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.

Post news Report RSS Change log 2.0 and Closed Beta Time!

Absolute Chaos 2.0 is progressing rapidly and the closed beta is coming soon. Here is the change log.

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LAST UPDATED: 2/15/18

I am pleased to be able to report that progress is moving quickly on version 2.0. I have even contacted a few of you about helping me out with a closed beta. I expect this to be a short testing period, mainly just to ensure that the re-written perceptual equations will work in both the steam and retail formats.

Here is the change log for version 2.0 of Absolute Chaos:


GAME PLAY AND A.I CHANGES:


  • The perceptual equations and scripts have all been rewritten, keeping most of Reeb99's basic ideas in place but without the new tags and labels that caused parsing errors. The AI will now run in a .meg file format, similar to the set up now used by Republic at War 1.2. This overwrites the main data AI files without breaking either the vanilla game or your other mods.
  • The Hard AI will show you no mercy whatsoever, so you are warned!
  • Emphasis on the first release is UGC, which has been overhauled dramatically. All planets are in their canonically correct positions, and more starting forces have been added. Some planets are now heavily fortified pirate strongholds that cannot be taken until late in the game: (Hapes, Bakura, Csilla, Bonadan, Muunilinst).
  • The UGC map has lots of interlocking trade routes and clusterwebs
  • All of the GC scenarios from ACM 2.4 have been added back in with 100 planet GC maps
  • Three UGC style GC scenarios with 136 planets have been added in addition to two local campaigns with 45 planets each
  • Battlecruisers have been nerfed across the board
  • More starting forces and trade routes have been added to the local campaigns for UGC
  • Infantry health has been tripled, making them more resilient in combat.
  • Capital ships and Battlecruisers have had their build locations changed, so there is no longer any one planet where you can build all of them. More planets now build capital ships, but they are no longer universally available at Star Base 5.

swfoc 2018 01 17 08 36 35 47

NEW UNITS:

  • Empire gets the Harrow Destroyer
  • Empire gets the Eidolon Missle Cruiser
  • Empire gets the Galaxy Destroyer
  • Empire gets the TIE Interdictor
  • Empire get the Tyrant Cruiser
  • Empire gets the Galaxy Destroyer
  • Empire gets Novatroopers
  • Empire gets Storm Commandos
  • Empire gets XR-85 Tank Droid
  • Rebels get General Dodonna in the modified Assault Frigate Mk. I
  • Rebels get MC-75
  • Rebels get Strident Star Defender
  • Rebels get Blue Diver
  • Rebels get V-Wing Airspeeder
  • Rebels get T1-B Tanks
  • Princess Leia now uses Tantive IV in space combat
  • Underworld gets the Bloodstar Battlecruiser
  • Underworld gets the Mandalorian Cruiser
  • Underworld gets the Kyramud
  • Underworld gets the Lictor Cruiser
  • Underworld gets the Wavecrest Frigate
  • Underworld gets the Kandosii
  • Underworld gets the Mandalorian Tank
  • Underworld gets IG-Series Droid Mercenaries
  • The Hapan Battledragon is now buildable on Hapes by all factions
  • Arquitens Light Cruiser buildable by all factions on a handful of planets
  • Invincible Heavy Cruiser buildable by all factions on a handful of planets
  • Valiant Destroyer buildable by all factions on a handful of planets
  • Underworld gets Mandalorian Mercenaries, comparable to SpecForce in ground battle
  • Empire gets Navy Troopers
  • Rebels get Mixed Assault Company (Infantry squad with plex soldiers, specforce, and wookies)
  • All factions can build an XQ-3 Space Station after the Construction Shipyard
  • Three new buildings: The Rebels now build the Medium Vehicle Factory from AEM 5.1, and the Empire now builds an Advanced Barracks Facility. Underworld grand arena unlocked for GC.
  • All factions can build Golan I, II and III defense platforms
  • Empire and Rebels can once again build CIS land units on Raxus, Mechis and Ord Mantell

