Face off against both the Rebel Alliance and the Galactic Empire. As Tyber Zann, you'll stop at nothing as you seek to become the most notorious criminal leader since Jabba the Hutt. With all new tactics like piracy, kidnapping, racketeering and bribery, you can control the shadowy forces of corruption in your attempt to rule the Star Wars underworld.

The Rebels have just destroyed the death star, and the galaxy is in turmoil. In other words, it's just the time that you, and your Zann Consortium, have been waiting for. Quench your thirst for power as you build and lead your own forces of scum and villainy. 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.

Exciting new land-tactical options like advanced base layout and guerrilla warfare allow for innovative battlefield tactics. Take command of and confront new fighting units for all factions (Rebel B-wings, Imperial TIE Interceptors, Super Star Destroyers and more). Take down anyone who stands in your way of ruling the underworld, be the new battlefield heroes like Luke Skywalker and Yoda, or even your worst bitter rival - Jabba the Hutt.

The ultimate prize awaits: an immense Super Star Destroyer known as The Eclipse. Spanning the length of nearly all of the Star Destroyers seen in the original Empire At War, the deadliest capital ship in the galaxy comes equipped with a superlaser rivaling that of the death star. With it under your control, no one will remember the name Jabba the Hutt - Tyber Zann will be the most feared crime lord the underworld has ever seen...

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Hello guys, we at the mod team have been talking about how GCs will work and what we are going to make. While I had some ideas about it, my partners gaved some pretty good ideas and that I really liked, which are now going to be made for you.

Talking about Galactic Conquests, we have to talk about the conquerors, I´ll now mention the factions, both playables and non-playables:

Imperial Emblem The Galactic Empire:

The Galactic Empire, the galactic government established by Supreme Chancellor Palpatine to replace the Galactic Republic in 19 BBY.

The Empire will always have the most modern, heavier and more armed ships. In most GCs the Empire will have control of great part of the Galaxy showing how powerful it was. Its capital planet is Coruscant.

Alliance Starbird The Alliance to Restore the Republic:

The Rebel Alliance, a loose alliance of planetary, system, and sector-level insurrectionist factions. They were generally united in a common cause, against a common enemy in the form of the Galactic Empire.

The Rebels will have a lot of diversity on its ships, better fighters than the Empire, and less control of the galaxy showing how from a ragtag band of ships they form a big organization able to destroy the Empire. Its capital planet will depend on the era you´re playing in.

Blacksun The Black Sun Crime Syndicate:

The Black Sun, the most powerful and infamous crime syndicate of its time in the galaxy, extending its tendrils of corruption deep in the various galactic governments of each era.

The Black Sun will have less known technology and other means to fight the bigger factions showing how far the Underworld its capable to go to control the galaxy for power and money. Its capital planet will be Falleen.


The next factions I´ll be mentioning are part of a feature of the mod, special GCs. Those Galactic Conquest scenarios are meant to revive some special moments from the Star Wars history and will feature as the main protagonist the Empire against those 2 factions:

Sep Logo Separatist Holdouts:

The Separatist holdouts, various disparate fragments of the Confederacy of Independent Systems that remained active after the Clone Wars.

This faction will be featured and will be playable in the "The Reconquest of the Rim" GC which will be set right after the end of the Clone Wars and will be inspired on the Reconquest of the Rim campaing (Legends) and the Western Reaches Pacification operations (Canon).

Note: Please dont start saying, "Oh yes add this ship because of seppies using it", "add this quantity of droids because droids were used during clone wars", etc. We know how we want to do it and what ships and units will be used.

Imperial Emblem Zaarin splinter government:

The Zaarin splinter government, a regime created by the Grand Admiral Demetrius Zaarin in his attempt to overthrow Emperor Palpatine and take over the Galactic Empire.

This faction will be featured and will be playable in the "Zaarin´s Treachery" GC which will be set during the period which Grand Admiral Zaarin saw the opportunity to take over the Empire meanwhile the later was dealing with the treason of Admiral Harkov and its pro-Rebel Alliance forces.

The main difference with the Empire, is that Zaarin´s faction will have some experimental and slightly better units than the Empire.


Now its the time to show the non-playable factions of the mod which will appear and have different control of the galaxy depending in which GC you play.

Emblem hutt trident Hutt Cartel:

The Hutt Cartel, a powerful criminal syndicate and alliance of Hutts. It maintained a personal military consisting of both an army and a starfleet.

The Hutt Cartel will be established and be in control of all planets within the sector known as "Hutt Space". Its capital planet will be Nal Hutta and its moon Nar Shaddaa.

descarga Corporate Sector Authority:

The Corporate Sector Authority, the government of an interplanetary fiefdom, administered by a brutal and tyrannical corporatocracy in the Outer Rim Territories.

The CSA will be established and be in control of all planets within the sector known as "Corporate Sector". Its capital planet will be Bonadan.

Zann Consortium Zann Consortium:

The Zann Consortium, an underworld consortium and crime syndicate led by Tyber Zann which sabotaged and interfered with Rebel and Imperial affairs during the Galactic Civil War.

