This group is for all who wish to mod for the StarWars Empire at War game, and for those who are fans of the StarWars Empire at War game.

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A guide to campaign scripting
Star Wars: Empire at War: Forces of Corruption

A guide to campaign scripting

Mar 7, 2013 Star Wars: Empire at War: Forces of Corruption Tutorial 4 comments

A complete guide that explains how to create your own Empire at War story campaign.

Testing
Star Wars: Empire at War: Forces of Corruption

Testing

Mar 22, 2012 Star Wars: The Old Republic's War News 7 comments

Alright the mod has come to the point where it is almost ready for testing

Progress Report
Star Wars: Empire at War: Forces of Corruption

Progress Report

Feb 29, 2012 Battlefronts Of War: Dark Forces MINIMOD News 2 comments

News Update on Battlefronts of War: Dark Forces! 29th of February

SW:TORW
Star Wars: Empire at War: Forces of Corruption

SW:TORW

Feb 7, 2012 Star Wars: The Old Republic's War News 4 comments

Now that were starting first of all, anyone want to help? Secondly I want to let you guys know why im doing this mod.

star wars empire at war forces of corruption mods
Game

star wars empire at war forces of corruption mods

Jan 19, 2012 StarWars Empire at War Fan Mod Group News 0 comments

well star wars empire at war is getting some attention.

Post comment Comments  (20 - 30 of 44)
kingboo3245
kingboo3245 Nov 11 2010, 5:16pm says:

Right now, I've gotten through the basics of coding in EaW/Foc: Health, Size, weapon fire rate, etc. But can anyone tell me how to add shields to a unit? Thanks

+2 votes     reply to comment
Soccerman28
Soccerman28 Jan 6 2011, 7:47pm replied:

Don't know if you will see this or not...but in the unit behavior type, make sure you add SHIELDED as a behavior (and that POWERED is also a behavior). Then add the appropriate XML tags, such as <Shield_Refresh_Rate>, <Shield_Points>, <Energy_Capacity>, and <Energy_Refresh_Rate>. And add <Shield_Armor_Type> (frigate, capital, etc) beneath the <Armor Type> tag. Hope this helps

+2 votes     reply to comment
Darth_Shade
Darth_Shade Jul 25 2010, 4:04pm says:

Could anybody help me with this? I'm new to modding but know how to implement a mod into a game to make it work. I have two mods downloaded, the Space Addon pack and the Ultimate Empire at War mod. I like the UEAW new ground units, yet I would like to replace the space units with those from the Addon pack. Am I able to do it without changing the master text file? If not could somebody run through how I could do this? Thanks!

+2 votes     reply to comment
chulaksaviour
chulaksaviour Aug 12 2010, 9:50am replied:

Yes and No. if the units are the same as the ones your replacing then yes but if they are new ones not in the mod you are changing the no, however you could go into the XML files and track down the following code for each unit you are adding

" <Text_ID>TEXT_UNIT_STARVIPER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_STARVIPER</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> TIE_Interceptor_Squadron X-wing </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Corellian_Corvette Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_uv_starviper.tga</Icon_Name> "

and just remove the names of each.


Alternativly you can just download the .dat editor

Empireatwar.filefront.com

and using the above code either change it for yourself or even using those examples quite easily create your own with your own XML the dat file is also found

C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data\Text

+2 votes     reply to comment
Darth_Shade
Darth_Shade Aug 27 2010, 12:16pm replied:

Thanks! I'll check these out, and download the .dat editor.

+2 votes     reply to comment
obliterator789
obliterator789 Jun 9 2010, 3:18pm says:

MESSAGE!!!:::
Any members of the group with MODELING, TEXTUREING, CODING, or PARTICLE EDITING skills, PLEASE send me a PM - you have a chance to be added to the team for the current project
-[R3v0]obliterator789

+2 votes     reply to comment
Grindpantera
Grindpantera May 9 2010, 5:49pm says:

I'm tinkering around with modeling, but mainly focusing on mapping.

+2 votes     reply to comment
Astor
Astor Apr 27 2010, 7:21am says:

The only thing I ever modded in EAW was giving every unit the hunt abillity, adding more troops into squadrons, adding more start units, more start money (up to 20.000.000) enabling the SSD and Eclipse for skirmish and some AI difficult changes, merged several mods into one, but that was all I have done.

:P

+3 votes     reply to comment
Skystalker97
Skystalker97 Jan 13 2011, 4:26am replied:

Heh, sounds like a good addon for a Vanilla game, did you make it a download?

+2 votes     reply to comment
Johnyboy1{S1TH}
Johnyboy1{S1TH} Jun 24 2011, 8:31am replied:

i wish next to try coding

+2 votes     reply to comment
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