Empire at War
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.
population Value. ~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.
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
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
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]
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.
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: firstname.lastname@example.org 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!!!) ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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]
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]
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
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.
all purposes eliminates your space population cap. This mod works for EAW and FOC. Enjoy![/quote]
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
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
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]
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
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
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
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.*
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
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]
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
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.
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
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]
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.
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
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
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
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
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]
of only one credit. If this mod sounds interesting to you then give it a download.
(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
Rhen var and Mygeeto to GC
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
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.
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
material from other mod teams.
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.
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...
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
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!
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
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
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
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.
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
more canon as the title would suggest. This latest version makes a multitude of bug fixes and balance changes to make the gameplay more accurate with Star Wars lore. A few new units have been added as well such as the Century Tank. Be sure to use the download link posted above. The download below on the page is just the read-me file.
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]
[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
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]
- 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)
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.
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]
let people know what am doing. If anyone wants to help me on this mod let me know, will be apreciated. Godric02
afford those one credit units. [Quote]this mod is for foc and it makes all units and upgrades cost 1 credit and 1 second to build and take up 0 space in unit cap and astroid facilitys give credits at a very fast speed and pace. to install put the xml files in the c:/programfiles/lucasarts/starwarsempireatwarforcesofcorruption/data/xml.[/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
[url="http://www.pillsburybaking.com/products/product_detail7.aspx"]delicious funfetti[/url] that's the above and beyond of sprinkles. (My wife makes me a funfetti cake for my birthday every year, and it's fantastic). This icon pack is the funfetti to the vanilla sprinkles that come packaged with the game. It's doesn't seem like much, but it increases the immersion factor to pull you into the universe just a little more. Great job Funfetti for the win! [quote]My newest version of my icon packs and maybe my last. This version includes all the icons from the last versions, plus plenty of new ones. I also fixed most of the problems mentioned before like the icons being too big or hero icons needed the edges to be rounded. A lot of the new stuff in the screenshots is from my personal mod Super Star Wars. If you use these in a mod, just give credit to Admiral Ace. Admiral Ace is my user name on Moddb and Gamefront Forums, I just haven't changed it here yet.[/quote] the_stag
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]
This is still a great idea and I've already made it part of my standard z3r0x 3.5 mod package. Also remember, if you have 3.5 make sure you have the patch also.[/quote] And here is the changelog. [quote]hey this is the 3rd (and most likely last z3r0x campaign mod) all this version does is changes the campaigns so you can use the foc heroes in it -yoda -luke -garm bel iblis - rouge sqaud -thrawn -arc hammer this will be my last version probably as i am busy with FOC ENHANCEMENTS - if anyone wants me to continue this say and i will.[/quote] That's all you need 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
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
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
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]
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]
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 :)
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
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.
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
version. Enjoy, and the space version will be coming soon![/quote]
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.
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.
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
SSD[/list]The following units have been modified:[list][*]Acclamator[*]Nebulon-B[*]TIE\'s[/list]Check the read-me for further details.
bribe) 1.0 ***Added Eclipse in skirmish*** 1.0 *** 3.0 Now for Imps*** Corrected speech patterns of interceptor 4 1.0 expanded texts on some units an heros 2.0 fixed problem of capital ships buildable on all planets 2.0 Added Zann-Class Fighter-Bomber 3.0 Added unique Consortium Capital Ship Radar Icon 3.0 Added Silri\'s advanced flagship 3.0 Added Valgarochi (New Hero) 3.0 Galactic Empire: Added Executor to skirmish 1.0 Added Death Star 2 to skirmish 1.0 Made Noghri better 1.0 changed defense satelittes to tractor, ion, and turbolaser 2.0 added At-At Mk II prototype 2.0 improved thrawn with new ability and improved (a lot!!!) flagship 2.0 added more at-at weapons 2.0 changed scale of slave 1 landing 2.0 Improved and balanced At-At Mk II and added as transport 3.0 Added Shocktrooper 3.0 Increased Boba Fetts Damage 3.0 added blue turblasers for Acclamator 3.0 added Mara Jade to all GC\'s 3.0 Rebel Alliance: Added mass driver marauder 2.0 added kyle katarn to space skirmish 2.0 added Duo defense satelite 2.0 added red, gold, green, and grey groups for recruitment *only at yavin* 2.0 *3.0* improved rogue squadron a lot 2.0 added b-wing and mc30 frigate to conquest 2.0 Added CC7700 Interdictor Frigate 2.0 or 3.0 (can\'t remember which) Added Garm bel Iblis\' Flagship 3.0 Added Anti Air T4-B 3.0 Added Kyle Katarn to all GC\'s 3.0 The Hutts: Added new faction \'Hutts\', units listed below: 3.0 venator battleship 3.0 turbolaser marauder 3.0 IPV 3.0 corellian corvette 3.0 v-wing squadron 3.0 hutt space station 3.0 twi lek mercenary 3.0 pod walker 3.0 swamp speeder 3.0 pirate skiff (acts as transport) 3.0 hutt field commander 3.0 Jabba (faction leader) 3.0 Com station 3.0 Hutt command center 3.0 Shield Generator 3.0 Universal: changed skirmish colours and max credits 1.0 Added more planets that can build capital ships 2.0 added mandalorian commando for training on mandalore 2.0 changed space skirmish starting units 2.0 Increased skirmish pop caps (land + space) 3.0 Changed Skirmish tech upgrade to go in upgrade build queue (instead of production) 3.0 Added and changed space skirmish defence Satelites 3.0 Changed Holo briefing for Imps and Cons (i.e. stormtrooper to imp officer) 3.0 Changed Names (Empire to Galactic Empire) 3.0 Added Mobile Landing Zone build option for MDU\'s 3.0 Changed Loading Screen 3.0 Slightly changed main menu 3.0
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
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.
not previously have this ability. Check the read-me for a full list of units. This is a great download for ACM lovers and it definitely adds to the experience. [Quote]A patch for ACM 2.4 to let units garrison into bunkers & trnasports. Also lets the AT-TE carry 2 slots of infantry or vehicles.[/Quote]
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
files look fine, I\'m going to upload this because it\'s been in the queue for a while. So I\'m going to guess that this works. I\'m going to guess that it does what it says. And I\'m going to guess you\'ll comment on it if you download it. [quote]i have tried to make it happen but it didn\'t work quite well and i tried everything to fix it but it still don\'t work well maybe someone can fix it[/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
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]
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
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
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
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
more aggressive and clever with their strategies. But this mod goes further than that and adds a few new units and tweaks the gameplay in order to make the game much more entertaining and deep. My only gripe would be the author's decision to split the mod into different factions rather than balancing them, but I'm sure he had good reasons for it. Be sure to give this mod a try over the holidays. [quote]STAR WARS EAW-FoC STRATEGIC AI MOD V 1.0 by EL Emperador. My personal mod is the result of several weeks of investigation and work. If you were boring of winning to the PC easily, this mod forced you to think as a true galactic commandant. Now, you can play the game as in the previous days to Endor Battle!. It The AI is more smart and aggressive in GC. The AI builds the Death Star II early, and fires it's super laser in medium and hard defensive planets. It also fire against capital ships in space. The fleets are more powerful and has many capital and super capital ships, as star destroyers and calamari cruisers. The AI builds the Executor and Darth Vader is present in some Ground an space battles. The Rogue Squadron is used to find and destroy Death Star and revive as a standar hero. The Ground Forces are more strong. You can see several units as ATATs in ground battles. The AI builds better and more powerfull ground bases. The consortium is less agressive but more opportunist. You can't see the corruptions clouds to make the game more difficult.The population capacity was increased in space and ground battles. Units: Empire - SSD Eclipse (Petroglyph). - Executor class SSD. - Mara Jade in GC. - Dark Side Adepts. - Royal Guards. Rebelion -SSD Lusankya (stolen executor). -MC 80 cruiser. -Kyle Katarn in GC. Consortium -stolen SSD executor. -bounty hunter. Others modifications. - the win movies was revived. - The intro music was modified. - Ig88 hack super weapon ability was removed - Tarkin can remove corruption. IMPORTANT THIS IS A SET OF TWO MODS. IF YOU WISH PLAY AS THE POWERFUL EMPIRE, YOU MUST SELECT THE SWFoC_E MOD, BUT IF YOU WISH PLAY AS THE HEROIC REBEL ALLIANCE, YOU MUST SELECT THE SWFoC_R MOD. This is because this mods had been prepared to have the better experience in each of this factions. The Consortium is a secondary faction in this mods. ENJOY AS NEVER!. IF YOU TAKE SOME FILE TO YOUR MODS, DONT FORGET GIVE ME THE CREDITS, THE GRATITUDE IS A VERY GOOD VIRTUE!!![/quote]
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
tell it to go, and the best part is getting two starbases next to each other! It's one of the most awkward looking battles you could see in FoC. It is a lot of fun. [/quote] I had a lot of fun with this. The bases actually move like a starship, meaning they bank on turns. The Consortium base looks the most natural because of it's design, and the Rebel's base doesn't look too bad. However, only the level 1 Imperial starbase looks ok moving around, after that it looks awkward. Not that anything can be done about it outside of changing the base entirely. When you really think about it, the Death Star was capable of moving around. 'Nuff said. the_stag
can leave suggestions on this page. The shortcut can be placed anywhere you will just need to edit the path of the shortcut to be the same as your game. [/quote] the_stag
files [/quote] I don't like it when developers say something is the last version, because what if there's still an error or they want to change something? Just a personal issue. Anyways, looks like a couple of things have been fixed up. 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
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
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!
Rebels, Consortium, and the Empire. [i]EDIT:[/i] The amount of bombs and the damage dealt is also increased, making it effective against all targets.
fixes more issues such as giving the B-Wing a proper bombing run and re-enabling the EaW Obi Wan VS Vader hero clash.
