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

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Part of me was surprised when I realized that my mod is now five years old. For anyone who has tried my mod, I hope you have been enjoying it. Originally it was going to be an A.I. with some text edits and changes -- basically a small patch while I get other things done -- but when I realized the fifth anniversary was just around the corner, I knew I had to at least had to do a little more than a simple patch. I will go over... Some of the stuff this update includes.

A few units will receive a nerf while a few others will receive a buff. Off of the top of my head, the A-wing will not have shields anymore, but is faster than a TIE Interceptor and will have a bit more hull strength -- remember I like canon and in canon the Rebel Alliance stripped the A-wing of its shields to give more power to its engines; I fixed the problem with the Rebel Alliance spamming the Boarding Shuttle -- yes I did notice that; I slightly changed the loadout on the Imperial Star Destroyer. It will now have ten turbolaser batteries, and four ion cannons; the Executor will move a tiny tiny bit faster; lasers in space battles will make larger explosions when they hit objects; the Rebel Alliance will now lose the ability to produce Z-95's at Tech Level three rather than two; and I added Blue Squadron for the Rebel Alliance unit. The rest you can figure out on your own. When have I ever told anyone everything about an update? Ha!

Anyway, it was difficult to figure out what purpose Blue Squadron will have. I wanted something more than a simple buffed-up X-wing squadron. So I gave them the ability to Destroy the Death Star. I see it like this: the Rebel Alliance's only defense against the Death Star is Rogue Squadron. That means the Alliance can only save a planet if Rogue Squadron can get to the planet in time. It creates problems if certain planets are cut off else where in the galaxy. If the Empire constructs the Death Star, and it is headed towards a planet that you cannot send Rogue Squadron to, you can recruit Blue Squadron.

Anyway, someone also wanted to know about cut content. I suppose I could share a few things that did not make it in to AaW.

Raxus Prime -- this was considered for a long time, but ultimately I decided not to add it. It was more than just coding in a new planet, I would have had to edit the whole galactic map simply because of where it would have been on the map.

Hailfire Droid -- I was on and off with this. I am aware that the Rebel Alliance adopted this unit in canon, and it seen action between 1 and 5 ABY, but I have already given the Rebel Alliance enough units.

Aplooine -- again this was another on and off decision. I like the name, and the fact that it aligned with the Separatist during the Clone War made it more appealing. My mod might not take place during the Clone War, but whenever something in Star Wars goes over the Clone War -- be it mod or anything else -- I generally favor the Separatists. They have awesome ships, awesome droids, and the fact that they mutinied against the Galactic Republic government gave me a good laugh. I always wondered what the Star Wars galaxy would be like if the Separatists won.

Shadow Trooper -- I am mentioning this unit because it was cut for a few years. Not only was it cut, but after I had decided not to add it in, I had forgotten about for a long time. But ultimately ended up adding it in the 5th anniversary update.

And about the installation, remember you must make certain that other mods are not installed. Some mods will add addition files to the base game folder, not just the mod folder. These additional files with cause the A.I. to crash an not do anything. If another mod required an installer, it most likely placed files in the base game folder. Make certain those are not there when playing Alliance at War.

Finally, in regards to Steam, I would like to help with users that play on Steam, but I have no experience with it. I might create a Steam account... Someday... Maybe... I do not know.

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.

June update part II

June update part II

News

Some news as to why I am uploading another update in the same month.

The next update for Alliance at War

The next update for Alliance at War

News

Just a bit of news for the next update for Alliance at War.

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Alliance at War (5th anniversary update)

Alliance at War (5th anniversary update)

Full Version 7 comments

It is difficult to believe that it has been five years, but it has. Thank you all for playing my mod. I do hope you enjoy it. (^:

Comments  (0 - 10 of 730)
Shadslayr
Shadslayr

i only have one thing to say...Galactic conquest needs work...i dont think the AI works

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Larry-3 Creator
Larry-3

Do you have any other mods installed?

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Shadslayr
Shadslayr

It is bloody great work though. The ships are perfect, and the lasers, for once, feel like artillery instead of popguns. The fighters are sized in proportion to the ships and the ground combat is superb. I didnt play around with ground combat very long though, I heard somewhere that instead of calling in a bombing run, u can build bombers, or call them in from orbit, and then use them on the ground to execute your bombing runs with your fighters on the ground, is that true?

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Larry-3 Creator
Larry-3

Thank's, Shadslayr. I wanted Forces of Corruption to feel more real and closer to canon. That is one of the main reason why I resized everything. And bout the bombers, no.

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Shadslayr
Shadslayr

I thought that just a quick edit to the launch options in steam would be able to fix the mod conflicts

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Shadslayr
Shadslayr

a number of them, I've uninstalled all them except for thrawn's revenge and RaW.

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Larry-3 Creator
Larry-3

The next update will be an A.I. patch; however, it is not ready yet.

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BagaturKhan
BagaturKhan

In future there will be new FX effects of striking? something like in ICW mod?

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Larry-3 Creator
Larry-3

Striking? What do you mean? Give me an example?

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BagaturKhan
BagaturKhan

I mean effects of weapons ))

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Larry-3 Creator
Larry-3

I am happy to work on the lasers and projectiles again, but I do not know how else to fix them up. I have sped them up, changed most of their sizes, improved some of their colors. I am open to more ideas, BagaturKhan.

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BagaturKhan
BagaturKhan

Can you try to make them like in this video?
Youtube.com

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Larry-3 Creator
Larry-3

Ha, I will give them bigger explosions when they hit something.

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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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