The Zann Consortium will be more different than the other non-playable factions, as it will only appear on the "Zann´s Threat" in which you´ll be able to play as the Empire and the Rebels recreating the vanilla FOC with the Zann Consortium fighting them.

They will have control of all planets located on the "Hutt Space", "Corporate Sector" and others. Its capital planet will be Ryloth.

Krybes Mandalorians:

The Mandalorians, a group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture.

The Mandalorians will be established and be in control of all planets within the sector known as "Mandalorian Space". Its capital planet will be Mandalore.


So as told before, there will be special GCs in which special factions, heros, units and other things will be available to play. For now, we are working on finishing the space portion of the mod and at the same time our new planet layout. Land will be worked also.

I also wanted to let people know that now I´m part of the Steiner Modding Group, so AOTR and ROH will be sharing content, help and tips so if you see content from one mod in another or viceversa is because of this reason. Thanks to ThatOneBullet, Steiner and Sly442 for this opportunity they are giving me.

That´s it for now guys, hope you enjoyed this article to let you know what ideas we have and what we are planning for you, in the last weeks some ships have been reworked to fit the standard look of the mod and others upgraded so expect to see some more updates ;)


MC80NEW

More about the screenshot tomorrow ;)

May the Force be with you... always.

Nkorn.

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Comments  (0 - 10 of 572)
JellyHop1415
JellyHop1415

I'm trying to get into modding this game, can anyone point me in the direction of some good modding and mapping tutorials, I can't seem to find any.

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silentman1987
silentman1987

Has anybody here ever thought about doing a new campaign involving the "Infinities" storyline?

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silentman1987
silentman1987

Hey there. First time here and I have some ideas that I'm hoping it can be made for the game. It's an idea that's been on my mind for a while and the idea itself has gained some interest that they want to see it happen.

Would it be possible as a member of the Rebel Alliance to find and use ships and starfighters that were used by the Separatists? The Rebel Alliance was formed 20 years after the end of the Clone Wars, and between that timeline they would have to find and steal a number of ships and starfighters to add for their fleet and forces. So would it make sense for some Rebel cells to find some CIS ships, rebuild them, and add them to their fleet and armada. The CIS has some really good ships the Rebels could get their hands on. The Subjugator-class heavy cruiser is one example and it could be use to stun Star Destroyers for a period of time. The Rogue-class starfighter could be added and more. It would be something to see the CIS ships and starfighters to appear alongside the other Rebel fleet

The Clone Wars mods already has those in the game and it could be used for this, and you can replace the droids for Rebel soldiers, but it need some improvements and some paint job if it were to be added in the Rebel fleet. For it to work you would have to explore the planets that were CIS occupied or destroyed ships and star destroyer from different planet. If a Rebel come across them then they can inform the Rebel Alliance of them and they can be mass produced

Would anyone consider this idea to happen?

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Larry-3
Larry-3

Well, 17 or 18 years, not 20. Regardless, in canon, the Rebel Alliance did use some CIS and Republic technology. They made a few modifications, but built AAT-1's, AT-AP's, and Hailfire Droid's. All seen limited action between 1 and 5 ABY.

In my mod, Alliance at War, the Rebel Alliance can construct AAT-1's using the Heavy Vehicle Factory, on worlds with a Black Market.

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silentman1987
silentman1987

I checked out your mods and they are cool, but an actual CIS ships and starfighter added to the Rebel fleet could be a sight to see. Just have to pick the ones that would work because they mostly don't use droids in battle. A Black Market could be useful to get blueprints, but that would also mean you would have to pay for it. Still a Black Market option can be used for obtaining CIS ships as an alternative to find a damaged one

I also had this idea of the "Star Wars: Infinities" storylines. Using an alternate event of "Return of the Jedi", and you could involve Leia Organa in the fight as she pilots the Slave-1, which she got after killing Boba Fett and save Han Solo. Luke Skywalker is in it. So why not her too

Would be cool though if it happens

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silentman1987
silentman1987

Forgot to mention. If the Subjugator-class heavy cruiser were to be added then I think the early concept art for the Malevolence could be used because it looked cool.

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silentman1987
silentman1987

Dub it "The Subjugator-class heavy cruiser II". Being more bigger then its predicessor and its size on par with the Empire's Star Destroyer. It's Iron cannon can stun enemy ships and decrease enemy shields. Advance weapons on all sides

http://vignette2.wikia.nocookie.net/starwars/images/7/7d/Malevolence_early_concept.jpg/revision/latest?cb=20110917204139

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RainyDays1971
RainyDays1971

I tried putting Battlefront Commander and Star Wars: RE on the disk version of my Forces of Corruption, but the AI aren't moving/attacking me at all unless I'm within proximity. This happens regardless of whatever mod is being used, and the original FoC's AI attacks me viciously like it normally should and does.

Has anyone had this problem before or know how to fix it? I appreciate any assistance you guys can offer. Thank you.

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Quake1530
Quake1530

Sounds like when you're nodding the AI script is either getting compromised or the AI doesn't know what to do with the units, I suggest either getting mods you know work or trying to get an improved AI script.

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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (20 agree) 10/10

a very Epic game its very good and fun to play

Nov 7 2010 by scorcher499

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