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)
two Raiders destroy an entire squadron of Vipers by launching a barrage of missiles at them. I watched it and decided to make the TIE Avengers just like them, because they don\'t differ much from other fighters. With this mod, TIE Avengers fire volleys of 6 missiles each, which quickly engage enemy fighters. Note: 1.Sorry for any language mistakes, I\'m studying English at the moment 2.The mod is completely balanced, it doesn\'t turn the Avengers into killing machines(although they are killing machines even without it - I haven\'t changed their lasers) 3.You can use it wherever you want without asking for permision. Just give me a credit. For any bugs and/or suggestions report at email@example.com
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!
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
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!
its like the movies or other Video games Altered AI to build added in features in Skirmish and the Defence Satellites All Factions must now build Space Yards for capital ship production Added Mining Ship for all factions Added MDU Credit Accumulator build option Slightly Altered the Faction UI so that it no longer displays ZC symbol whn playing as hutts [b]Zann Consortium Changes in V4.0:[/b] Changed SFX for Hounds Tooth laser fire Changed Silri's Krayt Destroyer to fire Unique MegaWeapon Projectile Reskined Valgarochi and His Ship Reskined Urai and Silris Flagships [b]Empire Changes in V4.0:[/b] Enlarged Squadrons Added Blue Lasers to Acclamator Added Imperial II Class Star Destroyer Added EX-F Experimental Star Destroyer Improved Probe Droids Adjusted Guardian Stormtroopers (Spawn from At-At MKII) Speeder Bikes can now capture things (Reinforcement Point, Ect...) Changed SDD to Piett Hero and Vader back to Squadron hero Added Shadowtroopers (Blackhole Stormtroopers) Added Blackhole Hero to replace Accuser Improved Tie Defenders Removed Grand Moff Tarkin from All GCs (Well he is dead, and kind of pointless anyway!) Added Shields to P2 and P3 Darktroopers and made P3 tougher [b]Rebel Alliance Changes in V4.0:[/b] Improved all starfighters with secondary weapons Improved Katarn in Space Added Tani Abl'ya (New Hero) Improved All Starfighters Changed Ion Cannon Projectile [b]Pirate Alliance Changes in V4.0:[/b] Added Dreadnaught capital ship Improved Venator Battleship 2 new Hutt Heros Added Xizor Added Mighella Added Arc-170 Fighter Bombers Improved V-Wing Fighters Added Pirate Bombers Made 5 levels of space station (Special Weapon at Level 5) Added a few types of Mercenaries Added Podracing Arena Added Watto and his stolen ships Added Grand Arena Added Specific Faction Taunts Added Black Sun Skyhook Added their own Defence Satellites Added Lucrehulk Ships Added Jabba's Rancor as Hero Added The Katana Dreadnaught Added Droid Control Ship Removed Hutt Correlian Corvette !!!Now PLAYABLE in Space Skirmish!!!
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.
Adds Arc-170 fighter and Eta-2 fighter (only can be spawned from Underworld Venator) Adds the Venator for all factions
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
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]
cost one credit. [Quote]This a work on progress. Since a few people like cheating, and most (I hope) loves ACM mod, I decided to make a \"1 Sec 1 Cred\" mod for Empire. Just insert into the data in the mod file, and it should be good (Keep a backup, just in case). I know that some units that I haven\'t tested or couldn\'t find in a normal map was not 1 Credit or isn\'t 1 Second long, please tell me about it in comments. And please tell me what unit it is. (I also know very well that some space and land units uses up a few food. Tell me about it as well). I\'m thinking of also doing Underworld and Rebels, but so far, enjoy all the armies of titans and whatnot. (Please don\'t use my email, I won\'t respond) (Hint: Don\'t try and keep your armies with the death star, especially the ones you can only build once. Underworld Druid hero keeps destroying it with special ability. Just a caution, you know.)[/Quote]
Ceral Spaceballs The T-shirt Spaceballs The Flamethrower Spaceballs The Doll And now...Spaceballs The Icon Pack! When I was watching the movie a few weeks ago, this idea popped into my head and I just had make it. Perfect for anyone who wants a Spaceballs mod or should I say Spaceballs The EaW Mod.[/Quote]
FOC help droids and Dashboards along with some graphics from wookieepedia. This is a follow up of my previous dashboard pack made for my mod (Star Wars Infinities Mod) which has been given to everythingeaw.com as a sneak peek of my mod. I hope modders will find this pack very useful coz I covered all major timelines of Star Wars.[/Quote]
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
problems than post it and as soon as i can i will reply.
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
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!
inlcuded. [quote]This mini-mod adds Malachor V from Kotor II to the following campaigns: Equal Footing Origin of Corruption Gateways Rim Worlds Origin Of Corruption With each campaign, a different faction will control Malachor. New maps are also included for both land and space. There are numerous bugs, such as the space map being the land map's preview. These may be fixed at a later date.[/quote] the_stag
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
talking about. the_stag
file and give that to the community. Consider it a gift to kick off the summer. Make sure you check out the readme, it's got important details. I've enjoyed the previous versions of the beta and this release is no different. There are plenty of changes to keep everyone busy while at the same time not going overboard. Since this mod is still in beta, please give the author feedback. [quote]Hello. This is the next version of my Foc Enhancements Mod BIG changes so delete your old saves.. they wont work Lots of new units and graphical enhancementsm, but a few bugs, check the readme. I have removed the zann consortium, as we are coding them into the pirate underworld We are in desperate need of a rigger, to add new hardpoints to models, so until we get one, we cannot make much progress. [/quote] the_stag
best. Once you download it, get this too so it can be played in all it's glory. the_stag
it part of my standard [file="77903"]z3r0x 3.5 mod[/file] package. Also remember, if you have 3.5 make sure you have the [file="77993"]patch[/file] also. [quote]Hey, just 4 new maps to slake your thirst for conquest. This mod is dedicated to z3r0x, the greatest EAW modder of all tims, if you do not know him just go crawl under a rock and die ..............soooooo.......... just download [/quote]
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
stock Venator was weak. This mod helps to fix that problem by making it more canon. Although there are mods that have Venator's added in them, this is a nice addition for those who just want this, or for something to add to their mod. the_stag
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
Consortium space arsenal and is a great addition to any fleet. [quote]This adds a new interdictor to the underworld the interdictor is about the size of a star destroyer and has a few new hardpoints.[/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
could still use some work, but when your playing at the regular view level they look fine. It would be great to see all the hero's changed in the future, and maybe even some camo vehicles....? Maybe. 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
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]
true for the Slave I. This is a nice mod for two types of people; a) those who really like Boba Fett b) those who are new to the game and want to use Boba Fett as a last resort type backup. [quote] A lot of people call this "cheating" but I call this "having fun". This mod makes Boba Fett and the Slave I almost invicible. I didn't upload screenshots because they can't show the effects of the mod. Instead, I uploaded a video. VIDEO LINK: http://www.youtube.com/watch?v=qQAccG5Q_9U [/quote] the_stag
of Freelancer. WING: Commander Invasion takes this concept and recreates it using the Forces Of Corruption game engine. This v1.0 beta gives gamers the ability to play as either the Terran Confederation or "catlike" Kilrathi Empire. You'll have access to a whole host of capital ships and fighter classes from each side and must do your best to protect your starbase whilst destroying the enemies.
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
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.
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.
through new lotal Clones and led by Supreme Chancellor Mon Mothma, as well as Jedi Masters Yoda and Obi-Wan Kenobi. At the same time the Zann Consortium has been busy collecting, reactivating, and upgrading old Separatist weapons from the Clone Wars to build up an arsenal to challenge for control of the galaxy.
factions and adds a new faction, the Corporates, to the game. It's an interesting mix of units, ranging from clone troopers to TIE Droids. The Corporates have many new heroes in their arsenal, so be sure to check those out. If you liked Forces of Corruption but thought it should have yet another faction, then this mod is for you
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. This mod adds new units, buildings, and heroes. Some New Units Include: [list][*]Pirate Militia [*]Pirate Grenadier [*]Pirate Assualt trooper [*]Pirate Commando [*]Berserker Knight [*]"Jollyroger" Sentry drone [*]Crawltank[/list] To read the complete list of the new units, please refer to the readme If you liked the Metroid series, you'll love this mod!
camo for planers like Kashyyyk and Dathomir [*]Ice camo for planets like Hoth and Ilum [*]Volcanic camo for planets like Mustafar and Shola [*]City Camo for planets like Corcuscant and Anaxes and for plantes like Naboo. [/list] The new camouflages will change the uniforms of the stormtroopers, making them harder to see in mixed environments. This new-found camouflages could give the player the upper hand in sneak attacks and gorilla tactics alike. There is also a special cloak for Darktroopers that has custom sounds and camouflage samples to build your own. For more information, read the Readme.
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
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'.
