well as convert selected prisoners into sleeper agents.
mod. Play as the resurgent Galactic Republic, evil Galactic Empire, or corrupt Zann Consortium in this no-award-winning modification to 'Star Wars Empire at War - Forces of Corruption'.
resources, do not download if you do not know how to code them into the game. For permissions to use see readme.
planet with nukes if there is a nuke in orbit above the planet. in this version I have added an Icon, and fixed the shortcut.
interesting, give it a download... ~Penguin Unit~
in low orbit of a planet. ~Penguin Unit~
it...download and enjoy!! --smartone29
the shipment of bacta that your receiving and use it for themselves. You must stop them or the rebel will lose all together. (empire)You have been sent by palpatine himself to stop the rebels from getting their bacta supply. You must suceed so the glorious empire can win the war once and for all. Misc. -infantry will heal when ever they get hurt but it is possible to kill them -bases are not prebuilt at any time -empire base is closer to sensor array near the waterfall in middle -no known bugs
to actually recreate a actuall city so instead i just mad an urban map and labled it as New York. The map is supportive for up to 8 players online There are plenty of resources to keep ur money up There are many buildings and tight streets to make stratagy an important priority while playing this map I hope you all enjoy the new map and comments would be greatly appreciated- Alx438
explain it all in detail.
group infantry. *Reallisticaly scaled buildings *Changed accuracy factor for every unit so that units are possible to miss their target(miss chances depending on every unit) *Artillery are very inaccurate but higly damaging *Reallistic speed for each unit *Much stronger turrets(Health X3) but much more costly(800cr) *No extra lag due to the smaller sized units. *Herroes are bigger than other units to be easily identified. *Realistic firing speed for all units *Mines are much more deadly and if placed well can determine the outcome of a battle.
errors and bugs.
mod is focus on the solo/multiplayers Conquest campains
place in the Realistic Galactic Civil War Era and is intended to get it as close to that war as possible. Thank you for downloading the mod, I hope you will enjoy it.
map to try out your new toy. The ship is for empire but a rebel one will be soon to follow. Installation: Ship To install the ship and weapon, Extract the folder XML to C:Program FilesLucasArtsStar Wars Empire at WarGameDataData Map To install the map, Simply extract the file in the map folder to C:Program FilesLucasArtsStar Wars Empire at WarGameDataDataCustomMaps
temple on coruscant when -raw- gonna be done , i gonna redone-it with prop from -raw- imagine all the jedi and new clone soldier in this map = COOL
English, and 7 in Arubesh. They are only for FOC this time. If you want to use one of these in a mod, e-mail me at Mr.Bobert_EAW@yahoo.com and I might even make one out of a screenshot from your mod :)
Kashyyyk. If you are the empire this is your story: The Imperials have a multi-level AT-AT construction facility. Their sensors detected Rebel transpors entering and leaving the atmosphere near by. The Emperor and Darth Vader have come to help you kill all the rebels. Also one of the empires shuttles was shot down by rebel AA guns. The AT-AT base sent an AT-AT to rescue them. Now onto the rebels: The Imperials have detected you delivering your supplies to the base, you must build up a defence force and make sure the empire doesn\'t get to your precious supplies. Obi-Wan Kenobi has come to help you defend them. Both sides: There is a pirate base and a Wookiee base in the map.
enough with this school crap on with the map! Ok so this is basically a battle above the city of Coruscant. No this is not a space battle above the planet above the city itself. Many changes have happened since V1. many a huge background improvement making the map look much better. Also V3 should be out when i come back (around June). Anyways enjoy the map!! Ask me if you want to use my props. contact me on Xfire or by email. Bye P.S. In V3 i intend to replace the mining facilities with tibanna gas facilities to make the map look better.
around doing stuff, and if you look by the cantina in the middle, you\'ll see pile of dead bothans with blood. I don\'t know why I added it, but I supose it will just stay there. There might be a little texture problems, but over all, it\'s probaly the best map I\'ve made. I think... Tell me what you think, and tell me what I can fix. (SGC)MapMaker
shot, however, might blow the whole factory into oblivion..... 2 outposts and several resource pads along the map. It is divided into two section by a large hill in the middle of the map,which leads to both bases. Inspired by my love of explosions, a lot of explosive canisters aligned to make one hell of a light show. Enjoy!
added a rebel venator with V-wings, ARC-170s and ETA 2s which are in full production. Also, the rebel starbase compliment has changed. the Eclipse SSD has nontargetable, hardpoints, a gravity well generator, and a hangar(yes every one of the mods that have an eclipse usually have a gravity generator)
Potd and because of goog reasons on it i deside to released it with a other skin for the X-Wing.
