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.
Please review the previous two Articles posted on this mod's page for information pertaining to what this mod will do for Star Wars: Empire at War: Forces of Corruption and you. Their links are listed below:
If you have any further questions, feel free to post on the mod page or personally message me.
What Elite's Conflict Mod Has Accomplished So Far
Unfortunately due to my family complications (relatives being committed to hospitals) the amount of completed content has not changed much since the last update.
There are however some updates and the work on the Rebellion is in full swing! There will be more information on this below.
What Elite's Conflict Mod Will Accomplish Before The v1.0 Release
Not only have we done what I from time to time think is and was impossible, but we continue to surprise ourselves with ideas and opportunities we didn't know would show themselves.
Reformatting the XML files of this game to allow nearly any player to adjust the mod how they feel fits them best. (This has taken a lot of time and it not complete, but it is a work in progress that will be partially available at the launch of v1.0)
A WORK IN PROGRESS
We recently fixed the 2 largest bugs facing this mod, both of which turned out to be small but they had a large impact on the game. At this point, there are no "bugs" in this mod that will cause crashing or any errors! (This is a huge achievement for me personally. I can't stand when I mod crashes, especially if I didn't save the game recently. I'll get angry enough to not play the game for days and that's not acceptable in any game or any mod)
We continue to add new units to this game, meaning new icons, new names, new descriptions, and new abilities. (This is one of the most fun aspects of modding for me and I really hope you all enjoy what we have in store for you)
A WORK IN PROGRESS
Replacing unnecessary units and buildings with ones that are more interesting and have longevity in game-play. The Imperial Research Facility for example, was completely useless after Tech 5 was achieved. Now, this building is required for the production of a handful of units and is only buildable on a select few planets.
Maintaining the balance of this game will be a lifelong challenge, but so far we are doing very well in this aspect. Overall, there are stronger units than ever before in this mod, but they balance each other out. This adds to the excitement and surprise factor of the game.
A WORK IN PROGRESS
A promotional video, installation instructions, and credits are all being created as well for the v1.0 release of this mod.
IF YOU HAVE READ "Update One" AND "Update Two" MOST OF THE BELOW TWO SECTIONS WILL BE REVIEW
What Elite's Conflict Mod Plans To Accomplish Before The v1.1 Release
Honestly, I hope there isn't much in this mod that needs to be done for v1.1, but of course there will be. The entire idea behind v1.1 is to get players the patch they need quickly.
Fixing bugs, errors, typos, any anything else I or anyone in the community finds after the release of v1.0.
Completing any content that was intended to be complete but turns out to be incomplete from v1.0.
Possibly adding a little content as well. I don't want to spoil anything, but here is a list of what kind of additional content you may be able to expect from v1.1.
New units. CONFIRMED
New unit abilities on existing units.
Redone space station hardpoints.
New planets. CONFIRMED
Completely revamped planet descriptions and effects on game-play.
New music options.
A new Galactic Conquest map.
More XML file reformatting and guides on how to locate things. CONFIRMED
The Future Of Elite's Conflict Mod v2.0 And Beyond
For v2.0 of Elite's Conflict Mod, we are looking into a lot of ideas and concepts.
Completing the Zann Consortium faction by adding and balancing units, structures, and heroes. CONFIRMED
Looking into a larger faction to overtake the roll of the Zann Consortium, for example the Black Sun, Hutt Cartel, CIS Remnant, Hapes Consortium, or Corporate Sector. CONFIRMED
Searching campaign files and seeing if there is any possibility of any way we could create a campaign.
Recoloring even more of the game to be less yellow. (Though this has already partially been done in this mod, it would be great to finish it)
Possibly allowing the color options available in Skirmish mode to be available in Galactic Conquest mode too.
And the list continues to grow...
Apology To The Elite's Conflict Mod Fans
Before you see some of the content I have been able to pull together for this update, I would like to apologize for the delayed release of this mod. It was planned for late December of 2015 and I was not able to deliver what I had promised.
Both of my grandfathers were committed to hospitals over the last 3 weeks, one had a series of strokes and the other with thyroid cancer. Things are looking grim for them and I felt I should travel across the country to visit them.
The effects of that mean this mod will be released at a later date, but I hope you all understand and will forgive me. Please don't lose hope for this mod or this game, I wouldn't be able to finish it if it wasn't for you.
Back To A Good Note
This mod is alive. Hell, it might be stronger than ever! Today, a longtime glitch in the mod was resolved and a large part of the Rebellion's units were redone.
Below Are Some Screenshots Of Our Most Recent Accomplishments
Rebel Trooper Company.
Rebel Pathfinder Squad.
Rebel Ranger Squad.
Rebel Forces Special Operations Command.
Rebel Grand Tournament Arena.
Like What You See...?
Thank you for reading. I hope you are excited for this mod!
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The game is a fairly nice game, not too hard in any way. I think its kinda fun controlling your troops rather than playing as one man. It's not a new game, so it doesn't have that good of graphics, but i think you should get it if your into real-time strategy games.