This mod, formally named Violet Alliance, enhances the original game by unlocking, changing, and adding. Enjoy. :^)

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Forgot the .bat file

News 2 comments

Whenever a player gives my mod a compliment, I always try to play it off all cool like. I will just say something like, "pff yeah, have fun." But inside I am saying yes! yes! yes! They like it! ... Yes, I am that level of un-cool, ha!

Anyway, I was not planning on releasing an update this early, but someone informed me that I had forgot to place the .bat file in the recent update. Without the .bat file, the mod will not start. Well, if you already have the mod from a previous update, you probably already have the .bat file. But those who have not tried Alliance at War and are new to the Mod DB, they most likely would not have it; so, I am releasing the next update sooner, just to make certain it is playable.

In regards to what is in this update, I have not done as much. I had only just begun working on the next version. It was in a very early process. Like I mentioned, I was not planning on the next version for quite some time. But I did do some things: I worked on some of the projectiles. Mainly the particles that appear when a projectile hits a shield. When a shielded target is hit, you will see an actual shield spark rather that a blue circle; the Executor has received another tiny speed boost; the Y-wing Ion Torpedo model has changed. It is not a blue torpedo anymore. I wanted it closer to canon. Currently I am not fully impressed with the projectile I changed it to -- in fact, I will probably change it again later -- but for now, it is acceptable to me; I doubled the tactical battle camera scroll speed. Warships are large, and the camera moving to slow could get annoying when moving across the map past all the ships. That is why I doubled the speed; I slowed down the planet models rotation speed during space battles. You will probably not notice, but in the un-moded version of the game, planets would spin so fast during tactical battles. It did not seem realistic to me, so I slowed them all down by about 90%. They still spin kind of quick, just not as fast; the AAT-1 received a mini-nerf to its main turret -- damage-wise; I also worked on the tractor beams some ships use. They should make any ship they capture completely stop every time. They SHOULD do that. I was actually working on that around the time I found out the recent update did not include a .bat file. I apologize community, and to anyone who experienced problems with Alliance at War not loading. And thank you to the one who pointed it out. There are a few other minor things I did, but I do not feel they are noteworthy. When did I ever tell everything I do in an update anyway? Ha.


Also, do not worry about deleting your progress in the game. Just save where you are, exit and quit the game, then load it back up.

Update/patch

Update/patch

News

News for the A.I. patch/update for the Alliance at War mod.

Alliance at War 5th year anniversary

Alliance at War 5th year anniversary

News 1 comment

Some news and surprises for Alliance at War. Please enjoy. (^:

Something for 2017

Something for 2017

News 4 comments

Just a simple news update for the Alliance at War mod.

Releasing a minor update

Releasing a minor update

News 4 comments

News on a minor update for the Alliance at War mod. Enjoy.

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Alliance at War (April 2017 update)

Alliance at War (April 2017 update)

Full Version 11 comments

The April 2017 update for the Alliance at War mod. Please enjoy. (^:

Comments  (0 - 10 of 774)
KPACHblN
KPACHblN

Larry, does the AI cheat on any of the difficulties? What's the difference in them?

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Guest
Guest

No,they just get more $ than you on skirmishes,in order to remove this search "Difficulty Adjustments" XML file and remove it,that should remove their big amount of $ gain
It is on easy the same amount as you,
On normal 2x as you
On hard 5x as you

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jugbasorovic
jugbasorovic

Woops forgot to log in
No,they just get more $ than you on skirmishes,in order to remove this search "Difficulty Adjustments" XML file and remove it,that should remove their big amount of $ gain
It is on easy the same amount as you,
On normal 2x as you
On hard 5x as you

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Larry-3 Creator
Larry-3

Not that I know of. Off of the top of my head, the higher the difficulty, the more aggressive the a.i. will become. They will also receive more money and be able to build things quicker. There are some other factors that I cannot think of at the moment.

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KPACHblN
KPACHblN

What's the GC Alliance at War - Test thing?

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Larry-3 Creator
Larry-3

I use it for testing purposes. I am just to lazy to lock it out before every update.

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Guest
Guest

I cant even play it at all it just starts up the normal game

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Larry-3 Creator
Larry-3

Did you make certain the Alliance-at-War folder is in the Mods folder?

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Vitiate
Vitiate

I'm playing the full 95 planet mode and I've almost finished it, the one from scratch with just the empire and rebellion, I think all the added planets are really cool and the way some heroes can only be created on certain planets is great, but why are so many heroes taken out? such as Grand Admiral Thrawn? I could see him being a later unlock since he didn't do much openly in the beginning of the GCW, but why is he completely out? I feel like the empire in general could use more heroes, like Mara Jade as the hand of the emperor would be awesome, or maybe the 501st legion.

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Larry-3 Creator
Larry-3

In the next update, Thrawn will be included in "The Conflict Begins" and "The Lines are Drawn". I have been thinking about adding the 501st Legion, but I have not got around to figuring out how I am going to add a force that large from unloading off a single transport or how to balance so many soldiers on the field from a single group. Also, I am... thinking about adding Auto-resolve back. Maybe; I do not know yet. I want every live and every engagement to feel important. Especially when lives are attempting to flee.

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Vitiate
Vitiate

Okay cool, are there currently different heroes in different conquests? if so is there a printout of that somewhere? I'm glad you're adding thrawn, he's one of my all time favorite star wars characters and it doesn't feel right to have noghri assassinbs without him, also I see your point about balance, if done well they'd destroy most enemies...

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Larry-3 Creator
Larry-3

There are a few Galactic Conquest scenarios that include Mara Jade. As for the Rebel Alliance, they can receive the Nebula-class Star Destroyer in a few G.C. scenarios. It is not a hero, but a really advanced prototype ship.

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Vitiate
Vitiate

that sounds cool, thanks for the rapid responses.

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Vitiate
Vitiate

Also just wanted to say, the mod is otherwise phenomenal, I think the only other problem it might have is no auto-resolve which sucks for huge one-sided battles where I don't feel like fighting. Otherwise I love it, especially the re-scaling of the ships along with pricing. When first using an Acclamator I was impressed but as soon as I saw my first star destroyer it filled me with a feeling of awe and a general understanding of just why the Empire was so formidable, I think the ships are also very well balanced against each other in most aspects except maybe that the capital ships struggle way too much with fighters which isn't very lore friendly but makes sense for balance.

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Larry-3 Creator
Larry-3

Thank you, Vitiate. Comments like that really do mean a lot to me. I actually wanted to capture the feeling of awe and a general understanding of just why the Empire was so formidable. Just like in Episode VI when a little CR90 Corvette was running away at the beginning of the movie, or when the Millennium Falcon was running away from Star Destroyers in Episode V.

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Vitiate
Vitiate

yeah I appreciate how powerful they are in this game, as opposed to most games/mods that have them be equal to a mon cal capital ship, I thought the SSDs like the executor weren't in the game until I started conquering more worlds and found out how to build them, that was also really well done.

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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (6 agree) 9/10

Cool idea, but what would have made it more interestin is if all the particles were purple too (ex. blaster fire, missiles...) and made the empire a different color like green. I hope this mod gets expanded beyond the colors.

Mar 29 2012 by ~Avenger~

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