Tatooine and Dagobah as well as never-before-seen environments taken directly from the Star Wars films and expanded universe novels. In the game, players can choose to join either the Rebel Alliance or the Galactic Empire, building and setting up tactical forces that can be unleashed on the enemy in real-time 3D. All of the gameplay and action within Star Wars: Empire at War is a persistent, meaning that strategic and tactical elements from previous events will have a permanent effect on the galaxy.
been placed in a neat fashion and nothing is out of order. The map could use a skydome and some nature effects to create a more cave-like atmosphere. Please note that this map cannot actually be played and that it is just to re-created the end of the game. If you think you could use this map for a fan video or something else then give it a download.
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!
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
stormtroopers Shutter Shield can be built on cetain planets Lancer-class Frigate Mandator Cruiser Eclipse SSD Vengeance SSD Sovriegn SSD Titan Heavy cruiser World Devestator TIE Droid Chiss clawcraft fixes vader glitch, he is now escorted by tie avengers. All new units are in skirmish, except the sovriegn and DSII. (sovriegn may be invluded later though) Royal guards buildible on coruscant and alderaan Empire units only in skirmish--most at merchant dock! Virago Fighter squadron Merchant Gunboat Dreadnought Imperial Gunship Arc-170 fighter squadron V-wing squadron munificent cruiser vulture droid Chissclawcraft. The Rebel Alliance M-104 M-90 M-40 Mediator Cruiser Bothan Assault frigate Bulwark Cruiser Home One resized Obi-wan uses eta-2 jedi interceptor in space battles. Obi-wan has stealth. New heroe--young obi-wan kenobi,replaced at tech lvl 3 by old kenobi. Rebel Skirmish units The Liberator Eta-2 squadron Arc-170 squadron V-wing squadron dreadnought The Confederacy of Indepedent Systems (CIS) Space Death Star Invisible Hand Slave 1 Technounion Destroyer Providence class cruiser lucrehulk mobile command ship. recuscant class cruiser Genosian pinneace munificent-class frigate Diamond-class frigate CIS corvette Vulture Droid Tri-droid Genosian nantex fighter Technounion fighter Space stations Hidden asteroid base Shipyard Lucrehulk core ship Ground units Shocktrooper Plex Shocktrooper Field Commander Shocktrooper Assasin Shocktrooper bodyguard(cant build them, they come with dooku) Count Dooku Jango Fett Vulture Droid Ground attack fighter CIS Skiff CIS Pod walker CIS swamp speeder Ground Structures Command Center Turbo lasers Reseach facility mining facility superhypervelocity gun New Features Empire The Eclipse Superlaser:A horrifying weapon, the superlaser aboard the eclipse is percise enough to remove a rebel base from a planet surface, without destroying the whole planet,It will replace your bombing run during the groundbattle, use it to erradicate the rebellion from the surface.(can only beused with the eclipse in orbit) Sovriegn SSD--destroys planets much like the DS World Devestators-These horrors of the empire can fight in space and land! in space any unit that gets near thier underside will be destroyed, they also have the ability to "Eat" any unit in a small range, that will recharge about every 30 seconds, on ground the will also destroy anything in thier foward arc, in both space and land battle they will pump out TIE droids. CIS Orbital Bombardment--move a capital ship in orbit of a planet to use orbital bombardment during the ground battle(this is the CIS "bombing run") Thats the main underlines of it, but theres more! More!
editor gives you the ability to create land and space skirmish maps. It also includes a 3D Studio Max plug-in allowing you to bring models into the editor that you've created. Patch 1.04 is required in order to play custom maps created by the editor. Please note that the editor is not supported and is only available in English. [/quote]
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.
land units, more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build and where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is.
you that install the other patches before running this update. This File ONLY fixes the RAM error, it doesn't change the balancing in any way.
you to create ground maps with 10 simple steps for Star Wars: Empire at War – Forces of Corruption * Space Tutorial: This small Tutorial shall help you to create SpaceMaps for Empire at War: Forces of Corruption. You will learn to do maps in 12 simple steps: * A General Map Editor Walkthrough. * Tutorial into the Story Mode and Tutorial Scripting System
War will let players rewrite history as well as experience the aftermath of Star Wars: Episode III Revenge of the Sith, the creation of the Rebel Alliance, and Darth Vader\'s rise to power. Using an entirely new game engine created by the Las Vegas-based developer Petroglyph, the game will feature beautifully rendered land and space battles set on memorable planets such as Hoth, Tatooine and Dagobah as well as never-before-seen environments taken directly from the Star Wars films and expanded universe novels. In the game, players can choose to join either the Rebel Alliance or the Galactic Empire, building and setting up tactical forces that can be unleashed on the enemy in real-time 3D. All of the gameplay and action within Star Wars Empire at War is a persistent, meaning that strategic and tactical elements from previous events will have a permanent effect on the galaxy.
then you should download this file. This is not supported by Petroglyph in any way.
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!!!) ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
before in EaW. Features of the Final 1.1: Final 1.0: - new units - new buildings - new animations - new effects - new sounds - new special abilities - new maps - new galactic conquest maps - new events in galactic conquest - new game mode -> BBS (Base-Build-Strategy) Final 1.1: - new supergate setup - a lot of new heroes - new GC maps - some minor changes - some bug fixes Please read the readme for install instructions and a more detailed description of the mod. Some last words: this mod is the last total conversion for Empire at War. We will now start to create a mod for FoC with a third playable race, some more cool features and a lot of revised stuff! Till then, have fun playing the Final 1.0! Please visit - our website: http://www.sg-modding.com/ - our forum on Filefront: http://forums.filefront.com/sw-eaw-modding-mapping-editing/286584-stargate-mod.html - or our moddb profile: http://www.moddb.com/mods/stargate-empire-at-war Greetings the Stargate Modding Group
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]
land units. also more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is. No matter what you build It will all fit in the build tray at the bottom of the screen, so dont worry, have fun :) New additions and fixes in 4.5: - Full support for skirmish mode on land and in space. - Resized Droideka's to be smaller in size - Col. Veers combat bonus now works properly. - T4B-s and AT-AT MkII now recieve the same planetary bonuses as the regular at-at and T4b's. - Fixed MC-40 hyperspace speed was too slow - extended Range of artillery units - Raise pop points generated by lvl 5 station by 2 - Made Imperial Ai slightly more aggressive. - Removed Dauntless and Red imperial guards from Imperial build options on Sullust and Coruscant. - Improved garrison for officer accademies and can now build without barracks. * 1. NEW UNITS - All ships have been scalled as accurately per canon as much possible including fighters which are now smaller and space Tactical have been increased to 36. New ships and fighters: - Executor SSD with Battlegroup - MC104 Battlecruiser with Battlegroup - Corellian Battlecruiser - Praetor Battlecruiser (imperial only) - Mediator Heavy Cruiser - Allegiance class - Dominator Interdictor/Destroyer (imperial only) - Corellian Destroyer - Republic Destroyer - Imperial star destroyer MK.2 - MC90 Cruiser - Recusant - Providence - MC80 type 1 Cruiser - MC80 type 2 Cruiser - Interceptor IV Frigate - IPV system patrol craft - Dauntless Cruiser (Rebel Alliance) - Geonoshian Cruiser - Victory II Destroyer - Corellian Frigate - Munificient - CC-7700 Rebel interdictor cruiser - MC40 Light Cruiser - Venator cruiser - Assault Frigate MK.1 - Carrack - Nebulon B frigate (Empire) - Nebulon B-2 frigate - Lancer frigate - Imperial strike cruiser - Escort Carrier (TIE) (Empire only) - Escort Carrier (TIE Int.) (Empire only) - Quasar Fire Class Carrier - Improved correllian Gunboat - Droid Tri Fighters - V-wing Fighter - Vulture Droid Fighter - Naboo Fighter - Clawcraft - Cloakshape fighter - R-41 star chaser - Scimitar bomber - Eta-2 fighter - T-wing fighter - Virago/starviper - E-wing fighter - Arc-170 bomber - B-wing bomber - K-wing bomber - Tie advanced fighter - Tie Defender fighter - Missleboat bomber - Gunboat bomber - Bothan Spies New Land Units: - Jedi Knight - Sith Lord - B-1 Battledroids - B-2 Battledroids - B-3 Battledroids - AAT Tank Company - Droideka's - L.A.A.T - AT-AT MKII - AT-ST MKII - T4B-S - T3B-S - TIE Avenger ground - TIE Int. Ground - X-wing ground Fighter - Nantex Ground Fighter - Tie fighter G/T ground fighter - T3-B tank - Anti Air AAC-1 - AT-AP walker - Air skiff - Swamp speeder - Spec Force Company - Shock Trooper Company - EWEB Troopers - Imperial Elite Guard New Hero Companies: - Guri Female assassin - Princess Leia - Kyle Katarn - Mara Jade New Buildings: - Medium Factory - Financial Center - Sith Temple - Jedi Accademy - Droid Works - Fighter Facility - Advanced weapons Facility
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]
restructuring the Republic the Jedi are now in charge of the military. Palpatine now has become the leader of the Seperatists who have now become the rebellion. Boba fett went under the tutelage of Locke and now fights for the Republic as a bounty hunter and has started a new colony of Mandalorians on Mandalore. I have changed the amount of planets to around 76, I have added Mandalorians that can only be made on Mandalore, I have made Wookie's as a unit that can only be made on Kashyyyk, and I have changed the Imperial guard into Jedi that can be made as a unit on Coruscant. I have made the mad home one a common and less powerful line of ships so the rebels have ships that resemble the seperatists. I have made the units smaller so the maps will look bigger on land and space.
in skirmish * land skirmish pop cap increased * higher starting credit amounts allowed * hyperspace capable K-wings for space battles removed * level 5 Liberator and Mediator carry K-wings * some models are improved (death_clones, better textures, light maps, new effects etc.) * frigates are slighly better against capital ships * capital ships\' tractor beams adjusted * Z95 Headhunter with \'sensor ping\' ability added for space skirmish * after reaching tech level 3, Acclamator and Venator carry TIEs instead of CW era fighters * ...dozens of less important changes and improvements
skirmish (space station level 5) * equipped with an axial superlaser -> 1 hit = hardpoint destroyed * orbital bombardment capable 2) TIE Avenger * tech level 5 starfighter with lure ability * A-Wing\'s counterpart 3) TIE Phantom * cloaked fighter available on Aeten II only * semi-transparent, invisible on enemy radars, can travel undetected though the galaxy * buildable in skirmish (level 4 & 5) 4) Royal Guard TIE Interceptor * red TIE Interceptor with a hyperdrive and shield * available on Coruscant only Rebel 1) NRS \"Mediator\" * \"hero\" variant of the Mediator cruiser * equipped with heavy ion cannon (similar to planetary i.c.) * level 5 hero, buildable in skirmish (space station level 5) 2) Liberator cruiser * requirements: tech level 2, level 4 space station * carries 6 X-Wing squadrons and 4 Y-Wing squadrons * available in skirmish (level 3) 3) K-Wing * heavy bomber armed with laser cannons, turbolaser cannons, proton torpedoes and concussion missiles * buildable in GC (tech level 5) and skirmish (space station level 4) [MAJOR CHANGES IN V4.1] * all capital ships are buildable on on all shipyard planets (including SSDs and Mediator) * Death Star II buildable on all planets * 2 new shipyard planets: Bestine and Corellia * B-Wing/K-Wing/ARC-170 bombing run feature added * LoW SSD V1 replaced with Bailknight\'s one * new V4 models fixed and improved * cpt. Needa\'s comeback * more new units available is skirmish mode * improved AI [MINOR CHANGES IN V4.1] * more balanced Alderaan\'s Demise scenario * hunt ability for X-Wing * wingless MCC - shield hardpoint removed, icon size adjusted * Venator SD - hardpoints reassigned * improved explosions in space * robotic sounds for TIE/D fighters * E-Wing is slighly better against larger ships * TIE Defender is more expensive * smaller Titan Cruiser * slighly smaller Death Stars * slighly improved hero spawning in GC * Clone Wars-era starting units removed from level 3 and 5 GC scenarios * Liberators and Venators added as starting units to some GC scenarios * Republic SD toned down * Titan and Home One - population value 4 instead of 6 * Executor SSD is less expensive on Fondor, Mediator - on Mon Calamari and Death Star II - on Endor * blue lasers for Acclamator * improved some icons
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
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!
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...
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
changed. This version also has new ground units. Also improved some of the gameplay from V2.
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.
controll... but certainly under EU planetary governments\' control. As the Imperial New Order or Rebel Alliance player you begin only with the Imperial Capital or the Rebel base on Yavin 4 and must conquer the entire galaxy to win... no easy unoccupied planets, Galactic control must be earned. Be warned, most large shipyards and smuggler bases could put up a very good fight, and may have a few tricks up their sleeves.
is in turmoil. As an aspiring Underworld figure named Tyber Zann, spread corruption throughout the galaxy using new strategic gameplay elements to influence other factions, steal their funds, slow their production, spy on them and more, all en route to becoming the most notorious criminal leader since Jabba the Hutt. Exciting new land-tactical options like customizable, upgradeable bases and guerilla warfare allow for innovative battlefield tactics. Take command of and confront new fighting units for all factions (Rebel B-wings, Imperial TIE interceptors, Darth Vader's Executor Super Star Destroyer and more), and take down anyone who stands in your way of ruling the Underworld, be they new battlefield heroes like Luke Skywalker and Yoda or the forces of your most bitter rival ? Jabba. Destroy capital ships with the awesome firepower of the second Death Star, and satiate Tyber's drive for the deadliest capital ship in the galaxy, a devastatingly powerful new type of Star Destroyer known as the Eclipse.
captured Ha'tak -> corvette Asgard battleship Belisknerclass -> assault frigate Asgard researchship -> frigate Asgard battleship O'Neillclass -> battleship BC-304 -> cruiser ISS -> replaces old rebell base Heroes: Steven Caldwell -> battleship Daedalus Col Pendergast -> improved X-303 Selmak of the Tokra -> alkesh Lt. Colonel Cameron Mitchell -> improved F-302 starfighter Goa'Uld alliance: deathglider -> fighter alkeshbomber -> bomber needleglider -> scoutship alkesh attackcorvette -> corvette standart Ha'tak -> corvette Apophis' Ha'tak -> frigate Goa'Uld battlecruiser -> battleship Goa'Uld starbase -> replaces old imperial base Heroes: Prime of Anubis -> superbattlecruiser with superweapon Anubis -> replaces imperator(not yet ingame,modell still missing) Ashrak -> replaces Boba Fett((not yet ingame,modell still missing) Baal -> replaces Darth Vader(not yet ingame,modell still missing) Yu -> replaces Grand Morph Tarkin(not yet ingame,modell still missing) MerchantSpacedock is replaced by the Supergate Ta'uri players can build the ancientscruiser Aurora Goa'uld players can build an Oriwarship Pirates are replaced by the Wraith(not completed so far!) The Mod in this status is developed for Skirmish battles,so don't be to angry about bugs in Galactic COnquest or the campaigns(it should not be played now!)
boat G-10 (republic corvette) sith interdictor revan malak(space only) saul(space only) sith assault fighter sith fighter republic fighter republic bomber harbinger endar spire dark jedi(all 3 class\'s) Sith Lord Sith Marauder Sith Assassin republic soldier sith soldier Republic scout bike Gauntlet The reliance Doddana(space only) Sith Combat Droid Mark IV HK-47 Sith drop ship Swift Gun boat courageous Ravager Hk-50 Nihilus This release does NOT include the music; if you wish to download the music simply go to our site Downloads section (http://aoswmod.com/index.php?page=downloads) and download the music pack. If you have any difficulty installing this mod feel free to make a post in the tech support board on our forum. (http://aoswmod.com/Forums) All codes, models, and textures are property of Ages of Star Wars and may not be used in any other public mod for any reason. AI has been modified to increase the difficult of medium and hard. The 6 Jedi classes in this mod do not have custom models, they instead use obi-wans model. The reason why they are in the mod right now is for balance. There are no custom maps in this release. This is a public beta so don’t go crazy if you find a bug, simply post about it in our forums and we will fix it in the next patch.
population Value. ~Scorpinox
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
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
(this does not work in conquest mode because the unit placements on ground are limited to 10 units) See the readme for additional information.
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.*
Mediator-class battlecruiser * Other changes: - corvettes moved to lower row on the build bar so all units are buildable on tech level 5 - T4-B uses anti-air missiles as secondary weapon (T3-B has surface-to-surface missiles now) - T4-B/AA variant removed - Tyrant-class missile cruiser is no longer a starting unit in \"Alderaan\'s Demise\" scenario
captured Ha\'tak -> corvette Asgard battleship Belisknerclass -> assault frigate Asgard researchship -> frigate Asgard battleship O\'Neillclass -> battleship BC-304 -> cruiser ISS -> replaces old rebell base Heroes: Steven Caldwell -> battleship Daedalus Col Pendergast -> improved X-303 Selmak of the Tokra -> alkesh Lt. Colonel Cameron Mitchell -> improved F-302 starfighter Goa\'Uld alliance: deathglider -> fighter alkeshbomber -> bomber needleglider -> scoutship alkesh attackcorvette -> corvette standart Ha\'tak -> corvette Apophis\' Ha\'tak -> frigate Goa\'Uld battlecruiser -> battleship Goa\'Uld starbase -> replaces old imperial base Heroes: Prime of Anubis -> superbattlecruiser with superweapon Anubis -> replaces imperator(not yet ingame,modell still missing) Ashrak -> replaces Boba Fett((not yet ingame,modell still missing) Baal -> replaces Darth Vader(not yet ingame,modell still missing) Yu -> replaces Grand Morph Tarkin(not yet ingame,modell still missing) MerchantSpacedock is replaced by the Supergate Ta\'uri players can build the ancientscruiser Aurora Goa\'uld players can build an Oriwarship
(special ability), carried by Venator-class Star Destroyers and buildable by Rebels, rebel variant is hyperspace capable - ARC-170 - multi-role starfighter armed with laser cannons and proton torpedoes, carried by Venators and Acclamators, buildable by both sides, hyperspace capable - V-Wing - simple starfighter with 2 laser cannons, carried by Venators and Acclamators, buildable by Rebels, rebel variant has a hyperdrive - Venator - buildable by the Empire (unlimited amount) and Rebels (2 vessels limit), carries 5 V-Wings, 4 Eta-2 and 3 ARC-170 squadrons - Acclamator is buildable by Rebels as well (4 vessels limit), carries 4 V-Wings and 2 ARC-170 squadrons All of these units are available in Galactic Conquest and Skirmish modes! I\'ve used my own icons for Eta-2 and ARC-170
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]
B-Wing Fighter/Bomber Rebel: Dreadnaught Empire: TIE-Interceptor Empire: Executor Class Super Star Destroyer Empire: Naval Troopers Heroes: Empire: Captian Needa w/The Avenger Empire: Mara Jade Empire: Baron Soontir Fel w/181st TIE Squadron Rebel: Gen. Jan Dodonna Rebel: Kyle Katarn Rebel: Leia Organa w/Tantive IV Misc: The Maw System added into Stock GC with Custom Maw Space Map Kamino added into Stock GC All Stock maps re-created for better visual and playability. Custom SFX added in for the TIE Interceptors and Princess Leia Royal Guard Detachment added to Emperor Palpatine Red Squadron upped to 12 Fighters with Heroes ALL Fighter Squadrons upped to 12 Fighters Space Battle Unit Cap changed to 35 for Rebels 30 for Empire. Custom Icons for all new units Custom Death Animation for the SSD added Hero Start Locations changed. Mon Cal Cruisers only buildable on Mon Calamri ALL Ships Scaled to correct sizes. Based off of the ISD. ISD was scaled up a bit Engine Glows added to SSD Dreadnaught and SSD Spawn space debris when damaged.
under EU planetary governments\' control. As the Imperial New Order or Rebel Alliance player you begin only with the Imperial Capital or the Rebel base on Yavin 4 and must conquer the entire galaxy to win... no easy unoccupied planets, Galactic control must be earned. Be warned, most large shipyards and smuggler bases could put up a very good fight, and may have a few tricks up their sleeves.
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
for control of the Milkey Way Galaxy.
missing texts for Mara Jade - increased TIE/D squad size to 5 - added skirmish map: UEAW Battle for Lok - added skirmisk map: UEAW Kashyyyk Battle - map redone: Kuat Space - rearanged the buildbar for space units to fit in all units - modified indigenous units (stronger) - modified techlevel for TIE/D - modified starbaselevel for TIE/D - modified techlevel for Assault Gunboat - modified starbase level for Assault Gunboat - modified firepower of Assault Gunboat - removed middle engine from Assault Gunboat - enlarged Home One by +50% - resized some fighters (but not to much!) - all dreadnaught engines redone - assault gunboat engines redone - dreadnaught deathclone redone - ravager deathclone redone - debris added to dreadnaught hardpoints - debris added to ravager hardpoints - reworked deathmodel of The Ravager New in 3.2 - Admiral Daala - The Ravager - Rebel Combat Medic - Assault Gunboat - TIE Droid (TIE/D) - Dreadnaught - Dreadnaught (modified) - Dreadnaught Fleet Carrier - IPV - Emperor's Royal Guard (redrobes) - Mara Jade (full) - Kyle Katarn - Moldy Crow (Jan Ors) - Podwalker - ISD Hydra - ISD Manticore - ISD Basilisk - ISD Gorgon (Daala) - Grand Arena - The Maw - 44 Planets Galactic Campaign - skirmish map: Into the Forrest - various tweaks and edits to xml coding
rifles and thermal detonators, need tech level 3 and an Officer Academy, can travel around the galaxy undetected by enemy fleets * Imperial Royal Guard - Emperor\'s elite guard, can only be recruited on Coruscant * Mara Jade - level 3 hero, during space battles uses modified Z-95 Headhunter fighter Rebel * B-Wing - heavy Rebel fighter availiable with tech level 4 * T4-B/AA - anti-aircraft variant of the T4-B Heavy Tank, TIE Bomber\'s nightmare, buildable at tech level 4 * Wookie Warriors - Wookie squad, can only be recruited on Kashyyyk * Kyle Katarn - level 3 Rebel hero, during space battles uses the Moldy Crow
first thing you notice is the removed bink movies and the first thing thats meets your Eye is a Massive Space Battle The Executor is there with an escort versus the rebel Armada. Playing the Imperials you really notice the strength the rebels now have. You have the Quasar Fire Class with Kwing Bombers that can pretty much defeat most units. On the Ground I must say for the first time I find it quite challenging. The New Hover Tank for the Rebels is kinda cool to play with. Really gives them some punch. As do the Infiltrators which appear to come in groups. The Space is tricky. The AI For the Rebels seems to like Spamming Ywings and Xwings. I must have fought about 20 Fighters and 2 corvettes 5 or 6 times on my way to victory. Overall it does what it says on the tin. Its another amazing quality mod release from Bailknight. My Hat goes off to him.. The Game is a lot of fun thanks to him and I completely recommend this Mod for you to try,
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.
Rhen var and Mygeeto to GC
the SSD is NOT to scale for the moment. If you want it Full Scale Set the Scale Factor to 3. Enjoy!! Foshjedi2004
changed. This also fixes any bugs that were in V1. Changes in V2- -Vader\'s SD now has two laser cannons instead of ion cannons. -Mara Jade\'s Acclamator has more shielding and health. -The Executor has a hypervelocity gun. -The Executor also has a heavy Ion cannon and a magnepulse cannon. -Escort frigates actually follow the capital ship they spawn from. -Acclamator\'s health, shielding, and weapons are stronger. -Mon Calamari Cruisers have hangers and escorts. (forgot them in V1.) -Rebels now have the dreadnought. -Nebulon-B2\'s are added to the Rebels. -The Empire has the dreadnaught. -Population cap. is increased to 65. -Repair crafts are added, both side have a different one. -Arc-170 starfighters are added to the rebels. -Eta-2 Interceptor fighters are added. -Heroes are stronger. (Ground) -Pirates have the Venator, Arc170, and Eta-2 Interceptor. -Executor\'s icon changed from Piett to SSD. -Any scale issues are fixed. (NOTE: Home One is scaled ALMOST acurately or else it would be a little big to the SSD.) -The Empire has a TIE Advanced squadron. -The Rebels have old Providence-class cruisers, Lucrehulk battleships, Recusant light destroyers, and Munificant star frigate. -Any bugs are fixed. -Toned starvipers down ALOT and made Acclamators produce less of them. -Pirates have the munificent and recusant. -Upgrades have beeen taken out of skirmish to give more room to ships. -Everything has descriptions and proper icons. -Dreadnaughts are toned down a bit. -B-wings are added and are scaled. -The Moldy Crow is scaled down a bit. -Lancer-class Frigates are added to the Empire. -The Empire has the Venator. -Tartan cruisers are taken out COMPLETELY, Lancers have more weapons and are alot better. -carrack-class cruisers are added. -MC80-B\'s are added. -E-Wing Fighters are added. -The Leviathan Interdictor is added to the Pirates, but is buildable at Merchant space docks in skirmish. -MC40\'s are added to the rebels, light Mon Cal. frigate.
