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 15 comments

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

Comments  (0 - 10 of 781)
BagaturKhan
BagaturKhan

Hi brother. So I finished full GC campaign in 32 planets map in this mod! It was very hardcore, I must say! Consortium made me full pain, but I destroyed him by the greatest Alliance forces.

My ideas for you about future versions.
1. Please make new star sky in your mod (I mean, not original sky in space battles, but something like in Thrawns Revenge), I think you know what is it about.
2. Please replace Constortium to other factions, like Black Sun or Hutts Empire. Zann group was too small in SW canon, and in your mod its like new threat ;) :) They are coming and coming to all GC maps.
3. Can you make to Alliance more carrier ships?
4. Also can you return autobattles system? Its can be good, because sometimes real-time battles have crashes.

That's all, I think.
Your mod is amazing , anyway! Keep it up!

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Larry-3 Creator
Larry-3

Yo, BagaturKhan.

1: I will work on some of the space textures, so hopefully that will help.

2: At some point, I will nerf the Zann Consortium again. Now matter how many restrictions I place on them, they are still majorly OP. So yes, they will receive more nerfs. I do not want to weaken them so much to where players complain they are un-playable, but I want to weaken them to the point that they struggle to. And I know they are more small-time in Canon than in Legends, so they will be nerfed even more. Maybe not this up, but at some point, I will get around to patching them. The Empire is going to get a lot of changes in the next update.

3: That might be tricky to do.

4: That I am still thinking about. I wanted every battle to feel important. Every life to have some meaning. When you lose something, even small, you feel the loss. But like I mentioned, I am thinking about changing it back to the optional Auto-resolve.

And thank's, BagaturKhan.

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BagaturKhan
BagaturKhan

Thanks for listening my words, bro ;)

also about Zann Consortium, you can call this faction as Criminal World. ;)

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KPACHblN
KPACHblN

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

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KPACHblN
KPACHblN

I've been doing GC (empire at war map, medium diff) for a few days now as rebels. I'm loosing horribly to zann.. I can't advance in tech nearly as fast. Economy wise on week 30 zann 800k, empire 700k, me 5k. I still have more planets though.) You're sure they aren't cheating?? Any tips? How does diff lvl affect GC??

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Larry-3 Creator
Larry-3

Look for planets with the Mining Colony bonus. If you build Mining Facilities on them, they will generate more credits than they normally would. Cantinas can also generate a bit of income.

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KPACHblN
KPACHblN

Just spied on enemy planets and it seems that most of them get a huge mining income bonus without having any mines on the planet.. is this how it's supposed to be? And what's force alignment penalty?

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Larry-3 Creator
Larry-3

Was it the Zann Consortium? Their Palace gives them a credit bonus. That was not me; that was already there in the base game. As for the Force Alignment Penalty, some places have strong ties to the dark and light side. For example: Moraband is strong with the dark side, so it gives the Empire a bonus for controlling it; simultaneously, Dantooine was an important place for the Jedi Order, so it gives a bonus to the Alliance.

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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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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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