Republic. There is one bug with the rebel infantry not showing up in the production queue. If any body can find a fix for this, please inform me by posting here.
urban, swamp -6 person -Very Large Map -Fun with more people
AEM You will require AEM4.1 to play this mod.
land and if you dont like some of the texture ,just use your editor and change it but me i like it this way lol
ein kleineres Lager, aber dafür direkten Zugang zu den westlichen Mienen. Installation: Einfach in den Mapordner kopieren. Hoffe es gefällt euch, ansonsten ab in den Mülleimer^^. By Remis93 English: Short description: Battlefieldmap for EaW. It is fought for a city, suffice bring around to have resources, solte one the countenances in the East and south under inspection. The rebels have to be sure a smaller warehouse, but for that direct access to the western countenances. Installation: Simply paste into the Customs maps folder. Hope it please\'s you. Special thanks to the empireatwarcommunity^^ By REMIS93 (This is the final Version.)
new changes is The Freedom, Mon Mothma\'s capital ship. There is a surpise in this version. You will find out in Equal Footing Have Fun!
as they are very great. An example of a change is adding 2 AT-AAs to Veers\' land company. Enjoy The Mod!
ISD MK II :D. Ultimate Empire Mod focuses on the empire and nothing else.
Bomb Bay [/list] ~Scorpinox
sighting, when the colony called back that the unknown asailants were gathering for an attack. Lead them back to base to defend it, but watch out for Imperial spy cells. One of the command centers has been swarmed and taken over by the Consortium for their own. Destroy it as well. The New Republic, mistaking your preventative measures as sabotage, declare you enemies of the state. On your escape, a cell of the Sons of Korhal recruit you, promising safe passage. They lead a team to the moon of Antiga Prime to exact vengeance on the New Republic. Take Zann and Luke to eliminate the officers and all traces of the base. An emergency call has come through. The Gargantuan and it\'s garrison are under attack from Consortium forces. While you would rather leave them for dead, a higher-up in the Sons decides it would be wise to ASSIST them instead. Destroy all Consortium forces, and any Imperials snooping around. Surprisingly enough, bel Iblis decides to ally himself with your cell. Take him and his space forces to destroy the New Republic space station over Tarsonis. After defeating the station, The shady higher-up decides it\'s time to cause some MAJOR PWNage. Escort Tyber to the surface to plant a present: \'stuff\'\' for the Consortium in a residential area that will draw a major attack. After this has been done, simply blast your way out of the Imperials aiming for a quick reprisal. No Consortium forces are present. At the moment. The head has figured he should sacrifice Tyber for a quick escape. After Luke tells him what to do with himself, he detaches his band of fighters to the surface in disgust to destroy the Ion Cannon and get a ride out. Destroy anything in the way.