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]
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!
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
be installed before installing this. ~Scorpinox
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]
Thanks. [quote]This is a improved version of the PetroLauncher. This version works with Vista and Windows 7, as well as 64 bit operating systems. Does not work with XP, download the original for that.[/quote] the_stag
Timer. - Max speed and rate of turn decreased. - Added A Different Radar Icon. - Attack priority changed to capital ships. - Tractor Beam and Proton Beam Now Have A Slightly Longer Range. - SSD is Now Scale 2. - SSD now costs $12,000 - The SSD now has more depth, meaning it will not longer go through objects, such as Space stations etc. - Added you can now build 4 SSD. - Added each SSD now has its own name. Such As: Executor Iron Fist Razor's Kiss Lusankya - Added No More Intro Movies :) - Cap in space, increased to 50 for imps and rebels.
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
each side, however beware system lag as you make the numbers very high.
grenades - Fixed Tani no-sound issue - Obi-Wan, Luke, Darth Vader, General Veers all gain Field Commander bonuses - Luke gains Force Speed ability, loses Force Protect - Republic Attack Cruisers and General Dodonna gain SPHA-T Beam attack ability - Blue weapons now same size as Red and Green weapons - Added AAT to Pirates - Added Tank Droid to Pirates[/quote] ~Scorpinox
game. You can find it in your \'Star Wars Empire at War\\GameData\' folder. You can also use provided icon (cis_icon.ico) to create a desktop shortcut. [NEW UNITS IN V4] Empire * Death Star II - battle station capable of destroying enemy ships with 1 shot; requirements: tech level 5, level 5 space station, planet Kuat or Endor * Titan Cruiser - heavy Imperial cruiser, 2 times larger than ISD; requirements: tech level 4, level 4 space station, shipyard planet (Kuat, Mon calamari, Sullust or Fondor) * TIE Defender - advanced Imperial fighter, armed with laser cannons, ion cannons and warhead launchers, hyperspace capable; requirements: tech level 4, level 2 space station * TIE/D automated fighter - droid fighter, slightly better than standard TIE; part of the space station level 3-5 garrison * ARC-170 - multirole fighter armed with laser cannons and proton torpedoes; carried by Acclamators and Venators * TIE Fighter (available on ground battles) - Snow Speeder\'s counterpart, less effective against ground troops but deadly to speeders; requirements: tech level 3, light vehicle factory Rebel * Mediator Cruiser - the largest and most powerful Mon Calamari warship, carries A-Wing and B-Wing squadrons; requirements: tech level 5, level 5 space station, planet Mon Calamari * Republic-class Star Destroyer - advanced destroyer, cheaper and more powerful than ISD, population value 3 (most capital ships have 4), carries X-Wing and Y-Wing squadrons; requirements: tech level 4, level 4 space station, shipyard planet * E-Wing - advanced Rebel fighter, very effective against enemy fighters and bombers; requirements: tech level 4, level 2 space station
Baron Soontir Fel and the 181st TIE Defender Squadron Dark Jedi Ground Unit for the Empire buildable on Korriban Assault Gunboat for the Empire Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased.
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
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
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.
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
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!
AI a little bit more intelligent.
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!
V2.1 General Fixed the icon bug that made half the icons disappear. Fixed it so the MC80 has a icon to begin with. Fixed prices on some of the units i made typos on. Changes in 2.0 -----The GOOD, AWSOME CHANGES Galactic Empire Tie Interceptor Tie Defender Tie Avenger dreadnought Escort Frigate Mara Jade Vader is stronger in space and land. Death Star now has 2 different super lasers, swith between them with the rocket button. (palpatine\'s DeathStar) SSD has a death sequence
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
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]
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
other version, the Mod Launcher automatically detects any mods you have in your EaW and FoC Mods folders and allows you to run them using this launcher. Very useful for people who do not understand how to make modpaths or .bat files.
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
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
material from other mod teams.
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'.
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]
technically playable, but I don't recommend it. I do recommend the author to work with the newest version of the mod and make a map for that. [quote]This is a map for ROTC. This is my first map i made. You need ROTC 1.3 for this one. This is for normal EAW only. Republic Story: The Galactic Republic has located an Imperial Starbase on Alderaan. The Republic Space Station there is needing of assistance. Protect the Space Station at all costs. A Republic Fleet quickly responded to the call.Destroy the Imperial Starbase. Empire Story: The Republic has located your Starbase at Alderaan. The Executor is under attack. Protect the Starbase or you lose. Destroy the Republic Space Staton.[/quote] the_stag
they have smoking an burnig effects.
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
makes for easy reading. This does not include the SCRIPT, ART, LUA files. Later for that. Edit a file using a text editor, then place into a self made folder called XML with the /GameData/Data directory. It will override the Config.meg data from which these files are packed inside. Now we get back to modding. :)
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.
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
Install.exe This Version Includes All Bug Fixes And Improvements From V1, V1.1, V2 And V3! To Play: -------- Run My Shortcut That I Have Created. You Can Find It In C:/Program Files/Lucasarts/Star Wars Empire at War/GameData/Mods. Find The SSD Improved And Balanced Mod V3, And Double Click On It To Start The Game. Changes To The SSD V3.1: ------------------------ - Added The Tie Interceptor. - Piett Now Has The SSD, But Its Not Legacy Of War\'s Model, So Now When Your Rebels You Should Have To Fight One SSD! - Piett\'s SSD Now Has Tie Interceptors. - Piett Has Been All Updated About His Rank And All. - Piett\'s SSD Now Has Better Abilities, The Proton Beam Lasts 10 Secs And Recharges For 70 Secs. - The SSD Now Has Tie Interceptors. - Kyle Katarn And His Moldy Crow Have Been Enabled. - All New Units Are Buildable In Skirmish, Including The Moldy Crow. - The Mod Now Has A Nice Install Option, No More Messing Around With Files.
reinforcements, build mining structures and take actions against enemy teams. Please keep in mind that this is not an official patch and will recieve no technical support from Darth_Windu. If you want to try and make the Republic stronger in Return of the Clones then consider downloading this file.
- 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)
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
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
frame. It's a ways from being a complete mod, but the beginnings seen here may be what the community desires. Bonus: Star Forge included. the_stag
SHIPS MAY APPEAR SMALLER THAN THEIR ACTUAL LENGTHS. This is because they occupy a lower depth on the screen, not because they were improperly scaled. Fighters and some shuttles and heroes (Slave One, for example) are not scaled to their actual lengths; however, they are much smaller to enhance realism (in fact, they're not far off from their actual scales). After much testing, when these ships were scaled properly, they were unplayable. The Tartan Patrol Cruiser, as in the original version, retained its stock scale. Home One has been rescaled to canon, but perhaps at the expense of playability. It is sometimes difficult to maneuver, but quite impressive to look at. Because of this issue, the original scale has been included as an option. See installation for details.
these planets: Kuat, Fondor, Sullust, Coruscant. - Added slightly more depth, so now the SSD wont go through rebels spacestation shield generator. - SSD name Lusankya now replaced with Vengeance.
everyone who made this mod so popular on filefront and everyone who helped me with it and who gave me suggestions. Thanks to LoW for letting me use their SSD to make my mod that much better. I am not taking anymore ideas, this is my final version so your gonna be playing it as it is. I will continue to help anyone who has questions or wierd bugs. Thanks again guys. Josh_HLB [/quote]
launcher doesn't work. So I wanted to create my own. I'm not a programmer. I used batch-files. So the launcher is not as good as the other, but it works and can be modified.[/quote] This isn't the prettiest program for launching mods, but if it works then that's good enough for me. Also, this is only for EAW, not FOC. Windows 7 users: leave some comments and feedback for the developer letting him know how you like it and how well it works. the_stag
buildable for both teams.(tech level 2) New units for space skirmish mode: \'Arc170\' (TIE fighter slot) \'Eta2\' (TIE scout slot) \'Venator\' (tech level 2) \'Z95\' (Rebel only)
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 :)
three venators for space mode, the 501st and Vadar\'s Fist each shoot blue projectiles to distinguish them on the battle field, they have increased damage, and also increased armor. Both units are buildable on Geonosis and Coruscant. Fixed bug where you saw two icons of the Jedi and Sith Venator during space battles in conquest. New skin for all stormtroopers (including 501st and Vader\'s Fist) Added edited version of Revenge of the Sith song for main menu, now the main menu starts off just like the movie (after the credits theme) New Venator hardpoints, replaced both ion cannon hardpoints with turbolaser hardpoints, and replaced the concussion missiles with proton torpedoes Custom .tga for Rebel Venator, 501st Legion, and Vader\'s Fist New skirmish team colors, read is now dark red and brown is gray
develop! Happy Hunting!
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
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
in some nice battles. Combined with Jeff Cheney's texture and particle improvement, this seems to be a nice mod. [quote]Will here is the long wait to star wars Saga enjoy playing it and just have some fun. and there is v2 coming along the way will enjoy.[/quote]
Empire starts with 6 at-at and 32 at-st and troops. Hope you enjoy. Any bugs or comments are of course welcome.
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
all purposes eliminates your space population cap. This mod works for EAW and FOC. Enjoy![/quote]
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
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)
appropriate tech lv (starts with fighters, a-wings at tech 2, and bombers at tech 3)
\'unlock\' the original EAW scenarios and make them available for play in Forces of Corruption. They are not the same as the originals however. I\'ll explain soon. INSTALLATION: Copy the TEXT folder and place it into your FOC/DATA folder. Copy the GC MAPS folder and place it into your FOC/DATA/XML folder. I strongly suggest that you backup any files that need to be replaced - just in case. (if you havent got an XML folder, then just make one! ;)) I don\'t know if this works with other mods, so use caution. INFO: - This bonus pack adds all 8, thats right, 8, EAW GC scenarios for FOC. All of them now accomadate the Zann Consortium as well as the new planets and units. But because of the changed locations of the old planets in FOC, I had to add in a number of planets to create the hyperspace paths between planets. So in a way, these are sort of new maps. - In addition to the 8 EAW maps, I have also added my very own hand-made GC maps that took me many hours to put together. There was much bloodshed and despair, but I finally pulled through with these two maps: \"Galactic Civil War\" This is a map that only has the EMPIRE and the REBELS. NO Consortium. (And no more damn sabotages...) The Rebels and the Empire start off on opposite sides of the galaxy with only four planets under each team\'s control. The rest of the planets are mostly under the control of pirates or Hutts. Some are nuetral and are up for grabs. I made this map to bring back the good ol days of EAW where it was just the Imps and the Rebs. And because its FOC, both sides can use the new units! And yes, the AI builds the new stuff too. They came at me with B-WINGS! \"Consortium War\" All three factions start off in opposite corners of the galaxy, each with only three planets under their control. The rest of teh galaxy is a hive of pirates and Hutts. This should give players some time to build up before they actually encounter one of the other factions. - Maps have been tested TO AN EXTENT (I have a life you know ;)) and I am convinced taht they work fine. - The AI work normally on all maps. The \"Galactic Civil War\" map seems to have better AI, which is strange but awesome. - Special objectives for EAW scenarios have been removed for obvious reasons. - Bonadan has been removed from ALL EAW scenarios because of some really, really wierd connection problems that I could not solve. Alas... - Most planets are now neutral or under pirate control. Planets that are hostile have different varying forces both in orbit and on the ground.
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
combat for both Factions, and other features into the campaign and Galactic Conquest mode only. [quote]New Changes in Version NOTE: i had to remake the whole mode to make it playable for the latest game patch. copying the content of the old XML's somehow didnt work, so there may be some major diffrences between the new mod version 0.3 and the older version 0.2 and also new bugs that didnt appear in the older version.. some units had to be removed from the mod as they caused crashes in the patched game, and after several days working on them i just couldnt fix them. [/quote] See the readme for a complete explanation and installation instructions.
station to level 5. Changes and improvements (compared to Low original mod): * added icon and description * individual ship name ("Executor") * number of HitPoints reduced * HP health reduced * firepower reduced * larger radar icon * ship size increased from 0.75 to 1.00 * max speed and rate of turn reduced * front batteries are a bit stronger than others * front batteries have a bit longer range * ship can be build in Sullust as well (now you can use SSD in Alderan Demise scenario) * population cap in space battles increased from 20/25 to 30/35 (imps/rebels) * SSD's order response time decreased * attack priority changed to capital ships * longer range for Proton Beam and Tractor Beam * decreased reveal distance, increased targeting distance * cost raised to 15k, build time to 150 sec. * Death Star-like build countdown in GC * (...)SSD is still extremly powerful but not immortal :) Requirements: Star Wars: Empire at War with LEGACY OF WAR: SSD MOD (V1) (patch 1.04 and English-language edition recommended) How to install: Unzip XML, Art and Text directories as well as SSD.txt file into your Star Wars Empire at War\GameData\Data folder, overwrite existing files How to uninstall: Delete XML, Art, Text and SSD.txt, replace MasterTextFile_ENGLISH.DAT with old_MasterTextFile_ENGLISH.DAT (it will remove LoW's mod as well!) Troubleshooting: If you experience graphical problems with command bar, delete MT_COMMANDBAR.TGA and Mt_commandbar.mtd files Credits: Legacy of War team for their great mod with excellent Super Star Destroyer model! Contact: avenger85(at)poczta.fm
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
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.
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]
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
Unstoppable fighting Force. [u][i]Authors Comment:[/i][/u] [quote]AND ALWAYS REMEMBER - IF YOU DON\'T LIKE CHEATING, DON\'T DOWNLOAD THE MOD!!![/quote] ~Scorpinox
when done right.
with fast build times. There are two sets of files that you can install allowing you to choose which faction you want to make super powerful. These files should not be used at the same time. Also included is a guide to basic modding which may be useful to some beginners. If you've always wanted to pound the enemy into the dust in a giant battle or found the Empire at War campaign too difficult then consider giving this mod a download.
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.
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]
a thoughtful member, RAJeff, has uploaded that patch for everybody else to use. This patch requires [file="80215"]the AoSW 2.0 release[/file] and will not work with any earlier versions of the mod. Although there is no changelog included, this will hopefully fix some of the issues present in the 2.0 release. Enjoy!
is more expensive and less powerful than newer Victory-class SD, but needs only level 2 Space Station. Originally this mod adds Venator only for the Empire. If you are Rebel player and want it in your fleet, read carefully "How to install" section. Don't use with any other mods!
others with more space objects (Kuat, Fondor, and more). Keep in mind that these huge maps make playing take MUCH longer than normal and may make rooting out fleeing ships more difficult. You can take that to mean it\'s more realistic or that it\'s less playable. However, in my experience, it DOES NOT make the game more laggy. Also, many, if not most maps accomodate a SCALE 4 LOW Super Star Destroyer. As always, however, the mobility is limited. These maps may force you to change your tactics. Fighters can easily spread the map and evade destruction, forcing you to create new countermeasures.
models for Diamond-boron missile and heavy concussion missile used by missile ships. - New main menu background battle with new ships. - Radar icon changed for Home One and Executor. Balance - Piett is now tech 4 hero in Galactic Conquest mode. Vader is now tech 3 hero. - Home One now bigger and have more firepower. Also carry Unlimited Fighter squadrons. FIX - Fixed cinematic Interdictor can build by player in Galactic Conquest mode. Known Bugs - Slave One (Boba Fett in space battle) is sometimes stuck and removed from game(not respawned) when the battle ends. I don`t know why because nothing anything related to Slave One was changed. It may be a bug in EAW. - When You go into a space Battle with the Executor, the hyper-in formation is very wide. Unknown reason.
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
Squadron Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased. The Imperials get a massive boost with Fel and the Lancer Class Frigate :)
Crystals of Aeten II - Bespin: Tibanna Wars - Mustafar Siege - Yavin: Death Star Debris - Endor: Death Star II Construction Battle of Byss The huge Eclipse SSD is over Byss, and a battle to free the planet began (or to keep it\'s control if you\'re playing as the Empire). Fortunately to the Consortium/Rebels, the Eclipse Defense Systems are offline since it is in it\'s repair duty. Chaos over Tatooine (8 players support) The planet Tatooine was always an interesting place to hidden a base, large deserts as Dune Sea, or wastelands as Jundland. And if there\'s a bright center to the universe, it is the planet that it\'s farthest from... There are so many villainy and scum here that is difficult to our enemies to find a hidden base... Or to us to build it... Conquest of Muunilinst Muunilinst is a rich urban world that was once the headquarter of the InterGalactic Banking Clan, perhaps we can get a lot of credits if we take control of the planet and learn more about the old Confederacy of Independent Systems. Crystals of Aeten II Aeten II is known primarily for it\'s stygium crystals, which can be used to create Cloaking Devices. If we can get our hands in these crystals, we could could field an invisible advantage against our enemies. Bespin: Tibanna Wars (8 players support) Needing more resource of the precious Tibanna Gas, you planned an attack on one of the largest Bespin\'s Tibanna Gas refineries, the BesGas H-47-K. Watch out to the refinery defence ships, they appear to have some Interceptor Frigates and some Venators modified into light cargo ships (but still well-armored) and most important: we intercepted a transmission that another faction was wanting to take control of the refinery, so hurry... Mustafar Siege (8 players support) The mysterious planet of Mustafar could be a good resource of credits, and perhaps, we could scavenge some CIS forgotten techonology, be alert, the sistem probably has it\'s own defense force. Yavin: Death Star Debris There were a lot of data stored inside the Death Star. Although the Zann Consortium already got some of the data storage pods, but if we are lucky, our forces could find some data yet. Or at least clean the way for a land invasion. Endor: Death Star II Construction Well, this map doesn\'t have a story yet, but it let you play a three way space battle above Endor and the DSII under construction plus an SSD - they are not usable by any factions.
Gallofree Transport (not actually a transport) Land X-wing Land XJ-wing Land A-wing Land Correlian Corvette AAT Land N1 starfighter Home one style ship Providence Cruiser Lucrehulk Battle ship Empire: Land Tie Fighter Land Tie Scimitar Land LAAT Land Tartan Patrol Cruiser Land V-Wing Strike Cruiser Basil Super Star Destroyer (Hero) Loronar Strike Cruiser[/quote] ~Scorpinox
uncannon. Changes in V1.00 Imperial new units All pirate space units unlocked and improved. Imperial gunship (used by Tarkin during Space battles) New Controlable Mini-Death Star (Used by Palpatine During space battles) New Virago fighter (Currently only for the Empire) vader is Slightly stronger New Super Hypervelocity Gun Unlocked gravity control generator I think thats about it Changes For the rebels Home one is really powerfull it also has a huge escort with it. Obi-Wan is A little more powerful. Have heavy ion cannon Have a venetor class cruiser All pirate space units are unlocked and improved, slightly better than the Empire\'s. More Y-Wings in a squadron, I think 7 there will be more uits for the Rebels in V1.2 i\'m still working out the glitches on them.
Serial MC80 Wingless Cruiser Has Been Added. - Rebel Spacestation 5 Now Garrison The B-Wing. - SSD Description About The SSD Being 8km Has Now Been Changed To 12km. - SSD Can Now Be Built On Mon Calimari And NOT Coruscant. - SSD Is Now Subjectable To Upgrades, ie. Reactors, Weapons etc. - SSD Now Takes Longer To Get To Planets, About 2 Times Faster Than The Death Star. - B-Wing Is Subjectable To Upgrades. - All Capital Ship Creating Planets Have Updated Descriptions About The SSD. - Original Speed And Rate Of Turn Of SSD Has Been Restored. - We Have Better Maps, They Work In Skirmish, But They Come Under Custom Maps, Not Official Maps. - The Description Now Hasnt Got A Capital At The Start Of Each Word (Sorry, Its A Habbit) - The SSD Now Has Tie Fighters, Tie Bombers And Tie Scouts, And They Spawn Very Quickly. - SSD Now Has 2 Tartan Patrol Cruiser Escorts To Help Counter Attack The B-Wings. - SSD Population Has Been Reduced To 10. - SSD Is Now Scale 2.5. - SSD Now Has A Big Space Radar Icon. - The X-Wings Now Have The Hunt Ability. - Updated Some Ships Vulnerabilities And Strengths To Show The SSD. - Updated Some Ships Vulnerabilities And Strengths To Show The B-Wing. - There Have Been TurboLasers Added/Replaced. - There Is Only Two Engine Hardpoints (Located Near The End Of The SSD). - The Venator Can Now Be Built In Skirmish. - Also Fixed Up A Readme Mistake. - A Few Bug Fixes.
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.
mode: Arc-170 (4 units) starfighter squadron [Tech level 1] Jedi Eta-2 (2 units) + Arc-170 (4 units) escort squadron [Tech level 2] Venator [Tech level 3]
less Population points and Has had its Health Reduced. Foshjedi2004
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
Tartan Cruisers, Pirates, and certain heros) to their precise scales in the Star Wars fiction. THESE ARE NOT ESTIMATES. They are precisely measured scale factor adjustments based on two rather simple equations. SOME SHIPS MAY APPEAR SMALLER THAN THEIR ACTUAL LENGTHS. This is because they occupy a lower depth on the screen, not because they were improperly scaled. The Tartan Patrol Cruiser length in the game has not been adjusted because, in the expanded universe, the real Tartan Cruiser is 600 meters long compared to 150 meters, the approximate length shown in game. I decided to keep the stock scale since a rescale of that magnitude would be absurd, although I'm open to suggestions. [/quote]
SSD[/list]The following units have been modified:[list][*]Acclamator[*]Nebulon-B[*]TIE\'s[/list]Check the read-me for further details.
You can have only 1 SSD at the same time. Enyoy!
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 one is extremely accurate. Rebels have their \"rendezvous point\" with grounded X-wings and pilot, even transports that you can fly around (or shoot down). Transport 2 is away! Yayyyyyyyyyy! Empire has about 30 squads of troops, rebels only about 15, but those snowspeeders can really be useful... Version History: 2.0 - Added Wampa spawn cave - Fixed passability issues
spawned in the center of the map in a large battle. Some units are already destroyed while others are at full health. Becareful of the to pirate bases, they will attack if you do come close.The pirate, rebels, and empire bases do spawn garrisons and the rebels + empire both have 50, yes 50, mining facilities that can be destroyed. If the battle is long enough you could get over 1,000,000 (one million) credits.
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.
week. Note: This demo will only work on Intel-based Macs and will not work on PowerPC machines. Get your hands on this action-packed, single-player demo of Star Wars: Empire at War and take charge of an epic struggle to control the galaxy. You can start by playing the optional, interactive tutorial to learn important game concepts that will guide you to victory. Or skip the tutorial and jump right into the action! As the commander of the Rebel forces on Hoth, you\'ll battle for control of the Outer Rim in the Vergesso Asteroids and attempt to liberate Tatooine from the grip of the Empire. Han Solo and Chewbacca, with the Millennium Falcon, are ready to lead your space fleet and invasion forces as you go up against Tie Fighters, Star Destroyers and their arch rival Boba Fett. May the force be with you! Requirements • Operating System: Mac OS X 10.4.8 or later • CPU Processor: Intel Chipset • CPU Speed: 1.83 GHz • Memory: 512 MB or higher • Video Card (ATI): Radeon X1600 • Video Card (NVidia): Geforce 7300 • Video Chipset (Intel): GMA 950 • Video Memory (VRam)
dedication. He plans on editing or recreating nearly every single texture in Empire at War and Forces of Corruption. Quite an ambitious project for one man, and I wish him luck. Judging from what I can see here, his texture work is something that we can all look forward to. This texture pack improves many of the textures in EaW and FoC while retaining the general feel. If you hated some of the EaW and FoC textures, you should probably check this file out.
