This is the full standalone 3.0 version of the Rise of the Crime Lords mod for Star Wars: Empire at War - Forces of Corruption. You have to install this mod fresh, do not copy over older versions.
After more than 6 years of intermittent development I present you the version 3.0 of the RotC mod for FoC. This full version of the mod has countless minor improvements, I've also done quite a bit of balancing, I added two minor factions (Mandalorians and Ohnaka Gang). A more detailed list of features can be found on the summary page.
As for the future of the mod, I'm open to releasing further bug fixes if new bugs are discovered of if I forgot any known bug. Also I made some last minute changes I don't have the time to fully test so I can't guarantee the mod is bug-free.
As for making any further complete releases, faced with my private life, some other projects, college and other stuff, I can't guarantee I'll have the time for them. As it stands for now, this will probably be the final full resease, but if the interest in the mod will be big enough, I might reconsider. The future in not written in stone ;)
Great job...am downloading this now...and will run it through the paces...and give back any feedback or bugs issues I can find..
Hm, I tried it but sadly it doesn't seem to work for me.
Launching with the included shortcut (double checked target location), creating a bat file, and even overwriting the main game files with the mod files all still lead to a brief black screen (seems like the game is loading) and then a crash to desktop. Any ideas?
Right, so I fixed the crash by replacing GAMECONSTANTS.XML and GRAPHICDETAILS.XML in the mod file with the fully patched (V1.1 + Vista RAM fix patch) versions from the FOC XML folder and now the mod seems to run fine.
Are either of these files modified in some way and essential later on for some part of the mod to work?
Gameconstants was edited, you should try and play with the mod's version of the file.
I have a list of glitches for you in the form of a .txt file, if you want it. I thought maybe it would help you.
Sure, send them to me.
Alright, how do you want me to send it to you? Email?
P.S. Nice work on the Providence Cruiser!
Nevermind, I PM'd the list to you, tell me what you think of it.
Just got to ask this. I'm more of a console gamer than a PC one, but I have enjoyed EAW and FOC, and would like to download and play this mod, but I'm a bit unclear what to do. I don't suppose some step-step instructions would be too much to ask?
go to your program files (or program files (x86), and find lucasarts, open swfoc, and make a folder called mods, download the mod, extract it, and cut and paste it into the mod folder
The Venator Cruiser doesn't work properly. It's concussion missile launchers don't fire and the laser cannons have half the cool down time as the ion cannons have. Without their strikecraft (V-wing/Tie Fighter) they are sitting ducks. They simply squish to easily and can't take anything out on their own. No joke the Hutt Gunboat deals more damage then them because of the sheer amount of fire.
It is of my opinion that a Venator should be able to quickly dispatch and IPV...maybe I'm wrong and I should need two or three...also the black sun assassin is a bit OP. The throw charge ability seems to have a broken cool down and that is all they do. This made it possible to kill any unit in 2-3 seconds because of the sheer mass of explosives. Otherwise I love this mod. Not trying to give you a hard time or anything. It is just some balancing issues. I would love to be able to use Venators for more than just fleet carriers and the assassins not "Hero's Bane." Thank you for your time.
I love this mod but I feel it needs to be updated since the black sun is horribly under powered compared to other factions, especially ship wise.
I guess my question is, are there any future updates planned for this mod?
Did you play with the default setting or change it by using the 'Advanced' button? I think Pirates and Hutts are missing the option to update their tech level, so it might cause a problem if they start from level 1.
If the map you play includes the planet Muunilinst conquer it and build the CIS Munificent Star Cruiser and Providence Destroyer you can find there.
Did you use that shielded Pirate speeder in ground battles? That seems to be pretty powerful, at least if you are attacked by it.
cool mod, is it dead, can i improve it for my own use, add more ships, etc? put in more land units, balance? and if i do do this, can i releace it on moddb for public use?
Does this work on the steam version? Looks very good but as I've found some mods like this don't have instructions for the steam version.
Look up on youtube how to do it with steam has answers live in the utubs
Excuse me, but for some Reason, this mod alone doesn't work for me. I have tons of other mods installed(Thrawn's Revenge, Second Imperial Civil War, RAW, Corporate Addon) which all work perfectly! But for some reason, this mod won't work. Each time I load it up it says "See _logfile.txt and _except.txt for details. Press CANCEL to exit or RETRY to debug." When I click RETRY it crashes the game. I wanna play this mod but it just...doesnt work. and for those who will say "USE THE RAM FIX", I have other mods installed that work when I started up. It's just this mod doesn't work.
Maybe it is just for this certain mod that you should use the ram fix, not trying to annoy, but I honestly thing that the ram fix will work, because hey, you never know
What version of the mod are you trying to run?
I can't get the file out using 7zip
never mind, my program was messing up for a day or two, it's good now
i need help, in file ''read me'' i read that hutt can bulding lucrehulk, but i can't find this ship in the game.
could someone help me?
That idea was never fully implemented, I doubt I'll add Lucrehulks in.
there is a planet where you can build some ships droids, why not enter the chance to also build other ships and units droids on the planet like lucrehulk and battledroids? thanks for the work you do, this is my favourite mod
Well, I have models for them both, it's just battledroids would serve as a cheap and weak infantry units, weaker than your standard mercs or troopers, I just see no reason why someone would build them.
As for the Lucrehulk, I do have a solid model of it and I would add it if I had Cato Nemodia in the game, I will think about it.
Thank you for answering me on Christmas Day. I think that the possibility of being able to build units and ships in some planets increases the range of choices in the game making it more interesting. It is then up to the players to choose whether or not to build.
thank you so much
i installed this mod but it automatically crashes any ideas?
i was really looking foward to this mod but it refuses to work, need help
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can you please release a .zip format version of this mod? itd be useful for those of us who either dont have winzip or 7zip, or cant get an extractor program due to the sites being swarmed with hackers.
I need help, I did everything right. It launches with the logo, it then freezes and says: Expect Strange Bugs.... xml parse error - File ./Data/XML/GUIDialogs.xml: file has syntax errors, see log file
My version is GOG.
Please help, I need help to fix this error. Non-steam.