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

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News regarding the May 2019 update for Alliance at War.

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Hello, hello Community. I hope you all have been doing well. I have returned with a new update, ha. I was planning on a March 3rd 2020 release, but I do not know if I will be in a position to post another update in the coming future. So, to celebrate Star Wars Day, I am releasing the new update for the community way more earlier than expected. Here is the list of... Most of the changes, ha.

* Added MC75 Star Cruiser.
* Added Hailfire Droid.
* Increased both space and land population cap.
* Added more music.
* Anti-air Batteries now prevent bombing runs around a small area around them.
* Increased space map size.
* Increased ion cannon V150 Planet Defender recharging time by double.
* Limited Mines to 4 per planet.
* Locked out Dreadnaught-class Heavy Cruiser. (Files remain.)
* Added Arquitens-class command Cruiser.
* Added more building space for a few planets.
* Re-balanced all shields for all units.
* Increased Starbase garrison size.
* More audio intro lines for the Empire during tactical battles.
* Increased firing range for all satellites.
* Palpatine is no longer needed to bulid the Eclipse, but is now needed to build the Death Star II.
* Land garrisons now spawn more quickly.
* Removed Civilians from Moraband.
* Changed some production bonus numbers.
* GR75 Fireship Transport now can use the Power To Engines ability.
* I did work on the collision issues as best as I could on the Liberator Cruiser.
* Fixed some lighting issues on some maps.

There are a few more changes, but when have I ever gave away every single thing I have ever do during an update release? Ha.

I have been doing what I can to really improve ground combat. From what I can tell, land battles are not favored by a lot because they are not as chaotic as space battle. So I decreased the spawn time by a little bit, to keep land battles flowing. I increased the population size to balance this out. I personally do not mind land battles if the environment is right. I personally favor rainy maps and city maps. From my point of view, the best way to improve land battles is to keep them flowing and chaotic.

During space battles, I sometimes will see people auto-resolve when they only have a starbase with no units to back it up. I wanted starbases to fell like a space fortress. Just because you have a lonely starbase with no pre-built unites to back it up does not mean you could not win. I added and increased what each garrisons. For example, a level 1 will now call upon corvettes, level 3 now can call upon frigates, but keep in mind that I also increased how many fighters and bombers they garrison. I cannot give specific numbers, but next time you are in a battle just let your garrisons build to see what all you get. One of the main reasons I increased it is the better match the increased space population. Also, this is only for the Galactic Empire and Rebel Alliance. The Zann Consortium will still use the default base game garrison.

There are some soft-core stat changes I made to the Rebel Alliance and Zann Consortium. So, you may have already noticed they cannot build vehicles as quickly as the Empire. That is because the Rebel Alliance and Zann Consortium are not industrial powers like the Empire. They can build factories, but they lack the resources to quickly crank out tanks as quickly as the Empire. Now they still receive any planetary bonus that speeds up production, but they do not have the speed bonus the Empire receives when building multiple factories on the same planet. The Zann Consortium is hit more because they lack the infantry recruit bonus when having multiple barracks on the same world. The Empire sort of hold the high ground and retains the vinalla bonus where if you have multiple building of the same type, you can build a unit quicker. The Rebel Alliance is in the middle ground in which they keep the infantry bonus, but lose vehicle bonus. And the Zann consortium is at the bottom as they lose both the infantry and vehicle bonus.

The Empire is the government with all the industry, resources, structure, and tax payers that comes with it, so they have all the build bonuses. The Rebel Alliance is the Government-in-Exile. They lack industry, resources, and tax payers, but are backed by patriots, are crowed funded, and receive donations. They cannot build vehicles as quickly, but retain the infantry bonus. They have people that wish to restore the Constitution Republic that was the Galactic Republic. And at the bottom is the Zann Consortium. They lack tax payers, industry, are not crowed funded, are thieves, and anarchist. They racketeer, steal, and take, hate law and order. And screw people over with space drugs and gambling. They receive no infantry or vehicle bonus.

I did want to answer some questions, too. I never tire of doing that, ha. I am being serious, too.

Can you give the Rebel Alliance more Clone War era units?
I am, or did. But not much. I want the Rebel Alliance to feel like the Rebel Alliance. I am awear they used some Clone War era tech--which is why I added a few for them to use--but I am not capitalizing on it. When you see a Rebel Alliance fleet, I want it to look like an Alliance fleet. Like what was shown in the movies. I want the Rebel Alliance to have as much autonomy as possible. I do not want them to spam Lucrehulk's, Providence ships, Venator's, like it is some warped Clone War battle. I want it to feel like a Canon battle during the Civil War. I want to try to match the fleets that we seen at Scarif and Endor.

Where can we buy the AAT-1 in GC?
On Black Market worlds. Just build a Heavy Factory on any planet with a Black Market, and it should be available.

How can the Empire recruit Dengar?
Just build a Hutt Palace, and you should be able to recruit him.

Where can the Eclipse be built?
Byss.

What is the point in Z95 Headhunter's?
Thier biggest selling point if their ion cannons. When you need to quickly take out enemy shields, but lack Y-wing's or other ships with ion cannon's, and are tight on credit's, Z95's can quickly hurt enemy shields.

What determines how many credits a Cantina can produce?
I coded in Cantina's as a fluctuating credit income. I think most small business owners will tell you they do not make the same exact amount of credits every single day, ha. I love Cantina's, and any Star Wars game that allows me to relax in one, I will, ha. So I went out of my way to find more use for them. I headcanon that people will hang out in them after work and spend their credits relaxing. When you build one, you make credits from it, ha.

Why do you only like Canon and not Legends?
Who said I do not like both, ha. I just like Canon more. I want my mod to be more geared towards Canon. I would love to hear someone say, after they watched a Star Wars movie, they loaded up AaW to continue helping in the Civil War for... Whichever side they support.

Anyway, the update will be available the second May the 4th arrives. If you have anymore questions, feel free to post them. Feedback does actually mean a lot to me, and anyone who takes the time to play my mod, I would love to hear their feedback.

All Alliance All The Way!

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Darth_Saber
Darth_Saber - - 917 comments

Thanks for the update, Larry-3!

You always do a superb job and I look forward to enjoying the new edition as soon as possible.

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Larry-3 Author
Larry-3 - - 669 comments

Thanks, Darth_Saber. (^:

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