Dreadnought now goes out with a proper death clone

VISUAL UPGRADES:

  • The GUI has been returned to the classic Empire at War blue theme
  • New MC80A model for the Rebels, replacing the re-used "Home One" model
  • All new explosions, particles, and high-def textures added courtesy of The Farseer's particle and projectile packs
  • New skydomes and starfields
  • Proper death clones have been added for many units, including the dreadnaught, Assault Frigate, and Customs Station
  • Many icons have been changed out for better looking replacements
  • New Splash screen
  • New shield penetration effects
  • New music files and sound effects
  • New Turbolaser models
  • Dated looking models have been replaced and upgraded for the Victory I, Victory II, Venator, Star Destroyer, Star Destroyer Mk. II, Nebulon B, Calamari Cruiser, Calamari MC80, Praetor, Titan, Allegiance, Viscount, Lucrehulk, Recusant, and more.

111563 1


MINOR CHANGES:

  • Admiral Daala now builds on The Maw instead of Coruscant
  • Victory Destroyer scaled up
  • Original Tactical cameras restored
  • More planets now have unique space tactical maps, including Hapes, Bastion, Ralltiir, Ord Mantell, Yaga Minor, Rendili, Sluis Van and Druckenwell
  • New Land maps added for Hapes, Duro, Ralltiir, Etti IV, and Bastion
  • Alderaan is back in its pre-destroyed condition
  • New GC planets: Ralltiir, Denon, Tynna, Mechis III, Etti IV
  • Cinnagar is now Empress Teta
  • Serpindal is now Mythus VII
  • Underworld plasma projectiles swapped out for new Yellow Turbolasers
  • X-Wings now fire proton torpedoes
  • Underworld can only build CIS ships on CIS-y planets now e.g (Geonosis, Mechis, Muunilist, Cato-Neimoidia, Mustafar, Saleucami etc.)
  • Dauntless rescaled
  • SpecForce now use Forest textures only in order to visually distinguish them from regular infantry
  • Some fighters rebalanced
  • Loronar Strike cruiser has been nerfed
  • Fire rates have been reduced for all battlecruiser class warships
  • Star Base garrisons reduced but hangars now spawn continuously, making the hangar a legitimate priority target instead of just another damage sponge
  • Many, many more changes. See the Readme for credits and Details!
Post comment Comments
Khanti
Khanti - - 452 comments

"Infantry health has been tripled, making them more resilient in combat." GREAT.

Suggestion about heroes. Getting hero into specific ship is wrongdoing from vanilla. Please remove ALL ships from them allowing player and AI to put them on any ship! Will be more sensible after all. I really hate Vader being in starfighter, when I want him on Executor :)

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Khanti
Khanti - - 452 comments

"Rebels get Mixed Assault Company (Infantry squad with plex soldiers, specforce, and wookies)"
I'm glad of it. I strongly support all mixed infantry companies, as divided them into rifle, machine guns, bikes is old bad habit from vanilla. You may consider copying infantry formations from

MOD STRATEGIC IMPROVEMENT POUR FORCES OF CORRUPTION,
Auteur : Namspopof,
Version 1.0c,
Forum.alliance-francophone.net

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Khanti
Khanti - - 452 comments

"Victory Destroyer scaled up" - hm, what about missile batteries on Vic 1?

Concussion missile tube launchers (80):
20 fore
20 port
20 starboard
20 aft

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killdivas Author
killdivas - - 216 comments

I am actually working to get a proper Victory I model for this mod. Right now, both models are actually Victory II models. And if I can score a Victory I, it will definitely have missle batteries and a barrage ability.

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Shinobus
Shinobus - - 31 comments

This is the best news i've heard in a long time! Thank you for all your hard works!

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{HEROIC}CNKommander
{HEROIC}CNKommander - - 30 comments

So, how is the Closed Beta going to work?

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killdivas Author
killdivas - - 216 comments

Just a small, invite-only group of people willing to test out some of the new features to ensure that they all work. Interested?