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.
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!!!
tactical health, shield health, and hardpoint hitpoints Changed build points for venator (only able to be built at Kuat, Fondor, Sollust, and Mon Calamari) Changed accuracy for ion cannons and turbo lasers Increased damage dealth over all Rebel varient spawns 2 squads of x-wings with 8 in reserve and 1 squad of y wings with 4 in reserve Empire varient spawns 2 squads of tie fighters with 8 in reserve and 1 tie bomber squad with 4 in reserve Enabled Venators to be built by starbases (tech 3) in skirmish mode Added 2 unique hero space units, one for Obi-Wan and the other for the Emperor (same ship just with the red stripe versus the plain dull gray), the Emperors is called Sith Venator, Obi-Wans is Jedi Venator Both ships have increased shield recharge rate, sheild strength, and tactical health from the normal Venator Jedi and Sith Venator spawn 3 squads of V-wings with 15 in reserve also changed the fighter sizes to .7 to .4 (looks so much better if you have the default ship sizes)
unlocked-in the begining of the game(till the end of the game) you don't need to wait for an upgrade of the tech to arrive to 5 All vehicles and artillery cost 1 credit All vehicles and artillery take 1 sec to be built-for the empire only The super-star destroyer is unlocked and its power and accuracy has been modificated to the ultimate performance even the spawning of tie-fighters and bombers has been modified All or nearly all of the space units are unlocked including the DEATH STAR.
animations. The ships included are: The Vengeance Super Star Destroyer, the Dark Jedi Jerek's Personal Ship. The Eclipse, a New model that Rivals the Stock FoC one, and includes nessacery bones for weapons. and finally The Viscount, A New Republic Star Defender made above Mon Calamari, Designed to Take on the Empires most powerful Starships. The Models would make good additions to any mod. ~Scorpinox
updates: [/quote]Changes in spc0.3: Version 0.3 mainly focuses on improving the overall playing experience for space battles General: - Modified the turn rate and speed of all units for: Capital Ships, Corvettes, Frigates, Neutrals - Corrected \"Death Clone\" for the hero ship \"Home One\" Changes in spc0.2: Version 0.2 mainly focuses on improving realism of smaller space craft such as fighters (no more unrealistic dogfights!) Empire: - Modified scale of space units: Acclamator, Victory-Class Star Destroyer and Interdictor Cruiser (they are now substantially larger) - Modified turning angle, thrust and max lift of space units: Tie Fighters, Tie Bombers, Tie Scouts, and Darth Vader Rebel: - Modified scale of space units: Assault Frigate and Mon Calamari Cruiser (they are also substantially larger!) - Modified turning angle, thrust and max lift of space units: X-Wing, Y-Wing, A-Wing, Z-95, and the Red-Sqaudron General: - Modified all neutral fighters accordingly - Doubled the population of space battles! - Modified formation spacing slightly[/quote]
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
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
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.
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)
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
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
At War mod! Play as pirates with a diverse ground units to exciting Captials fights. Rancor has been added to ground forces of pirates. Watch as your corvettes, frigates and captials move like fighters. Finally, see why pirates are well known? :P (excessive use with concussion missiles beware) Enjoy! Information: I dont know how to make a seperate faction so for now the Pirates will replace the Rebellion.Corvettes, frigates, and capitals now have capable flying as a fighter.At the moment 2 starships are giving me trouble on their fighter flying so its still on my to do list.Most of the Rebellion is replaced with the EAW pirate models and their attributes are still not balanced. Oh, and one more thing this is only for space flying at the moment after space is fixed I will start working on ground combat.[/quote]
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.
negative comment, I made this because it was requested by other people, so here it is a pack of my icons with the clone wars theme. This feature many old icons plus some new ones also requested. [/quote] the_stag
[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
games 3 factions. ~Scorpinox
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]
battles are changed, such as laser sizes and hardpoint health, to make space/land battles as real as possible.
of v1.1 that I realeased a few days ago, it majorly changes the land battles, i wanted to realease this version seperate because of its uniquness to any other mod. Changes in V1.1 alternate New ground unit, acclamator assault ship, need tech level of 3 and light vehicle factory to build. New ground unit, tartan cruiser, tech level 2, light vehicle factory. New ground unit, victory cruiser, tech level 4, light vehicle factory. New ground unit, corellian corvette, tech level 2 \" \" New ground unit, corellian gunboat, tech level 3 \" \" New ground unit, venetor cruiser, tech level 4 \" \" AA guns are stronger.
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]
trailer is the first of a trilogy that will be made to document the history of the DoVoVerse. This first chapter shows the First Scinfaxi War, which occured from 1943-1947.
Venator enabled. It is designed to counter the Rebels Assault Frigates and those pesky Mon Calamari Cruisers. It carries 5 regular TIE squads and 3 TIE bombers. Can be built at LVL. 3 Space Stations. > V-Wing and Z-95 now enabled for the Empire. Can be built at LVL. 1 and 2 Space Stations respectively. > Piett and Ackbar are now initially enabled.
by Arvis Taljik The rigging, turrets, death_clone, code and icons by me. [/quote] the_stag
forceofcorruptiondata and transfere if you have your old map in it after
(8) - \"Empire Surrounded\" MP Space Map (7)
Rebels Pirate frigate,Pirate fighter,IPV,Venator and v-wing for Pirates ENABLED PIRATES!!! Get to the menu of GALACTICT CONQUEST and select Galactic Confict Open the menu of the factions, and KEEP YOUR MOUSE ON THE MENU. Click and hold the menu. Then, using your mouse scroll wheel, scroll down to the Black Sun Pirates. Put your mouse over the Pirates, and let go. You should have selected it. NO MORE BUGS IN SKIRMISH GAME Slow down Hyperspace movement Slow down cyrcle of money cash Slow down production of some units MORE TIME TO PLANNING STRATEGY RESOLVED THE BUG OF THE DISAPPEARING SHIPS!
Cruiser to the game. The Titan is a heavy Cruiser from SW novels. A good add to the Imperial Navy. It can easily match the home one.
things changed. - More fighters per squadron. - Imperial class Star Destroyers launch most of the fighters at once. - Space station garrison increased. - You get credits faster in skirmish mode. - Tartan cruiser has better firepower but less speed. - AI swarms you with bombers in skirmish mode. This version was aimed towards balancing the things in v2.
more. These textures greatly improve the look of several additional ships as well as build upon the old textures that were included in his first pack. If you enjoyed seeing the old pack, then this update is worth taking a look at.
Imperials, but fun for both sides. This is my first map ever, any problems or advice is welcome. Enjoy.
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.
damaged badly and fell to the surface of Korriban. Two centuries later, Emperor Palpatine led a campaign to scavenge Korriban for Sith artifacts. THe Imperial Drill team found the massive vessel and restored it to its former glory and magnificane.
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
face-off around large craters and \"seas\" is inevitable. Who will win? Well, if the Rebels win, then advance to the next map. If the Empire wins, well, stinks for us, right? There are three maps included: Defense of the Moon - Moon surface. Teams are virtualy even, two fronts. Awsome craters! Earth - Space map between the Earth and the Moon. Again, fairly even, lots of mining facilities and sattilite build pads. Last Stand - Earth surface. Imperials are really dug in with an inital advantage, but Rebels are supported by Human civilians. One front. Pirate forces (think of them as Al-Queda gone high tech) are a force to be reckoned with, and guard a mineral processer, pirate outpost, reinforcment point and cantina.
would show you the lame version, so later you\'ll see the good version. It\'ll be a while before it comes out. Enjoy what you can!! -MapMaker
best. Once you download it, get this too so it can be played in all it's glory. the_stag
model releases are total conversion mods with a plethora of new models. However, this model is so awesome, it... it... I don't even have words to describe it. [quote] Here is the newest release for me, Aramadia-class SSD credits Model - "X" skin - "X" (hull plating base and texture for the back are EvilJedi's) Rigging - "X" Full list of stats and credits in the read-me file Enjoy X [/quote] the_stag
Adds Arc-170 fighter and Eta-2 fighter (only can be spawned from Underworld Venator) Adds the Venator for all factions
Bailknight for his crisp retextures of the Falcon & Imperial Star Destroyers. Be sure to expect 0.50 shortly after Forces of Corruption is released later this year. And thank you all for showing your support with the many emails to Tiger and I. Without you, it's unlikely that this would not have seen public release. Enjoy!
weapons -Proton torpedos have increased damage, do not pass through shields, and can be used against fighters -Ships are scaled correctly -Ships have accurate hull and shield values -B-Wing and TIE Interceptors squadrons have been added -Lasers now do accurate amounts of damage(for the most part) -Firing rates for most ships have been changed(mostly faster) Land: -X-Wings, TIE Fighters, Corellian Corvettes, Tartan Cruisers, and Acclamators have been made available for use in land battles -Most vehicles and infantry have been scaled properly -Infantry now die more easily Known Issues: -TIE Interceptor\'s textures don\'t show up -Some weapons don\'t the correct amount of damage(I haven\'t finished working them out yet) -Space units in land battles have a few issues that need to be worked out -Not all descriptions are included
release in terms of modifications. It is a much more complete experience and certainly worthy of a download for anyone wanting a non-FoC mod. Additionally, there was a release of this mod submitted over a week ago and I was having problems with it so I denied the request to upload it. After getting this one I realize that it wasn't working because of my own dumb fault. So I apologize to War_Lord_Link for that, and I'll buy you a drink next time we're at the bar. [quote]This version of my Enhanced Space Battles Mod makes further changes to space and also tweaks land units by adjusting size, firepower, etc. Also re-enabled 2 units for the rebellion: swamp speeders for anti-infantry support, and pod walkers for anti-infantry turrets and light vehicle ressitance support.[/quote] the_stag
doubled. * All indigenous creatures and minor heroes have been rescaled. * All indigenous creatures damage and health has been reduced. No more rambo wookies. * Infantry landing craft(and the Millenium Falcon) have been rescaled on land maps. * Fixed the overpowered shields on the Rebel T2B Tank.[/quote]
new ones. -The Cantina has been made much more Valuable and useful. It allows the building of new units, including StarVipers, Repair Freighters, Pod walkers, and Swamp Speeders. -Much more precise spaceship, ground vehicle, and infantry scaling based on Star Wars canon. -Now spacecraft, ground units, turrets, and upgrades are now much more expensive. -Most spacecraft hardpoints have more health anywhere from 10%-150%. -Many smaller ships (corvettes and fighters) have had major overhauls with reguard to hard points. -Population capacity has been increased significantly. -Tactical View is now more free and can zoom in closer and zoom out farther for better a better vire of the battle. -Ships have been given correct nomeclature (names) based on Star Wars canon. -Extra Heroes have been added to the story mode campaign and to some of the galactic conqests -Transports Can now give temporary but effective fire support when dropping off units in a land battle. -Imperial frigates and capital ships now have larger fighter complaments
plot the coordinates of your own planets. If you're looking to make some new planets for the Galactic Conquest mod and are not sure exactly where to put them, then this will be a very helpful tool. [quote]This can be used to easy place a planet at the place you want it. This requirs word to use. Open the Word doc and see how easy it is to use. CÃ¶ordenates may have a diviate of 2.[/quote]
familiar with modding EaW.
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.
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
[b]Coruscant[/b] • [b]Mon Calamari[/b] • [b]Kaut[/b] • [b]Taris[/b] • [b]Tatooine[/b] • [b]Dagobah[/b] • [b]Korriban[/b] • [b]Bespin[/b] • [b]Kessel[/b] • [b]Hoth[/b] I have created a clean [i]Map Editor Space Walkthrough[/i] for everyone to learn how to create their own space maps. This map package also has hidden Easter eggs throughout the maps; such as Ewoks, environment arrangements (e.g. rock formations) and ships. Your comments/suggestions are welcome. Enjoy.
Squadron Lancer Frigate for the Empire MC80a Battleship for the Rebels buildable on Mon Cal only Dreadnaught Heavy Cruiser for the Rebels only Eclipse Super Star Destroyer buildable by the Empire on Byss only Juggernaught Beefed up. Speed increased, Rocket Attack Ability added. Health increased. The Imperials get a massive boost with Fel and the Lancer Class Frigate :)
maps (which I will review since it is new) is the vanilla Bespin land map converted for skirmish mode. It seemed a little tight for a skirmish map, but it worked. It needs some reinforcement points added in the base(s) and in the middle area. But the rest of the placement was done very well. [quote] hi all!! here is a map pack with my last maps to EaWAND 3 NEW MAPS!!! 2 space maps 1 land map (FoC bespin official map modified by me to run in EaW) noticed: Is the V2 because, the V1 is corrupted (demange file) bye ;) [/quote] the_stag
desire to see a massive amount of fighters inter-tangled between the large ships duking it out. Also, I tried to form the ships into decent looking squadrons (mostly double V) so it didn\'t look weird.
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.
ridiculously high numbers :P
IT REGUARDLESS OF READING THIS OR NOT, LACK OF KNOWING THE RULES IS NOT AN EXCUSE FOR BREAKING THEM The Rules : 1. To use ANY of these : You must contact Aqualightkalo@yahoo.org and ASK for permission 2. You must give CREDIT to the authors of whatever you use 3. We reserve the right to have any uploaded Files with our Content included inside them DELETED 4. Redistribution without our EXPLICIT CONSENT is strictly forbidden and prohibited ( IE : Reskinning/whatever one of said pieces of content and re-releasing.) 5. You are using these at your own discretion, if you break your Game we cannot be held responsible 6. You know how to Code in Models, Do not spam us asking us to include these in your favorite Mod! 7. Do not spam us with "PLZPLZPLZ let me use this" after we've said no, NO exceptions. Some of these Files (Such as Aaayla Secura) may require tinkering in order to work properly USE AT YOUR OWN DISCRETION CREDITS BELOW : Credits : Prototype Death Star : Model : Schrodinger (Thanks again for all your help...Sorry i could never repay you) Other Stuff : Avenger (Where are you...) UT AT : Model : DragonShadow Skin : Base : Dr. Nick : Outcome : Kalo VSD MK2 : Codeuser Ugly Series - Fighter Pack Warlords SMG SOTE Munificent : Model : Warlords Everything Else : Dr. Nick DOOMGIVER : Model : Dragon Shadow Skin : Kalo Rigging : SHAK Demolisher - AKA Screed Model : Warlords Texture : KING_A, Jedi_C Rigging : Jedi_C Ewok Glider : Model : Shak/Petro Skin : Shak Rigging : Shak Weequay Skin Variants : 1upD Hutt Fighter : Dr. Nick Mara Jade - Jedi Model n' stuff : Dr. Nick Skin : THX/Petro Guardian Mantis : Model : Logan Felipe Texture : Dr. Nick Leia Organa - Land : Model : THX/Dr. Nick/Petro Textures : Unknown GOLAN1 : Model : Warlords Rigging : Avenger (We miss you man!) XP 34 with Guns : ALL VARIANTS RIGGED BY AVENGER (We miss you man!) Clone Soldiers : Petro/Dr.nick/1upD Land Pack : Noghri : SHARP, Dr. Nick GONK : Tanasootron, Droid803, Shushoni, Kalo Zealot : Model N'stuff : Petro/Dr. Nick Skin : Petro/Kalo Skiff - Eweb Variant Model : Petro/Avenger Textures : Bailknight/Avenger/Petro Riggin : Avenger (We miss you man!) Kyle Katarn : Dark Forces Model : Dr. Nick/Petro Skin : THX1138 Kyle Katarn : Jedi Model : Dr. Nick/Petro TIE PACK - HUNTER/DROID Model and rigging : Avenger/Warlords (You said you'd come back one day Avenger...) Sith Fighter : Model : Xyvik Texture : Kalo Rigging : Daft_Vader Tie Interceptor Scout : Rigging : Daft Vader Model : Warlords Pirate BARC : Model : Dr. Nick/Petro Skin : Kalo/Dr. Nick Bayonet Cruiser - W/Rotating Turret Model : Warlords Rigging n'stuff : SHAK Assault Gunboat : Model : Warlords Rigging : I honestly can't remember Hutt Fighter : Model and Skin : Dr. Nick TIE INTERDICTOR : Model Kitbash - THX1338 Skin n'Riggin - Dr. Nick Muzzle Flashes : Dr. Nick Aayla Secura : Model n'stuff : Dr. Nick/Petro Skin : Dr. Nick/Petro Cloud Car : Model : Petro Rigging : Droid803 Sorry to those if i forgot to include you in the Credits, it's been awhile.
demand for these simple XML mods for Empire at War. This mod is as good as its word; you can build an incredibly large force ingame and attack the enemy planets. A must have for anybody looking to mass huge armies ingame for some epic battles.
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.
models of the Ravager made for this game, but none of them can compare to the quality of this model. Please note that some modding knowledge is needed to get this unit functioning properly ingame. [quote]This is a model of the Centurion Destroyer as seen in the KotOR II game ( the Ravager but without the damage ) It comes complete with Death clone, code and icon. Some additional coding is required to get it ingame[/quote]
credit that will be built in just one second. Installation and un-installation instructions are provided in the read-me. This is a great mod if you just feel like spamming some infantry or using the might of the Empire to crush the puny Rebellion.
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
Mc80 -CC7700 Frigate -Mc40 Cruiser [u][i]Consortium[/i][/u] -Providence -Munificent -Firespray Squadron ~Scorpinox
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
edits the existing B5 Juggernaut to being the Stronger, Canon unit, the A5 Juggernaut. The Units may be used in other mods as long as everything is Credited to Legacy of War, Z3r0x and Imperial Assault 2 Happy Hunting People :)
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
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
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.
: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]
at level 3 onwards Space Stations.
me! http://www.gamereplays.org/community/index.php?showtopic=119832 4 on 4 Players Story: Alderaan is a peaceful planet, after the clone wars the Goverment on Alderaan banned all weapons from the surface; but the Imperials discovered rebel sympathiezers were operating on the planet, and moved in swiftly, turning the peaceful city into a dangerous battlefront..
that beast and turned it into a five tiered star base complete with death clones, break off props, icons, and coding. He's done a great job in making the starbase, with an excellently detailed model, a fine skin (one of his best, if you ask me), and equally good rigging.
those things, it's just a change of pace to see the galactic map as the only thing changed). [quote]This mod changes the size of the Galaxy, adds 78 new planets and maps, adds the falleen and the rakatan as indigenious species and a new main menu map. The mod is german.[/quote] There are a lot of MISSING descriptions and planet names, but that's probably because it's a German mod. I did have a problem when I was starting a battle at it wouldn't get past the loading screen. I would press begin and nothing would happen. But the planet maps are beautiful. I didn't get to play them all, but there's a nice mix of props and open spaces. No map is too busy or too boring. All the maps I played were large and made for excellent play. So if nothing else, get this for the maps. It's worth that much. the_stag
last longer. You can top that off with 1 credit costs and 1 second reload times. The Star Destroyer is faster and all Empire ships do more damage. Rebellion ships are scaled to do less damage. Fighters are smaller and the TIE fighters can now outrun X-Wings. There are more changes but the author says you will have to figure them out for yourself. If this sounds interesting then give this mod a download.
forums: http://www.moddb.com/mods/stargate-empire-at-war/downloads/stargate-eaw-patch-12-englishgerman http://www.stargate-eaw.de/index.php?option=com_agora&task=topic&id=807&p=10&Itemid=21âŒ©=de#p31331 please. Have fun!!
a specific campaign mission, or just want to go crazy and kill without retribution, you\'ll want this. the_stag
3 more links you can click on that'll take you to download [file="100396"]version 1.5[/file] [quote] Here is a small patch that will correct a few small bugs, replace some of the rebel symbols and introduce a new hero. This is not a full version, only a PATCH, so you will need [file="100396"]Star Wars - Clone Wars version 1.5[/file] to run it. The next full release is in the works, but it still needs some working on certain details! IMPORTANT: This mod requires Forces of Corruption Expansion pack version 1.1 and [[file="100396"]Star Wars - Clone Wars mod (version 1.5)[/file] by nett40 to run!!! [/quote] the_stag
(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
beginners who have no experience in mapping by a step-by-step guidance to your first map. But also more experienced mappers can learn something - in fact it explains more than just how to create skirmish maps. The tutorial talks about lanf skirmish maps, space skirmish maps, GC maps and even a bit about Campaign maps. In the course of this program you`re going to create your own map by using all of the important features. You can also select either a German ro English version of each tutorial. If you`re a new or experience mapper definately add this to your inventory of tutorials to read. German Description from Author: Dieses Tutorial ist als ein kleines Program konzipiert worden, welches euch alle für Anfänger wichtigen Informationen via Schritt-für-Schritt Anleitung euerer ersten, eigenen Karte näherbringt. Aber auch erfahrenere Mapper können hier noch etwas lernen, da das Tutorial weit mehr erklärt, als nur die Erstellung von Gefechtskarten (Multiplayer-Karten). Ihr könnt zwischen ENGLISCH und DEUTSCH als Sprache wählen!
and give both sides two level 5 space stations. In the last map, there was a large battle; in this map, i decided to scatter many destroyed units through out the map and put ten mining facilities in the center. This is much different from my last one. I also made it big enough to handle very large ships from various mods; but the only problem with those is they are unable to pass through the defense satelites around the space stations rendering them useless to an enemy station unless that ship can attack from a distcance. If not running a mod, then ALL ships can fit through the satelites. As an example, the Star Destroyer + Mon Callamari can get through the satelites; but from a mod like the CIS V.5, the Sovereign Super Star Destroyer and the NRS Mediator plus ships that are very long and/or large are unable to pass through the satelites.
lot of tweaks to the original files, that makes the game much more fun. Here is a list of the v3.2 additions: - Admiral Daala - The Ravager - Rebel Combat Medic - Assault Gunboat - TIE Droid (TIE/D) - Dreadnaught - Dreadnaught (modified) - Dreadnaught Fleet Carrier - IPV - Emperor's Royal Guard (redrobes) - Mara Jade (full) - Kyle Katarn - Moldy Crow (Jan Ors) - Podwalker - ISD Hydra - ISD Manticore - ISD Basilisk - ISD Gorgon (Daala) - Grand Arena - The Maw (Planet) - 44 Planets Galactic Campaign - skirmish map: Into the Forrest - various tweaks and edits to xml coding Older changes: - Venator Cruiser enabled - Super Star Destroyer Class ships added
the developer, which has been added to the package. Enjoy...
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.
Campaign! This mappack will give you a foretaste of the new maps, here created by the mapper Locutus (me). Hope you like it. LAND: ~Osarian: Each base is located in one of the map's lower corners, a lot of small islands are connecting them. There is short way to the enemy's base but it's blocked by a pirates base. ~Bastion: A huge empire fortress which isn't easy to capture. To defence the important choke points will be the road to success. ~Unknown World: Some beautiful temple ruins in the middle of huge mountains are the arena of the battle. To protect the mining facilities is the key to victory. SPACE: ~Hapes: 4 Player space map with the team's bases in the opposed corners and mining facilities located in the other ones. ~Bastion: Similar to the Hapes map but with a Construction pod in the middle of the map. ~Manaan: A huge nebula with astroid fields in it divides the map. To move your ships through it to send new reinforcement ships is the problem you have to deal with.