War Forces of CorruptionModsROTPDataXML. more specifically, copy it to the XML folder in the Enhanced fOC data directory. Enjoy! :beer:
Orchestra, ILm, lucas film, and avenger(model of the venator). An example of my work is that Tyber\'s krayt destroyer has been dusted and I added a venator to replace it(same name as the krayt but different description). Version 1.5 may include some other major changes with affiliation and armor/shielding. For the heroes, I have added personal shield generators to all of them. This mod is not canon
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.
smuggling ability\'s duration and amount of credits smuggled have been changed. Note: the readme has been split in two so that it wont take up much space
Squadron Venator II-Class Star Destroyer Eclipse II-Class Star Dreadnought (ICON, HERO, SUPERWEAPON) The Grandel (HERO) Rebel; V-Wing Squadron (ICON) Corellian Destroyer Venator-Class Star Destroyer (ICON) Rand Ecliptic-Class Transport Zann Constioum(Or However you spell it >_>); Mandator-Class Cruiser Lucrehulk-Class Battleship Venator-Class Star Destroyer (ICON)
Mc80 -CC7700 Frigate -Mc40 Cruiser [u][i]Consortium[/i][/u] -Providence -Munificent -Firespray Squadron ~Scorpinox
of speed,weapons,cost and,armor/shields ( Juggernaut,Executor,etc ) Some unit removals for balancing reasons ( see new tech tree ). Also removed from starting GC units and garrisons TIE defender buildable only on The_Maw Corellian Corvette buildable only on Corellia MC30 frigate buildable only on Mon Calamari All MDU's build a shield generator and that factions MDU turret TIE bomber given "HUNT" ability Bunkers and transports can garrison more "Merciless" has bribe in place of blast, will always fire blast projectiles DSII comes with 4 ISD's Veers and Garm Bel iblis taken out of skirmish for hero balancing Turbolaser Towers more powerful with better aim, can hit bombers easily Consortium has new projectiles for some weapons All original GC maps from EAW vanilla ISD's and VSD's have the Deploy Squadron ability MDU's only buildable in skirmish The Arc Hammer has assault and deploy squadron as well as a new ion cannon hardpoint Aggressor's have mass drivers instead of turbolasers Opening logos removed New "splash screen" Defiler now purchased at barracks in skirmish Noghri Assassin squad buildable in skirmish at barracks All GC scenario player start with a level 5 tech level and the same amount of credits as everyone else All planets can have a level five space station Hutt space station no longer sells units but works like a large capturable turret skirmish starting credit amount increased Executor has no tractor beam, instead comes with assault and launch squadron New opening battle scene Unit abilities no longer need to be bought on the black market all blackmarkets removed No more annoying corruption missions click kidnapping, piracy etc and you're done with a guaranteed win Captain Piett removed, he is now on the Executor HTT hovers instead of flying Piracy grants you 10,000 credits instead of a new ship Slavery and blackmarkets removed All text entries redone Campaign edited to work with mod. The Adominator is twice as powerful with new hardpoints Executor is only buildable once by each player in skirmish Countless other small changes CUSTOM SKIRMISH MAPS INCLUDED: *Battle on the Death Star *Bespin: Cloud City Conflict *Hoth Wampa Lair *Hypori: Droid Foundry *Hypori: Asteroid Field *Kashyyyk: Kachiro *Kessel: Mines *Manann: Ahato City *Mon Calamari: Docks *Mygeeto: Bridge *The Maw: Chaos[/quote] ~Scorpinox
not a full version. List of Changes: [quote]Units added: Dreadnought Cruiser. Changes from V2: Alliance Assault Frigate\'s Build Time reduced to 35. Alliance Assault Frigate\'s Cost increased to 3000. Victroy SD\'s speed increased to 2.3 (I didn\'t see this while coding V2 but, COME ON. The Vic. Mk.II (the one in the game as seen by the Ion Cannons) was built to be fast and is not just a fraction of a bit faster then an ISD! It\'s much faster!). Venator\'s speed increased to 2.7 (to be on par with the Alliance Assault Frigate and faster then the Victory). Victory SD\'s \"Max Rate Of Turn\" increased to 0.6 from 0.5 (to be on par with the Alliance Assault Figate). Venator\'s and Victory SD\'s build cost reduced to 3000. Lucrehulk build cost reduced to 5000. Nebulon-B Frigate size has been shrunken by a bit. Nebulon-B Frigate cost reduced to 2000 from 2200. Hull Breach\'s shields raised by 1500. Bug/error fixes from V2: Venator\'s \"Max Rate Of Turn\" reduced to 0.6 from 0.7 (as I was editing the Vic\'s code to make the Ven it should have been 0.5 if anything. 0.7 is too good). Fixed that the V-19 Torrent isn\'t buildable at Tech Level 0 for some reason. Fixed the Eta-2\'s cheap slice cost (raised to 500 as it should be).[/quote] ~Scorpinox
: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]
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.
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.
http://www.lucasforums.com/showthread.php?t=175265 Here comes a new 55 planet map with pirates, venators, Kyle and Mara!
Scale fixes. New units: Underworld: Recusant Frigate* (Muunilinst Only) Munificent Frigate* (Muunilinst Only) Corellian Battlecruiser* (Corellia Only) Corellian Destroyer* (Corellia Only) Cloakshape Fighter* Howl Runner Fighter* Super BattleDroids* Mandalorian Shock Troopers* (Mandalore Only) Snail Tank* (Muunilinst Only) B1 BattleDroids (Geonosis Only) Empire: Bayonet Cruiser* Escort Carrier* Lancer Frigate* Dominator Cruiser* (Kuat Only) Eclipse Super Star Destroyer* (Byss Only) Assault Gunboat* TIE Avenger* Carrack Cruiser* Strike Cruiser* LAAT/i* E-Web Troopers* AT-RT* Darkside Adepts* (Korriban Only) Hero: Baron Soontir Fel w/181st Squadron* Hero: Admiral Ozzel w/Nemesis Star Destroyer* Rebels: Dauntless* MC-40* (Mon Calimari Only) MC-80a*(Mon Calimari Only) MC-90* (Mon Calimari Only) Nebulon B2* Assault Frigate MK1* Quasar Fire Carrier* Dreadnaught* T-Wing* AAC Hovertank* V-Wing Speeder* Hero: General Jan Dodonna* Misc Factions: R-41 StarChaser* N1 Fighter* Preybird* Golan 3* B1 BattleDroids* Modifications: 3 New Planets added Rattatak, Polis Massa, and Zhar 4 new maps added. New Factions Added Hutts,Mandalorians,Naboo,Corellians,Corporate Sector. Planetary Defense Fleets Added for Hutts,Mandalorians,Naboo,Corellians,Corporate Sector Planet Values increased. Planet Population Values Increased Reinforcements Increased for Space Stations. Faction Colors Changed to Purple for Underworld, Green for the Empire, and Crimson for the Rebels LAAT/i: Transport Capability Added, Color Changed. Juggernaught: Speed Increased, Rocket Attack added, Health Added, Size Scaled Up. B-Wing: Health Increased, Shields Increased, Size Scaled Down X-Wing: Size Scaled Down, Squadron increased to 12 A-Wing: Size Scaled Down, Squadron increased to 12 Y-Wing: Size Scaled Down NebulonB: Size Scaled down Corellian Corvette: Size Scaled Down Corellian Gunboat: Size Scaled Down Broadside Cruiser: Size Scaled Up ISD: Size Scaled Up. VSD: Size Scaled UP Interdictor: Size Scaled up TIE Fighter: Size Scaled Down TIE Defender: Size Scaled Down, Squadron Increased to 12 TIE BOmber: Size Scaled Down TIE Phantom: Size Scaled Down, Squadron Increased to 12 TIE Interceptor: Size Scaled Down, Squadron Increased to 12 Acclamator: Size Scaled Up Marauder Cruiser: Size Scaled Up Space Station Build Times are Decreased ALL Fighter Build Times Decreased Space Station Reinforcements Increased Greatly Campaign "Equal Footing" starts with more credits for all sides. Space Battle Pop Cap Increased for all sides. Vengence Frigate: Shields Added Opening Movie Music changed, ROTS music added to Galactic map
it in Normal play anymore. I have not tested with Baron as the AI.. but the Ion shot works like it is supposed to. Just over write the old file with the new ones. Also.. do not try and load a saved game with the new files as the game will crash.
skirmish for the Empire. The Rebels get The Republic Stealth ship at level 3,4&5 and a modified Corellian Corvette at 2,3,4&5 in both GC and skirmish. The seismic tank and the T4C battle tank are only build able at the heavy vehicle factory in GC and skirmish. Also includes the ship upgrade mod by venators_all_the_way. The Empire also gets the Acclamator MK3 at a level 2,3,4&5 space station in GC and level 3,4&5 in skirmish.
skirmish . The Rebels get The Republic Stealth ship at level 3,4&5 in both GC and skirmish. The seismic tank and the T4C battle tank are only build able at the heavy vehicle factory in GC and skirmish. Also includes the ship upgrade mod by venators_all_the_way.
The Rebels get The Republic Stealth ship at level 3,4&5 in both GC and skirmish. The seismic tank and the T4C battle tank are only build able at the heavy vehicle factory in GC and skirmish.
Consortium it\'s in the palace. The CS is buildable at a level 4 space station and level 5 for all. The ACS is buildable only at a level 5 space station.