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snarzer
snarzer - - 168 comments

Nicely done, I have questions tho.

1. Are CIS units exclusive to the rebels and empire on those planets listed above (Mechis 3, Raxus and ord mantell) or is there more planets available for them?

2. Have the civilians had any changes to make them feel more unique? I feel like some species that are on your side should be able to provide a small compliment of light tanks to help and would make them feel like a considerable obstacle and threat instead of cannon fodder.

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killdivas Author
killdivas - - 216 comments

1)No. Zann can build CIS units on pretty much any planet that was a prominent CIS world, both ships and ground units. Rebels and Empire can only build CIS ground units, and only on those three planets. CIS units are supposed to be a central component of the Zann Consortium military, while for the Rebels and Empire they are merely a special "extra" available in only a few select locations.

2)No plans to give the civvies vehicles. Falleen and Lehon do have new civilian species leftover from the old UGC, however. Down the road I might decide to add more alien fauna to spice things up, but that would have to be a long term project.

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snarzer
snarzer - - 168 comments

1) Alright i see, I think there should be a exception with the rebels as they have many stories where they used CIS ships in their military due to them needing everything they could get. Plus the geonosians are on the rebels side so they could have the ability to build a droid factory to gain the ability to get CIS units since geonosis was a important cis world.

2) Alright, i just feel like they don't make much of a difference in battles and wish they can do more

anyways good luck with the mod

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killdivas Author
killdivas - - 216 comments

Looked at purely from a canon perspective you are absolutely right, snarzer: CIS units would be a more natural fit for the Rebel forces. But given the unit roster for ACM 2.4, and given the way things are already balanced, it makes the most sense to give them to the ZC. First, ACM 2.4 has an anachronistic tech tree- Clone Wars, New Republic and even some NJO-era ships all mix freely in a single time-frame, and are balanced according to a "Scarcity creates value" principle rather than canon accuracy. Since this is how the mod is set up, this is how I am going to continue balancing out the units. And since the Rebels and Empire have default access to future tech which is outside the Galactic Civil War time frame, it only makes sense to give the CIS ships to the ZC, especially since those ships are much more powerful relative to the GCW-era ships than they really ought to be according to canon and lore. Thanks for your input all the same!

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Khanti
Khanti - - 452 comments

killdivas
"ACM 2.4 has an anachronistic tech tree- Clone Wars, New Republic and even some NJO-era ships all mix freely in a single time-frame" - and because of it I really like it!
To have that Palleon SD and Victory in same battle :)

PS: Could you also consider some starfighters adjustments? ISD1 with TIE Advanced? Standard ISD2 with TIE Defenders and Missile Boats ;)

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killdivas Author
killdivas - - 216 comments

I might do something like that, but some of the lower tier ships are getting their fighter complements nerfed. The Victory I is now a real combat ship, and so it no longer carries missleboats and gunboats. Which was kind of ridiculous to begin with.

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DisguisedFrog1
DisguisedFrog1 - - 14 comments

Can i join the Closed Beta group ?

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Khanti
Khanti - - 452 comments

Button: Bring heroes to the top of unit stack on galactic map does not bring adm. DAALA on top.

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killdivas Author
killdivas - - 216 comments

That's because Daala is defined as a generic space unit and she is not technically a hero, even though her hero bust shows up with the others because there is a line of code for that which has been added for her as a special case. The deal with heroes is this: If you don't assign them a vehicle, the AI won't use them unless you make a special heroplanattach object script for them. The easiest way to make sure that heroes are used by the AI is limit them to a vehicle as a special unit or simply do what Mobbman did with Daala and make her a regular space unit with hero mock-ups.

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Khanti
Khanti - - 452 comments

Just wonder why Imp. Field Commander cannot get into infantry bunker. His stormtroopers can ;)

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killdivas Author
killdivas - - 216 comments

That's been changed for version 2.0. Heroes will be able to garrison in the next release.

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larrystacy9809
larrystacy9809 - - 43 comments

Any idea on release

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