10% firepower bonus to Iron Fist, Star and, Victory Destroyers ~Admiral Piett give a 5% damage bonus to all units, a 10% health bonus and 15% firepower bonus to Executor, Star and, Victory Destroyers ~The Lusankya is a cheaper, more generic, yet still powerful, Super Star Destroyer. All SSDs are to exact scale with other units Each SSD has there own icon Tweaked the SSDs to give a better range and a little less firepower, i said a little. :D Each SSD has a proper discription Adjusted projectile size.
by Arvis Taljik The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
Venators can be built at Pirate Station in Skirmish, in GC they can be built anywhere with a tech level over 3 - Laser effects removed - were conflicting with Venator xmls. Merge later. - Added menu music - Increased X-Wing speed - Increased Y-Wing armor - Increased Slave I shields - V-Wings are slower but do more damage[/quote]
understanding of the mod. Have fun. sixt6 :D
\"Empire at War\" campaign.
the rebels veiw.
vaders person troopers, often called vaders fist, they stormed the jedi temple with him...and were in many big battles in the clone wars
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
maintain balance. Infantry have been scaled down to to look better in comparison to the vehicles. All infantry are now cannon fodder, equally able to dispatch one another. Vehicles are now much more like the killing machines from the movies. To Install Simply extract into you\'re Star Wars Empire at War folder (default is C:\\Program Files\\Lucas Arts\\Star Wars Empire at War). General Changes * All unit caps doubled (land and space battles). Empire space unit cap increased to 50 Infantry Changes * All infantry reduced to half scale * All infantry formation spacing halved * All infantry speed halved * All infantry hitpoints divided by 10 * All infantry damage multiplied by 10 Vehicles Changes * All vehicle damage multiplied by 10 * All vehicle hitpoints multiplied by 2 Comments/suggestions/bugs to email@example.com DISCLAMER: This mod can be freely distributed as long as it is kept free. Try to give credit where due.
and less like a decal on the side. Thanks commander165, fantastic work. [quote]To grant a request for The_Stag, I have given the Rebel and Imperial base structures a new HD look. All of the base structures have been enhanced including the walls and mining structures. I had fun putting these together and I know you will too when you see them in-game.[/quote] the_stag
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
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]
(70Mb) A DivX player is required to play video. If you do not have it, you can download it [url="http://www.divx.com/divx/play/download/"]here[/url]. |Related Links| [url="http://cee-gee.net"]Cee-Gee[/url] | [url="http://www.divx.com/divx/play/download/"]DivX[/url]
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]
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
in length. --Jedi Are much faster and do more damage, deflection rate increased slightly and they are set to go a bit closer to the enemy to kill.
Also, Naissus is going to construct a new faction called Zin Imperium will be released in the future. I myself has added new additions. Such as new buildings (R2d2s building defences and mining factories)methonds and the ability to control battleship in land battles! R2d2s replaces the T4-B tank and the battleship replaces the speeder. The requirements are high for both. We hope you will enjoy our mod. Thank You!
ingame[/quote] Today, Warb_Null gives us the Hammerhead Frigate that we all remember from Star Wars: Knights of the Old Republic. As usual, he gives us a great model and a pretty good skin to go with it, so there's not going to be any disappointment around. If you haven't been satisfied with the existing Hammerhead model, then this release should be just the thing you need.
you are not familiar with modding EaW. Included: cis_bdroid.alo - the model itself cis_bdroid.dds - texture file 265x265 MIP Map cis_bdroid_gloss.dds - gloss texture file 256x256 MIP Map cis_bdroid_ATTACK_00.ala - animation file cis_bdroid_ATTACK_01.ala - animation file cis_bdroid_ATTACKIDLE_00.ala - animation file cis_bdroid_ATTACKIDLE_01.ala - animation file cis_bdroid_DIE_00.ala - animation file cis_bdroid_DIE_01.ala - animation file cis_bdroid_IDLE_00.ala - animation file cis_bdroid_MOVE_00.ala - animation file cis_bdroid_MOVE_01.ala - animation file cis_bdroid_TURNL_00.ala - animation file cis_bdroid_TURNR_00.ala - animation file cis_bdroid_WALKMOVE_00.ala - animation file I\'ve implemented three Levels of details but at the current Version LOD0 and LOD1 are just copies of the LOD2 model (around 1000 polygons like the Storm_Trooper_LOD2) for testing purposes. In the near future i will release a new version with reduced polycounts for LOD1 and LOD0. Nevertheless it works for me. Feel free to use them in your MOD, but give me credit if you do so. Stay tuned for more...
and hassle when downloading. One is a text extractor, the other a .meg extractor. Thank you to tryforce for sending these in. ;) Now you can "attempt" to create your own MOD's - Enjoy. - SSA
be all I\'m adding at least until Forces of Corruption comes out. I will most likely be coming back to it then. As it is I\'ve added 8 new units (1 not playable, there for the pirates), 4 additional heroes (1 for the pirates), a new single and multiplayer GC, changed the Raiding system and added back in 1 building for both sides. The GC is called \"In The Beginning\", both the Imps and Rebels start was 3 planets, the lowest tech you can give them and 3,000cr. Rebels: I wanted to make the rebels look more ragtag, so they start with a couple of Venators (stolen after the clone wars), some v-Wing and Z-95 squadrons and a few Corvettes. They have Naboo (not Hoth as its too easy to get Bespin from there), Yavin and Bonadan. Imps: The Imps also start with a couple of Venators, Acclamators, and Tartans, and have Coruscant, Byss and Fresia. Pirates: The are a LOT more pirates around, they now own around 23 of the 43 planets, so a lot of the early game is about conquering pirate planets, watch out as they have a few surprises on certain planets.
SPMA-T and AT-AT speed slowed by a 3rd. * Infantry cost a fith of what they used to, including scout bikes. * Infantry build time halved, including scout bikes
mods (most of them) that could benefit from this small but potent change. [quote]Here are the vehicles, and the transports that carry them, for the Rebels and Imperials. These will further increase the fun of the original game or any mod for the Galactic Civil War.[/quote] the_stag
for modders. If you can\'t code, I recommend you to download \'Conflict in Space\' V4 mod with all these units coded and ready to use. Included models: 1)Mediator-class Mon Calamari Cruiser 2)E-Wing 3)TIE Defender 4)TIE/D 5)TIE Fighter (optimized for land battles)
for approximately half of the planets. Many people have complained about the lack of detail in the default Petroglyph texture maps for planets, so I'm sure that many FoC players will be happy with this mod. Luckily, we can look forward to another release that finishes off the planets, so don't despair if a planet that you particularly hated wasn't reskinned in this version.
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!
increased by 25% executor now comes with 16 fighters of each type and 3 lancer figates and 3 vsd2 s MC 104 now comes with 16 fighters of each type and 3 anti fighters of each type just like the executor Install instructions take the two XML s in the folder and place in C:Program FilesLucasArtsStar Wars Empire at WarGameDataModsAEMV4.5DataXML (this assumes that you installed the mod in the correct place as outlined in their readme) it askes you to replace said files say \"yes but remember before doing any file editing BACK UP THE ORIGINALS!!!!!!!!!. Uninstall remove said files and replace with originals Credits Moddman and the AEM TEAM!!!!!!!!!! YOU CAN EDIT THESE FILES BUT IF YOU WANT TO USE THESES FILES IN ANY MOD PLZ GIVE ME CREDIT THANX IN ADVANCE!!!!!!
Dantooine. Changes in V2: Some planets have Pirates. Some have nothing. And there are just a little more starting units.
adding one \'new\' space unit. Added a custom voice to Commander 347...
Both factions start of with additional units. Though there is no consortium player available, this map is still for FoC.
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]
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
of only one credit. If this mod sounds interesting to you then give it a download.
problems than post it and as soon as i can i will reply.
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.
Pellaeon The Glory- Grand Admiral Zaarin The Iron Fist- Captain Zsinj The Reprisal- Captain Ozzel The Tyranny- Captain Lennox Re-done Heroes- The Exactor- Lord Vader (replaces Vader's TIE squadron) The Executrix- Grand Moff Tarkin (new ship for Tarkin)
here: http://empireatwar.filefront.com/file/Ages_of_Star_Wars_Jedi_Civil_War;80215 Ever since the Ages of Star Wars forums went down some time ago, players were left without a way to get these music files, but now, thanks to this user, we can all enjoy the mod as intended. [quote] These are the music files for the Ages of Star Wars Jedi Civil War mod. Ages of Star Wars Jedi Civil War and all its files are for the original Star Wars: Empire at War game. Please give full credit to the Ages of Star Wars Team for their work. I am not affiliated with the team in any way. I'm simply submitting the files. If I get credit for submitting the work that is fine, if not that is fine too. In my opinion this great work should be enjoyed by AOSW and KOTOR Era fans. Like I said before these music files can be used with any version of Ages of Star Wars, not just the 2.0.[/quote]
balanced for the stock game and as a result are quite powerful, and are set up for the following: - Cost: 850 - Build Time: 19 seconds - Starbase: Level 2 required ** The fighter squadrons are constructable in both Skirmish and Galactic Conquest (I\'m therefore, assuming that they are also usable in the campaign game, but this hasn\'t been tested at the time of release).
and Rebellion, it's playable. The Empire gets the Executor and several level 5 starbases, while the Rebels get several cruisers and one level 5 starbase. But when you add the *cough* Zann Consortium *cough*, it's just a game to see how long the other teams can survive before everything is blown up with the Eclipse's superlaser. The Rebel's spacestation can be taken out within seconds of starting, there goes that team's ability to build anything. Then the Imperial bases are quick to go. If you just want to watch things blow up and not actually play a skirmish, then definitely get this. Otherwise, hope for a v2 to come out that has balancing fixed up. [quote] Hi people here is the mission 12 map (eclipse mission map) is a big war with the eclipse, the super star destroyer, the rebellion fleet and more is a very good map donwload!! [/quote] the_stag
Prime\" when it was turned into the base of operations for the Yuuzhan Vong invasion fleet. It is \"the fourth planet in the Helska System. The frozen planet became the base of operations for the Praetorite Vong. Ultimately, it was destroyed by a New Republic task force sent to wipe out the Yuuzhan Vong presence there\" (description found at Wikipedia.com). Helska IV is located on the very edge of the Star Wars galaxy and I personally feel that it is an interesting and yet mysterious sounding planet. If you haven\'t read Vector Prime, I highly recommend that you do so that you will know what I am talking about. In any case, I decided to make this map in tribute to the New Jedi Order (NJO) series. This map portrays a battle that takes place years before the Yuuzhan Vong invasion during the Galactic Civil War. The backstory is simply that the Black Sun Pirates have claimed the Helska system as a base of operations because of the rich mineral deposits found on the asteroids in the viscinity. It is a natural place for the pirate organization to go to since it is in a very remote section of the galaxy. Naturally, the Rebels and Empire get wind of what the pirates are doing and each of them want their hand in the wealth located in the Helska System. This map portrays the battle that inevitably takes place when all three sides meet to determine who will control Helska IV once and for all.
Lasers with Turbolasers, and the Missiles with Proton Torpedo launchers. During Skirmish it is available at a level 4 station for the Empire.
itself cis_aat_attack_00.ala - main gun firing animation cis_aat.dds - texture file 512x512 MIP Map cis_aat_bm.dds - bump texture 512x512 MIP Map I_BUTTON_AAT_TANK.TGA - TGA button file with alpha map Use the imperial M1 Tank as base for your own AAT cause its structure is quite similar to the AAT Tank. There are three firing bones. The turret-mounted maingun bone is MuzzleA_00 and the side-mounted blasters are MuzzleB_00 and MuzzleB_01. The turret behaves like that of the imperial tank, the only tricky thing are the side-mounted blaster cannons. Use a firing arc between 3-5 degress, all other settings do not work properly or look weird. I see no solution for this problem because we cannot modify the units targeting behaviour. Consider the AAT Tank as an ancient relic of the clone wars and not so sophisticated than imperial or rebel wargear. Have a lot of fun with this. The model has 1063 polygons - a bit less than the AT-ST.
as they are very great. An example of a change is adding 2 AT-AAs to Veers\' land company. Enjoy The Mod!
outside base has been turned to nutral so the imps can win -Added sensor relays for both teams - More textures [/quote]
version. Enjoy, and the space version will be coming soon![/quote]
very few textures. The layout of the map is a prop in its own right. This will likely be the last map that I will submit to FileFront.com. The screenshots that I provided were modified to show objects at a greater distance then within the actual map.
down). Transport 2 is away! Yayyyyyyyyyy! Empire has about 30 squads of troops, rebels only about 15, but those snowspeeders can really be useful...
placed orbital resource containers to provide a defensive and offensive edge. 3 orbital contruction pods and several strategically placed turrents.
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
the model itself cis_munificent_d.ALO - deathclone model cis_munificent_d_die_00.ala - death animation cis_munificent_HP_C-F.ALO - hardpoint weaponbay bow cis_munificent_HP_C-B.ALO - hardpoint weaponbay stern cis_munificent_HP_M-L.ALO - hardpoint weaponbay midship port side cis_munificent_HP_M-R.ALO - hardpoint weaponbay midship starbord side cis_munificent_HP_E.ALO - hardpoint engine glow cis_munificent.dds - ship texture file 512x512 MIP Map cis_munificent_bm.dds - ship bump map 512x512 MIP Map I_BUTTON_MUNIFICENT.TGA - TGA button file with alpha map
their own.[/quote] the_stag
then you mission is to destroy the Rebels that are comming to sabotage your \"Ultimate Expresion of Power\". _______________________________________________________________________ Battle_Over_Endor.ted The Battle over Endor in Episode _______________________________________________________________________ Construction of the Eclipse.ted Over Kuat when Eclipse is being constructed.
download it already. [quote]This is a model of the Levithan Interdictor Cruiser as seen in the Kotor game. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
Advanced Rebel: Leia Organa XJ-Wing The Hand of Judgment ~Scorpinox
to look better in comparison to the vehicles. All infantry are now cannon fodder, equally able to dispatch one another. Vehicles are now much more like the killing machines from the movies.
mods they choose. Simply select the mod from the list, click activate and play. When your done, select the mod again click deactivate and the game returns to normal. This is a Lesser File Size than most Mod Managers and it still works! Also note that this Mod Manager only works for Empire at War or EaW, NOT FoC! ~X-Scissor
until satisfied -All Infantry units have been toughen up a bit. they will still be fairly easily to dispatch -AT-AT's are now slightly more powerfull -some of the Imperial vehicles has now recieved weak shield generators -Fixed the Merceneries so they are now buildable for the Empire. -Twilek Assasin has been implanted. They are hireable for the Empire only and can be found at most Cantinas. -Indingenous forces has also been toughen up a bit, but are still a bit weaker then the Rebel and Imperial infantry forces. -changed the transport shuttle for some of the Imperial ground vehicles to AT-AT Barge transport (using imperial shuttles for AT-ST's just didnt make sense) -removed the Venator from version 0.1 because it was very buggy and didnt show up in the build tab so i implanted the Venator from the full_venator mod instad. -Made the Vehicle companies come in their original squad size -V-Wing ground fighter can now be bought from an cantina at tech level 1 -X-wing ground fighter is now very ineffective against infantry. use V-Wing for thoose -Tie-Advance fighter squadron has now been added for the Empire. -Rebel Plex troopers are now better against vehicles -Imperial Elite Guard has been implanted for the Empire, very expensive and requires Coruscant to be built (they are ment to not be massbuilt) -Made most vehicle companies less expensive, but still cost more then they did originaly -Imperial Anti-Vehicle Stormtrooper Squad added -Removed Sand skin for all stormtroopers, The anti-vehicle stormtroopers now uses the skin -Fixed minor bugs[/quote]
just pretend for this instance. [quote]The Galaxy class Destroyer is a heavy carrier during the New Jedi Order era. It is mentioned in the novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
skirmish. Changed the .tga icon for the V-wing squadrom from the Z95 headhunter to the V-wing. What's Fixed: Fixed problem where you'd see Emperor Palpatine on Rebel side in space tactical battles (the problem was that you were able to build both the Sith and Jedi cruiser in the ground units section, don't know how that happened but its solved now so you should see them a lot less often). Problem where you couldn't build the Venator after upgrading to tech lvl 4 in skirmish battles fixed. Reduced scale size of Venator so it's not smaller then the Star Destroyer.
pirates - Strategically placed mines defensive turrets \"Kamino Wastes\" - Level 5 Space stations upon startup - Scenery - tons of derelict capital ships - Strategically tilted space stations to increase firepower towards a certain angle - Strategically placed mines \"Trap Over Thyferra\" - 3 Space Stations per side, spaced so that every station is between 2 enemy stations. - Strategically placed mines defensive turrets \"Manaan (Day)\" - 2 Space Stations per side - 2 level 3 space stations serving as defensive platforms per side - Strategically placed mines and defensive turrets - \"King of the Hill\". Whomever controls the center, controls the outcome of the game \"Manaan (Night)\" - Same as Day Version - Beautiful scenery with sun shining up at you \"Wayland: X\" - 2 Space Stations per side - Strategically placed mines and defensive turrets - \"King of the Hill\". Whomever controls the center, controls the outcome of the game - Tilted stations for increased firepower towards a certain angle
can be used for your own projects if you credit Enceladus, Codeuser(see Read-me for specifics) and contact Enceladus by email. Any future projects by Enceladus will always be available in the EAW and more members only section so check it out [url="http://eawandmore.com/forums "]here[/url]. If you open the map in the editor or the game and the water is green make sure the shader is in the data/art/shaders folder. The map editor has this weird bug where it deletes newly added shaders. You may have to extract your shaders or take them from the source files and throw them in you Shader file(plus throw in the shader) this helps. Post if problems persis, if using mods throw the shader in the mods shader folder. Enjoy the map.
Knights of the old Republic Rock. So does Warb. Models defy words. the_stag
only for space right now, this is only mod I\'ve seen that can actually hold the title of \'total conversion\'. There are no rebel or empire craft, stations or remnants (The only thing I saw was the icons on the mini map for the space stations were vanilla. But that\'s just me being picky). All three factions have been replaced with completely new, unheard of groups. Each has it\'s own signature style. There are distinct fire and ice, then the third has more of a nature look (I\'m still not sure what to call it). Playing galactic conquest kind of brought things into perspective, but it was confusing since only a couple things have been changed for land battles. Playing skirmish on a large map is where it\'s at. It\'s hard to tell if everything is scaled properly against eachother since there is no frame of reference. Some of the fighters seem way too big, while some of the capital ships seem way too small. However, it\'s nice because it allows you to see the detail put into each craft. I think this is going to be one of those mods people are going to talk about for a while. It\'s very well done, very original, and very pleasing to the eyes. [quote]Well, it is finally here. Long overdue by several months, I believe that this space skirmish mod has been worth the wait. Thanks to all of you who have patiently waited for this. It has been a long haul with just me and Trebor_EHHP making this mod from the ground up and, for the past few months, it has just been me alone working on it. I hope you enjoy Star Wars Revolution: Pirate Uprising.[/quote] the_stag
animation rv_moncal_mc40_HP_F-C.ALO - hardpoint weaponbay bow rv_moncal_mc40_HP_M-L.ALO - hardpoint weaponbay midship port side rv_moncal_mc40_HP_M-R.ALO - hardpoint weaponbay midship starbord side rv_moncal_mc40_HP_B-C.ALO - hardpoint weaponbay stern rv_moncal_mc40_HP_E.ALO - hardpoint engine glow rv_moncal_mc40.dds - ship texture file 512x512 MIP Map rv_moncal_mc40_bm.dds - ship bump map 512x512 MIP Map I_BUTTON_CALAMARI_LIGHT_CRUISER.TGA - TGA button file with alpha map w_invisible.dds - invisible texture file 64x64 MIP Map All the things required for the unit apart from the coding in...
most known bug is the bug where all the stormtroopers had the blue stripes, well it's now fixed and only the 501st and vaders fist have the blue stripes. dfeed rushed to get this mod released because he's been very busy, so it might be a bit buggy due to the lack of time to fully beta test it...if you find any problems, it would be a big help to the developer if you could list them here. Some features this mod will add: B-Wing Adds SSD Tie Interceptor Some changes this mod will add: Shield health Tactical Health See the readme for more information and a complete list of additions and changes.
That\'s why it has Alliance logos on it by default. Oh yeah, and it rocks. the_stag
should shift their eyes to this latest release from Warb. [Quote] This is a model of the Acclamator mk3 as seen in the Legacy comics. (It doesn't actually have an official name but it serves the same role as the acclamator, hence the name ;) ) The model comes complete with lcode and icon. Some additional coding is required to get it ingame [/Quote]
a merchent space dock. The Empire starts with a Super Star Destoyer, 3 Tartan Patrol Cruisers and some tie`s. The Rebels Start with a Mon Calamari Cruiser, 3 corillian corvettes and some X-Wings. I dont know about the balance, but give me some credits and maybe ill make a v.2.
model nobody has made.plus i know there are a lot of fans of the clone wars series out there that wanted her for their mods.I didnt put any xml with this file becuase i wanted modders to use their own ideas and be creative with it.no 2 ahsokas should be the same per say in modding(thats my opinion) [/quote] I'm not sure what "no 2 ahsokas should be the same" means. But I'd like to see an entire army of Ahsokas liberate the galaxy. the_stag
a more wideouter area, it also includes a massive nebula spread as an \"X\' across the entire map. The map contains a total of 6 mining facilitys, 1 around each base (Rebels and Empire) 2 in the small center. Also 1 in each corner mof the map. My map also includes 2 Orbital Construction Pads, so theres no fighting over just one.
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104221"]Part 2of4[/file] [file="104223"]Part 3of4[/file] the_stag
like it. If you have any suggestions, or wish to make any changes... go ahead and do so. If you think you can improve on it, great! I\'d like to give your version a try. Thanks, and enjoy!
as it it provides an ample opportunity to beef up the Victory Star Destroyer. This can be especially important considering the model only had three offensive hardpoints in the normal game. This file is a great modders asset and the author would like to remind you that more work similar to this will come in the future. This version fixes the hardpoint orientation problems that were present before.
Space-units were Re-Skinned v The Infantry was RE-SKINNED
highlights that are must-have for any KOTOR era mod.[/quote] 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
model to go with it. This rigged model comes with an icon and some basic code, but you must have some measure of modding skill in order to implement this release into your game. What are you waiting for? Download this amazing model now!
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104223"]Part 3of4[/file] [file="104225"]Part 4of4[/file] the_stag
tooltips for Jedi Venator and Sith Venator Tweaked stats on V-wing a bit (made it real close to the X-wing) Decreased scale of Millenium Falcon and Slave-1 Decreased scale of imperial Shuttle, Alliance Shuttle, and the Tyderium Shuttle (the rebel transport is to scale, no need to change it) replaced main menu music and a couple of in-game music with music from star wars episode III (Dual of the Fates, Battle of the Heroes, and Anakin vs. Obi-Wan) some new bugs: two icons of obi-wan and Emperor Palpatine appear over their personalized Venator during galactic conquest and campaign mode Problem where you can build more than one of the Jedi and Sith Venator in skirmish (i had it working fine, then well I don\'t know what happened)
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
the eta-2.ALO file, and the other archives. You can find the Eta 2 actis interceptor is buildable in skirmish rebel or imperial base with \'speeder\' icon. New units for space skirmish mode: Eta 2 actis interceptor \"JEDI or SITH\" (Tech level 2) Venator (Tech level 3)
isn\'t big as H-47-K, but it will provide an excellent advantage to our forces and good extra credits income. Dock your ship in Docking Module 501-47B and begin the assault. Use all available forces, and take control of the Facility!\"
paced, and the AI seemed more agressive to me, and also more cunning to me. Units are correctly scaled, and the stats for units are completely redone. In GC, there are now new ways to influence your income stream, and certain ways work better on different planets. You have to think more tactically in both Galactic mode and in battle. I found only one problem with the mod, and that is that hero units have not been recaled, and possibly not edited at all. The author says that this mod can be used by anyone in their mod as long as they mention it in the readme. In the end I can say that this is a quality mod. I love it. Its definately worth the download.
Units may be used in other mods as long as everything is Credited to Legacy of War, Z3r0x and Imperial Assault 2 Happy Hunting People :)
combat. There are no useless props. Water ways separate the bases, there are also 'moats' around base walls. The battle is taking place at during the day with scattered, light flurries.
http://www.lucasforums.com/showthread.php?t=175265 Here comes a new 55 planet map with pirates, venators, Kyle and Mara!
speed/turn rate of the Super Star Destroyer and increases size, cost and build time to balance out the game a bit. Reduced number of hardpoints (now only 1 shield hardpoint, 2 engine hardpoints) and got rid of the missle launchers (there was no point in them because the lasers got the even before the missles hit) Changed Pietts name to ADMIRAL Piett Enjoy!!