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.
launcher. You do not need this patch if you do not have messed up buttons
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
would be much appreciated.)
for it and modified it where it is stronger and the Empire can make them now. Also a bonus, I have reduced their prices and build time allowing you to make them in a higher production rate. Enjoy
Besides who doesn\'t want to have a bunch of ladies running around on the field draining the life out of you enemies.
pack for any modder. [Quote]Ultimate Icon Pack My largest and possibly the largest icon pack ever released for EAW/FOC. This pack contains over 315 icons ranging from Star Wars, Star Trek, Stargate, Metroid, Legend of Zelda, and various others. All made for various personal mods I had been working on. Includes icons from all my previous icon packs including ones from Spaceballs the Icon pack.[/Quote]
never personally seen the Star Wreck movies I can say some of these new units are quite interesting. [Quote]This modification is based on parody movies Star Wreck. This version adds only starships from SW 6 - In the Pirkinning for two factions: P-Fleet and alternate universe forces (Earth and Minibar). This is only space skirmish mod but galactic conquests are planned in further versions. Special thanks to Samuli Torssonen.[/Quote]
that tweaks some units firepower , size ,cost , ect. I have beta tested this 6 or 7 times to make sure it works and it does . I kinda overdid the rebels but at least the Empire gets some tweaks . The Zahn constrioum doesn\'t get any tweaks so expect that in a future release that it will be balanced . I hope you enjoy this and look screenshots . Hopefully they will go through . Enjoy and leave feedback .[/quote] the_stag
time. [quote]This mod gives a \"Super Tank\" to each of the three factions, the Empire, the Alliance, and the Consortium. These super tanks are mutants of the previous vehicles: 2-M Repulsor Tank, T4-B Tank, and the Canderous assault tank. Only one may be built at a time on the field or in the GC. Some of the buffs: The Imperial Super Tank: Very strong shields with the armor improved a slight bit, rapid fire laser cannon with a strengthened projectile. The Alliance Super Tank: A bit slower, powerful rapid fire cannons, about 10 shots at a time, and has the strongest armor of them all. The Canderous Super Tank: Same shields as the imperial tank, railgun mass drivers, stronger armor. All of them can hold their own against turbolaser defenses and any other threats. These things are very expensive but are worth it. In skirmish and GC, super tanks will appear as heros.[/quote] the_stag
beefed up, check this out. [quote]This addon for my first FOC Mod (DOUG\'S FOC MOD), helps to give the Consortium a half decent chance of fighting the Rebels and Empire. It gives the Consortium several of the improvements fatured in my first Mod.[/quote] the_stag
power, cheaper prices, and extra abilities... you bet. So give it a try and tell the author what you think. [quote]Small mod for EAW: FOC. This Mod aims to introduce some minor unit and gameplay changes to the Rebellion and Imperial sides, these changes unfortuantly make the game unfair to the consortium, but still keep the game fun for the Rebels and Imps[/quote] the_stag
Satellites in skirmish, and then at skirmish level five, a new base. the Zann has their equivalents[/quote] the_stag
such as time machines (which will act like factories) and other things. Have fun, and give feedback and let me know of any bugs.[/quote] Question: Will these time machines look like DeLoreans? Actually I\'m very interested to see a time machine dynamic placed into this game. I don\'t even know how it would be done. A nice start t this mod, I noticed some missing icons, but the descriptions on some of the units are great. the_stag
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]
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
effectively create a Bothan faction. If you\'re a fan of Bothans then check this mod out. [Quote]This is my First mod and I hope that people will enjoy my mod. This is a beta and it will get better as I continue to work on it. Additional Info is in the Readme.[/Quote]
This individual will definitely show the other factions who\'s boss. For installation follow the instructions in the read-me. [Quote]This stand alone mod contains the rebel hero Jori Cardas. I decided to create him because I didn\'t think the rebels had a stage 5 hero that could stand toe to toe with the empire and zann heros. This is compatible with almost all FOC mods if you follow the installation. History:A former imperial officer that was at the academy the same time as Zann. After spending time with Tyber Zann Jori adopted some of Tybers better traits (smooth talking and preferring to fight with his troops). He was rewarded the command of the Liberty after he managed to convince the whole crew of the ISD that he was commanding to defect while on an important mission for the empire. In battle he uses a pistol that shoots two high powered & concentrated shotgun blasts in rapid succession as well as a sonic stunner to incapacitate enemies.[/Quote]
progresses. [Quote]It\'s the DEMO version of the mod I\'m making SWFOC Campaign Extension Phase 1: DEMO:DONE PRODUCT:NOTDONE Phase 2: DEMO:NOTDONE PRODUCT:NOTDONE Enjoy[/Quote]
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]
to read the read-me before downloading. [Quote]Custom GC campaign. Planets are placed in canon(ish) locations, and hyperspace routes are canon as well. There are several bugs that will be fixed in the next version. Any Thought/opinions/ideas for other GC campaigns are welcome.[/Quote]
the planets Byss and Carida, it fixes the problem where the planet hangs on the loading screen before you begin battle.[/Quote]
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]
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]
"Easter-ish". Also included are a couple of Star Fox units such as the infamous Arwing. Be sure to check out the Star Fox Modding team's mod on ModDB if you're interested in seeing Star Fox in EAW/FOC. [Quote]This is a small minimod we put out for easter, but were unable to put it on here, so here what it contains: THis was made by the Star Fox Modding team, and I did most of the reskins It adds two main new units, the Arwing mk1 from Star Fox on the SNES, and the Wolfen Mk1 from the unreleased Star Fox 2. It also includes a ground version of each, and a couple of easter egg units as well that I will not reveal. We also added music from the original Star Fox game, and the reskins I admit aren't the best, but I am sure you will find them all amusing. Enjoy[/Quote]
choices. [Quote]YEEEESSSS.... These are just the droids you are looking for!!! Well.. I just created some new dashboards and help droids from the default EAW and FOC help droids and Dashboards along with some graphics from wookieepedia ( http://starwars.wikia.com ) for my Star Wars Inifinities MOD.[/Quote]
experience. While there are some bugs in the mod it does play well and provide a fun experience. [Quote]This is a mod I was working on but I have never had the time to finish basically it changes about stuff like adding the ability to build Dark Side Adepts For the empire each with a different force power(This took me a fair time to get working) most ships have added hard points. Some effects have been updated I never had the time to finish them though and most of them were only place holders being worked on here are some other changes that I remember doing. Phase Zero Dark Trooper: Empire Slave Company: Underworld(Skrimish only) Bothan Spy: Rebels Power Generators Can Self Destruct If it proves popular enough(Highly unlikely with RAW almost done) I may came back and finish it.[/Quote]
download. For a list of the icons available in this version of the pack take a look at the read-me below. [Quote]The last one going to be may last one, but what can I say, I love making new icons. This one includes all my old ones minus the Legacy era ones, but includes some REALLY cool new icons of rebel plex soldiers, Stormtroopers, Scout Troopers, Royal Guards and Infiltrators. I also was able to create icons ALL of the Imp Grand Admirals. There are two different Han and Chewie icons, the first one I made and a new one. The new icons I created for the Plex Soldiers, Scout Troopers, Royal Guards and Infiltrators were created so that they all look like the Stormtrooper icon. I never really liked that the icons for the Rebel Soldiers were of a single soldier, when it should be at least three or more to show that it\'s a squad. These were made using the ALO viewer.[/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]
desirable target because he\'s so bright. You\'ll need to know some coding to get this to work in game. [quote]A re-skinning of the original Darth Vader Foc model to make him look like Anakin Skywalker from the last of the Star Wars Infinities - Return of The Jedi comic series.[/quote] the_stag
[NONAME] or something like that. This is in serious need of some touching up. But I\'ll give the author credit for trying and getting something out there. Listen to the feedback (if anyone wants to climb this 143MB mountain. [quote]This is the planet Mobius, from the Sonic the Hedgehog series. I know that this won\'t be a great mod but I liked to have this planet in empire at war forces of corruption. This mod only work propecy in the Spanish version of the game, but I\'ll upload the english version. Enjoy ^^[/quote] the_stag
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]
everything else about them does change the strategy of the game. Maybe I\'m being a bit overcritical, and maybe I\'m not being critical enough. I\'d like to hear how the rest of the community feels about it. the_stag
Although this has been done to a smaller extent in some mega-mods, this is thorough and complete. The only real drawback, is that it\'s only for GC (hopefully there will be a release for skirmish). You\'re allowed to build an MCV that can roll around until you deploy it as a crane. Then it allows you to purchase and build buildings near it. Additionally, you can then purchase units from those buildings like in skirmish. The AI doesn\'t take advantage of any of this, so find a friend to exploit. A similar function can be found in space combat. Space stations get the ability to place build pads that can be made into various structures that can produce units in the middle of battle. This changes the dynamic of the game in a very good way. [quote]this mod mainly intend to change battle gameplay by giving you the possibility to build units, stuctures and defenses and earn credits during tactical battles in campaign or GC.[/quote] the_stag
Those have been fixed to keep this version from crashing. Good work. You can get v1.5 [file="117537"]here[/file]. [quote]This is a simple XML fix for Redemptive Betrayal, so that you can play and enjoy the game while the Redemptive Betrayal Team creates an Official patch or fix for it.[/quote] the_stag
cartoony (drawn). This pack has some of each, and they all mesh well with each other. So if you\'re looking for that extra spark on your command bar, here it is. 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]
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
patch/release. [quote]Hi, sorry for the lack of updates. i have been rather busy, this is a small patch that fixes several crashes and makes a few tweakes. it will have to do until August till i finish coding the pirate faction and making the new maps.[/quote] 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
put it in the good category. The ugly: This release suffers from the same problems most fanon ships and units do; it's too much. Too powerful, too fast, and too unbalancing. But the author acknowledges that, so props to him. [quote]Yeah, it's too powerful, and I don't care!!! I enjoy watching the other side try to deal with these little buggers zipping around blowing up everything in sight. Rapid-fire mass driver and a fuschia ball of death make for a great time...Or maybe I need a new hobby...Anyway, the readme says it all.[/quote] the_stag