props, such as starships in dock, from Interdictors to MC-30 torpedo boats. There are also multiple pirates located throughout the map. A brilliant map, and well worth a download! :thumbsup: ~Scorpinox
is not supported in the map. ~Scorpinox
between the bases without going through the asteroids is the small path connecting all the gaps in the field. ~Scorpinox
further away outside it\'s perimeter. Its Jack2066\'s First Map so go easy on the comments guys. ~Foshjedi2004
Darkness Consumes). Created with Jedi Academy and Forces of Corruption.[/quote]
AND CONSORTIUM, EMPIRE HAVE MOVE OVER UTAPAU ON A SECRET SPACE STATION TO BUILD THE WORLD DESTRUCTOR 2. EMPEROR MAKE A BIG MISTAKE ON CORUSCANT FOR SENDING COMMANDER NOOBYLUS TO BUILD THE FIRST ONE, NOW ITS VADER WHO IN CHARGE FOR THE CONSTRUCTION ON UTAPAU AND THE BIG MONSTER IS READY TO BE USE FOR MASSIVE DESTRUCTION ON ALL PLANET. THE RADAR OF THE SPACE STATION HAVE DETECT A LOTS OF SHIP COMMING CLOSE TO THE PLANET????????[/quote] ~Scorpinox
crashed on the planet surface.Everyone on board died but a nearby rebel base finds the wreckage and decides to use some other parts they found to rebuild it into a one of a kind warship. but the imperials discovered this and want the \"super acclamator\" for themselves so they set up a base nearby and prepared to attack......\"[/quote] ~Scorpinox
sides and 3 hostile bases in the middle.The 3 middle bases will be killing each other as well as you. This is only my first sent map so don\'t be disappointed if you think it sucks.[/quote] ~Scorpinox
cruiser TIE Avenger Imperial Missile Boat Imperial Escort Carrier TIE Bomber(re-modeled and re-rigged) Scimitar Assault Bomber Rebellion: B-wing (different model) K-wing Y-wing (re-modeled and re-rigged) CR90 Corvette (re-modeled and re-rigged) DP20 Gunship (re-modeled and re-rigged) Quasarfire carrier Nebula-class star destroyer Liberator-class cruiser Underworld: Nantex-class fighter Skipray MK2 Blastboat Starviper (re-modeled and re-rigged) Other Features: Improved AI Random missions re-enabled in the 55 planet GC map. Re-scaling of many units Fighters now come in 9-12 per squadron Bombers and heavy assault fighters in 6 per squad New projectiles for torpedoes and missiles Lasers changed Imps get gravity generator and ZC gets turbolaser defences. Interdictor gets hangar bay, can move with missile shield activated Star destroyers get 2 extra hardpoints Mon Cal cruisers get hangar CR90 Corvettes get cluster bomb launcher Mc30 gets cluster bomb launcher Skiprays get sensor ping TIE phantom gets sensor ping TIE scout gets jammer A-wing gets missiles and jammer X-wing gets torpedoes Y-wing gets anti-fighter ion cannon Thrawn spawns TIE avengers and Scimitar assault bombers All starfighters get their speed, hull, shield and firepower adjusted according to offical figures (TIE defender is the best starfighter), however the attacker always has the advantage ;) Star destroyers get dual turbolasers Enabled many of the unused sounds Increased space population cap Enabled tractor beam station for the Imps Venator enabled for all sides in skirmish Neb-B frigates get tractor beam Many more.........[/quote] ~Scorpinox
the Fates 3 [*]Duel of the Fates 4 [/list] See the readme for more information and installation instructions. ~AdmiralHocking
Escort, Kamino, Mustafar, Utapau Land: Geonosis, Hoth, Mandalore All of the maps are Battle Maps though a few contain structures. ~Scorpinox
shipyards. Nothing else has been changed. ~Scorpinox
mines in the 2 spare corners and may well prove a challenge to conquer. ~Scorpinox
Both factions start of with additional units. Though there is no consortium player available, this map is still for FoC.