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
what i started, a fully controllable death star that uses the real firing animation to destroy capital ships and such. right now it is set to only use the superlaser animation if its targeting a frigate class ship. you can change that in the xml file. [/quote]
Captain Zsinj The Reprisal- Captain Ozzel The Tyranny- Captain Lennox Re-done Heroes- The Exactor- Lord Vader (replaces Vader's TIE squadron) The Executrix- Grand Moff Tarkin (new ship for Tarkin)
Version please download the file
Mordor. Getting from one base to the other is hard being under constant attack.
but i must get better at that. 2. \"Kuat Agression\" Space map A nice map in the orbit of Kuat. 2v2 That was my first space map. 3. \"Imperial Embassy on Kollan (Day)\" Land map The \"Imperial Embassy\" on Kollan is a fortess in the Heights of Kollan. 2v2 4. \"Imperial Embassy on Kollan (Night)\" Same map, just at night. 5. \"The Maw - Outpost\" Space map A outpost in \"The Maw\" Region. 2v2 For some of you who have the \"z3r0x_foc_addon_3.0_full\" there is a the special spaceyard at both sides. 6. \"Yavin IV Deathstarjunks\" Space map Fight in the rests of the first Deathstar over Yavin IV 2v2 Much spacejunks, not good for very big ships. For some of you who have the \"z3r0x_foc_addon_3.0_full\" there is the special spaceyard at both sides. 7. \"Delia Defeat\" Land map Medium size map at the tropical planet Delia 2v2
have that many fingers and toes), but it's a lot. I'm looking forward to seeing some new maps utilizing this. 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
very powerful 6- Pop Cap to 100 for the rebels 7- Venator+turbolasers and bigger than Mon Calamari Crusiers 8- Created Mustafar 9- And numerous other cool things
added Bugs that were fixed: - Some buildings were not usable - Passiblity issues - New enviroment - More trees - Problems with unwanted textures showing up
Player) • [Assault] Battle of Endor (Assault, 2 Player)
base XML code and an icon.
population cap to 85 in space(includes alternate cap of 40 if you are experiencing heavy lag). since I'm a fan of space battles that's what I'm changing mostly although I have tweaked other stuff too. YOU CAN NO LONGER USE THE AUTO RESOLVE BUTTON (theoretically anyway)because its just gay in general. Has an installer + screenies this time :p
layouts and a whole new strategy such as sabotaging your opponents miners, pirate bases/conflicting factions, aggressive AI’s, more resources, base defenses and more.
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]
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
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
1of4[/file]. [file="104219"]Part 1of4[/file] [file="104221"]Part 2of4[/file] [file="104225"]Part 4of4[/file] the_stag
you......... You can tack on about 2-8 more hour to either conquering the galaxy of restoring freedom to it. Total planets available in the Star Wars Universe=68 planets *if anyone knows how to model of skin i have a propsition for you!!! ******************************************************************************************************************************************** ***Version1.2** fixed all of the maps, address issues with all maps and added some new planets removed planets from galactic conflict and added senario Galaxy at war (in case people wanted their original GC back) which is just galsctic conflict with more planets. added a few more planets Fixed bug with rebels Most planets are no longer neutral but have starting forces. the senario to have the planets isGalaxy at war. If you want the planets in the other senarios you have to add them yourself. ###Mods### this map pack is compatable with most of the mods out there i have tested with custom versions of Bailmod and AGD v2.1 and it works. *If you plan to download a galaxy divided V3 or any other mod you and you still want the expanded GC map you are going to have to modify the planets XML, and single player camp XML to make it compatible and the Master text file to make it compatable Issues- Some of the things in the planest show up as missing like the tact advantages, but its not important. some slowdown at the GC map because of more planets **i included taanab maps but i did not activate them if you want to you can but there is a bug with the xml coding. *If you want to tell me if you like Utapau, Garos 4, Dubrillion...my fav planets (i tried my best with the editor :)) Installation is the same as before just overwrite the old stuff or copy and paste things if you do not want a custom mod overwritten. The Master text is still the same as bailmod, USE the DATEditor if you don\'tt want the text changed from your current settings. ************************************************************************************************************************************************** This map pack just adds 18 planets to the galactic conquest. In galactic Conflict is where you would find all the planets, there are also a few in the other senarios. Each planet has a custom Land & Space map made by me. most of the maps will be neutral .The space maps are large enough to accomodate the SSD from LOW or from the bailmod. Land maps are similar. Galactic conflict, Empire at war are the two senarios with the most planets. **Kamino_Space was not made by me but by the devs*
look great, so there shouldn't be any worries there. All in all, this is another sorely needed infantry model. Please note that this requires some modding knowledge to get ingame.
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]
fixes more issues such as giving the B-Wing a proper bombing run and re-enabling the EaW Obi Wan VS Vader hero clash.
starbase level 3.\ Level 4-5 starbases now spawn the unit in campaign and galactic conquest modes. (2 squadrons for a level 4 station, 4 squadrons for a level 5 station, to avoid spam usage.) Star Destroyers now spawn the unit. (Each Destroyer only carries 2 squadrons for the same reason as above.) Decreased stats slightly. Vader now reduces the unit production cost at his current location.[/quote]
Series The Stun Tank is a Republic Artillery vehicle The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
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]
Calamari cruisers Some others as well-cant mention all of them there are too much . For Empire::::: 8. Slave I 2. Star Base tech 5 7. Moff faloast star destroyer
:-P 2. Bestine Shipyards~ A map set in a small imperial shipyard on Bestine. The Empire starts with some imperial guards, and the Rebels are slightly closer to the map\'s resources than the Empire. 3. Bonadan Wastelands~ A map set in a barren desert wasteland on bonadan. A lot of action always seems to build up towards the middle of the map. 4.Byss Stronghold~ A map set on the Imperial planet of Byss. The Rebels have a magnepulse cannon. To compensate, the Empire gets a whole bunch of indigenous troops. Oh, and it\'s rumored that a rancor has escaped from one of the many labs on Byss and is now roaming the countryside. 5. Carida Jungles~ A map set in the jungles of Carida. There\'s an Imperial prison and a cantina on this map, as well as a rancor cave. Fun!
(better then Piett Accuser) 2-I also equiped the ship with the INTERDICTOR GRAVITY FIELD (to stop people from going into hyperspace). BTW it's invisible I don't like the original fx when it's working you will see the logo over your ship) 3-I SCALED DOWN all the ship to make them looks smaller compare to Eclipse SSD Please note the requirements for this modification before installing as well!
depth isnt constant. Having no way to test this map in a real match i have no clue to the true ballance of the forces. Incase you didnt know, when you select the 2nd ai as team 3, the selection field will still show as team 1. The 2nd ai is indeed team 3 and you should be able to proceed. If you opt to use the land control option you have only to capture the cp/lz\'s across the battlefield.
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
it...download and enjoy!! --smartone29
ZC (some technologies have to be gained by conquering certain planets) and the Executor (spawned at tech level 5 by the Imperial AI). - Local Conflict: A small map (7 planets), revolving around Han Solo, Nal Hutta and Boba Fett. - Bacta Wars: A medium sized map; contains most planets around Thyferra. Heroes include Rogue squadron and Grand Admiral Thrawn - Project DT: Take the roles of Kyle Katarn or General Ron Mohc to either sabotage the DT project or use it to exterminate any Rebel resistance. No ZC here!
Clone Wars era mods will be glad to have. As usual, Warb had done a great job rigging the model, which was done by EvilleJedi and Arvis Taljik, so we have a great level of quality to this release. [quote]This is a model of the Republic Interdictor Cruiser, an original concept by Arvis Taljik The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
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]
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
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
problem. And even more bonus! It comes as a buildable station, a prop, and a star replacement. So awesome... [quote]This is a model of the starforge as seen it the KotOR game There are 3 models. 1st starforge prop ; no hardpoint or collisionmesh, just a prop. 2nd starforge ; multiple hardpoints, collision mesh, death clone, particle 'tail' 3rd starforge star ; seperate prop model of the sun. The model comes complete with death-clone, code and icon. Some additional coding / mapping skill is required to get it ingame. P.S. I would like to thank MerlinGolgota and McKay of the Stargate mod team for their help and advice.[/quote] the_stag
canon Venator has proton torpedos and a blue energy beam. (like in episode 3) Venator has blue turbolasers (like in episode 3) Camera has been changed to see the bigger units and zoom in closer. Everything is just bigger and better :D
look at the screenshots will show you the detail that he has put into making these two models. Though his Pellaeon destroyer isn't an exact replica of the ones you've seen in the Legacy comics, the similarities are there. Instead of copying every single detail, he chose some of the major ones and decided to leave out some of the minor ones. Some might say this makes it plain, but the ship looks great even without the exact plating pattern. As for the TIE Raptor, it looks quite good. Warb_Null decided to make his model off of the blue printed version of image references, rather than the version with the wings in a horizontal position. My only gripe is that the wings look a little plain, but it's barely visible from a distance. Warb was even kind enough to include some starting code to make it easy to put these babies ingame. If you know how to mod, go ahead and stick 'em in! You won't be disappointed!
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]
release in some way, this is a great example of community collaboration. This War Droid features a Mandalorian warrior featured in the model release that was seen earlier as well as EvilleJedi's excellent model and skin. Please note that this model requires some additional coding and modding knowledge to be properly functioning ingame. [quote]This is a model of the Basilisk War Droid ( by EvilleJedi) The Manolorian riding it Codeusers Mando. There is a space and a land version of the model. It comes complete with code and icon. Some additional coding is required to get it ingame P.S. i've included the missing R2D2 texture for the Delta7B as well as the missing hardpointcode for the Paladin destroyer. They have however noting to do with the Basilisk.[/quote]
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].
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.
does exactly what it says: it eliminates the ground population capacity. Well actually, all original unit companies have no pop value, but you get the same effect. The only bug that is that if there are only a few planets in a Galactic Conquest, the AI player will focus almost totally on building ground forces, so its space defense will pathetic in comparison. Although defending your planets will be quite tedious, skirmish mode will be much more enjoyable since you can field as many units as you wan't. Lastly, I will also be releasing an Foc version soon. Enjoy![/quote]
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
of maps:[/u] [quote]Storylines- 'Unfamiliar' Planets- Aereen- The dry moon of Krant, a Rebel cell must fight for survival against an Imperial battalion. Alaris Prime- The Wookie colony is under attack by an Imperial Force of unknown strength. A Rebel cell was near the Kashyyyk system and managed to land after a monster space battle. Eredenn- Once the weapons test planet of the Old Republic, then later taken over by the Empire, the Imperial garrison must drive back some Rebel saboteurs who wish to steal technology. (Space- Simulator SSD faction conversion mirror) Geddes- A dry but mineral-rich asteroid in orbit above Krant, this was home to the mysterious Vor'Na'Tu artifact and a secret Sith temple. After destroying it, Master Echuu Shen-Jon was destroyed at the hands of Vader. Fight your way out of the place or be annihalated. Hanoon- Once known as Geddes, this verdant planet was terraformed by Moff Yittreas. Use the stolen Imperial techmology against them in an interesting match. Reytha- 'The Breadbasket of the Empire' The local garrison has defected to the Alliance. Wipe them out, though it will regrettably mean destruction of Imperial tech. Do not allow any to escape. Sarapin- In space, Rebels fight to disable the powerful defense grid of Sarapin, a lava planet rigged for energy mining. Once on the surface, disrupt any mining by taking over the facilities. Zaloriis- The population has defected to the Alliance. Take Blizzard Force and wipe the nascent Rebellion off the planet. 'Familiar' Planets- Bespin- Take control of a mining platform with a legion of Darktrooper droids. This will make for interesting urban warfare. Coruscant- Not surprisingly, rumors of a cell of Rebellion have been intercepted via Delta Source. Investigate through the streets. (Space- take over the skies in an interpretation of the battle in 'Wedges' Gamble' by Michael A. Stackpole) Dagobah- Duke it out in a plain once held by the Sith during the Sith war. Turbolasers left over might be useful. Darkside energies amplify units, especially heroes (you will see what I mean ;)). Endor- Hunt down and eliminate the remainder of the Imperial units left from the battle. Hoth- Take Blizzard Force down on the Rebel Scum and destroy their transports. Kashyyyk- Repel Imperial invaders in a forest battle filled with bunexpected stuff. Kessel- Fight to free prisoners from the mines and try to deplete the Imperial garrison stationed there. Naboo- Attempt to liberate a small city from corrupted units and Imperial might. Tatooine- Shut down the old Arnthout droid factories. The Consortium has restructored them to produce MKII droidekas. Yavin 4- Crush the Rebellion's holding on the planet and take out their heroes. [/quote] ~Scorpinox
can't change the ground popcap in GC because it would alterate the attack-defence balance, so I ask myself, How can I make ground battles more massive in GC without disbalancing all the other stuff? It was simple, I DOUBLED THE # OF VEHICLES AND TROOPS PER COMPANY.For example: a company of stormtroopers has 2 squads and ocupies 1 popcap. And with this mod a company of stormtroopers HAS 4 SQUADS AND OCUPIES 1 POPCAP. Now you understand why I call it special? Now you can have more massive ground battles without disbalancing the game. This mod also changes the space popcap: 40 for rebels and 35 to empire I also changed the skirmish ground popcap to 10. I didn't changed it too much because the mod also applies in ground skirmish, but they are still more massive.[/quote] Basically Version 2 fixes a bug that did not allow you to build all of the added units in GC mode.
great model and skin comes with an icon and some coding, but please note that some modding experience is needed to get the corvette functional ingame. Enjoy! [quote]This is a model of the Foray Corvette as seen in the KotOR game It comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
sky. The map also make a small modification: it adds new skydome. [/quote] ~Foshjedi2004
model requires limited modding skills.
perfectly and is accurate according to canon sources. This is the ship from the Star Wars: Clone Wars series envisioned in Empire at War. This model even comes complete with a landing animations. As well there is basic coding and an icon included. Whether you are a professional modder or a passive gamer this should be a download for you. Modding skills are required to insert these resources into the game.
and an improvement to the camera zoom. This version is definately worth the download! See the readme for more information.
errors and bugs.
Included). The pack Adds Republic and CIS Symbols to the units\' skins. ~Scorpinox
another great gift; models for the Scythe Cruiser and the Crossfire Starfighter as seen in the Legacy series. These models are very well done and should look great ingame. Please note that you need to be able to edit XML files in order to use these models and that you must credit Warb_Null and EvilleJedi as listed in the readme. Happy modding!
Empire then you need to remove this pitiful force on your planet, Naboo.
game. [quote]Greetings! So once again I noticed some Icons for Dengar, Greedo and other Bounty Hunter Scum. So again I decided to add to the ever growing assortment of models from the criminal underground of the Star Wars Universe. Included in this 2nd Bounty Hunter Pack are Greedo, Cradossk, and of course Dengar. Warb Null was kind enough to make Dengars ship the Punishing One which is Included. Models, Skins, Icons, and animations are included. Cradossk does not have a Icon but who knows maybe FF's new resident Icon maker will make one. Pz[/quote]
icon with the release. [Quote]The Republic Dreadnaught is a heavy starship in the Old Republic. It can be seen in on the official TOR site. The model comes complete with code and icon. Some additional coding is required to get it ingame[/Quote]
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]
be found in ReadMe.txt or below. Enjoy this small download!
Republic Corvette Heavy Jedi Corvette Heavy Republic Corvette Jedi Missile Corvette Republic Missile Corvette Basic coding and icons are provided. This is a definite download for all modders that wish to add a Republic touch to their mods.
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
to the facility on Eosarim, and now they will start their assault on the Imperial base... Known bugs: Alderann startup screen, probably a limitation of the editor as there\'s really no way to fix it that I\'ve found
model comes complete with landing animation code and icon. Some additional coding is required to get it ingame[/quote] Warb! What the crap? I thought you were perfect. But the V2 with skin overhaul has shattered my fragile world. I'm going to go into the corner now and rethink everything I once thought I knew to be true. And this looks freakin' sweet! the_stag
variant with lots of hardpoints. This model come complete with a skin, death clone, icon and basic XML coding. This is an excellent modders resource.
only Field 3 of its 12 Squadrons at any one time. The mod allows you to field all available squadrons from all 3 TIE carrying capital ships.
It also allows you to change the planet cap in GC, although that can get a little buggy because it doesn't change the number of slots you can see. But it is easy to use and works as longs you point it to the right folders. the_stag
Civil Unrest~ My personal favorite of all of my maps, this map is set on the planet Coruscant. There\'s an abandoned sensor array out there--find it! 3. Eriadu Slums~ A map set in a run-down city on Eriadu. This map is perfectly symmetrical and leads to some interesting battles. 4. Fondor: Abandoned Factory~ Battle in a gigantic abandoned factory on the surface of Fondor. There are a few abandoned heavy vehicle factories on this map. 5. Fresia Islands~ Several archipeligo islands in a swamp on Fresia. This map provides a linear-style of conquest similar to the Bestine Shipyards level in Map Pack 2.
credits if you do so. Stay tuned for more...
Description [quote]This mod adds some of the realism to the game. All ships' projectiles now travel as fast as they do in the movie( such as the quick broadside between a Providence and Venator cruiser in Episode III). Infantry also actually shoot as fast as a real laser gun should. Basically, it's just a lot more like the movie as far as weapons go. This mod doesn't work with Foc.[/quote]
along with trade routes along the core. This is great for long drawn out games which can go in anyone’s favor.
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!
must prepair their forces and secure reinforcement points. They both have bombers and Anti-Air turrets. Choose your side, plan your tactics and attack!
ships to make a fleet, they are more expensive and weaker but faster, easier to handle.At the moment, i\'m deciding to only implement this in pirate faction.For empire they are stronger and more bulky to conteract the pirates swift speed. For groundbattles, I fixed the pirate infrantry bug.Next update, will focus on balancing both pirates and empire. Homeone has been given a new skin, more dark.:) Enjoy! [/quote]
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
be seen in the space combat clip on the official TOR site. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
complete with a skin, death clone, icon and basic XML coding. [Quote] This is a model of the Blue Diver Heavy carrier as read about in the new jedi order books The Blue Diver appears in the New Jedi Order series but has never been depicted in an official source. This model is based on the concept art of Drone04 The model comes complete with Death Clone, code and icon. Some additional coding is required to get it ingame [/Quote]
Warb didn't make these two models and skins himself, these look pretty close to the images in the comics and the KotOR games. I'd hate to judge my own model and skin, so take a look at the screenshots and make your own judgement. Please note that although code for these units are included, some modding knowledge is required to get these units properly functioning ingame. [quote]This is a model of the Paladin Destroyer ( by EvilleJedi) and the Aurek Fighter (By Codeuser) as seen in the KotOR comics It comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
a fun attempt and a moderatley succesful one. Here is a list of ALL the changes. SPACE: Venator Cruiser added to the Empire Venator Cruisers fire blue lasers and blue Turbo lasers as seen in the movies V-Wings spawn from the Venator V-Wings Spawn from the Acclamator LAND: Red Gaurd: Empire Mon Calamari: Rebel Wookies: Rebel Gungans: Rebel Bothans: Rebel Sullustans: Rebel AT-AP Walkers: Empire AT-AP Walkers: Rebel Its pretty basic but I like it and am very proud of it.
missing small parts. This is the most basic tutorial that can produce a complete space map, that I know of. I need to learn how to spell :D Soon I will make advanced. In time I will make land.
Tactical Health and Autoresolve Health. It may not act as the perfect balancing tool but it does provide much aide in the synchronising of the values of individual ships to each other. An explanation of the function of the calculator can be found in the read-me. Remember you need Open Office to use this calculator. Open Office can be found as a free download at: http://www.openoffice.org/
this model. The default skin has yellow striping. A second skin is included that uses team colors. Just delete Y-Wing_proto.DDS and rename Y-Wing_proto_Colorization_variant.dds to Y-Wing_proto.DDS This model will make a perfect addition to any Clone Wars mod.
construct. The medic will heal in a radius around the company every 15 seconds. Scout Troopers - Lightly armored Imperial soldiers, make excellent forward observers. 3 squads (of 3 soldiers) per company. Requires 45 credits, tech level 1, and a barracks to construct. Run slightly faster than normal infantry, also have the ability to sensor ping. Ability to use sensor ping is limited by distance. Work well for identifying targets for artillery or bombing runs.
of build satellites for added protection. And, the titular feature is several dozen mining facilities off map for each team so the cash flow doesn\'t stop. It certainly makes for a fast paced game of heavy weapons. [quote]Space map that never runs out of Money. Was made long ago decided to upload here. Hate or love it I don\'t care. Includes Pictures *that is why this is 2mb*[/quote] the_stag
model ev_strike_cruiser_d_Die_00.ala - death animation ev_strike_cruiser_HP_F-C.ALO - hardpoint weaponbay bow ev_strike_cruiser_HP_B-C.ALO - hardpoint weaponbay stern ev_strike_cruiser_HP_M-L.ALO - hardpoint weaponbay midship port side ev_strike_cruiser_HP_M-R.ALO - hardpoint weaponbay midship starbord side ev_strike_cruiser_HP_E.ALO - hardpoint engine glow ev_strike_cruiser_HP_SHD.ALO - hardpoint shield generator ev_strike_cruiser_HP_HNGR.ALO - hardpoint hangar ev_strike_cruiser.dds - ship texture file 512x512 MIP Map ev_strike_cruiser_bm.dds - ship bump map 512x512 MIP Map rv_moncal_mc80b_thr.dds - ship thruster texture file 512x512 MIP Map (same as on my MC80b) rv_moncal_mc80b_thr_bm.dds - ship thruster bump map 512x512 MIP Map (same as on my MC80b) I_BUTTON_STRIKE_CRUISER.TGA - TGA button file with alpha map w_invisible.dds - invisible texture file 64x64 MIP Map (same as on my other ship models) It Contains no coding so that will have to be added by whoever adds this model.
the design of this model allows a lot of freedom towards what era of mod it could potentially belong in. I look forward to seeing this model in action in some Legacy era and possibly other mods. [Quote] The Assassin Corvette is a fanon model. It is meant to be a Legacy Era Imperial Corvette. It was made because there are no official corvettes in the Legacy Era imperial navy. The model is based on concept art by Colin Geller The model comes complete with Landing animation, code and icon. Some additional coding is required to get it ingame [/Quote]
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
time I get done adding all the fighters. This is only a demonstration of what fighter to ground combat may look like.
some aspects of EAW mapping missing, but not so much as to make completely disastrous maps. There is a tool called a ruler. The combination between basic and advanced space mapping should prepare any new mapper for the rigors of creating land maps. The EAW Map Editor did come with a manual. But I can\'t open it. So I will get on that task because what I have read about land maps really didn\'t sink in. I learned through trial and error.
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
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]
proces killing 2 Jedi and leaving one Jedi,Shaak Ti, upside down tied up on the Celling by some strange thing, all this can be seen in Cartoon Networks Clone Wars Episodes) but for some Strange reason, Operationflashpointcrazy put the Space part first, never mind, its what the map looks like that counts :) . Operationflashpointcrazy's pet, not realy. :thumbsup:
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.
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.
with step-by-step photographed jpegs illustrating how to use photoshop to modify .dds texture files to make spaceships appear more "high definition" in appearance, while keeping files size the same or lower.[/quote]
misunderstanding on the last one. But nothing has changed it just has the right permissions.
Itself is HUGE with Resource Locations in opposite corners to the Main bases.
coding is required to get it ingame [/quote] the_stag
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
!!! Eta-2 Actis Jedi Interceptor Model and Textures for use in EaW.