minor changes[/quote] the_stag
agree more. Even if the second Death Star was "fully armed and operational", they're not going to have a half constructed station traveling around the galaxy. It's too bad that when the DSII is being constructed, if the rebels attack the planet, that the uncompleted version isn't orbiting and able to fire. But that's a discussion for a different day. If you've played [file="97790"]Bly's Realistic Space Changes[/file], then this may look familiar to you. It's a mod of that mod, and it's not too shabby. Plus, you get the use the Blue Diver. [quote]My MOD is the first MOD that i ever done with star wars empire at war forces of corruption so their maybe a few bugs but it was a first try. Anywho i made alot of changes and this MOD once was Blys realistic space MOD but i changed alot of things dramatically to make the look and feel better and to make sure that the ships were to scale[/quote] the_stag
World Conflict for galactic conquest mode. Sometimes I will play additional custom maps that are included, but holding to that formula helps me compare mods on equal ground. So, when my X-wings (with x-foils closed) fly across the entire map of Coruscant Siege in 30 seconds, it gets me thinking. Everything else is fast too. When my X-wings met the TIE Interceptors, the fight was over before I finished blinking, and I mean that literally. After I had subjugated the Imperials, built up the asteroid mines in the center, and fortified that area with laser turrets and a missile defense, I thought I was in the clear. Then a single Victory cruiser comes in, destroys my frigate, 2 of my asteroid mines, all of my defenses, and is moving fast toward my starbase. This took about 30 seconds. My solution, turn down the game speed. It helped, if only in my mind. But not everything I have to say is negative, I like the size changes, the hardpoint changes, and the graphical changes. I like the hard work that went into this to make it canonical, and I think that if this was the first time I'd played this game, I would like it more than I did. I'm sure the community won't be so harsh, take everything I say with a grain of salt. [quote]This is the second version of Canon Mod. This version contains various graphical changes, new hardpoints, different background battles, new splash screen, and more. For a larger list of changes as well as installation instructions see the readme included in the download. I would also like to give some credit to the_Farseer for his help with not only the new graphics changes, but also with numerous modding questions which he has helped me with from the beginning. Thanks man![/quote] the_stag
this one would be released, but they were submitted one right after another, so the author must want this to be seen. I'm going to write a actual review of the mod for the 2.0 release. [quote]This is the very basic version, no new textures, particles, or projectiles yet. Right now only a few things have been changed. Basically this mod will just adjust the units and gameplay of FoC to make it more canon to Star Wars lore. At the moment it will only be space. This means all ships will be rescaled and the amounts and types of weapons will be increased in order to try and bring them to spec. This is not meant to balance the game, but to make it more "realistic". There will be no fancy new ships or stunning new graphics (yet), just a difference in gameplay that will hopefully mimic the style and action of the films.[/quote] the_stag
include something more....exiting.... he he but it will have a hefty filesize look for a release in 1-2 weeks time until then! ;) [url="http://focenhancements.proboards.com/index.cgi"]http://focenhancements.proboards.com/index.cgi[/url][/quote] the_stag
like Convector's PC had problems, so we'll just have to be patient. [quote]Hello. I know this has been a long time in coming, but this is the next BETA of foc enhancements. The changes are minor, mostly bugfixes, but one of my coders PC blew up..... R.I.P. Convector Progress towards v1.0 is going tantalisingly slow, any help would be appriciated[/quote] the_stag
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
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
out. [quote]This is just a modification of the T4-B Heavy Tank. It was one of the earlier mods I did, and works pretty darn well. My only problem with it (minor) is that I couldn't get the special ability to do self-damage like it's supposed to...probably a bit of code buried in a LUA somewhere. Anyway, like all other units I've submitted, this a re-code, not a remodel, but I enjoy using it just the same. I hope you will, too. This upgraded version of the T4-B has faster firing rates for both the lasers and missiles, as well as a faster turret rotation. It also moves faster than its predecessor. Its armor plating has been reduced somewhat, but uses an experimental yet very effective hypermatter armor plating, attached to the outermost fixed armor. When activated, this armor plating will detonate outward, obliterating everything within its blast radius. It still can't outgun an AT-AT, but with an ace up its sleeve, even a mighty Imperial walker will be brought to its knees.[/quote] the_stag
on this mod. the_stag
higher levels and need to keep making units and can't spare the time to upgrade your base. [quote]This mod simply moves all the starbase and groundbase upgrades to the upgrades queue, allowing you to build units while you upgrade your bases. It does not make any other changes. [/quote] the_stag
available and some of the FOC GC's have been modified. So check it out, check it outers. [quote]Hello, I ask you, fellow EAW players, do you ever get bored of the campaigns with mods? Just a huge map with all planets? Want Some original EAW maps and Some Modified Originals? Them this mod is for you![/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
"recycled masterpieces". the_stag
that people can use that as a picture reference. Thanks. Now I'm all for fanon and the expansion of the universe, but I feel this Star Destroyer may be a bit too powerful to fit in the niche the author wants it to be in. I think that's the biggest problem with fanon. But don't take that the wrong way, I really do like it and love to see new things. Additionally, the presentation section (below) is a nice touch. It's rare that anything gets this sort of attention to detail or fanfare. the_stag
shot! [quote]This mod here makes all the units have more fire power and make corvettes have sister units. It will make a longer space battle for your war effort.[/quote]
be able to have more fighters in your hero squadrons, and ig88 has a squadron too. [/quote] the_stag
stuff like that. I have made more starfighters in space and bombers[/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
transports more effective. I like the change. [quote]This mod is just a little one that is done in little chunks. Any way this version I have edited the weapons on the transports.[/quote] the_stag
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
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.
features. That said, the Star Wars models pretty much ruin the feel of the mod, but it's understandable considering it's just one person working on it. Still, if it interests you, give the mod a download and leave some constructive criticism for the author. [quote]I've loved Invader ZIM since I was a child. I've also loved starwars since I was a child. So I decided to work on a mod combining the two together. As many other modders realize sometimes its just to much for one person, and it will come to a complete halt if I don' find a reason to continue. This is kind of a 0.4 release. It is playable, but right now it only works by copying the Data in the Invader ZIM mod folder and pasteing it over the original data in FOC Data folder, so I suggest you back up your orginal data. Also install the font files from the font invader folder and add the two font files to c:windowsfonts and you'll be all set. Changes included so-far: Lots of text changes Added new begining sequence music Changed font to irken font(provided) Changed turbo-lasers to shoot purple projectiles New force corrupt thats more Irken Rebellion - changed to resisty Moncalamari Cruiser - Vort Destroyer A-wing - Vort fighter Luke Skywalker - Dib Ackbar - Resisty leader Empire - changed to Irken Empire At-st - Megadoomer (has cloaking ability) BobaFett - Tak (has cloaking ability and force corrupt) Emperor - The Almighty Tallest Darth Vader - SizzLorr! TieFighter - Shuvver TieIntercepter - Spittle Runner Tie Scout - Triangular Escape Pod[/quote]
Galactic Conquest mode that puts in the undead as an unplayable faction. This faction includes everything from zombie wookies to zombie troopers and does a good job of making them look good. I never thought a stormtrooper covered in blood would look this nice ingame, but I am gladly proven wrong. Be sure to give this mod a try! [quote]This mod is based on the Star Wars book, Death Troopers. It adds the Undead as a non-playable faction in the Galactic Conquest maps Equal Footing and Gateways. This version is beta, if you find any glitches please contact me. I intend to add a lot more content in later releases, such as an infected space fleet and new skirmish maps. I'd like to thank Redtachi for making the undead models.[/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]
arbitrary locations. With a handful of other tweaks included, this mod should make GCs more enjoyable for many people. [quote]A Mod that: -places every planet on the right spot. -removes corruption -adds new galactic conquests -adds new maps for planets[/quote]
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]
their own.[/quote] the_stag
with graphical tweaks, new units, and some entertaining gameplay tweaks. If the screenshots are anything to go by, this is one mod that is definitely worth playing. This version includes explosions from the FX mod and new nebula textures, which make the space battles very atmospheric and gives them a movie-like feeling. There's nothing more satisfying than to see an enemy cruiser ripped apart by barrage of proton torpedoes while the rest of the battle rages. Simply put; this is a beautiful mod. The Mandalorians seem to have gotten some love with new heroes and new models for many of their units, so all of you Mando fans should be happy to see this. And yes, they do have the Basilisk War Droid. ;) Overall, this is a very engaging mod that should keep you entertained for hours. But by all means, don't take my word for it. Go ahead and give it a try yourself!
but no damage was caused to the enemy. For a first time modder this isn't too bad. Some good feedback and a few fixes will make this mod much more enjoyable. [quote]This is my first mod. It is a simple mod that changes the units to indigenos units example: stormies-geonosians Reb's-ewoks Grenaider Mercs-gungans i won't tell more because part of the fun is discovering the units! glitches: the snowspeeder sub won't self destruct, along with the canderous sub REMEMBER THIS IS V1 SO DON'T NAG ME. I AM A FIRST-TIME MODDER.[/quote] the_stag
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
diversity, then this mod would be a great addon to your game. [quote]I decided to practice making fighter squdrons and other units a while ago made this thought it might be cool to someone. what this is is a new squadron named blue sqaudron there can only be one they are two blue a-wings and 3 blue x-wings they can be built at tech 5 and is not counted as a hero unit............yet.[/quote]
kind with comments due to the fact he/she is no expert at modding. Just place the XML files in this download in your XML folder to use.
secret weapon for the Underworld. This mod certainly does add an interesting touch to the game. it would be nice in second version of this file if the skins matched in colouration between the original model and the new modifications.
