Set a few years before the events of Episode IV A New Hope, Empire at War lets 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.

Description

Elite's Conflict Mod v1.1 is finally here! Please enjoy and thank you for all of the support and help over past year.

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Elite's Conflict Mod v1.1
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jabby_the_jabster
jabby_the_jabster - - 143 comments

See u in September!

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InsidiousHunter
InsidiousHunter - - 1,195 comments

If anyone had any questions feel free to ask me and I will try my best to awnser them.

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Some_other_guy
Some_other_guy - - 180 comments

/Rant, opinion on the mod.
man we should be able to use unlimited mining faciities, the game rewards the expanding early on, but the thing is that its too hard to sustain the planets with the amount of money given per day, makng the campaing a hell of a lot harder while the AI manages to perfectly administrate their planets wich is somewhat unfair since you can't, nor can you expand all your units at once like the other 2 factions, and since you will be atacked at some point (and most likelly loose from the lack of organitation and the fact that the 2 factions will have each more planets than you)
the units and balance of them are fine, maybe nerf the energy blast from the imperial destroyers to only take capital ships(Mon cal, Home one for example) to half and destroy everything else on a single blast.
just some thoughts on this verry well crafted mod

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InsidiousHunter
InsidiousHunter - - 1,195 comments

The reason for the AI having more planets is because we have no neutral sides aka units for them to fight so they just end up taking planets left and right. I actually spoke with elite on that matter and we might end up adding neutrals in a later version ex:1.5

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BrokenHopes
BrokenHopes - - 308 comments

first off use your starting units to take and hold the neut planets. should be easy. second all the more reason to defend high credit value planets

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G.A.Thrawn
G.A.Thrawn - - 58 comments

Is version 1.1 compartable with CD version of the game?

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InsidiousHunter
InsidiousHunter - - 1,195 comments

I would assume it is but I am not sure as Me and Elite use the Steam version.

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adad3344
adad3344 - - 2 comments

you can not play this mod if you have the CD version crash on start XML not the same for both versions. if I can I will try to modify files to work not to bad at that can send to you if I do looks like A very good mod keep up the work.

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EpicSonic15
EpicSonic15 - - 4 comments

You have to download steam, have steam put forces of corruption in the libraries, then put in launch options what you put in to normally launch a mod.

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AllyxomeYT
AllyxomeYT - - 4 comments

Best mod ever :D

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Sillynoobpwner
Sillynoobpwner - - 10 comments

Hunter, are you going to be able to help progress the mod while he's gone or are you unable to, Just wondering. Love the mod I think you guys did great work for such a small sized mod.

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Doni8
Doni8 - - 176 comments

I HOPE THE NEXT UPDATE THE CORELLIAN CORVETTE,GUNSHIP AND THE MILLENIUM FALCON HAVE ROATING TURRETS :D

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{HEROIC}Elite Author
{HEROIC}Elite - - 808 comments

Doni8,

As much as I would like to have those on every ship there are two big problems we run into..

1. Adding rotating turrets onto a starship isn't very easy. It requires a complete overhaul of the starships model and usually texture as well.

2. Thankfully we have not ran into this issue yet, but if textures and models get too complex the game's performance slows down a lot. It cannot handle too much going on, even if your computer can.

That being said, the CR100 Corellian Destroyer does have a new model/texture that has rotating turrets. :)

{HEROIC}Elite

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wheelmandan
wheelmandan - - 1,312 comments

will thanks for making a mod and thank you Semper Fi! and Ooh Rah!

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