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
Assault ships, tie scouts and AtAts on the rebel side Rebels start at tech level 6
EvilleJedi) with the Mandalore riding it The Manolore riding it Codeusers Mandalore. There is a space and a land version of the model. It comes complete with code and icon. Some additional coding is required to get it ingame P.S. i only included code for the space variant (based on DartH Vaders TIE squadron)[/quote] the_stag
include: The outpost CP is structured a lot better with more trenches More detailed textures on the ground Troops have arctic gear on Echo base looks a little better
helps keep me sane with his great model work. I've wasted enough of your time now, so download! [quote] This is a model of the Hyena bomber as seen in the clone wars series. The model is a modified version of EvilleJedi's Vulture droid so it not a 100% accurate. Model comes with code and icon and s-foil animation [/quote] the_stag
model of the Inexpugnable as seen in the KotOR comics. The model comes complete with code and icon. Some additional coding is required to get it ingame [/quote] the_stag
ever more so with this batch of fixes. [quote]This is the first patch for the Galaxy-Mod. First, I have added an english Master-Text file. I have repaired the Telos and the Duro maps, and added a new Cerea map with a new prop-building. Also, the error in the planets.xml file is removed. Now the Fest-spacemap is playable. Last but not least, I have removed the tactical advantages of units, that are not in this mod.[/quote] the_stag
Installer to create the installer. If you liked smartone29's other mods but want an easier way to install them then consider downloading this file.
another one). Again, z3r0x has given us something splendid here. These are two high quality models that are accompanied with icons and a ship for Zukuss. I've always enjoyed bounty hunters as a class in the Star Wars universe, and now I've got something to make me even happier with EAW. As stated in the readme, you need some basic coding/xml knowledge to make these work. [quote] Infantry Models of Zuckass and 4-LOM. Comes with Models, animations and Icons, included is Warb Null's Misthunter also. [/quote] the_stag
Decreased - - Manuverabilty and Speed Increased - - Reload Time Decreased - - It now Fires 4 Lasers at a Time - - Carrack Cruiser Changed - - It Reloads in 1 Second - - It fires 7 Lasers at a Time - - Bigger Fire Range - - Some Build Times Decreased - - Following Space Heroes Buildable - - Red Squadron - - Vader\'s Squadron - - The Accuser - - Home One - - ISDs are now Smaller - - Removed the Tartan Patrol Cruiser - >Graphical Tweaks< - Zooming Changed - - Increased Zoom IN (not OUT) in Space - - Zooming is now Smoother - NOTE: I suggest adjusting the Scroll in the [Options>Game] settings allmost to Maximum
the map so it is more enjoyible and makeing them FoC compatible) are: Polis Massa Extinction Kamino Outskirts Utapau Sinkholes Atzerri Clifs Moenia Vesgarian Swamps The maps I made are: *AcroPolis Massa *Vengance at Mustafar *Ancient Relics of Mygeeto
saber together with some imperial troops. And last, but not least, a huge ship battle in space. Check it out!
[url=\"http://www.cake-decorating-corner.com/star-wars-death-star-cake.html\"]Death Star sized cake[/url], but that\'s a challenge I\'ll take on \"Man vs. Food\" style. [quote]The Strident class Destroyer is a heavy destroyer during the New Jedi Order era. It is mentioned in the novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). The model comes complete with code and icons. Some additional coding is required to get it ingame[/quote] the_stag
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.
Executor. Enjoy! :beer:
from a new Boba Fett to many TIE variants. I can't wait to see some of these assets being used. [Quote] Well kiddies, here is a taste of what's to come in the next release of Rise of the Mandalorians. Every model in the pack will be used in my mod and there are others that I didn't have done when I uploaded that will be in as well...but I had to keep some things a surprise, right? Anyway, all of these should be models that have not yet appeared as free-release, if they've appeared anywhere. I hope you guys all have fun with them in your mods! [/Quote]
this is worth taking a look at. See the readme for further information and installation instructions.
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!
my own experience with X-Wing vs TIE Fighter. It is now a good opponent to the X-Wing and A-Wing.
skin are extremely well done. The animations and icons are also included in the download. This download is perfect for modders wishing to add more to a Knights of the Old Republic era mod. Please note that this requires some modding knowledge to get in-game.
ShaloKran for Empire At War. This is a model and all assosiated files which you can put into EAW to create your own unit. Attached is a screenshot of the model in question to see what you think. Not bad work in my opinion.
multiplayer, as well as adding a few units (new and old) to the game. This was born out of there not being a GC I wanted to play, so I made my own. The GC is called \"In The Beginning\", both the Imps and Rebels start was 3 planets, the lowest tech you can give them and 4,000cr. Rebels: I wanted to make the rebels look more ragtag, so they start with a couple of Venators (stolen after the clone wars), some v-Wing and Z-95 squadrons and a few Corvettes. They have Naboo (not Hoth as its too easy to get Bespin from there), Yavin and Bonadan. Imps: The Imps also start with a couple of Venators, Acclamators, and Tartans, and have Coruscant, Byss and Fresia. Pirates: The are a LOT more pirates around, they now own 23 of the 43 planets, so a lot of the early game is about conquering pirate planets, watch out as they have a few surprises on certain planets. [/quote]
Warb gives us a nicely rigged model and a decent skin so that all of our mods can feel a bit fuller at the end of the day. Please note that some modding skill is required to get this working ingame. [quote]This is a model of the Delta-7B as seen in the Clone Wars cartoon It comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote]
the Infiltrator squad contains a new unit. And the Stormtrooper's fire rate has been increased drastically. This is the beta for ATC a mod made to make EAW more accurate to star wars. I will be removing most Rebel vehicles, the Rebs will now rely more on special hit and run infantry units; from super powerful wookie warriors, to AT-AT stealing mechanics. The Empire will rely on slow, but heavy units. The AT-ATs firepower and range will be greatly increased to the point of making SPMA-Ts obsolete. The AT-ST will also have enhanced firepower and armor.
in Galactic Conquest (buildable on Coruscant only , Barracks required, 2 battallions of each 4 guardsmen)
makes capital ships look cooler.The battle takes place mostly on the darkside of an unknown planet, that the rebelion and empire dicovered had almost unlimited amount of a powerful resource that can be easily extracted by mining. __________________ Features -Very big map. -changed lighting. -been done for a while so you cant say it was rushed. -can do 4 vs 4 matches or less. -space stations are a little tilted so that they look like they are orbiting the planet -dead ships , shipyards and other props are around the map -features a \"graveyard\" that has alot of dead ships n shows there was a huge battle, i think you\'ll know where it is. -most of the battle takes place on the darkside of the planet where 70% of the map is and where all of the mining facilitys are except one
now has blue laser and turbolaser cannons. Star Destroyers have large Ion shots (damage has not been affected)
in Galactic Conquest (buildable on Coruscant only , Barracks required, 2 battallions of each 4 guardsmen) ** new in V2: ** - New Imperial hero in Galactic Conquest: Mara Jade (available on tech level 3, ground unit only, Mara has Remove Corruption and Neutralize Hero ability)
urban, swamp -6 person -Very Large Map -Fun with more people
mod catches your eye then give it a download.
up of smaller stations pieced together) that isn\'t controllable and doesn\'t attack. There are chunks of systems effecting debris scattered all around that make for some fancy maneuvering to keep the upper hand. The asteroid mines are strategically placed giving nobody an upper hand. A good skirmish map but could work very well in galactic conquest. the_stag
It also features in my opinion one of Warb's best skins to date. As usual is comes complete with a death clone, icon and basic XML coding. Some further additional XML coding will be needed to get it in-game.
substitute them in if you have a mod that is using these maps you can substitute the maps Senario Empire at war II
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
assault frigate spawn 4 fighter and 4 bombers, imperial star destroyers and mon calamarie cruisers spawn 6 fighter and 6 bomber. (note that assault frigates and moncalamari have 6 squadrongs of fighters, 2 a wings and 4 x wings, with one awing squadron and one xwing in reserve. The victory star destroyer and imperial star destroyers spawn tie advanced now instead of tie fighters. -size of all ships including capitol ships more realistic, fighters and bombers included. -ALL Capitol ships and Frigates maneuver better. -Unit cap has been raised with 50 for space and 30 for land combat. (land unit cap will vary a lot depending on planet) -Both alliance and empire can now build venators and nebulon b frigates (empire version of course has tie fighters and bombers, alliance xwings and ywings) -made tie bombers a little tougher and faster. -made y-wings a little tougher and faster and added another y-wing to the squadron to make for a total of 4 in the squadron. -Space station garrison forces have been redone completely: At level 1 the Empire will get 6 fighters, 6 bombers and 4 corvettes,at level 2 - they get 6 fighters 6 bombers, 4 corvettes, and 2 venators, at level 3 they get 6 fighters 6 bombers, 4 corvettes and 2 acclamators, at level 4 - 6 fighters 6 bombers, 4 corvettes, and 2 victory stardestroyers, and level 5 - 8 fighters 8 bombers, 4 corvettes, and 2 victory stardestroyers. At level one Alliance forces will get 6 fighters, 6 bombers and 4 corvettes, at level 2 they get 6 fighters 6 bombers, 4 corvettes, and 2 venators. At level 3 - 6 fighters 6 bombers, 4 corvettes, and 2 nebulon b frigates, level 4, 6 fighters 6 bombers, 4 corvettes, and 2 assault frigates, level 5, 8 fighters 8 bombers, 4 corvettes, and 2 Assault frigates. -Space station garrison fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve. -Space station garrison units classes corvette, frigate and capitol ships will not respawn for that combat round once they are destroyed (once again it made no sense to have an endless supply of frigates and corvettes, so once they die that combat round you wont see them again until the next time your planetary system is attacked). -Space stations at level 4 and 5 will spawn 6 tie advance instead of six regular tie fighters.(for Empire only of course) -All frigates and capitol ship fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve. ( it made no sense to hold back your fighters in reserve and send them in piece meal so I made it to where they all deploy at once except for one that you hold in reserve.) -empire starts with venator and nebulon b available to build. At level 2 acclamator is available, level 3 victory star destroyer, level 4 is imperial star destroyer rebel alliance starts with venator and nebulon b frigate available to build, at level 2rebels get new corvettes, at level 3 assault frigates become available and at level 4 moncalamari cruisers are available. -All fighter construction costs have been raised to prevent spaming (mainly by the ai) -Heroes remain the same except now jedi and sith powers recharge about 25% faster -Mara jade and Kyle Katarn will now be in game from beginning, start with 2 companies of imperial guards but they will not be buildable (in the next version I will try to make it so vader, and emperor palpatine have a complement of 6 imperial guards in their companies) -All Infantry physical size including all heroes has been scaled down. -Indigenous units are now totally unsuitable for fighting, better used for capturing build sites or spotting targets. -I used the same ground Fighters (v wing, x wing, and tie fighter) from alviars mod but I made it to where the xwing and tie fighter do the same amount of damage but do half as much damage to ground targets. -T4B no has about 5% more life and 5%percent more attacking power -changed the size of AT-AA from 3 to 4 tanks in a company. -raised shield strength a very small amount on imperial hover tank. -infantry take way fewer hits to kill than before. -Elite stormtroopers and rebel special forces now come in a squad of 18 (expensive to build but much better than regular troops) -stormtroopers and rebel infantry squads are now squads of 36 (decreased hitpoints of all infantry) -Plex soldiers and heavy storm troopers now come in squads of 6 (they do as much damage as original version of game) -imperial speeder bikes now come in a squad of 6 instead of 2. -raised the build speed of imperial research center by about 10%. Its still the same speed to research new techs though.
mod is focus on the solo/multiplayers Conquest campains
will clarify by saying, of course there is room for improvement, there is always room for improvement as we can see with this release of V3. The thing that I find draws me to this map, is that it doesn't get boring. There is so much to do, see, and destroy that I found myself darting all over the map to take care of it all. And it's a huge map (the bigger the better). Most of the changes in this version appear to be aesthetic (bad pun, I know) but it's worth getting whether or not you've played it yet. [quote]Changes for V3: -Hopefully improved textures -More sublte transition between contrasting textures -More height variation in the battle field -Stregic positions in the mountains around the Imperial base (shouldn't be hard to find them) -Added trees and tall grass :) -I know they wont be great, I placed them fairly randomly... -Added other small details around the map I'm glad I came back to this map. I believe I've made several improvements over the last version. While making "(ZM) Eve" I to open up V2 of this map and saw numerous problems. I know it's not as good as Petroglyph's map (in my opinion, their best map is Mandalore's land map), but I doubt I'll ever be that good. Enjoy. Again, no complaining about Readme length. -zander11893 ZAND3R Mapping[/quote] the_stag
on the Assault Frigate MKII, but didn't have access to 3d Studio Max can now remedy that problem on their own. Seeing how many Empire at War players have complained about the number of hardpoints on ships, this will most likely prove to be very useful and popular.
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
mod that i can take an observer position. Instead of trying to sloppily counter the dumb ai tactics...flying around in circles and such. just so you know all my maps are mainly for online play. ai cant keep up at all. im not about to change the way i design my maps.
maps were made. See the readme for further information and installation instructions. ~AdmiralHocking
turrets and build pads are placed where the turrets and medical droids are on the Battlefront map. I omitted a few of the turrets because they simply wouldn\'t make sense in the Empire at War format, and I had to change the landscape a little bit to accomodate an Empire base. I also moved the wampas to the back of the map (they\'re supposed to be based in the Rebels\' hangars) for sanity\'s sake. Yes, AT-ATs can fit through those little tunnels.
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]
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.
great job with the model and skin for this fighter so we can all enjoy a KotOR era mod for the game. Please note that some modding knowledge is necessary in order to get this unit working properly ingame. [quote]This is a model of the Sith Fighter as seen in the KotOR Games. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]
Batteries and 2 Proton Torpedo tubes. It carries 6 V-Wing squadrons and 4 Tie Bomber squadrons (with no reserves). It is best used against those pesky Rebel frigates and CAN be utillised against Mon Calimari Cruisers if in Numbers (2 Venators = 1 Mon Calimari). It has a power-to-shields ability so it makes a good frontline unit. This is my first mod so go easy on the criticisms (if there are any ;-) ). There will be a new version coming out soon that will (Hopefully) add the ARC-170 fighter-bomber and change some aspects of the acclamator too.
Warb_Null is enough. [quote]This is a model of the Sith Derriphan Frigate as seen in the TotJ comics. The model comes complete with code and icon. Some additional coding is required to get it ingame [/quote] the_stag
overwhelming firepower, Rebels are good to, but designed for big battles.
War Forces of CorruptionModsROTPDataXML. more specifically, copy it to the XML folder in the Enhanced fOC data directory. Enjoy! :beer:
the pictures look nicer than the previous version. [quote]This is my updated map with the Battle of the starforge. actually it's Battle against the starforge, because it is hostile now to all factions. Some people reported a crash with my first version, I hope this fixes it. naming all the changes would make a rather large list, so I'll only name a few: Hopefully that crash is fixed, The location of the Starforge is changed, The Starforge is now a independant faction that will defend itself from all attacks, The Starforge is located on a Strategical position, between you and the enemy base if you want to destroy your foe, you need to pass a small passage between the astroides or take the larger passage, where the Starforge is waiting. One sellingpoint thought: I coded the starforge so it now has a few hardpoints that will attack aswell, Ã am making a mod, which will include a fully upgradable starforge once finished.[/quote] the_stag
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
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]
soon as possible as i'll have something done about it. Anyhow, here we are, a nice looking hero unit for the game (if you can work out how to get the thing working that is) ;) - SSA
talking about. the_stag
do it), but the \"PrintScreen\" button does notthing, I don\'t have any kind of screenshot folder, and I can\'t locate screenshots anywhere on my computer (don\'t know why) - So I appologize for not having them to post, but trust me... it\'s worth downloading and taking a look at! If you find any bugs, or have any suggestions - please feel free to let me know. And please post comments if you like it. Enjoy!
scale General: - Corrected Anti-Air Turret scale for all armies[/quote]
Potd and because of goog reasons on it i deside to released it with a other skin for the X-Wing.
author's request. The map itself is designed to be a mixture of the Kashyyyk map seen in Star Wars Battlefront 2, and the Kashyyyk seen in Attack of the Clones.
christened my ship as "Red October", so next time you see me... or I guess you won't be seeing me anymore. Ciao! [quote]This is a model of the Republic Stealtship as seen in the Clone Wars series. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
goal for myself to play every Star Wars game ever made. I'm doing well since I've got everything that was made before 2000 taken care of (Even the original Star Wars arcade where you attacked the Death Star in an X-wing). Which leads me to this: I've never played Star Wars: Starfighter even though X-Wing (the whole series) is my favorite thing Lucasarts has ever done. So I'm thanking Warb_Null for two things: a) Another awesome model b) Reminding me that I need to start working on that list of games since I haven't played anything new since I set that goal. [quote] this is a model of the missile frigate as seen in the game Starfighter. code and icon included. some aditional coding is needed to get it ingame [/quote] the_stag
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]
skydome chosen was an appropriate touch for the theme of the map. The map is combined with a small mod that adds a lot to the map such as: - Targetable Hardcell-Class Transports - Landed Acclamator and Core Ship - LR1K Geonosian Sonic Cannon This map is mod friendly and would be great for a Clone Wars mod. If this sound interesting then give this map a download.
balance out the game a bit. Enjoy!!
version: - Now Mon Calamari Cruiser Wingless it's added in game, not replaces Mon Calamari Cruiser - Now Slice Cost costs 2300, no 2000 - Added a description - Added icon - Refresh Rate of the shield is reduced - AI Combat Power is increased
don\'t have an official one. Each map pack will include five maps pertaining to the project and a sixth bonus map. Although I currently have every intention of finishing this project, I am making no promises that it will ever get done. Real life comes first! :-) The filenames of all of the maps in this series will begin with a pound sign (#). Bonus maps will begin with two pound signs (##). This is mostly for my sanity\'s sake, but if you were wondering what they were doing there, that\'s why. Maps in Map Pack 1: ------------------- 1. Abregado-Rae Nights~ A nighttime map on one of the grassy shores of Abregado-Rae. 2. Aeten II Mining Facility~ Set on an island in the middle of a lake of lava on Aeten II. 3. Alzoc III Blizzard~ A mountainous frozen region somewhere on Alzoc III. 4. Anaxes Striggle~ A symmetrical map set on a city on Anaxes. 5. Atzerri Cliffs~ A forrested map on the planet Atzerri with three levels; the Empire starts on the uppermost level, the Rebellion on the lowest. Bonus Map: Gangs of Anaxes -------------------------- This map is basically a remake of the Anaxes Struggle map included in this pack. It is now set on a foggy night, and instead of a struggle between the Empire and the Rebellion, it\'s a battle between two large gangs. Each gang has twi\'leks, humans, and bothans, as well as a rancor. What is the rancor doing there? I dunno, use your imaginiation! All of the mining facilities and reinforcement points have been replaced with build pads.
feel free to share them
middle, the defender has \"goodground\" areas reinforced by turrets and turbolaser towers. Designed to allow 8 base structures. I encorage modders to use this map, just give me credit. ---------- Big MP map: Multiplayer variant of Huge SP map, the empire is in the forested area, and the rebellion is in the barren area. There are defensive trenches on both sides now. 1 cantina in the midle. 2 to 8 players ---------- MP_island: Set near a shore line, The empire starts on the beach, they have turrets and walls protecting their base. The rebels start behind a mountain, Rebel base protected by trenches, turrets, and turbolaser towers. 2 minning facilities, multiple resource pads. 2 to 6 players ---------- SP_island: Singleplayer variant of above map. Defender still has trenches and turbolaser towers, attacker starts out on beach, 5 reiforcement points. allows maximum of 7 buildings. ---------- MP_Kessel_Mine: In Game Name: Spice Mines Almost symetrical map set on Kessel. Rebel\'s have a sniping perch over the Imperial base. Both bases are poorly protected, focus on offense. 2 to 6 players. Many resource pads. Capture the heavy factory for an early advantage. --------- MP_city: In game Name: Central Park My first urban map (took me 9 hours to make) Almost symetrical map set on corulag. Residential areal with a large park in the middle. Only one Minning facility, capture it early! Factories on north and south sides of map, capture for free units. Please review this one, I want to know how my Urban maps are. ====== ====== Space: Asteroid_Farm: Large space map for up to 8 players. There are 3 walls of asteroids, with passages between them. --------- MP_bonadan_asteroids: Similar to the above map, for 2 to 6 players. Navagate through asteroids to reach the enemy base. --------- Attack_on_fresia: A map I mad a long time ago. Each faction starts with a non upgradable lv. 2 station and a regular lv. 1 station. 2 to 6 players. [/quote]
spice up his or her mod with a new ship with New Republic inspirations will surely find this release useful. Please note that some modding skill is required in order to get this unit functional ingame. [quote]Idea behind it: A few years ago I was making a personal mod that had 2 factions. The Concordiat of Man (Terra/Earth & all her colonies) vs The Melconian Empire (think of walking dogs/wolves). The factions are based on a series of books called Bolos, about robot tanks primarily but space battles played a significant part. I was using all of EJ's Corellian ships to serve as the Terran Fleet and needed a large heavy capital ship that would fit in. This is what I came up with. Never finished the mod and found this on a backup drive the other day. Thought someone might like to use it.[/quote]
if you want it. the_stag
AEM You will require AEM4.1 to play this mod.
Star Wars Clone Wars mod. I couldn't contact nett40 so I decided to make these a free release. i hope no one will resent me for doing this. I think nett's mod is great and I wanted to help him a little. In addition, the icons are made of pictures of models used in that mod so credit is due as it's given in the the clone wars mod readme. I didn't have time to make screenshot because I got home only one hour ago and started doing this. [/quote] the_stag
recently. Some of these older maps are Naboo Sunset, Return to Mustafar, and his Earth series. The new maps in this map pack are Corellian Blockade and Mustafar Control. These new maps pit the different teams over movie themed locales, especially so with Mustafar. If you've enjoyed his older maps, you should definitely download this pack.
the reinforcement highlight ( the faction icon that shows when you call reinforcements) And the Orbital Bombardement textures for CIS and Republic This is a must have for any clone wars mod. [/quote] the_stag
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
this release. I\'m pretty sure I see new ships. But if there\'s anything else I can\'t quite put my finger on it. [quote]I have finally finished v1.6.3. Thanks to the help of my friend Jasi we got this mod up. There will be an update to this mod because we had to take out the custom music. :([/quote] the_stag
and is worth a taking a look at. See the readme for further information and installation instructions. ~AdmiralHocking
was requested by other people, so here it is a pack of my icons with the Galactic Civil War theme. This feature many old icons but little edited plus some new ones also requested. [/quote] the_stag
skinning by me The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
resource pads near both bases and one with 4 of them in the middle of the map. Both bases are very well defendable. The empire base has been made on several small islands (best base i\'ve ever made with the editor). And the rebel base has been build on one rocky island with shields and mountains surrounding it. Although the empire base has more defences it can be accesed from all sides and although the rebel base has less defences, there is only 1 entrance to defend. Also there a little gungan settlement and a rancor cave near the Rebel base and the Village.
_ANYMORE_) *_galactic mod buidable units:_* Allegience SSD (buildable from Byss level 5 tech for hictorical accuracy) Imperial SD mk1 (buildable from Byss, Kuat or Fondor level 3 tech) Imperial SD mk2 (buildable from Byss, Kuat or Fondor level 4 tech) Imperial SD mk3 (buildable from Byss, Kuat or Fondor level 5 tech) victory SD mk1 (buildable anyware, level 2 tech) victory SD mk2 (buildable anyware, level 3 tech) Empire Nebulon-B (buildable anyware, level 0 tech) tie advanced (buildable anyware, level 3 tech) Venator (buildable anyware, level 3 tech) 2-New units: Imperial SD mk4 (from Dark Empire Comics,buildable from Byss level 5 tech for hictorical accuracy) 3-fix the xml file problem
shields. Proton Torpedo does alot of damage but has a 20-50 sec recharge time Fixed bug where heros wouldnt move in space All starfighter squadrons have 12 fighters All bomber squadrons are now "flights" with 4 bombers Fixed errors in text descriptions Death Clones and hardpoint break off pieces last longer for better visuals M. Falcon and ISD have a more crisp texture thanks to Bailknight Concussion Missles are faster and more powerful (they can be effective against fast fighters such as heros) Cost of Rebel Alliance ships decreased for balance and cost increased for the Galactic Empire SSD is added to the Galactic Empire, but it is NOT to scale (see known issues) Special thanks to Legacy of War ( http://legacy.gamemod.net )
that you lead the investigation and deal with these pirates. If you find any other hostile presence, eliminate all of them! We can\'t lost this planet!\"
damaged badly and fell to the surface of Korriban. Two centuries later, Emperor Palpatine led a campaign to scavenge Korriban for Sith artifacts. THe Imperial Drill team found the massive vessel and restored it to its former glory and magnificane.
each side, to maps with 1 soldier and 1 hero. there are 55 land maps, and 5 space maps. ~Scorpinox
vehicles. There are four small mineral processors and a couple of turbolaser turrets. There is one spread out base fully covered by a shield generator and a more compact one with its research faciltiy outside of the shield. the bridge has a command post in the centre.