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]
skill to do that, this mod implements several Legacy era ships as well as some of the particle effects seen in the FX Mod. Although this minimod is just a taster of the full version, it should be pretty fun to play with all of the new ships. [quote]Legacy Mini-Mod Demo Beta Hello, this is my first mod. This mod adds many of Warb_null's legacy-era units, as well as improving the way most pre-existing units look, using parts of the FX mod. Also the old galactic conquests are enabled. This is intended to improve the gameplay for the Empire and Rebellion-not the Consortium (not now at least-in the future). This is a Demo Beta- not even a full Beta! Please remember that. All this is doing is adding some units out of all that will be added. Changes General- -New particles/explosions -Improved models/textures for some units -Increased unit capacity in space tactical battles -Added all the Galactic Conquests from EAW, without the Consortium. Empire Added... -Pelleaon-Class Star Destroyer -Ardent-Class Fast Frigate -Sith Destroyer -TIE Neutralizer -TIE Predator -Fury Fighter -Executor is now buildable in skirmish mode Rebellion Added... -Scythe-Class Main Battle Cruiser -Sabertooth-Class Frigate -ShaShore-Class Frigate -X-83 TwinTail -CF9 Crossfire More units have already been added on my computer but I'm not releasing them yet as there is more work to be done before that happens.[/quote]
factions. A quick and easy download. the_stag
laugh. [quote]This small mod makes stormtroopers much smaller and gives them little SMGs. It's always funny seeing little soldiers shooting powerful arms.[/quote]
can be found in the readme, but this seems to be a great mod with a lot of effort put into it. However, as you play it, keep in mind that this is an unfinished alpha. Please leave the author constructive criticism on how to improve this mod. Other than that, enjoy!
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
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
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
several small changes. It's best to check out the readme to see what it does. Other than that, not much to say on this one. the_stag
A few other changes as well. The user MUST have Rise of the Mandalorians v2.0 in order for these files to work! Oh, and no screenshots because nothing visual has been seriously altered; mostly code and sound. [/quote] My favorite part of the readme is [quote]*Apparently I made some changes to the Mandalorian Zealot because that XML file was in the patch folder I made...I probably tweaked his health or something so he could actually get to a battle before being killed...I guess you'll just have to play and find out.[/quote] It's like this mod includes it's own mini game of find the differences. When someone does find out, they should post it here and claim their prize*. the_stag *There is no actual prize outside of knowing that you figured out the difference before everyone else and even the developer. So I guess that makes gloating a prize. :p
maps, both for land and space. I particularly enjoyed this space map. The land map wasn't bad, mind you. It reminded me of the Polis Massa level from Battlefront 2. And although it doesn't completely mesh with EAW, it works. The atmosphere generators add a nice touch also, even if I was having AI problems with them sending infantry to their deaths. [quote] hi, here is a new planet with all maps (space and land) is very fun :D i work good in this map because, all mods never put the .TGA file for the maps of the new planets i think i am the first in put the file :D the maps and the planet, all can use for your mods. the new planet and the maps all can use in your mods, only give me the credit [/quote]
screenshots) [/quote] I love it. Watching a Rancor eating a bunch of civilians is my second favorite thing to do. My most favorite is to watch a family of Rancors eat a family of civilians and destroy their dwelling. This works for all Rancors, not just the indigenous ones, but also the ones you build and create with Silri. In addition to all of that, Dathomir now allows you to build Nightsisters that aren't riding Rancors, however their unit includes one Rancor with three nightsisters. 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
when the speeders get destroyed, the pilots get out and are on the ground. Why hasn't that been done before? Imperial speeder bikes get to do it. Oh well, Rogue Squadron just got a whole lot more useful. [/quote] From the author: [quote] I was finally able to get the squadron container to work.so now there is no redemption thank god,now when in space you have rogue squadron and on land you have wedges speeder,zevs speeder,kasans speeder.now i can officially call this a mod instead of skin [/quote] the_stag
civilians of different ranks and qualifications from the civilian recruitment center. There are a couple more neat features you can find in the readme file. [quote] This adds a few new features, but is a beta and still has minor bugs... not bugs that will crash your game, but bugs in the text or units. Please notify me in the comments if you experience anything unpleasant in the mod. [/quote] the_stag
future mods. [quote] This is just a small fix really.fixed the underworlds second orbital bombardment that i missed the first time around and also made the Ground artillery MPTL/MAL/SPMATs projectiles damage friendlies also.this file does not include the sandcrawler.Pics were difficult to get because of the timing. [/quote] the_stag
more. [quote] The second installation of the Mix, this version includes fixes, more balance, and a few more units. I realize that there are still a few minor bugs, but I am working on them. [/quote] the_stag
aside, it's nice to have one group type to control that can do everything. Maybe a future idea could be to make a group like this, but stronger and more expensive. So they could be really good at everything. Maybe adding some Infiltrators to the rebel rocket soldiers group and grouping Type 1 and 3 Dark Troopers. Either way, nice work. [quote] Mix of Consortiums is a mod for Forces of Corruption. It changes the mercenary squad from solely grenadiers to a mixture of grenadiers, Mandalorian Mercs, Pirate soldiers and disruptor mercs. I didn't like the pink disruptors, so those look different now. And I've added Mandalorian mercs as recruitable infantry. [/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]
the kadalbe class battleship. the hanger spawns pirate fighters and b wings. the two new turbolasers are 2 hardpoints for 1 bone. theres turbolasers on the front that has 2 HP for each bone and the ones on the back are just one each. total of 6 turbolasers. the 2 new ones fire purple shots. really cool like mace windus lightsaber. [/quote] The purple lasers are pretty cool. But mostly because they're different. the_stag
useful against vehicles. Completely changes the dynamic of the AA turrets. I had a lot of fun with this crushing whole army's of infantry. 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
get a bigger (literally) and more powerful AT-AT. That's all the same in this release, but with the addition of space, and some other tweaks. Space is my favorite part of this mod. There a bunch of new ships, and some crazy extras I'm not going to ruin for you. Even though it needs a few tweaks, it's still a lot of fun. the_stag
silence. Download this and replace the files he has changed. [quote] Fixes: Hopefully it fixes the icon error some of you are having The CIS not having a spacestation in skirmish Adds: Most of the CIS units now have a Salvage ability where you kill a unit and get money [/quote] the_stag
patch for a quick fix to help further your enjoyment of the mod.
can be found in the read-me. Original Description: [Quote]Improved Multiplayer is a mod for Forces of Corruption by Commander165 that focuses on improving the multiplayer aspect of the game. The author has added turret walls to the skirmish maps of the game. Turrets have also been repositioned on the maps to allow for a better defense. Shield generators have been added to nearly all of the land maps. you liked having those defensive walls and wanted to use those again or you wanted better base defenses then this is a file for you. More details can be found in the read-me.[/Quote]
number of individual units in squads. A list of changes can be found in the read-me Consider downloading this mod for an interesting twist to the Forces of Corruption game.
game. Turrets have also been repositioned on the maps to allow for a better defense. Shield generators have been added to nearly all of the land maps. you liked having those defensive walls and wanted to use those again or you wanted better base defenses then this is a file for you. More details can be found in the read-me.
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.
perfectly-aligned and flat fighter groups and gave them a more dynamic and swarm-like appearance. Each squadron type has its own custom formation, reducing the instances of squadrons flying through each other. In version 2.0 Daimonoth has also tweaked the stats of the fighters to make them more potent in battle. A full list of changes can be found in the read-me. Definitely consider this mod for a download as it adds some interesting tweaks to the Forces of Corruption game.
the vanilla Forces of Corruption game. This mod adds a brand new faction to the game, the Corporates, which ahs a wide range of units from multiple Star Wars eras. This mod offers a multitude of new heros and features that greatly change the game. If this sounds interesting then this mod should be a download for you. This latest version adds more to the older versions of this mod. Patch Fixes: -It fixes the bug where the Corporate Sector couldn't build the Old Republic Space Dock on the Astroid Battle Plane -It fixes the Astroid Battle Plane typo -The Corporate Sector Was given AI in GC -Changes one of the Font Settings It gives an updated: -Battle Load Screen -Battle Resolve Screen -Menu Back Overlay -Splash Screen
brand new faction to the game, the Corporates, which ahs a wide range of units from multiple Star Wars eras. This mod offers a multitude of new heros and features that greatly change the game. If this sounds interesting then this mod should be a download for you. This latest version adds more to the older versions of this mod. Changes from 2.0: Incorporates Filo's Beam Weapon Mini-mod Beta-7 has new model and icon Direx Board no longer has a lucrehulk(overpowered), replaced with Strident 2 Class 3 new building for the Corporates: Cloning Facilities Grand Arena, Trading Guild Head Quarters Space Dock has New Model Various Bug and text entry fixes New Units: Bloodstar T1-B Tank Clone Trooper Phase 2 Clone Plex Trooper Clone Rifleman CLone Grenadier New Space Dock Variant: Old Republic SpaceDock, available to all factions Builds: V-19 Torrent Republic Corvette Gotzani Cruiser Acclamer Frigate Ventator New Heros: Lando Calrissian Umbra Grand Moff Trachta New Planets: Astroid Battle Plane
Rancor. This file requires knowledge of how to use XML in order to install. You need to know how to add a new hero yourself, however. Put the .alo & .ala files in the Models folder. Put the .dds file in the Textures folder. Put the .xml file in the XML folder. Put "Units_hero_underworld_Sirli_Sister.xml" in "Gameobjectfiles.xml", then put Gameobjectfiles.xml in the XML folder. Put " STORY_TRIGGER SPAWN_HERO Silri_Sister_Team Hypori Universal_Story_Start " in the following files: "Story_sandbox_12u_underworld.xml" "Story_sandbox_21u_underworld.xml" "Story_sandbox_27_underworld.xml" "Story_sandbox_33b_underworld.xml" "Story_sandbox_36u_underworld.xml" "Story_sandbox_56_underworld.xml" Then put those files in the XML folder. If this sounds fascinating to you then give this file a download.
