RAF Mod Final for EaW FOC

Rafmod final, little mods with a lot of tweaks : bodies stay, new conquest campain, new galaxy, Alderande is back, no sabotage and corruptio...

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Rafmod final, little mods with a lot of tweaks : bodies stay, new conquest campain, new galaxy, Alderande is back, no sabotage and corruption, allied AI option, more units, massive battles ... This mod is focus on the solo/multiplayers Conquest campains

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RAF MOD FINAL for FOC 1.1 by Ralfsolo 
raphaelmi@yahoo.com       06/2008

Mod for SW empire at war Force of corruption 1.1 

Hello I made a mod for myself but I had fun so I share it, I have put together few mods from others people and my mod (all the credits are written down):

How to INSTALL: Un-zip the file and put the folder Data in your game directory
(see also folders with alternate campaigns and AI)
 
What the mod do:

GENERAL:
- Space population in battle is raise by 3+ (so 3+ for time spaceships in the space battle).
- Planet Alderande is back 
- Global population increase with the space stations.
- Double garrison, health and price lowered for the space stations.
- Ground assault units population limit raised (pop 60) 
- Garrison on planet change from 10 to 50 (you can now garrison 50 units on a planet).
 (You may see some units on the building spot when you zoom a planet, it is nothing,
 also put your ground units in space when you want to select them because you don't
 see all of them)
- Double units from all ground building who spawn units in battle.
- All planets money, pop raised 3 times, 8 slots building (few planets has a little
 building places so you should build military building first on them or they may not
 appears during a battle so no extra units) 
- Mines, palaces produce more money 
- The dead bodies stay during the battle ground
- bunker range from 1,5 to 2, a bit more armour
- Heroes life points raised by 2 
- Single/multiplayers campaigns reloaded:
 Equal Footing and alternate Equal Footing with no pirates - 1 planet each mod from Ely Soto
- More money for the players and AI for all campaigns 
-  A bit more starting units for players and AI
- All stories has 55 planets
- Galaxy rebuild with new trade routes and planet positions  
- Pirates and Hutts allied with more powerful planet defences 
- Optional: hard difficulty raise up (but AI damage set to normal), Easy mode removed to
 normal mode with some AI froze time, Normal mode removed to Hard mode with some froze time 
(if you don't want it remove DIFFICULTYADJUSTMENTS.XML)
- AI more aggressive by Dark_Lord (remove PerceptualEquations Scripts if you don’t like it)
- Alternate Allied AI (see folders empire/rebel or rebel/underworld or empire/underworld versus
 player) but the player has to take the side left (no AI allied with player possible)
- ALL UNITS AND TURRETS now shoot to air units, with low accuracy of course 
- 4 music edited by me + menu music changed. To back original music, remove the folder music file.
- Some dead vehicles stay longer on the battlefield making protection for infantry  
 - Screenshots included

UNDERWORLD:
- Sabotage, corruption … removed but all black market ready at start (but not all units)
- Price reduced for units en buildings 
  I have to remove all because it was impossible to play with my mod, The faction is still 
playable and have very very powerful units at start + more units to choose (see screenshots),
 the AI manage ok , and Empire and Rebellion will have very hard time if they start at level 1-2 
- Hero Jabba joined the faction (for some reason) 
- AI should build more building on the planets 

EMPIRE:
- Some units and buildings have reduced price also time building reduced for some of them
 to stand against the Underworld faction at low tech level  
- Ground shield at start
 - Heroe Mara Jade
- Death star price increase to 60000, and take more time to build
- Ground tie fighter *
- Star Destroyer a bit more thought on hard points 
- More units price/build time reduced (because Underworld was too powerful) 
- Empire AI has the death star removed (default) to have it as player (or AI) take the 
file from folder “ my death star back” and back the file to the XML folder
- AT-AT turret rotating angle increased.

REBEL:
- Some units and buildings have reduced price also time building reduced for some of 
them to stand against the Underworld faction at low tech level  
- Ground shield at start
 - Hero Kyle Kartan
- Raid has number rise to 10 units from 3 units.
-Ground x-a wings*
- Tech stealing faster

- Nebulon frigate at start
- More units price/build time reduced (because Underworld was too powerful) 

HINT : you should, on some planet building factories at the end of your production queue 
 as some planets do not show all the spots for the buildings.

ENJOY!! Ralf

THE MOD IS FULLY TESTED FOR ANY SIDE IN SINGLE AND MULTIPLAYERS CONQUEST CAMPAIN 
(for multi everyone must have these files) 

* a good mod from "air wars mod v2" made by lews therin telamon ( mod fixed by me
 , IMP cannot build their units , resized the units to make them more vulnerable
 to anti-air defence, increase the build price and make the technology requirement
 to maximum , not more level 1 , removed the monstrous Easter egg ?  ) 
… And I have totally fixed the AI who used them as space units (03/2008)

License
Free to Use/Modify/Redistribute
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ralf_solo


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Registered 15th June 2008

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