Vehicles when it comes to ground battle and realism will be a big part of the mod. but i am afraid i havent had much time balancing things out between all units in this first version. But all the new units should be fun to play with but most really doesnt do much diffrent compared to other units. I decided to remove all the new space units and just focus the first version for the new ground units. Next Version will have several new space units, and also a few new ground units. I will also focus much more on balancing units out in the next version. and making all diffrent units usefull in diffrent ways. i had to remove most of the Empires new units because they acted buggy. i will fix them and re-implant them in the next version. Feature list: -All infantry/heroes/indingenous forces has been scaled down to a realistic size -Ground combat will be focused much more on infantry as the main attack force insted of vehicles -Ground Vehicles will be more expensive and more powerfull(to stop the massbuilding of vehicles) -changed the transport shuttle for some of the Imperial ground vehicles to AT-AT Barge transport(using imperial shuttles for AT-St just didnt make sense) -Infantries has been given more damage rate and health rate reduced.(i will make them a bit more powerfull in the next version, they are still more like cannonfodder) -New ground and space units -Hireable mercenery units for both sides -Made most of the vehicle companies fewer in squad. example AT-ST companies will no longer have four AT-ST\'s insted they will come in pair\'s -New Air units for ground combat, including the X-Wing[/quote]
Eve Clash is my second map. Rebel Alliance holds the Mos Espa Grand Arena. Imperials are based out of a landed Victory Star Destroyer. 'nuff said. [/quote] Additionally, you need [file="100588"]Yoden's Prop Pack[/file] for this map. It probably works without it, but why even go there? the_stag
is indeed a great model and skin, so get downloading! Please note that this release requires some additional modding knowledge to get working ingame properly. [quote] This is my latest release for EAW -- Gauntlet Assault Fighter -- by Warb Null CREDITS: Model : Warb Null Skin : Warb Null XML : Warb Null Icon : Warb Null The default texture comes with team colors. If you want the original color delete Gauntlet.DDS and rename Gauntlet_NoTeam_Color.DDS to Gauntlet.DDS Feel free to use this model as you please, no permission is required but please give me proper credit Thank You.
need to do so, but it's not particularly hard to make a death clone line using the Space ones as reference, or you can just download FX mod and copy one of our entries.[/quote] And there you have it, a simple AT-TE death clone for use in your mods, based off of the one in several mods, including z3r0x's mod.
and one Mon Calamari Cruiser. They have manage to establish a level five space station. Be aware of pirates in the area. We have also lost contact with one of our Imperial Star Destroyers, we fear that pirates have captured it. Wipe out the rebel forces, and the pirates in the system if possible. Rebels: We manage to get a small fleet to cross in to Imperial space in order to liberate a planet under the Empires occupation. Our spies tell us that there are 3 Victory Star Destroyers and One Imperial Star Destroyers. There also rumor that a group of pirate commandos have manage to steal a Star Destroyer near the Graveyard. The pirates are to be consider hostile and to be wiped out, Along with any Imperial Forces.
Imperials, but fun for both sides. This is my first map ever, any problems or advice is welcome. Enjoy.
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
planets I recognize, most of them I don't. Wookiepedia rarely lets me down in these situations... but I had little luck in finding most of these. The master text file for this mod is in German, so maybe there's a language barrier in planet names (although there shouldn't be for proper nouns). In short, there are 9 new planets added to the map in galactic conquest (although they use stock maps). Also, this is for vanilla EAW and won't work in FoC because of the different xml files that control GC. [/quote] This adds 21 new planets instead of 9. Also (I forgot to mention this in my previous review), the file it comes with is "MasterTextFile_GERMAN.DAT". If you want it to work so that planets don't say MISSING, then it needs to be renamed to "MasterTextFile_ENGLISH.DAT". Then everything will be in German, so that's your call. Maybe this can be released with an English update. [quote]This add the folowing Planets: Tanna Loa Lozus Takora Cat-11 Cat-10 Argon Prime Kamino Ralltiir Fran-Tan Siluis Van Juko-Genyum Kusus-2112 Fuckidon Polyphem Pandora Earth Tuma-3840 Toso 1034 Tuk Axis Ewokdor Total Planets in the gc 65[/quote] the_stag
format. Whilst this models textures are of medium resolution (512*512 pixels), they may not be 100% accurate.
further away outside it\'s perimeter. Its Jack2066\'s First Map so go easy on the comments guys. ~Foshjedi2004
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.
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
foc and the final version will be out soon
prices and/or build times have been reduced. also, there is no ground cap and a 10,000 space cap. If you are going to remain a good player with this mod, then many new tactics will be required. This mod provides an incredible change of pace. There are some imbalance issues, but otherwise a great mod. Enjoy!" Seems like a pretty cool concept. I always felt weapons shot too slowly in most mods or in the stock game. Try it out. -valiantofficer
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.
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.
mines in the 2 spare corners and may well prove a challenge to conquer. ~Scorpinox
faction in skirmish. Also included are two bonus mods including a cheat mod and a beta "Massive Fleet Engagement mod." [Quote] A simple mod adding Venator Cruisers and Acclamator Cruisers to the Rebels in Skirmish. Fairly balanced in my opinion, feel free to complain about anything that should be fixed. Venator Cruisers should be able to help the Rebellion to go toe to toe with an Imperial Star Destroyer. Both cruisers will spawn X and Y wings. Also included: A Venator cheat mod and a Massive Fleet Engagement mod. The Fleet mod is still in development and should be considered a beta. Read the README.txt file for more info on both variants. Feel free to email me if you manage to fix the problem. -Raptor [/Quote]
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
install the MOD and patches as they come.
Rebels... after pointless negotiation, the Falcon is in your sights. Destroy it and the Rebel Fleet. But wait. Comm specialist Torm Keev of the Merciless has intercepted launch orders from Kuat. Their last Imperial defense fleet has been scrambled! As if that isn\'t bad enough, Black Sun remnants have entered in system and are issueing challenges for the SSD. Also, a Hutt fleet has jumped in to wipe out any survivors of the battle... [/quote] ~Scorpinox
[url="http://starwars.wikia.com/wiki/Rogue_Shadow"]Wookiepedia[/url]. I'd like to think it had a laser, ion cannon, and missile launcher. Or at least 2 out of 3. With it's speed and cloaking ability it seems there wouldn't be room for much else. But it sure is nice to look at. [quote]I only own the PS2 version of the game, but I never saw the Rogue Shadow actually fire any weaponry even though it clearly has mounted turrets. So, I guessed what it would shoot based on typical imperial weaponry (green laser cannons). Enjoy![/quote] the_stag
mystery. Well, here's a Jango Fett reskin for Boba, and a Slave 0 reskin for the Slave 1, if you're into that. They're well done and will be well received. [quote] This is a reskin of the ingame boba and slave1 models, I had this for a long time but I decided to upload it a few mins ago. [/quote] the_stag
Sorry about any confusion. I'll just paraphrase my original review: These are great looking textures that really enhance the experience. [quote]These are some of the HD textures that I made after going through the tutorial Burnstrobe made, I hope you like them.[/quote] the_stag
EaW\'s limited options for indoor areas and \"caves\". Not my fault, don\'t blame me. I am releasing this as: 1. I have no models to place into the map to make it playable 2. It is something a mod team or modder may be able to \"finish\". If you want to put this in your mini-mod, you may do so by simply citing me - as long as you make a few changes to make it look or play better than now (obviously you can\'t just rerelease it under your name). If you have a major mod, such as IA2 or AOSW you need to contact me to use it. The only units in it now are the droids, you could always add some geonosians too. Things I\'d like to see put into the map: 1. Geonosians 2. The reek, acklay, and nexu 3. Droids/SBDs/Jedi/Clones/etc 4. A new skybox 5. Some objects built into the walls that serve as gates 6. Perhaps some grandstands 7. Some decent towers (when the heroes were in the arena they were locked to these towers to be executed), instead of these tiny wall braces. This file may NOT be posted on any site other than eawfiles.com and lucasfiles.com, and I will take appropriate action against any site that does so.
the center of the map which is neutral.. Also Rebels start with the Home one and The empire with the accuser.
those of you keeping score at home; the answer is no, I need not say more.
building, I always think back to that. This map looks nice. It have the layout of a level 1 Imperial space station. The rebels have docked a Venator and are infiltrating the base. Time is of the essence because once the Imperials get a bombing run, the rebels are as good as gone. I enjoyed this level because there are several different routes to take to achieve victory. Be sure to give the author some feedback on this one, I'd like to see more like this in the future. [quote] Hi again ppl here is the one map if a war inside a space station level 1 History the rebels use a old venator to assault a empire space station, the venator can fire their turbolaser and the empire cant lose their shields or the turbolaser destroy their base, the empire only can destroy the venator with bombers (bombing run) to win [/quote] the_Stag
with one base).
ISD MK II :D. Ultimate Empire Mod focuses on the empire and nothing else.
[file=\"116120\"] Old Republic at War Space Beta[/file], and it\'s a little crazy, but worth it. I only bring that up because Geroenimo recommends it with this most recent update to Battle for the starforge. A few small changes, but nothing earth shattering. If you\'ve been keeping up, then get this, and you haven\'t you should get it anyway because the starforge rocks. [quote]This is another starforge map I made. Not as small as last time, this one is really really big. Balance is good, 2 mining falilitys in each base, protected by 3 satilites. An addisional 2 are just outside both bases protected by 3 satilites. Ofcourse the starforge in the middle waiting for you. I highly recomment playing this map with my mod, Old Republic at war. Why? Because half of the objects will else be gone, not to mention the starforge itself.[/quote] the_stag
since the ship changed so much since then i decided to redo it to be more acurate. I don\'t view this as a V2.0 of the ship though. Arvis\' ship is still a beautiful model and should not be discarted. The model comes complete with code and icons. Some additional coding is required to get it ingame
(practically a nuke); no protective base shield or air units (besides bomber). Empire: best artillery unit and SSD; most vulnerable light ground units. Rebels: MC-30 Cluster bombs are extremely destructive; orbital strike causes no true damage, but leaves all units caught in it vulnerable to ANY attack. Enjoy
but the same 3d model) victory SD mk1 victory SD mk2 (with different weapons but the same 3d model) Allegience SSD (from Dark empire Comics Bigger Imperial SD 3d model) Empire Nebulon-B (can spawns tie fighters) Changed scale of capital ship and fighter. Venator enable with different fighter squadrons with the rebellion and the empire. buildable in squirmish from starbase level 3!! Rebel Nebulon-B, HomeOne and Calamari Cruiser spawns fighters Empire Nebulon-B and interdictor spawns fighters Updated Tooltips IMPORTANT NOTICE: tested in skirmish mode.
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.
- - - - - - - - - - - (Required OFFICIAL EAW PATCH 1.03 !!!) (Required swSPG mod (1.03) !!!) - - - - - - modification: - - - - - - 1-REPLACE TIE SCOUT WITH TIE INTERCEPTOR (NEW SKIN ON TIE ADVANCED 3D MODEL) + NEW CARACTERISTIC 2-REPLACE TIE ADVANCED WITH TIE AVENGER (NEW SKIN ON TIE ADVANCED 3D MODEL) + NEW CARACTERISTIC 3-ADD BUILD BUTTON FOR COMMAND BAR FOR ECLIPSE SSD, ALLEGIENCE, TIE INTERCEPTOR, TIE AVENGER !!! 4-UPDATED DESCRIPTION 5-EMANCIPATOR AVAILABLE FOR REBELS !!!!! 6-Squadron set at 6 units. TIE AVENGER available at starbase level 3. Level 4-5 starbases spawn TIE INTERCEPTOR in campaign and galactic conquest modes. Star Destroyers mk.1-2-3-4 and Eclipse now spawn TIE INTERCEPTOR.
gathering you can change the population with the extra files i have given deathstar price increased to about 30000 and thats about it please note this is my first mod and it has only been tested in skirmish [/quote]
build!!! Ah, but wait, it is for Conflict in Space!!!! But do not worry I do have avenger85's permission to do this. Anyway installing this mod can be a real stickler so read the readme. Thats what its there for!!
map! It reminds me of Star Wars: Battlegrounds. Of course that game has nothing on EAW, but there were some memorable levels. The layout really makes me feel like I'm at the battle of Hoth. I played both against the computer and against a friend, the map seemed very well balanced. Each team starts out with a plethora of units to fend off/begin the invasion. The rebel base is hard to infiltrate, but the Imperials base is well defended from air attacks. One thing I noticed is that this map is better played with EAW and not with FOC. Some of the units (ie. Gargantuan) throw off the balance. [/quote] And here is the authors comments: [quote] here is the second version of my map of hoth download!! Fix: file name now is the original fog enable [/quote] the_stag
Rebel -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Rebel Alliance Added Corellian Torpedo Boat Tweaked Fighters, Corvette and Destroyer to balance with the Empire -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
icon. Some additional coding is required to get it ingame [/quote] You should probably close your mouths now. the_stag
are unclear on that point, but the rigging and UV maps are done by the mod team. If you like some great models with reused Petroglyph and Warlords textures, then these will go great in your mod. [quote]Hi folks a while ago I released our Lusankya SSD to EAW Files for free release. Well this is pack 2 I am releasing for Christmas. The pack features 4 models that have been used at some point in sote and were fully tested over the time they were in it. These are very old models we were using for the mod when I just first started modding, so as much as they work fine in FOC, they were not tested for EAW. They come with explosion fx and blast damage decals too as well as engine particles. JC[/quote]
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
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]
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.
FOC maps. Some of the replacement maps are from vanilla EAW single player campaign, some of them appear to be tweaks of those maps, while others are original maps placed into this mod. The placement of planets into their canon locations makes me happy. There are also some new Galactic Conquests to challenge you. The historical accuracy is now much better and several levels contain surprises. This is a series that I am enjoying more than I probably should. the_stag
fleet -Compacted outpost to make more effective and defensible. -Added a second outpost on the other side of the asteroid belt -zander11893 ZAND3R Mapping
powerful Executor-class Super Star Destroyer. If you have some Rebels to destroy then consider checking out this mod. [Quote]its a great mod have fun!!! it bassically enhances the executor ssd for the empire so that they can b*tch slap the rebels. plus its extremely cheap and powerful its a force to b reckoned with.[/Quote]
another stunning mappack from Yoden! ~Scorpinox
a public release. So enjoy the map, and if you find stuff, let me know at the email above.
sure to leave constructive criticism for the author. [quote]This mod adds the super star destroyer to the navel troopers You can rule the Galaxy with this mod. Watch for my V2.1 mod, it has the hero Captain Needa[/quote]
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
ingame [/quote] This one is beautiful. I love it, but don't tell my wife... the_stag
with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
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
have been waiting for an opportunity to throw off the Imperial presence on Dantooine, and the arrival of a small contingent of Rebel troops, along with heroes like Kyle Katarn, Chewbacca and Han Solo, and Mara Jade Skywalker, is the perfect one. The small Imperial base nearby is their target. The civilians promise repairs to the ship if they help them in their fight for independence from the Remnant. The map may seem overpowered in favor of Imperials, however, the rebels can use strike attacks to destroy the barracks, etc. Unless the imperial player destroys the civilian house, there is no guarantee they will be able to win. Some Rebel reinforcements touch down every so often too, so the Imperial player should try to take the CP in the middle, then destroy the civilian house, and then destroy the remaining heroes and troops to win. Rebels need to destroy all units of the base to win (this means CC, Barracks, even the Shield Generator and power generator).
MPG´s features are: - automated window detection and control - dedicated image processing algorithms - shortcuts to all your EAW/FOC games/editors - quick image conversion from .bmp to .dds (See note) All that is done by a few mouse clicks. Please refer to Readme.txt for more information. Note: You will need Nvidia DDS Utilities (free for download at http://developer.nvidia.com/object/dds_utilities_legacy.html).
(Crusers/Captial ships bigger, fighter much smaller...etc) - All heros are now weaker (excluding the heros in Captial ships, I think they are balanced) - Infintry now do more damage, but are weaker to make them easier to kill. But because they do more damage they are still pretty useful, especially in large groups. - Artillery made a little weaker - All land tanks/walkers are now stronger and does more damage. - Range and sight increased for all land units.
really know. This is NOT a mod. This is a model, which you can use to then MAKE a mod. -Valiantofficer Made by EvilleJedi
props, such as starships in dock, from Interdictors to MC-30 torpedo boats. There are also multiple pirates located throughout the map. A brilliant map, and well worth a download! :thumbsup: ~Scorpinox
it fair. There are a few other minor changes as well in ground combat, which is a preview of the author's next mod: Super Ground Units. You don't need version 1.0 to use this mod. The author has also included a map to test the awesome power of your new ships on an unsuspecting pirate force!
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
second to make.
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)
with some superb textures, all ready to go ingame. Anybody who has played Star Wars: Starfighter will see a lot of familiar ships and vehicles. Of all of these models, the Havoc is probably the most notable. Warb has given this a beautiful texture that fits the look perfectly. Lots of dirt and grunge is visible all over it to make it look like it has seen as many battles as it has. The other models are great too; the Freefall has a great texture, the Bloodstar comes with rotating turrets and a death clone, and the Dagger starfighter is a great addition to any pirate arsenal. If you have a need for units that use these models, you'll be hard pressed to find better ones. Please note that some limited modding skill is needed to use these ingame.
had managed to repair Moff Kalast\'s Star Destroyer and was selling and delivering the ship to the Rebels. Suddenly the Empire ambused the two fleets and quickly destroyed the pirate forces. During the space battle a black hole suddenly appeared and sucked in the fleets. The fleets were thrown out to the sun, Tatoo I, one of the twin suns that shine on Tatooine. Many ships were destroyed in the black hole and the remaining ships are damaged. Moff Kalast\'s Star Destroyer has survived. Empire has a few Venators and V-Wings to try and get rid of there older ships. Both factions know they won\'t get out of the system. The factions are only battling for the pride. Enjoy!!
EAW/FOC you own is.
around the map(I assure you won\'t run out of resources), and ledges for artillerty to fire from. This is best played on multiplayer with 8 players.
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
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]
rebels and byss for the empire that build these guy. My favorite part is when a rancor picks up a wampa and eats it.
ingame[/quote] This one looks good enough to eat. I'm thinking ice cream cone... the_stag
Warb_Null is reading my thoughts again, but I'm cool with that as long as we keep getting gems like these. Awesome, simply Awesome. [quote] This is a model of Jabba the Hutt's Sailbarge. The model is equiped with a turret and has garrison ability The model commes complete with code and icons. Some additional coding is required to get it in game. [/quote] the_stag
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.
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]
enough with this school crap on with the map! Ok so this is basically a battle above the city of Coruscant. No this is not a space battle above the planet above the city itself. Many changes have happened since V1. many a huge background improvement making the map look much better. Also V3 should be out when i come back (around June). Anyways enjoy the map!! Ask me if you want to use my props. contact me on Xfire or by email. Bye P.S. In V3 i intend to replace the mining facilities with tibanna gas facilities to make the map look better.
menacing droid that will be perfect for any mod dealing with Dark Empire units. My only grievance about this download is that the skin lacks detail however this is only a minor inconvenience since the droid is meant to have sleek and smooth armor. As usual this download contains the basic coding necessary for adding this unit in-game as well as an icon for the unit. This is an excellent download for any modder of any skill level.
Break and gave it a shot.
in without having to worry about Pop Caps :) (Space Pop Is Increased to 250 on top of the Fleets) ~Foshjedi2004
to do so. In addition to the map there are 2 specially created urban structures used on this map. I\'ve tested the map several time and it worked well for me. You can us this map and/or all of the related content for your mods or as base for your own maps but give me credits if you do so. Installation: Copy Props_Urban.xml to ..\\EmpireAtWar\\GameData\\Data\\XML Copy w_kamino_building.ALO to ..\\EmpireAtWar\\GameData\\Data\\Art\\Models Copy w_kamino_building_support.ALO to ..\\EmpireAtWar\\GameData\\Data\\Art\\Models copy w_tipoca_city.ALO to ..\\EmpireAtWar\\GameData\\Data\\Art\\Models copy _LAND_PLANET_KAMINO_01.TED to ..\\EmpireAtWar\\GameData\\Data\\CustomMaps now you\'re able to open it in the MapEditor. To us it in your Mod, additionally copy all these files to the appropriated mod folders but to open it in the MapEditor you need all the files copied to the original game folders as stated above (otherwise the MapEditor won\'t know the location of the three urban props) Enjoy it and have a lot of fun with it.