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!
when these fighters are about to go head to head is an epic affair! ~fosh
brand new faction to the game, the Corporates, which ahs a wide range of units from multiple Star Wars eras. This mod offers a multitude of new heros and features that greatly change the game. If this sounds interesting then this mod should be a download for you. This latest version adds more to the older versions of this mod. [b]Changes from 1.6:[/b] [list] [*]There is only 1 Gc map, Equal Footing [*] Added 4 new Planets [*] Balanced out the Corporate Sector [*] Various Bug Fixes [/list] [b]New Features:[/b] [list] [*] Space Dock System, 3 of the New Planets are able to build other factions units if they are controlled by the Corporate Sector [/list]
at War: Forces of Corruption game. Many space units are now scaled up to be larger compared to fighters. This adds a nice touch of realism to this mod. Units such as the Executor, Eclipse, V-Wing and Z-95 are a dded to skirmish games. One important change is that the Zann Consortium has been powered down which adds a bit more fairness to the Forces of Corruption game. Pay-as-you-go spending has also been enabled. If any of these changes sound interesting then consider downloading The Path Of War V.1
Vengeance Frigate firing plasma shots and being able to build Super Star Destroyers separately from Darth Vader allowing for different in-game tactics to be used. This newest version of the mod also adds the X-Wing to ground combat making some interesting changes to ground battles. If this sounds interesting then give this mod a download. Also if you are deeply interested in this mod you can give suggestions or just see more updates; visit its site: http://ultirmatewar.webs.com/
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.
while giving the Death Star and Death Star II an escort force. If you've liked that ability and thought that ships should use that instead of the hangars, then this mod is worth a download.
systems after a large battle. Kinda a cool concept, as I always want to see wrecks from my battles. Yes, I am kinda sadistic.~valiantofficer
factions and adds a new faction, the Corporates, to the game. It's an interesting mix of units, ranging from clone troopers to TIE Droids. The Corporates have many new heroes in their arsenal, so be sure to check those out. If you liked Forces of Corruption but thought it should have yet another faction, then this mod is for you.
Defender, the Eclipse, and the Vengeance Super Star Destroyer. 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 :D
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. :)
commanders and their t-poses. If you have used the phase 2 clones included in the RotC release, then this is probably an annoying bug for you and this patch is a must have for you.
it , so take a minuite or two and take a look through the readme for more information. I have included 2 maps YODEN[/quote] So, basically....Here are 2 maps made by Yoden through the use of xml modding. Enjoy! ~Scorpinox
on capital ships and heroes. A list of changes include:[list] [*]AT-AT: Armour increased [*]Veers: Armour increased, Rate of fire changed, ability recharge time reduced. Can deploy 4 stormtrooper squads. [*]Emperor: Health GREATLY INCREASED. [*]Calamari Cruiser: Ability duration, shield power points, armour, and cost were all greatly increased. Ion cannon shot count decreased [*]Ackbar: All of the above changes were made. ION SHOT COUNT WAS NOT CHANGED. [*]Correlian Gunship: All weapons removed, replaced with 2 mass driver cannons. Health and price increased, ability made more effective. Shields are now sightly stronger. [*]Marauder Cruiser: FOW Reveal range massively increased[/list] To see the full list of changes, please refer to the readme If you have any questions about the mod, contact the author [url="mailto:firstname.lastname@example.org"]here[/url]. Enjoy!
are so powerful, I added the Tarkin_Retreat_Prevention. [*]Empire: Vengeance - 51 Hardpoints, buildable on kuat tech:5 Station level:5 [*]Rebel: Viscount - 62 Hardpoints, builadable on moncalimari tech:5 Station level:5 [*]UnderWorld: Eclipse - 60 Hardpoints, buildable on byss tech:5 Station level:5 (so the game would be some-what balanced) [*]Skirmish max credit set at 50,000 for those who want to battle it out with the SSDs right away. [*]4 Enhanced Maps [*]Tractor satellite working [*]New structure: Orbital Drydock Facility (repairs) coding help from z3r0x [*]Edited Equel Footing Galatic Conquest, so that Each Faction starts with the required planets to bulid their SSD. [/list] The models are not included, to save file space, get them [url="http://empireatwar.filefront.com/file/Lord_Xs_SSD_Model_Pack;83074"]here[/url].
Hoth and Ilum And City Camo for planets like Corcuscant and Anaxes and for plantes like Naboo. The camos will change like the uniforms of the stormtroopers and it look more military.
units and added 4 new Heros to the Corporates see Readme for more info if have any problems my email is Wizardington@gmail.com or contact me on Xfire-Wizardington
feel free to share them
interesting, give it a download... ~Penguin Unit~
Urai! There are also many strategic advantages at every base.
explain it all in detail.
with more than just an ion cannon.
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
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.
more famous units added would be the corellian battlecruiser. Install the mod to your Star Wars Empire at War Forces of Corruption mods folder. Before you use these materials in your mod, be sure to ask me permission.
New_Plympto Not all of these planets are Canon. This is a demo release of the 01 mappack.
Population. - All Planets can have a Level 5 Star Base in Orbit. - Garrisons at all Star Bases significantly changed. = Rebel Alliance - Tactical Limit in Space Battles incresed to 75 - Venator-class Cruiser are available form Level 2 Star Base. - Kyle Katarn is now available and will be attached to Flagship in Space Combat. - Rebels have Ressources for a total of three Imperial-class SD (supplied by Moff Falast), but only one at a time. = Galactic Empire - Tactical Limit in Space Battles incresed to 65 - Darth Vader is no longer a Space Hero, thus he will be attached to Flagship in Space Combat. - Mara Jade is now available and will be attached to Flagship in Space Combat. - Executor-class SSDs available at Fondor & Kuat for 75.000 Credits. Only two Executors at a time are allowed. Population Value is 12. - Interdictor-class Cruiser requires Research Facility and can only be build at the Shipyards of Fondor, Hypori, Kuat, Mandalore, Mon Calamari & Sullust. - Eclipse-class SSD available at Kuat for 250.000 Credits, requiring a Research Facility. Population Value is 24. - Death Star II buildable at Endor for 500.000 Credits. Population Value 40 = Zann Consortium - Tactical Limit in Space Battles incresed to 75
rebels, empire, and the consortium. v1 adds indigenous rebel units and empire units for skirmish mode. gc will come in next version along with zc units. For further information go to the readme.
Obi-Wan that was removed from EaW and FoC because it was too buggy but none the less, cool to watch.
Executor. Enjoy! :beer:
ISD MK II :D. Ultimate Empire Mod focuses on the empire and nothing else.
Bomb Bay [/list] ~Scorpinox
Constorium[/i][/u] [*]The Mandator. (Mandalorian Cruiser. Model by Evilljedi) [/list] ~Scorpinox
game. [quote]========= MAJOR Changes in 1.5 ============= * GC: Old maps removed and made 55 NEW ONES!!! AND ARE 75% BIGGER!!! * All Ships: ALLOT BIGGER!!! * Venator: Is now a rebel unit and is allot stonger bigger has a hanger and has turbolasers * Mc-80: Fighter bay, and does more damage and is more expencive * Home one: Has a fighter bay and does more damage * Kedalbe Battleship: Has a fighter bay and do more damage * Starbases: Spawn allot more units now in GC * Most ships: Fire less wide * Most ships: 30% faster * Pop. cap on land: 14 * Pop. cap space: 60 * Executor: Now buildable at any planet and i redone it completely and now has a 12 population value * Lambda: Also redone ;) * All upgrades in skrimish (space): 10 secs to build and 50% cheaper * Space station in skirmish: Are now build at the upgrade bar * TEXT most Units: Changed * Projectiles: Size units[/quote] ~Scorpinox
in without having to worry about Pop Caps :) (Space Pop Is Increased to 250 on top of the Fleets) ~Foshjedi2004
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
as to what can be seen in the films. A number of changes in this version include; [list] [*]All ships: Fire 50% faster. [*]SSD Projectiles deal less damage. [*]Venator Class is stronger. [*]Corvettes fire more accurately. [*]Skirmish Starbases produce more money. [*]Destroyer droids have been made stronger. [*]Turret lasers have been re-scaled. [/list] See the readme for further information and installation instructions. ~AdmiralHocking
units. [quote] [list] [*]Everything is on real star wars scale. [*]All units are also scaled on the mini map. [*]Autorsolve: Everything is also adjusted on auto resolve. [*]Fighters: 70 % smaller. [*]Ships: 25 % bigger. [*]Ships: do 25% more damage. [*]All turrets and mining facilties: Are faster to capture for faster games. [*]Reinforcements in gc: much more because of the space stations. [*]Laser Medium: Longer, faster (corvettes lasers). [/list] [/quote] See the readme for further information and installation instructions. ~AdmiralHocking