:rock: ~Foshjedi2004 [quote] Changes to normal FoC: X-Wing shield strength increased to 30. Buzz Droids can no longer damage frigates and corvettes and it's recharge time has been doubled. VSD and Alliance Assault Frigate's weapon's armor and firepower increased by 50% (except the VSD's hanger which remains the same). StarViper speed reduced from 5.8 to 4.5 (I mean seriously, the Virago which is better then the StarViper in everything is slower then the X-Wing!) Bossk's Concussion Missile's strength reduced to 16 from 25 (to a fighter held Con-Missile as it should be. Lemme also tell you, a Proton Torpedo has 20 strength and the Acclamator's slower Con-Missile has 18 strength. Overpowered wasn't it?) TIE Defender and A-Wing speeds increased to 5.8 and 5.5 respectively. All fighters and bombers can now be built at level 1 space stations (except the TIE Phantom which needs a level 2 station.) TIE Defender's Proton Torpedo Launchers have been removed (the Assault Gunboat will take the role of fighter/bomber as it is in real Star Wars.) TIE Defender's Shielding and Armor both reduced to 60 (from 70 and 100 respectively). TIE Defender's squad size increased to 5 and cost reduced to 500 (from 750). Improved the green Turbolaser projectile. Bomber-held Proton Torpedo damage reduced to 18. All of the Consortium's units except Grenadiers, Merc Squads, Droidekas, StarVipers, Skiprays, Crusaders and Interceptor IVs have been limited 5 and Defilers are removed (from Skirmish too as I couldn't find the code line to disable it in GC) so the Con's will be the pirates they should be. (Note: This doesn't include spawn and starting units. As well due to EaW's unit limit coding, Skirmish is also affected. Not like you'd play as the Cons in the Mod anyways.) Underworld Palace's cost reduced to 1000 for balance. Time between spawned squadrons for frigates reduced to 3 and SSD to 6. Ships coded in: Modified and Old Vulture Droids and Tri-Fighters, Eta-2, Delta-7, Assault Gunboat, K-Wing, Scimitar Assault Bomber, V-19 Torrent, Lucrehulk and Venator Star Destroyer (and no, it isn't one of those overpowered ones). Changes from V1: I think I changed the HB's fighter compliment a bit but w/e. XM-1 and Assault Gunboat sounds added. Modified Tri-Fighters nerfed a bit. Delta-7's health reduced to 20 (I did plan to do this orgionally but forgot to do so for some reason). Eta-2's overpowered lasers fixed. And other minor things changed. Bug fixes from V1: Icon size issues fixed. Lure ability issues fixed. K-Wing land bombing run issues fixed. Issue when a TIE Bomber/Y-Wing would bomb versus the Scimitar Bomber/K-Wing fixed. And other bugs fixed. [/quote]
and give both sides two level 5 space stations. In the last map, there was a large battle; in this map, i decided to scatter many destroyed units through out the map and put ten mining facilities in the center. This is much different from my last one. I also made it big enough to handle very large ships from various mods; but the only problem with those is they are unable to pass through the defense satelites around the space stations rendering them useless to an enemy station unless that ship can attack from a distcance. If not running a mod, then ALL ships can fit through the satelites. As an example, the Star Destroyer + Mon Callamari can get through the satelites; but from a mod like the CIS V.5, the Sovereign Super Star Destroyer and the NRS Mediator plus ships that are very long and/or large are unable to pass through the satelites.
really know. This is NOT a mod. This is a model, which you can use to then MAKE a mod. -Valiantofficer Made by EvilleJedi
use for this, unless you\'re bulding a EAW related website and need some screenshots quickly. The author says in his readme \" their [sic] not even that great.\" - so I guess that sums up this file. Download if you want.
ShaloKran for Empire At War. This is a model and all assosiated files which you can put into EAW to create your own unit. Attached is a screenshot of the model in question to see what you think. Not bad work in my opinion.
Pellaeon The Glory- Grand Admiral Zaarin The Iron Fist- Captain Zsinj The Reprisal- Captain Ozzel The Tyranny- Captain Lennox Re-done Heroes- The Exactor- Lord Vader (replaces Vader's TIE squadron) The Executrix- Grand Moff Tarkin (new ship for Tarkin)
Firing Rate Increased Providence Firing Rate/Angles etc adjusted. Guri Text Error Guri Attack Strength lowered Munificent, Recusant, Snail Tank Skirmish build fixed. Fire Range on Lucrehulk and Providence fixed V-wing Spamming fixed AI building new units Space station Garrison Spawn time increased from 4 seconds to 10 Space station Garrisons reduced by 33% Fighter Spawn Error on Dauntless and MC90 Providence Radar Icon bug Snail Tank Infantry Crush Bug Death Clone Scales on many ships MC75 Projectile bug Lucrehulk Z Layer Carrack, Guardian Sound fixes Build times on Providence and Lurcrehulk. TIE Defender ION shot again slowed down... Providence Missing text on Turbolaser AI Building New units in Skirmish Missing Vulture Droid Textures ALL droids not ION stunnable Droids repairable at Bacta Tanks Guri repairable at Bacta Tank AI not building New units in Skirmish Tri-Droid Fighter Icon Snail Tank Firing Sound missing Guri Sonic Stun not working Automatic Defeat sometimes while using Droids or Mandalorian Commandos Crash while auto resolving land battles with droids E-Web Troops not being able to garrion in Bunkers or be transported in LAAT or Juggernaught Battledroids getting stuck in bunkers (Battle droids can no longer garrison) Superbattledroids getting stuck in bunkers (Only Super battledroids can Garrison) Mandalorian Commandos not being able to garrion in Bunkers or be transported
in Galactic Conquest (buildable on Coruscant only , Barracks required, 2 battallions of each 4 guardsmen)
Lasers with Turbolasers, and the Missiles with Proton Torpedo launchers. During Skirmish it is available at a level 4 station for the Empire.
