Alliance and Empire Mini Mod
Nov 11, 2007 Demo 0 commentsThis is just a small preview of what is to come in the new Forces of Corruption Mod "Alliance and Empire".
Updated Unit List! 11-10-07
This mod is not dead!
Welcome to the Alliance and Empire Forces of Corruption mod. The mod includes various unit additions as well as new Planets and GC Scenarios that can accompany any Forces of Corruption game.
Alliance and Empire aims to improve the Empire and Rebellion, as well as balance existing ships.
New Feaures:
New Planets
AaE adds 3 new planets; Concord Dawn, Trandosha, and Rakata Prime.
New GC Scenarios
AaE adds 4 new GC scenarios.
Minor Heros
AaE allows the recruitment of several less imporant people from officer academies, including:
Non-Hero Arc Hammer
A non-hero version of Rom Mohcs Arc Hammer, these also allow production of dark troopers.
MDU
Each faction will now have the option to build 3 different types of MDUs, each one allowing to build 4 options (3 of the standard FOC ones and a mobile landing zone)
Unit List for Version 1.0
New Units:
Galactic Empire
New Heroes
Minor Heroes
Space Units
Land Units
Rebel Alliance
New Heroes
Space Units
Land Units
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This is just a small preview of what is to come in the new Forces of Corruption Mod "Alliance and Empire".
A Small preview of the AaE mod, this gives the Rebel Alliance a new hero: Wicket The Ewok.
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i need help i don't know where the download button
but i agree with the size issue
I have a great idea for the mod.
I've been thinking, and I think that to make the mod more real, no new ships that have never appeared in the Star Wars universe shall be added, and that the armament of the ships should follow a concrete ratio from the oficial weaponry. I mean, for example, if a Star Destroyer has 60 turbolasers and 60 ion cannons oficially, then you should divide by ten the number of weaponry that will appear in the game, so that the Star Destroyer will have 6 turbolasers and 6 ion cannons in the game. This ratio should apply for all ships. So then if I create and MC80 Calamari cruiser, I divide the 48 turbolasers by 10, so you put 5 of them onto the ship, and then divide the 20 ion cannons also by 10, and you put 2 ion cannons in the ship. This will allow us to see the real firepower of the ships and would make the game more real. The same should happen with the lengths of the ships.
yeah, but the weapons on the rebel ships are better as-well-as the sheilds, so they would need to change the damage ratios. After all, a mon cal cruiser SHOULD be able to take an imp star mark 1 minus fighters on both sides. Also, Home One class and Mon Romanda should be able to last longer than an imp star mark 2 would against a ssd, so they should be able to kick an imp star's butt (trying to stay cencored and all) all and all, the numbers don't matter, but the relative cpabilities do.
Wicket the Ewok Mini-Mod is up :)
its on the help wanted page now
for some reason, when i clicked ur name, it didn't show me... you profile. i know, i didn't wait long enough, but i swear, it wasn't there.
There, added it, and you could have always looked at my profile :p
by the way, i will beta test for u. for u have forgotten to add your msn adress to the help wanted poster.
ground units are important to all mods, and gameplay alike. and z3r0x did do a good job with that, even if the cons did get a little overpowered.
the fact remains that you need to input more units and different types of units to balance out strategies that blow away entire armies. and add more heros. they're always fun to use.