purpose of this mod is to balance gameplay. List of changes: [quote](Alternate) Bonus Galactic Conquest Campaigns ------------------------------------------------------- This archive includes altered versions of Galactic Civil War and Consortium War, which were originally written by Grenademan, a.k.a. Commander Loony (see below). As in the original version, Galactic Civil War includes only Imperials and Rebels (no Zann). Both campaigns include all 55 planets. However, my alternates include the following changes. * Different starting locations and planets for each faction. Empire gets Coruscant (home planet), Abregado-Rae, and Fondor. Rebels get Bonadan (home), Dantooine, and Yavin. Zann (if available) gets Mandalore (home), Ryloth, and Geonosis. * Additional victory conditions. Besides controlling all planets, you can also win by ensuring that your enemies control no planets, or you can conquer the enemy homeworld(s) and leader(s) (i.e., guard your home planet zealously). General FoC Enhancements: Space Units ----------------------------------------------- * Vader spawns at Tech 1 in GCs now, and flies his TIE Advanced (which does slightly less damage now) throughout the campaigns. * So Piett, rather than Vader, gets the Executor (which you still have to buy @ Tech 5, and which now has a population value of 5). No Accuser. * Mara and Kyle (and his ship, the Moldy Crow) are enabled in GCs. * Luke's X-Wing does more damage now. * Nebulon-Bs are now a bit less tough than Victory-class destroyers (but still tougher than Acclamators). * Victory-classers and the Arc Hammer are slightly faster. * Victory-classers do slightly more damage, and the Arc Hammer slightly less, than before. * TIE Interceptors, Phantoms and Defenders do a bit more damage now, as do B-Wings. * Tartans still shoot farther than any other corvette, but no longer TWICE as far. (Before, they had an attack range as long as an Imperial Star Destroyer, which was silly.) * Crusaders do a bit less damage, and Interceptor frigates do just a bit more, than before. Tyber Zann's Flagship, The Merciless: NERFED FOR BALANCE --------------------------------------------------------------------- Yep, I thought that Tyber having an enhanced Krayt/Aggressor-class destroyer -- with a population value of 1, at Tech 1, for God's sake -- was just ridiculous in GC. So, I nerfed the Merciless down to an enhanced Vengeance-class frigate, which is still pretty powerful for Tech 1 (or even 2 or 3). Just not UNGODLY powerful like before. Enhanced how? Well, compared to a normal Vengeance, my Merciless is faster, does more damage, HAS SHIELDS, has a pop value of only 2 (rather than 3), and comes equipped with a cloak (rather than having to buy one on the black market). Meanwhile, on land, Tyber still only has a pop value of 1. General FoC Enhancements: Land Units ---------------------------------------------- * Luke, Kyle and Mara run a bit faster now. * Luke, Vader, Obi-Wan, Yoda and the Emperor all see farther now (i.e., reveal more of the Fog of War) ... because, you know, they're masters of the Force. * Gallofree and Juggernaut troop transports do less damage now. * Shield Flare on Gargantuan no longer has autofire capability. (Why would I want the AI to decide when to drain the shields?) * Mobile Defense Units, Rebel Light Tanks, and Imperial Repulsor Tanks all turn more slowly now. * Phase II and III Dark Troopers do slightly more damage now. * AT-STs do a bit more damage, and cost a bit more. * Veers' AT-AT does as much damage, and shoots as fast as, a regular AT-AT now. (Veers actually had LESS firepower than a standard AT-AT before, for some reason.) * Field Commanders are a bit tougher and see a bit farther. * Ewok "Handlers" are slower, because they're big fat disgusting slobs. * Canderous Tank does slightly more damage.[/quote] ~Scorpinox
Advanced Rebel: Leia Organa XJ-Wing The Hand of Judgment ~Scorpinox
required. A list of things added and altered Zann Consortium: Altered Heros so now there are 4 IG88s (A,B,C and D) Galactic Empire: Changed the Singularity from a SD to an Experimental Interdictor Added Vinegarmoon Tank Hero Decreased power of the ATAT MKII Added Audio Announcement for Thrawn and Veers Rebel Alliance: Replaced B-Wing with different model Altered the CC7700 into a non-combat support ship Improved Home One to a Battle Ship worthy of Command Added Shields to the T4B Tanks Added boost ability to A-Wings Improved All Fighters a Bit more Pirate Alliance: Added into Land Skirmish (land control, unknown if works) Added T3B Battle Tank PA starts with more planets in GC Altered Jabbas Pet team, so it only includes the Rancor Removed Gorga and Grubba (too many bugs) Removed Hutt Smuggler (until can be fixed) Removed Talortai Mercs Universal: PA has AI for skirmish Fixed bug of Death Clones staying around for the rest of the battle Moved all skirmish tech upgrades to the Research Facility (thats what its there for!) *** ADDED RECRUITABLE HEROS FOR ALL FACTIONS IN GC *** see extra Readme for details... ~Scorpinox
this is worth taking a look at. See the readme for further information and installation instructions.
will make numerous changes to Rogue Squadron. [b]Some of these changes include:[/b] New Members added: Tycho Celchu Wes Janson Corran Horn The following members were removed: Zev Senesca Tenk Lenso Tarrub Datch Kasan Moor Changes the text files so that the names of the Rogues are changed, and a new description Tweaked them a little bit, made them better, give fighters a better bonus According to cannon, the developer set up the Rogue Squadron Callsigns: Rogue Leader: Wedge Rogue 2: Tycho Rogue 4: Hobbie Rogue 5: Wes Janson Rogue 9: Corran Horn Refer to the readme for more information.
self-destruct ability to destroy everything on the map. This mod also adds the ability to bombard a planet with nukes, if there is a nuke in orbit above the planet. Refer to the readme for more information.
Emporor and spawns on Endor.
partial conversion for Star Wars: Empire at War: Forces of Corruption. Our goal is to provide a unique strategic experience within the Galaxy. To that end, we have developed an asynchronous tech tree. Not only will you be tested tactically, you will also be pressed to keep up in the technological race that characterizes war. Thank you for downloading us and trying us out. If you spot any bugs or imbalances, or just want to hang out with fellow players, drop by the official forums, which can be reached through the website at www.eawpr.net. [/quote] The Shortcut in the file needs to be changed to whatever your installation for Forces of Corruption is. To do this after extracting the file: 1. Open the Phoenix_Rising_Starfighter_Mini-Mod folder. 2. Right-click the Phoenix Rising shortcut and go to Properties. 3. In both the Target and Start In fields, change the path to where your copy of Forces of Corruption is installed. 4. Click OK. 6. Double-click the shortcut to play!
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.
5 seconds to build, (FIXED) and two of the hardpoints on the sovereign, the ones between the tractor beam and hanger say [missing] (FIXED) can't iniate a space battle at Mygeeto. Space battle load screen starts, loads to begin tab, click it and nothing (FIXED) initiating land battle at Mygeeto (FIXED) The "T3B Tanks" missing their icon. (FIXED) AAT Icon missing and Text Missing (FIXED) The Moldy Crow has no icon, no information, nothing during space battles (FIXED) Novatroopers DONT drop mines (FIXED- Removed ability replaced with StimPack) Missing Mygeeto on the Humble beginnings map (FIXED) Shipwrights building issues with Starbases levels etc (FIXED) VSD not buildable anywhere.. (FIXED) Weird rebel tech errors with ships not being buildable after tech advancement. (FIXED) Naboo Intimiadtion bugs (FIXED) AAC description repeating (FIXED) Golan radar Icon size (FIXED) Saboteurs destroying Shipwrights and Golans for cheap (FIXED) Mygeeto map troops cant move past first platform (FIXED) CLoakshape pop value (FIXED) K-Wing cannot move alone in GC; it doesn't appear to have 'hyperspace' capability (FIXED) Procurator turn rate (FIXED) Legacy Selection Ring Size (FIXED) tyrant missile cruiser firing (FIXED) TIE X1's squadron has TIE Avengers in it (FIXED) Odd Colored Lancer skin (FIXED) Some ships building on land only (FIXED) ******CHANGE LOG********** ATRT tech from 1 to 2 Ferret Population Value from 3 to 1 Sacheen Population Value from 3 to 2 Thranta Population value from 3 to 2 Bulwark population value from 8 to 4 MC90 population value changed from 8 to 6 MC40 population value changed from 4 to 2 ALL projectile speeds increased.. GOLAN removed from Bonadan Sabotage ability added for NovaTroopers and Bothanspies (NOTE: Can only Sabotage on corrupted worlds) Prices increased for Sabotage for Golans, Shipwrights, Ion Cannon, Hypervelocity gun, mining facilities, Officer Academys, Advanced Veh Factory, Magnepulse, listening post, and Imp Intel HQ. AI Now builds Golans New Shipyard structure in skirmish. Allows production of many ships. Thranta Tech changed to Tech level 1 starbase changed to level 2 Changed Radar Icons for (Dominator,Venator,Legacy)
and Rebel units are stronger and cost less. Empire and Rebels ground troop companys have been put up to 36 per company. Pop cap has bein raised to 100. Most units move faster.
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
Cruiser* Lucrehulk* (Hypori Only) Hero: Guri* Empire AT-TE Walker* Rebels MC-75(Mon Calimari Only)* Liberator Carrier* *V2* General Changes 2 New Planets added Boz Pity, and Ylesia 7 new maps added New Corruption Mission added (Ylesian Kidnapping) All New Units added in for Skirmish mode. Removed Stormtrooper Briefing and replaced with Imp Officer Imperial Structures build faster Assault Gunboat Cost build time increased Health on Dauntless HP's reduced.. Fire pulse reduced Reduced Proton Torpedo Damage by 50%* Reduced Fire from TIE Defender Ion Cannon* TIE Figher Scale Fixed* ALL Fighters RE-Scaled.
Walker* Rebels MC-75(Mon Calimari Only)* Liberator Carrier* *V2* General Changes 2 New Planets added Boz Pity, and Ylesia 7 new maps added New Corruption Mission added (Ylesian Kidnapping) All New Units added in for Skirmish mode. Removed Stormtrooper Briefing and replaced with Imp Officer Imperial Structures build faster Assault Gunboat Cost build time increased Health on Dauntless HP's reduced.. Fire pulse reduced Reduced Proton Torpedo Damage by 50%* Reduced Fire from TIE Defender Ion Cannon* TIE Figher Scale Fixed* ALL Fighters RE-Scaled.
in Galactic Conquest (buildable on Coruscant only , Barracks required, 2 battallions of each 4 guardsmen)
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
strategy of the game. This is going in my standard data folders and I hope to see it in some future mods. I would like to see this same idea applied to all units and projectiles. So when my SPMA-T Walker or T4-B Tank are launching projectiles at enemy troops, my troops will also suffer if they get too close. I don't even know if this is possible, but it would be awesome. Could it be done with space units also? Sorry, I went off on a bit of a tangent there. Download this, you know you need it. [quote] Simple xml editing that allows bombing runs/bombardments to damage enemy and friendly units,havent seen or heard of any mods using this kind of bombing runs.so if its already out there i do apolize beforehand im not trying to steal anybodies work. [/quote] the_stag