Adds Arc-170 fighter and Eta-2 fighter (only can be spawned from Underworld Venator) Adds the Venator for all factions
bribe) Added Eclipse in skirmish Corrected speech patterns of interceptor 4 Empire: Added Executor to skirmish Added Death Star 2 to skirmish Made Noghri better
Squadron Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased. The Imperials get a massive boost with Fel and the Lancer Class Frigate :)
outside base has been turned to nutral so the imps can win -Added sensor relays for both teams - More textures [/quote]
credits if you do so. Stay tuned for more...
bomber(doesn\'t work, will have to look for a solution!).
overwhelming firepower, Rebels are good to, but designed for big battles.
first thing you notice is the removed bink movies and the first thing thats meets your Eye is a Massive Space Battle The Executor is there with an escort versus the rebel Armada. Playing the Imperials you really notice the strength the rebels now have. You have the Quasar Fire Class with Kwing Bombers that can pretty much defeat most units. On the Ground I must say for the first time I find it quite challenging. The New Hover Tank for the Rebels is kinda cool to play with. Really gives them some punch. As do the Infiltrators which appear to come in groups. The Space is tricky. The AI For the Rebels seems to like Spamming Ywings and Xwings. I must have fought about 20 Fighters and 2 corvettes 5 or 6 times on my way to victory. Overall it does what it says on the tin. Its another amazing quality mod release from Bailknight. My Hat goes off to him.. The Game is a lot of fun thanks to him and I completely recommend this Mod for you to try,
http://www.theprojectmars.com Check out the Petroglyph Public Spotlight project here: http://www.petroglyphgames.com
you are not familiar with modding EaW. Included: cis_bdroid.alo - the model itself cis_bdroid.dds - texture file 265x265 MIP Map cis_bdroid_gloss.dds - gloss texture file 256x256 MIP Map cis_bdroid_ATTACK_00.ala - animation file cis_bdroid_ATTACK_01.ala - animation file cis_bdroid_ATTACKIDLE_00.ala - animation file cis_bdroid_ATTACKIDLE_01.ala - animation file cis_bdroid_DIE_00.ala - animation file cis_bdroid_DIE_01.ala - animation file cis_bdroid_IDLE_00.ala - animation file cis_bdroid_MOVE_00.ala - animation file cis_bdroid_MOVE_01.ala - animation file cis_bdroid_TURNL_00.ala - animation file cis_bdroid_TURNR_00.ala - animation file cis_bdroid_WALKMOVE_00.ala - animation file I\'ve implemented three Levels of details but at the current Version LOD0 and LOD1 are just copies of the LOD2 model (around 1000 polygons like the Storm_Trooper_LOD2) for testing purposes. In the near future i will release a new version with reduced polycounts for LOD1 and LOD0. Nevertheless it works for me. Feel free to use them in your MOD, but give me credit if you do so. Stay tuned for more...
Cruiser to the game. The Titan is a heavy Cruiser from SW novels. A good add to the Imperial Navy. It can easily match the home one.
