A full scale submod for Absolute Corruption 2.4 that enhances the original with improved AI, better models and graphics, UGC compatibility, and more features and content. You MUST have Absolute Corruption Mod 2.4 installed (and preferably backed up) before installing this add-on. I will be listening to feedback and making adjustments.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Download this one if you DID NOT install Absolute Chaos 1.07 or above previously. If you install the full version, you do not need the patch version also. Click Read More for details.
Absolute Chaos 1.08 Read-me
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How to install:
First, this is intended to be an add on for Absolute Chaos Mod 2.4. That assumes that you have ACM 2.4 installed and working before you install this add on.
Locate the ACM2.4 folder in \Forces of Corruption\Mods\ACM2.4 (I would suggest you make a backup before you install Absolute Chaos, just in case you don't like it. You only need to backup these folders inside \Mods\ACM2.4\Data\: Text, XML, Scripts, Art. If you don't like this add-on, delete those three folders and restore your backup.)
Extract the contents of the .zip download into the \Forces of Corruption\Mods\ACM2.4 folder. When it asks you if you want to overwrite files, say yes to all.
That is it. Should be ready to run the game after that.
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Version 1.08 changes: (All of these are the same as the January beta except the Darth Vader change)
All heroes (other than generic smugglers, bounty hunters, and the R2D2-3CP0 team) should add a 10% combat bonus and 25% sight range bonus. Commander type heroes' bonus will stack with Force user heroes' bonus, for a maximum of 20% combat bonus and 50% sight range bonus. Siliri and Urai were classified as Force users for this purpose. Generic fleet commanders only add the bonus in space combat, generic ground commanders only add the bonus for ground combat. The profile pic of the hero in the upper right flashes during combat if they are adding at bonus.
Darth Vader spawns at the beginning in GC, but with no ship. He can command any ship you put him with. This requires starting a new game to take effect.
Basic Capital ships (MC80 A and B, ISD 1 and 2, etc) can be made at all systems. Advanced ships (ISD 3, MC90, Kedalbe, etc) still require special systems.
All GC planets should allow 10 population points worth of troops to land from the start.
Ground Sensor node reveal range increased.
Slightly increased the size of the corvette type ships for targetting purposes. If you still can't target them, try zooming in.
More units added to ground skirmish. Also increased the unit caps slightly in ground skirmish. Up to 3 players should allow 15 population cap each, then 10 each past that.
Zann Consortium forces granted all black market abilities from the beginning in Galactic Conquest mode. I removed the ability to buy black market tech since it is no longer needed. This will probably break the single player campaign mode. Let me know if this is an issue.
Consortium AI will upgrade tech levels on their own.
Tried to make things more inaccurate vs infantry. Infantry is still pretty weak though.
Changed Executor SSD class ships to be able to build 3 instead of just the one.
Boosted the smaller version of the Pellaeon with 2 additional missile hardpoints since it is supposed to be an advanced ship. It should be slightly better than then ISD3 now. Ships with missile hardpoints and a turbo attack mode will no longer fire missiles when in turbo attack mode.
The regional UGC scenarios should have 3 locations to build cantinas and two each for Jedi or Sith temples.
All UGC scenarios should have all systems occupied at the beginning of a new game, even the asteroid systems.
Added an Empire and Rebel only version of The Galaxy GC.
Added two multiplayer versions of The Galaxy GC, one with Rebel, Empire, and Zann forces, and one with only Rebel and Empire forces. These are completely untested. They show up when I attempt to create a LAN game, but it is unknown if they actually work.
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Past changes:
Added the GC scenarios from the Ultimate Galactic Conquest mod. Added the rest of the UGC planets. Let me know of any issues.
Removed Corruption lines, as there were just too many of them with the UGC scenarios.
All three factions can raid.
I had to tweak the old GC scenarios to work with the current settings. They will look at tad different, but they will play the same as before.
Added the Zann Consortium Salvage upgrade to Zann skirmish space stations. Also added the Salvage upgrade to GC space stations for the Rebels and Empire.
Piracy missions auto succeed.
Fixed the wrong insignia showing under some heroes' feet.
Linked up Jedi/Sith with the proper scripts so they will auto-fire their primary ability.
Modified the AI to make use of the buildings in ACM 2.4.
Resized a few of the ships. Some of them were just way too small to allow targeting.