I\'m probably the only one who likes the Death Star with the completed look. Check out the changelog for all the other modifications. the_stag
makes up for any other shortcomings it has. So check this out, because you know there's not much else to do on these long summer days. [quote]The players begin on two platform not far away from the Jedi Temple, and on each platform there is an equal number of Mineral Processor, Outpost Pads and Abandoned Sensors. There are a few other Mineral processor near the Temple, and a Reinforcement point just in forn of his entrance.[/quote] the_stag
greater refresh rate...
is not supported in the map. ~Scorpinox
presented us with a new and detailed skin for the models. These stylistic changes give a new look for the models and should be definitely taken into consideration for any modders currently using Warb's models or that are planning to use them. [Quote] Warb_Null skins improved by Burnstrobe, Nawrocki and Nomada_Firefox. This is a small pack with some textures taken from some of Warb_Null models improved. This is not a mod, it is a pack for other modders. [/Quote] This pack includes skins for these releases by Warb_Null: -Bloodstar -Blue Diver -Guri Stinger -Hutt Sailbarge -Jehavey'ir Frigate -Kyramud -Republic Corellian Light Cruiser -Republic Corellian Shuttle -Republic Light Cruiser -Republic Radiant
good game-play. The asteroids were used a bit too heavily in some areas though. This mappack contains the maps: -Coruscant's Shadow -Coruscant's Eclipse -Coruscant's Nova -Coruscant's Demise -Four Sectors v2.0 Download this file for some fun skirmish games.
temple on coruscant when -raw- gonna be done , i gonna redone-it with prop from -raw- imagine all the jedi and new clone soldier in this map = COOL
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]
additional coding is required to get it ingame[/quote] the_stag
alliance has just raided the shipyards of Fondor and darth vader has gone personaly to investigate... Geonosis: Outpost Retreat, After the capturing of an important planet that will give the empire slaves to do there work, the rebels don\'t agree. Though few in numbers they are a threat to the empire,and Darth Vader has just landed to help the outpost... The Maw:Testing Grounds, During the constrution ofthe death star the empire was trying there new Victory Star Destroyers, but half way though the test a Rebel Fleet came in form hyperspace... Mygeeto: The civil war begins, After Kyle Kartan Betrayed the Emperor and the EMpire itself, he retreated to the remote planet of Mygeeto ,and when Palpatine found out, he went himself with large army to confront him...[/quote] ~Scorpinox
version: [quote] Empire: - Modified the scale by 50% of space units: Tartan Patrol Cruiser, Broadside-Class Cruiser, Acclamator, Victory-Class Star Destroyer, Interdictor Cruiser, and Imperial Star Destroyer - Modified the scale by 50% of Captain Piett\'s modified Star Destroyer - All mass and size ratios of ships changed accordingly - All wreckage has been scaled appropriatly Rebel: - Corrected X-Wing and A-wing idle positions - they no longer clash as much when floating idle - Modified the scale by 50% of space units: Corellian Corvette, Corellian Gunship, Marauder Missle Cruiser, Nebulon-B Frigate, Assault Frigate MK.II, and Mon Calamari Cruiser - Modified the scale by 50% of Captain Raymus Antilles\' modified Corellian corvette, Commander Ackbar\'s \"Home One\" flag ship, and Han Solo\'s \"Millennium Falcon\" - All mass and size ratios of ships changed accordingly - All wreckage has been scaled appropriatly General: - Pirate ships have been scaled up be 50% - All mass and size ratios of ships changed accordingly - All wreckage has been scaled appropriatly[/quote]
facilities, and just a Death Star background.[/quote] This is about a simple as it gets. The [file="80334"]original[/file] was fairly basic, but this is without the nuts and bolts. Each team starts out with a sizable fleet, a level 5 starbase and a single mining asteroid to capture. It's a free-for-all over the surface of the Death Star from that point on... the_stag
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
Majority of Vaders Speech to lines taken from the movies, including: \"Yes.\" \"I find your lack of faith disturbing.\" \"What is it?\" \"You\'ve found something?\" \"Your destiny lies with me.\" \"You may dispense with the pleasantries.\" \"As you wish.\" \"All too easy.\" \"The Rebels are there.\" \"That is the system.\" \"Prepare your men.\" \"Set your course.\" \"It is useless to resist.\" \"You are beaten.\" \"There is no escape.\" \"Prepare for my arrival.\" \"What is thy bidding, my master?\" \"Several fighters have broken off from the main group. Come with me.\" \"Stay in attack formation.\" \"I\'m on the leader.\" \"Stay on the leader.\" \"The Force is strong with this one.\" \"I have you now.\" \"WHAT??\" (in TIE fighter) \"I\'ve been waiting for you, Obi-Wan.\" \"When I left you, I was but the learner. Now, I am the master.\" \"Your powers are weak, old man.\" \"You should not have come back.\" \"This will be a day long remembered. It has seen the end of Kenobi, it will soon see the end of the Rebellion.\" ~Scorpinox
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.
proof we have brought you a SSD class ship.(Rebel Admiral)We're sending the Unity to escort you planet-side.(Captain Of The Unity)Admiral we're detecting energy from their fleet.*BOOM*(Moff Falast)We've lost the Unity! ITS A TRICK!! Scramble fighters!(Rebel Admiral)We'll need assisstance to fight off these imperial forces.(Rebel Radar Manager)SIR!! Multiple ships coming out of hyperspace at 7.09(Tyber Zann)Rebels we've come to assisst since you're helping supply our base here. And it looks like Bossk and IG-88 are with the empire.(You) we must destroy those stations to get planet side. (Rebel)SENDING TRANSMISSION:(You)Unidentified ships state your buissness in rebel controlled space or you will be fired upon.(Imperial General)We are wishing to defect from the empire, as proof we have brought you a SSD class ship.(You)We're sending the Unity to support you in.(Captain Of The Unity)Admiral we're detecting energy coming from their fleet.*BOOM*(Moff Falast)We've lost the Unity! ITS A TRICK!! Scramble fighters!(You)We'll need assisstance to fight off these imperial forces.(Rebel Radar Manager)SIR!! Multiple ships coming out of hyperspace at 7.09 (Tyber Zann)Rebels we've come to assisst since you helping supply our base here. And it looks like Bossk and IG-88 are with the empire.(You) We must defend all our stations. Backround: The name of the ground area(part 2 map) was not origionally named Zanbai 7. The area was where the Twi'leks first launched into space. When they got into space they saw a massive black hole and named it Zanbai 7, or in their language 7th Great Wonder. Upon return of their ship to the surface they renamed the launch site area Zanbai 7 after the great black hole in orbit, which is now a great wonder of the galaxy. Misc: -This was posted AFTER part 2 because when part 2 was done i was still working on this -You cant use this map in anyway(mods,edit,remix,redistribute,etc) without my permission -Message me on xfire(tcalpha) if you want to know how i made the giant black hole like it is,or ask me how i made the palace in part 2 -Message me(xfire) if you want me to continue this series or make one you want
this can be used as a hero transport in land battles. Although the skin isn't 100% accurate to the version in the movies, the differences are very minor and do not detract from the Sheathipede's appearance. If you wanted to play FoC with the Sheathipede in it, this is the download for you. Keep in mind that limited modding skill is needed to make use of this release.
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.
base) 5. Oovoo IV (cant choose base) 6. Space Nihil (choose base) 7. Space Syn V (cant choose base – am working on that, it will be chooseable in next mappack) 8. Syn v (cant choose base – am working on that, it will be chooseable in next mappack) 9. Tatooine (cant choose base) 10. Thustra (choose base) 11. Zuros (choose base) 12. Zuros Atmosphere (choose base) 13. Zuros Oasis (choose base)[/quote] ~Scorpinox
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.
player skirmish. - Has 2 minning facilities and numerous resource pads. - The empire occupies the high ground and the rebels have to advance. - Has many hills where you can set up artillery. Attack on alderaan - Big space battle for 2 players Old Lava Land - This is an old map I dug up - 2v2 - Many mining facilities and resource pads.
Bomber XML code and icons are included. This is NOT a mod. Some coding is required to get them in-game Feel free to use these models as you please, no permission is required but please give me credit Thank You.
each time the deploy stormtroopers ability is used . Stormtroopers also now come in squads of 30. Also everything that is part of the Empire is now stronger and faster which essentially makes them invincible. Also included in this download is a movie file for movies unknown. The twenty second clip consists of the laser fire sounds from an AT-AT and a visualizer from a media player corresponding to the audio. If this mod sounds interesting then give it a download.
around doing stuff, and if you look by the cantina in the middle, you\'ll see pile of dead bothans with blood. I don\'t know why I added it, but I supose it will just stay there. There might be a little texture problems, but over all, it\'s probaly the best map I\'ve made. I think... Tell me what you think, and tell me what I can fix. (SGC)MapMaker
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
but it can be used by anyone Two of the icons I did't make but just enhanced them so the credit for: I_BUTTON_ATPT_WALKER.TGA - LightNinja,Avenger, NeoMarz, Codeuser ( I don't know which one made the icon) I_BUTTON_ATRT_WALKER.TGA - LoW, Wildcat ( I don't know which one made the icon) [/quote] the_stag
out there in the EAW/FOC community. I'm pretty sure this model will find a welcome home in many mods. Check the readme for the proper credits to be used when using the model. [Quote] This is the Lictor model that is used in the latest release of RotM, being provided as free-release. This is not a mod and users must have modding experience to use this asset! [/Quote]
code and icon. Some additional coding is required to get it ingame[/quote] the_stag
expands. Look for a special bonus when your fleet arrives at Tatooine.
be joining us once again in the diverse conflict for victory.
maps to use them.
corner there is a Golan 3 platform as well as mines and turrets. In the center there is a Vong base. Each faction starts out with Level 4 "stuff" making for a quick battle. This map requires z3r0x Addon Mod 3.5 for it to be played to it's fullest extent. Give this map a download if it interests you.
effectively done in cinematic veiw ;-)
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. :)
that. [quote] This is a model of the Sabertooth frigate as seen in the Legacy comics. Model comes complete with death clone, code and icon. Some additional coding is required to get it ingame. [/quote] the_stag
squads. The rebel fighters receive a health bonus because of the uneven ration to tie fighters, bombers, and interceptors. Their health is lower consequently. The empire has star destroyers and a SSD that is controllable. The rebels have Mon Calamari cruisers, The Home One, corellian corvettes, the Mellenium falcon, and transports. This map also has a dual purpose, it is good if one is trying to film about The Battle of Endor. The Consotium is not playable. Get out there, the rebels need you!
[file="100588"]Yoden's Prop Pack[/file]. It's a great took for making land maps, and in this case a space based land skirmish. It's worth noting the detail that has gone into this map; the asteroid mine connections, the docked ships, etc. Although the map has two ways to attack, the southern one is guarded by turbolaser towers that are quickly and easily captured by team A. The northern route is where the good money makers are and are closer to team B. So there is some different strategy to be offered here depending on the start location. [quote]This skirmish map has got some supporting buildings like Abandoned sensors and bunkers. There are two Reinforcement Posts and some Props that arent' going to work as buildings, like the Gravity Device or the Imperial Sensor Array.[/quote] the_stag
bomber(doesn\'t work, will have to look for a solution!).
game. I added a hero variant. This is \'the Doombringer\' A unique Harrower ecuiped with a superlaser in place of the forward hangar bay. I added a bunch of hardpoints on the bottom of the ship Thanks go to V.Metalic for providing the reference pics and pointing me to the doombringer. Note; These ships use a modified texture of the V1.0 ship. The V1.0 can still use these new textures so if you want to use both versions you can. Note; I haven\'t made any new code, use PiÃ«tt\'s Accuser energy beam code for the superlaser. The model comes complete with code and icon. Some additional coding is required to get it ingame
the eta-2.ALO file, and the other archives. You can find the Eta 2 actis interceptor squadron in skirmish rebel or imperial base with \'speeder\' icon. The squadron have 4 \'eta-2\' fighters. New units for space skirmish mode: Eta 2 actis interceptor squadron (Tech level 2) Venator (Tech level 3)
is the mod that you\'ve been waiting for. This will not only match the Empire, but it will out gun them in so many ways. The shielding, and hull on all of the space vessels have increased in significant ammounts. All damage that can be dealt through proton torpedos can still have an effect on the hull of a space vessel since it bypasses shields. Most space units have decreased in credit cost. Build time on most space units have decreased in time. You might say that the space units are nearly invincible.
the presence of more mines and more turrets. There are three neutral mines in each corner plus four pre-owned mines in each corner allowing for a steady income ensuring big battles. There is now a orbital construction yard in the center surrounded by a fair amount of turrets creating a pivotal point in this map. This map also features a pleasant use of nebulae and asteroids. If you want a fun and interesting space map then consider downloading Big Battle (2.0).
one of the two main atagonists is Montross, Jango Fett's rival, and Warb has created both Montross and his ship - a KR-TB Doomtreader called "Hell's Anvil" for us. The ship is accurate to its portrayal in Bounty Hunter, and still looks great. A proper Pirate fighter, fit for a Mandalorian like Montross. Also included is a reskinned Boba Fett to have Montross's armor colour scheme. It doesnt completely look like Montross, but the ship should be more than enough to give you some entertainment. Warb has also coded in the units for you, and provided icons too! Its definitely worth the download if you are a Bounty hunter fan, or if you just want a new unit. -THX1138
asteriods so watch out! You start with a Level 3 Space Station and a few squardrons of fighters and either A Mon Calimari Cruiser or a Star Destroyer. Enjoy!!
the planet\'s rings, meaning to attack, both of them will have to worry about asteroid damage and electromagnetic storms...
really spice up the map and make it feel unique compared to the stock maps and other user-created maps. My only gripe would be that some of the walkways seem like they're floating in thin air for no apparent reason, but other than that, this map is golden. As the creator put it: [quote]Old map again. Might be fun to play. ENJOY!![/quote]
something else? I looked around and couldn't seem to find anything definitive. However this is good work and I think I'll put one or two in my personal escort fleet. [quote]Here is a small release from me, my Mandalorian Carrier! Model: N3bulu5 Bumpmap: N3bulu5 Rig/Code: N3bulu5 Icon: N3bulu5 Deathclone: N3bulu5 Skin: Warb_null The model comes complete with code and icon. Some additional coding is required to get it ingame Feel free to use this model as you please, no permission is required but please give me proper credit[/quote] the_stag
ready for deployment. The AI still has it's problems, but that has been addressed: [quote] Recommand to play the map online. Ai cant handel the map. [/quote] Also, _237th_SC_Com_Bly has this request: [quote] I would like a modeler to make some interior props, it would improve a lot of maps. [/quote] I haven't gone over this completely, but [file=100588]Yoden Prop Pack 1foc[/file] is the most comprehensive prop pack out there (based on IG-11's Prop Pack). If what you need isn't in there, it may not exist. the_stag
"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
wars they had those cool death watch mandalorians. well here is a model for it. includes model and icon additional coding reqiured to get in game. please feel free to use this in any mod (that is why i made it you know)[/quote] the_stag
of making a Galactic Conquest map for Empire at War: Forces of Corruption in great detail and will show you the hints and keys to mapping for Empire at War. The tutorial has plenty of pictures and text to guide you through the mapping process. Refer to the read-me as to how this tutorial is to be used (aka. don't claim it as your own). For those of you that don’t know who Enceladus is; he a mapper for Thrawn’s Revenge and Ages of Star Wars: Jedi Civil War. He is also a staff member at this site. If you are a person who wishes to map or even a mapper that needs more help this is definitely a recommended download.
free to do so.
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
and ground maps!
The map is set above a new-found planet near Endor that is called Rtas, which, like Coruscant, is one large planet-wide city. The map has two level 5 space stations, one for the Empire and one for the Rebels. The map has eight mines and many defense satellites stationed around the two space stations, the Empire\'s and the Rebel\'s. With only the best of ships and space stations for the two factions, it will make for the ultimate experience of a space battle. Each side starts out with four capital ships on either side of the moon. This map is for multi-player and can support up to eight players. You may use this map in any way you want as long as you give credit to me. Enjoy it!
hope you enjoy it
decided to make my own. - After testing and detailing, I decided to share my work with others who are interested in new battles. - All scenarios should work both in singleplayer and in multiplayer, although in one GC (the smallest) the AI may not give enough resistance. - Every map has pirates, some more, some less. - No units\' or planets\' statistics have been modified. Just planet systems, trade routes and starting conditions. Although some scenarios let you to play Mara Jade and Kyle Katarn. - This mod also contains the original Galactic Conquests, so that you can choose to play them with this mod. - Intro movies have also been skipped with this mod. - To play online with this mod, the opponent(s) must have exactly the same mod installed and running. - It is possible to use this mod with other mods too, but it has not been tested.
corners of the map allowing for a "safety bubble" to be built around your base. In the center of the map is an Eclipse Super Star Destroyer under construction. It is protected by many turrets and a Level 5 Imperial Space Station. There is also a construction facility created through various props. There are also various pirate bases spread around the map. This map is not recommended for online play due to the large size and large amount of props used. Overall this is well done map. The author made a good choice of primary and secondary skydomes plus there is some intricate prop placement. My only grievance about this map is the thickness of the asteroids in the one corner. It seems to be a too thick and it reduces the beauty in that area of the map. This is a great map for interesting 2-4 player skirmish games and should be considered for download.
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.
contains the model of a Republic Lander as seen in Knights of the Old Republic I and II. In addition to this amazing model and skin, Warb has included some base code to get you started and an icon to put into your icon texture. Please note that some modding skill is required to get this unit functioning properly ingame. [quote] This is my latest release for EAW -- Republic Landing Craft -- by Warb Null CREDITS: Model : Warb Null Skin : Warb Null XML : Warb Null Icon : Warb Null Feel free to use this model as you please, no permission is required but please give me proper credit Thank You.[/quote]
This is one of my first maps, so go easy on me :) I\'ve only done a couple space maps b4, so this is my first land one.
wide variety of game play and styles of maps. They range from land battles on the Death Star`s surface to fighting for a floating station in the Bespin atmosphere to assaulting a fortress on a planet. While lacking some detail in texturing and land moulding these maps offer some great game-play and definitely offer the potential for some fun skirmish games.
goal is to make starships like captials as dynamic as the fighters making them move up and down not just side to side.There is no new models yet and still need to work on correct tooltips and probably make new discriptions when I find a way to edit the text files. Information: I dont know how to make a seperate faction so for now the Pirates will replace the Rebellion.Corvettes, frigates, and capitals now have some capable flying as a fighter.At the moment 2 starships are giving me trouble on their fighter flying so its still on my to do list.Most of the Rebellion is replaced with the EAW pirate models and their attributes are still not balanced. Oh, and one more thing this is only for space flying at the moment after space is fixed I will start working on ground combat. To do list:New models, better descriptions, better dynamic fighter flying and ground forces. Need something to do?Bored? Well send a email to me at firstname.lastname@example.org will start talking about modding. :) Im not looking just for experience modders you can be new aswell.Aslong as you are polite and hardworking like me you are in! ;) The most important thing, HAVE FUN! :)
Warb we get a magnificent release. As usual this release is fully rigged and comes with an icon and basic XML code. [Quote] This is a model of the Mandalorian Assault Speeder as seen in the Kotor comics. Thanks to Kalo Shin for providing the model The model comes complete with code and icon. Some additional coding is required to get it ingame [/Quote]
Escort, Kamino, Mustafar, Utapau Land: Geonosis, Hoth, Mandalore All of the maps are Battle Maps though a few contain structures. ~Scorpinox
Pirate faction providing an added level of difficulty. [Quote]this is a gc map i have worked on in long time is for standard eaw not foc the empire and rebellion start whit 1 planet each allmost all others is controlled by the pirates the rebels starts on hoth and the empire on corucsant this is a hard gc becouse there are really many pirate forces but i still recom u to play on hard or normal or else the chance for your enemy get a planet is 25% but i hope u enjoy it and good luck all[/Quote]
frigate.[/quote] It's amazing what a reskin can do for a unit. I particularly enjoy the Nebulon B Frigate. I'd like to see some more of these for the remainder of the units. But perhaps that's just a pipe dream... the_stag
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.
modders resource. As usual the icons and basic coding are included for these two models. My only gripe about this release is that Aurra Sing chose such odd colours for ships. This is a worthy download for any modder.
help you start a revolt and take out the gaurds, and destory the imperial comand center.
do get their starting soldiers.
made. Every one of them has good and bad qualities, but they're like my children and I love them all. This is a very fun map with plenty of action. Some of you have seen/played the previous version of this map, so here's my review of that:[quote]Not only is it visually pleasing, but the base placement and starting units are done very well. This one has a bit more of a movie feel because there are no AT-AA's, just units that were seen in The Empire Strikes Back. Not that you can't build those units, but I find it more fun to play in a style more reminiscent of the movies and previous LucasArts titles (ie. Rogue Squadron, Shadows of the Empire, Battlefront).[/quote] The new version has a couple of tweaks that work for balance and some visual changes that add to the feel. [quote]Hi, here is the second version of the map of hoth here are more effects in the nature and i add a heavy vehicle factory for the rebellion enjot this map :D[/quote] the_stag
always. [quote]This is a model of the TIE Reaper as seen it the Legacy comics The name of the fighter is never given so i made it up. I thought Reaper was fitting. The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
Turbolasers in their Base.
infantry; this is their home base. To counter this, the imperials have a bunch of free starting units signifying that they came in force. Half way up the slop is a raised area with the rebel power generators. It has for rebel anti-aircraft guns and four capturable turbo laser towers. General Dodona and his guards are in a good position to capture the towers first, if the imperials don’t cut them off with their speeder bikes. If the rebels capture the towers (they’re somewhat damaged but functional) the imps probably won’t be able to pass without AT-ATs or M1 tanks. Each side has 4 mining facilities build points, none are up for grabs, and two already built resource pads. Use your starting units to capture the central turrets while you build your base up then press on to the enemy stronghold. The space map, which can be played before or after the land map, is long horizontally, but short vertically. Each side has a level three space station and a large fleet. The Imperial vengeance fleet is all together, but the Rebel fleet is separated. Ackbar’s Home One along with two other cruisers are newly arrived from Calamari; but an asteroid field separates them from the battle. You can either follow the winding safe but slow passage through or ram through the asteroids taking damage as you go. The two fleets mach each other frigate for frigate, corvette for corvette, and capital ship for capital ship. But with the Mon Cals separated from the rebel fleet, the Empire has an early advantage. Also, the Rebel fleet has a notable shortage of fighters after their assault on the death star. Red squadron and two other X-wing units along with 5 squadrons of Z-95s must stand against 16 tie fighter squadrons which can be replaced from the docking bay’s of the Imperial ships.
he masters. [quote]This is a model of the Jehavey'ir Frigate as seen in the KotOR comics The model comes complete with Death-clone,code and icon. Some additional coding is required to get it ingame[/quote] the_stag
mentioned in the Dark Forces novels but has no canon image. This model is based on concept art by Drone04 ( http://drone04.page.tl/Hi_rez.htm ). according to wookieepedia it should be over 2km in lenght. I think that is stupid. Going by Drone\'s pic i\'d say a little biggen then a Nebulon B The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote] the_stag
multiple mines. ~Scorpinox
great addition to any Old Republic era mod. [Quote]The Thunderclap is the republic trooper transport in the TOR game. It can be seen on the TOR site. The model comes complete with landing animation, code and icons. Some additional coding is required to get it ingame[/Quote]
the best looking ships in the galaxy. Case in point; these ships. These are some fantastic pieces of work that need to find their way into some mods. [quote]This is a model-pack with three Starfighters from the Corellian Engineering Corporation. The LAF 250 Class Starfighter, the HLAF 500 Class Starfighter, and the YT-5100 Shriek Class Bomber. The models comes with icon. Some additional coding is required to get it ingame btw. I know that the describtion on Wookieepedia says, that the Shriek Class Bomber is painted black, but in my mind, these skin looks a lot better. If you want it black, than just make it... ;) I havn't found any reference-pics for the YT-5100, so the model is a complete self-creation. But in my mind, it looks like the discribtion says.[/quote] the_stag
Manaan. Warb's rendition of the lander is very well done with an amazing model and skin as usual. Please note that although Warb included some base code to get you started, this requires additional modding knowledge to get this unit functioning properly ingame. [quote]This is a model of the Sith Landing Craft as seen in the KotOR game The model comes complete with landing animation, code and icon. Some additional coding is required to get it ingame[/quote]
the campaign modes. I don't think there too many EaW only people left out there, but maybe I'm wrong. Ok, enough of that. For those of you still playing vanilla EaW, here's a mod for you. Or I should say, here's an update of a mod for you. I didn't get a chance to play the first release of this, but the updated version does add a breath of fresh air to EaW. This is not a total conversion mod, but it will enhance your experience. The author is going to make a similar mod to this for FoC, so give him some feedback on this. [quote]Well I have finally got this version out. It is not nearly as big as its predecessor but it does change a few things. In this version I fixed a few bugs where like the Nebulon was invincible, and the hangars were messed up. So I removed the hangar on the Nebulon and moved the hangars on Home One and the Mon Calamari cruiser to be more suitable. To make sure the sides were more balanced I removed the Alliance Assault Frigate to be replaced by the Venator. On the Empire side I added the Tie Advanced to replace the Tie Fighter at Tech 4, but is buildable at tech 3. Also Darth Vader's transport is now a star destroyer, seeming that a squadron which was really easy to defeat was silly for a dark lord's power. On land there were a few changes. I increased infantry squad size to 18 per squad at three per 3 per platoon. Also vehicle Platoons have been increased in number as well. To counter this i made garrison size bigger which will make attacks harder. Also it will make raids harder then before, as it should be. I also managed to get my hands on a new skin for Igath courtesy of Skywalker421Beta to make him seem more patriotic. Again there were a few minor changes to health, shield, and damage stats here and there. You may notice them as you play along. This is my last version for EaW sadly, so the rest of the versions are for FoC due to more stuff to work with. Enjoy the mod ;) BTW you don't need to add this on to the original, this contains the other files as well. Saves a lot of time [/quote] the_stag
Variations -Wookiee Variations -Chiss Units -Mon Calamari Cruiser Variations -Dani (Hero Unit) -Darth Maul (Hero Unit) -Ziro the Hutt (Hero Unit) -And More! This download is perfect for all modders to add some variety to their mods or simply a new unit. I look forward to seeing these re-skins in some upcoming mods. [Quote] I'm here with my first reskin pack which includes an assortment of unit reskins from Indigenous units to Military units. You can find a more detailed list below. I hope you enjoy this reskin pack, and stay tuned for reskin pack #2 Please note that this is not a mod, modding experience is required to put the units in to game. However, I already hexedited almost all of the reskins for your modding convenience. [/Quote]
the picture of this model makes me want to start singing out loud, but I think I'll save that for another time. :D Please note that some additional modding knowledge is required to get this unit functioning properly ingame. [quote]This is a model of the Crimson Axe as seen in the Legacy comics The model comes complete with code and icon. Some additional coding is required to get it ingame[/quote]