Serial MC80 Wingless Cruiser Has Been Added. - Rebel Spacestation 5 Now Garrison The B-Wing. - SSD Description About The SSD Being 8km Has Now Been Changed To 12km. - SSD Can Now Be Built On Mon Calimari And NOT Coruscant. - SSD Is Now Subjectable To Upgrades, ie. Reactors, Weapons etc. - SSD Now Takes Longer To Get To Planets, About 2 Times Faster Than The Death Star. - B-Wing Is Subjectable To Upgrades. - All Capital Ship Creating Planets Have Updated Descriptions About The SSD. - Original Speed And Rate Of Turn Of SSD Has Been Restored. - We Have Better Maps, They Work In Skirmish, But They Come Under Custom Maps, Not Official Maps. - The Description Now Hasnt Got A Capital At The Start Of Each Word (Sorry, Its A Habbit) - The SSD Now Has Tie Fighters, Tie Bombers And Tie Scouts, And They Spawn Very Quickly. - SSD Now Has 2 Tartan Patrol Cruiser Escorts To Help Counter Attack The B-Wings. - SSD Population Has Been Reduced To 10. - SSD Is Now Scale 2.5. - SSD Now Has A Big Space Radar Icon. - The X-Wings Now Have The Hunt Ability. - Updated Some Ships Vulnerabilities And Strengths To Show The SSD. - Updated Some Ships Vulnerabilities And Strengths To Show The B-Wing. - There Have Been TurboLasers Added/Replaced. - There Is Only Two Engine Hardpoints (Located Near The End Of The SSD). - The Venator Can Now Be Built In Skirmish. - Also Fixed Up A Readme Mistake. - A Few Bug Fixes.
be all I\'m adding at least until Forces of Corruption comes out. I will most likely be coming back to it then. As it is I\'ve added 8 new units (1 not playable, there for the pirates), 4 additional heroes (1 for the pirates), a new single and multiplayer GC, changed the Raiding system and added back in 1 building for both sides. The GC is called \"In The Beginning\", both the Imps and Rebels start was 3 planets, the lowest tech you can give them and 3,000cr. Rebels: I wanted to make the rebels look more ragtag, so they start with a couple of Venators (stolen after the clone wars), some v-Wing and Z-95 squadrons and a few Corvettes. They have Naboo (not Hoth as its too easy to get Bespin from there), Yavin and Bonadan. Imps: The Imps also start with a couple of Venators, Acclamators, and Tartans, and have Coruscant, Byss and Fresia. Pirates: The are a LOT more pirates around, they now own around 23 of the 43 planets, so a lot of the early game is about conquering pirate planets, watch out as they have a few surprises on certain planets.
version: - Now Mon Calamari Cruiser Wingless it's added in game, not replaces Mon Calamari Cruiser - Now Slice Cost costs 2300, no 2000 - Added a description - Added icon - Refresh Rate of the shield is reduced - AI Combat Power is increased
speed/turn rate of the Super Star Destroyer and increases size, cost and build time to balance out the game a bit. Reduced number of hardpoints (now only 1 shield hardpoint, 2 engine hardpoints) and got rid of the missle launchers (there was no point in them because the lasers got the even before the missles hit) Changed Pietts name to ADMIRAL Piett Enjoy!!
down). Transport 2 is away! Yayyyyyyyyyy! Empire has about 30 squads of troops, rebels only about 15, but those snowspeeders can really be useful...
10% firepower bonus to Iron Fist, Star and, Victory Destroyers ~Admiral Piett give a 5% damage bonus to all units, a 10% health bonus and 15% firepower bonus to Executor, Star and, Victory Destroyers ~The Lusankya is a cheaper, more generic, yet still powerful, Super Star Destroyer. All SSDs are to exact scale with other units Each SSD has there own icon Tweaked the SSDs to give a better range and a little less firepower, i said a little. :D Each SSD has a proper discription Adjusted projectile size.
damaged badly and fell to the surface of Korriban. Two centuries later, Emperor Palpatine led a campaign to scavenge Korriban for Sith artifacts. THe Imperial Drill team found the massive vessel and restored it to its former glory and magnificane.
must prepair their forces and secure reinforcement points. They both have bombers and Anti-Air turrets. Choose your side, plan your tactics and attack!
asteriods so watch out! You start with a Level 3 Space Station and a few squardrons of fighters and either A Mon Calimari Cruiser or a Star Destroyer. Enjoy!!