Also made the hardpoints smaller. It should be easier to target hardpoints now.
The AI should be working the same for any GC scenario on the list.
Gave space tactical combat a speed increase. You can control the speed a little bit in the game options as well. Options; Game; Land/Space game speed, Galactic game speed. I know some of you may not like the increased speed, but you can slow it down quite a bit from there. I never understood mods that slowed everything down, because this setting has always been there. Myself, I do not like waiting. I want action.
Ion Cannons and Hypervelocity Cannons have been given a boost to deal with the larger ships.
Set all battlecruisers to tech 5, all other ships should be available by tech 4. You can now set max tech to 4 if you want to play without the battlecruisers.
Rebalanced the battlecruisers, as they were WAY overpowered.
Extended the Mon Cal planet price reduction to the MC80A and MC90.
Extended the Kuat planet price reduction to the ISD2 and ISD3.
Gave the Kedalbe, MC90, and ISD 3 a boost, and a population cost of 5. They should be pretty even now, and a fleet 7 of these should put up a good fight against 5 battle cruisers. The MC90 and ISD3 gained two new missile hardpoints. The Kedalbe just mainly gained a little power and had the rear mass driver hit point restored.
The Allegiance destroyer now spawns 7 TIE Defenders, but no bombers. Think of it as an escort that travels with the ship.
Zann level 5 space stations now spawn 2 Bulwark instead of 2 Kedalbe. Kedalbe ships are now too strong to spawn from a station.
"A Jedi uses the force for defense, never for attack." Removed the crush vehicle ability and corrupt abilities from Rebel Jedi. Replaced them with Obi Wan's abilities. They are all still stronger than Obi Wan though.
Gave Vader and Skywalker a bit of a boost. The force is supposed to be strong in their family, after all.
Space factories cut production times by 50% now.
Reduced build time of the Jedi Temple and Sith Temple by 50%.
Made Zann Dark Jedi able to be trained on any planet with a Cantina.
AI now builds cantinas and any units that come from them.
Field & Fleet commanders now have the price reduction ability, to offset them getting neutralized so often. Same with Defilers.
Zann can build generic bounty hunters.
The Zann Consortium has learned how to outfit most of their ships with Plasma cannons in place of turbolasers. This effect is just visual.
Bossk and IG88 will ride in large ships now if there is one available.
Zann now has a building called "Black Market Chop Shop" that functions as part research facility, part financial center.
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If you find bugs or have any other feedback, let me know in the comments. I am just one person, so please be patient. :)
If you run across the unit selection bug, get the defreezerV2. This is a bug in the game engine, and I can't fix it. The defreezer does fix it, but you'll have to save the game and exit before using it.
The unit selection bug seems to happen if you drag troops directly from a planet's surface to another planet without placing them in orbit first. So if you are having problems with this bug, try dragging troops to space above the current planet before moving them to another planet.
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Known Issues:
A few planets are empty at the start of the UGC scenarios. I'll get those occupied for the next update.
Some text descriptions are incorrect. Please point these out so I can get them fixed.
The GC preview images are messed up. This is a side effect of having a larger than default galaxy. To be honest I do not know how to fix it without shrinking the galaxy to default size.
The Galaxy GC is probably going to require a pretty powerful PC to play. It lags like crazy on mine, but I'm using a 7+ year old pc.
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Credits:
Thanks to MOBBMANN a.k.a ||3RB||MOBB for compiling such an awesome mod.
Thanks anyone else that created models or other artwork in ACM 2.4.
The UGC GC scenarios and maps came from the Ultimate Galactic Conquest mod by The Gutang. Not sure who the original creator is. We think it is a German author due to the name of the file CAMPAIGNS_EIGENE_KAMPAGNEN.xml.
Included with the UGC stuff was an enhancement mod named FOC Fixes 1.5 by Onemanshow.
This add on compiled by Reeb99. I did not make any of the artwork other than the menu overlay on the demo screen. You can clearly tell I have zero artistic talent.
Thanks, I look forward to this.
It seems you tried to put new laser effects (I see new alo and dds files), I hope it works in game.
Most of the new files are ones I accidentally left out of the ACM_UGC Alpha. The only ones that are really new are the menu overlay and the MT ones I edited to get rid of the broken radar rectangle. The rest of them were a part of the UGC mod.
Sugegestion: adjust old ACM "feature": there are too many "missleboats" (Missile Boats from TIE Fighter game) or other advanced fighters. Even Victory I has TIE Avengers and Gunboats ;)
I can understand that some special versions of Vic I can have advanced squadrons, but not all.
"Removed Corruption lines, as there were just too many of them with the UGC scenarios. I had to shrink them to micro size to get them to disappear." - a VERY good move. Now the galaxy looks less crowded. And still there is easily visible which planets are corrupted.
I experimented with all kinds of corruption graphic tweaks there. That was the one that looked the best. Odd thing was, when I set the lines to 0.0 scale, they ended up as big fuzzy lines. Then I set them to 0.01 scale, and they disappeared. Strange how that works.
there is no galaxy background and planet map in tactical planetary map? am i the only one exp it?? *sorry for bad english
Which scenario? The English doesn't bother me, just try to be very specific.
the galaxy conquest one, there is no background and the planet never show like it must be, almost invisible..
i'll send you a screenshoot tomorrow..
Is that the only one, or is it all of them?
Hey man, why does it seem like the AI never attacks, like how the rebellion never expands, only the consortium. Is this a bug?
Sort of. I'm working on a hot fix. Most of the problems stem from the budgeting equations for the AI. It is a delicate balancing act. The Consortium has the benefit of corruption, so it doesn't seem to effect them as much.
Some comments on different things:
1. Sensor nodes have too small vanilla range (it's better to build combat towers, sensors are useless with that range).
2. Hunt ability should be added to scout troopers and all fighters. Just for human player comfort. Scout bikes should be able to capture things also.
3. AI should run earlier from lost/disadvantaged battles. Many times it tries to retreat when it's too late.
4. Plex troops are too weak to even destroy anti-infantry turret. Maybe 4 squads of plex or more numerous squads?
5. Space ships scale is too small - I really have problems with targeting IPV, Cr-90 etc. Maybe all ships could be larger by 25-33%?
Good ideas. Those will take a little time though, so not likely to make the hot fix.
As far as infantry is concerned, I'm going to try and make things more inaccurate against them. I think I'm also going to make the elite infantry mixed and make those buildable in more locations.
Zann Consortium gets 3 drop space ships without needing a special planet, that gives them a huge advantadge over the other two factions.
how can i launch the mod? because when i downloaded i didn't see the launch folder
Honestly the easiest way to launch it is with a mod launcher. Just make sure you have Absolute Corruption mod 2.4 installed first, then put this on top of it. If you have the steam version there might be an extra step to do first, but there are tutorials around for getting mods to work with the Steam version. I've never tried that version so I'm not sure.
Please, can you something with Zann's Defilers? They drives me crazy with destroying my buildings, 3-4 times in one galaxy day. Also, after one of updates, my game become less zoomed. Ships and planets are too small for me, is there anything what can I do to change it?
I'm trying to figure out a way to slow down Consortium corruption and sabotage. Working on the corvettes also.
Guys, I have a problem!
Install ACM 2.4, ACM 1/07/1 + this Patch. And when I had wanted to start UAG -The Galaxy, my game was crashed.
And when the game starts, gets out this tab "There were perception parting errors.See PerceptionErrors.txt for details".
Check to make sure ACM is installed into the MODS folder under the main Forces of Corruption folder.
Thank u so much!
is there any way to make a galaxy less lagy?
I think there are still a few errors in the ai equations that I changed. Going to have to go through it all again to see if I can find it. That is one of the reasons why I haven't put out another update yet, other being that I needed a break. Now that I've seen the new movie, I'll get at it again.
Didn't find any more errors in my changes, but I did find some small issues with the equations that I hadn't modified. Not sure if it will help, but I did fix those. Waiting to see if anyone notices any difference in the beta version.
Hi. Is it possible for u to do a modification to AEM for EAW where the AI doesn't build units with upgraded/new buildings?
Well, the easiest way is to modify the base scripts that come with the map editor and then add them to the mod if it doesn't have them already. I modified those, but also a bunch of the .xml AI files. I'm not sure how much different EAW AI is from FoC. Already pretty busy with this.
Feel free to use the AI files I have here as an example if you want. Make sure you use the scripts from the right map editor though.
I still having issues. ACm 2.4 works fine. I add all of the contents of the folders and replace existing files as instructed.
on load up i get perception error. the game still proceeds to the main screen. I was able to play against the computer as rebels and completing a match. I was able to add the computer as a partner and complete a match. I cant not play any of the galaxy maps as empire or rebel without the game crashing in the first couple of second. I can play all maps as Zann consortium. I have no clue whats going on. I am currently using steam to play this mod.
Hmm. You do have the RAM fix, correct?
I'll copy/paste a post somebody posted over at the ACM download page, as it sounds related:
For those looking to install this on a 64-bit Operating system (e.g. if you have windows 7 and beyond) here's what finally worked for me:
Follow the ACM installation instructions with one minor difference.
WITHIN the 'Mods' folder you create, create a new folder titled 'ACMV2.4' and extract the the files into that folder.
Install this mod launcher (Other launchers probably work, but this is the first one I found that definitely worked): Moddb.com
Extract the launcher file anywhere you please, it can be run from anywhere.
RUN AS ADMINISTRATOR!!
It may prompt you to patch Empire at War: FoC, say yes. This patch fixes the 'perception' error you may have run into when trying to start FoC (vanilla or otherwise)
Select ACMV2.4 from the list, hit launch mod and you should be good to go.
Good luck!
The name of the folder under \Mods\ shouldn't matter, as long as it doesn't have spaces. My personal folder is named \Mods\Absolute_Chaos\ for instance. I suspect what made the difference for that person was to make sure all of the patches were installed.
So make sure it is installed correctly, make sure you have all the patches for the game, and it should run. Newer systems might need to run the game in Compatibility mode though, as it is very old. Make sure you also have the latest Direct X installed.
Can IG88 destroy the Death Star again (I currently have 1.07, and not sure if I'm the only one with this problem).
Well, I was able to do it during my testing, but that was before the finished version. You have to have the planet corrupted first. I don't remember ever changing that.
I mean more along the lines of it getting destroyed after winning a tactical battle, kind of like what you can do with Rogue squadron.
To be honest, I didn't know that was even an option. I'll look into it for the next update.
Never mind, I had my facts wrong, IG88 couldn't do that in the original, don't know why I thought that. Sorry about all that.
umm on the campaign the ai doesn't do anything, did i mess something up? the mod used to work
Some of the changes I made cause issues with campaign mode. Unfortunately for now campaign doesn't work with this mod. Maybe in a few months I can get it working again.
Just to be clear, it's galactic conquest that the ai doesn't work, I waited for over a year and no movement no attacks... any way thanks for the response
Make sure you have all the patches for the base game. Also, some of the more popular mods like RAW will break the AI in this mod due to the way they install. If you have installed other mods, check the base game folder tree and make sure there are no AI files under the XML folder tree.
Are you still planning on having a playable campaign? Just curious. I really enjoyed the vanilla campaign and would like to play it with this mod but I'm stuck at buying black market tech because the black markets have been removed.
I've kind of procrastinated fixing the campaign mode to be honest. Basically I'd have to remove any of the scripted stuff that involves buying black market tech.
The newest beta should have campaign mode fixed if you want to help me test it out. :-)
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Hello,
Every time I play Absolute Chaos 1.08 with all three fractions it crashes upon load except on Zhan. When I plan Zhan it crashes on certain missions (Naboo kidnap specifically so far).
As for my game load it is a WIN8 I do not use the mods folder it simply will not work (tried for 6 hours utter fail) and the mod loader is an error code so long not going to try to put it here.
I took wach data folder original (works fine) saved it on the desk top.
Added 2,4 ACM (also works fine) saved it (separately) on the desk top.
Finally added chaos 1.08 (rebel/empire fine R/E/Z nope will crash upon entry BUT i can play until I do certain corruption missions then crash).
Now I can delete and swap data files of each type of the game and all but the R/E/Z combo works) can you look into this for me I have run out of options.
TY
There is probably a conflict with the AI files if you dumped everything into the main folder tree without using the mods folder. I've experimented with moving the AI files before, and it always caused errors. I was never able to track down why. I'd suggest figuring out why running mods in the Mods folder isn't working. Do you have all the patches for the game? Did you download and try to use the EAW Mod Launcher available at: Moddb.com ?
You might try the 1.09 beta, as I did rework some of the AI to get things running more smoothly. I just haven't done a lot of minor things (like the text descriptions) that I wanted to get done before a full release.
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