<EDIT - this download contains the full ReadMe with complete credits!>
Here it is....finally. After a very, very long delay for reasons which primarily involve school and me being lazy, I have finally gotten it into gear and cranked out the latest release of this mod. So, here you go :)
*The ReadMe in the .ZIP file now contains a complete list of credits*
Here's the abbreviated readme for this version, just you have something to look at while you wait for the file to download, because you are special :)
The full-length version is included in the .RAR file, so those of you with fast computers don't feel left out and sad...
Canon Mod v3.2 ReadMe
To install, delete all old versions of the mod and simply extract the .rar file and place the "Canon_Mod" folder into the Mods folder of your Forces of Corruption folder. If you don't have one, just create it. You can then run Canon Mod byright-clicking on your normal FoC icon and clicking "Create Shortcut". Right click on your new shortcut and click "Properties". Where it says "Target", simply add [MODPATH=Mods\Canon_Mod] to the end. *Make sure to put a space between what is already there and what you are adding or the shortcut wil not work!!!!!* Four desktop icons are also included in this version. To use one, first save it somewhere where you can find it, then right-click on your "Canon Mod" shortcut,click "Properties">>"Change Icon">>"Browse", and then select your new icon and click "Apply". There! Your shortcut now hasan awesome new icon, enjoy
I also want to give a special thank you to Atrum, JBJF14, Adm_Stinger, Lord_Oden1234, Joey5452, lex33, and thufir for beta testing thismod and some of the numerous bugs that were hopefully ironed out for this release. Thanks guys, you were a big help.
-p*a*t*t*o*n
Nice! /downloading
hey just played a quick GC on medium on origin of corruption and the consortium are still over powered. a few minutes they have an aggressor class within 15mins they have the kedalbe class, and the rebels are just a waste of space
yes, but the agressor and kedalbe aren't majorly OP like they were in vanilla, they are easily countered by ISDs or MCs which have similar power levels.
i can't change how the AI builds things (don't know lua), but i can limit their effectiveness.
as for the rebels, again its an AI script thing. try playing on hard and they should be more competent, hard has a boosted difficulty script from Dark_Lord's mod
Yeah I also played on that map, Rebel fleets I can handle, but those consortium fleets, after some fleets they get like 1 agressor and 2 kedables, how do I gonna fight those with my acclamators? I just finished research for Victory class ships, but then I already lost 3 of 5 planets I took. My AT ST and Stormtroopers get overwelmed by their ground forces, I can't build so many because of my pop cap. I mean how the hell do you take a squad of mobile rocket turrets things(idk name) out, they come with 8 a group? 4 groups of AT ST where death before even reaching them, Oké I took out 3 of those mobile rocket platforms.(Consortium)
If you want to survive you need to start at higher tech level, level 1 is overkill even on easy lol. RaW I can play at hard, but this no way haha.
yea ill play round and have a look. but 1 kedalbe took out a level 2 station 4 acclamators 3 carraks and all the fighters and still survived. but cheers for the heads up. :)
well update just played another GC on hard only rebs and empire no consortium. all round good some fun sized rebel fleets but the biggest unit they built were the cr 90s if large numbers like 46 was the biggest i think but they didnt stand a chance against a few vics or my death squadron :P
they didn't build anything bigger than corvettes? im gonna have to take a second look at learning lua because that's a pretty big problem. none of my beta testers told me about this stuff
One problem for me...i dont know if anybody else has this but the AA turrets cannot hit snowspeeders or x wings. The missiles just divert in different direcetions...and if they by chance hit one when it gets really close, it does no damage. My AT-AAs are able to do the job... but i would like to be able to use AA turrets. But everything else about the mod is AWESOME! There was a problem with the turbolaser towers being able to shoot halfway across the map in skirmish but i fixed that.
I think he did a prety good job on those missle corvettes. The range makes it worth buying. Sometime the AI attacks you and than camps at his spawn. You can let him attack using missles :)
glad i can help patton, ill play another GC when i get back from work today. the AI is better though. :)
Good modification and a joy to play. Nice quick and to-the-point battles and units do what you expect them to do. Cheers!
well played the skirmish patton and i would just like to say that was the best game iver ever played. it was only medium but after the consortium was taken out my rebs and the empire the capital ship battle that ensued was awesome just glad i had more credits to fund more ships than them :P but great AI in the skirmish mate
Yeah the battle are quite realistic. Only thing that is weird is that the lasers explode, I mean I expect those explosions by Flak fire, but not lasers.
Other than that, I like your war system, shield are down = your death, they way it should be! You can go from win to lose in a sec an the other way around amazing!
1 thing with the AI. In GC when he attacks you on space, he sometimes camps without attacking your spacestation. If you go out and attack them they will continue fighting you but if you do not the AI does nothing either.
one problem
the x-wing/acclamator ground unit is way OP
i mean its nice i can pound the enemy into dust a map away but wheres the balance there?
same with the tie fighters and x-wings
i had 4-5 aa guns built and i took down maybe 3 of the 8(?) x-wings before my entire force was pounded into dust
the acclamator needs to be nerfed and the fighter count should go down to 4-5 and the aa damage needs to be increased against them other wise there wont be balance
but the rest is great :)
the fighters and acclamators are counters against each other. alternatively, you can defend your base with a shield and turbolaser towers and the acclamator or xwings can sit up there all day long but they wont be able to touch you, meanwhile tour TL defenses will turn their ground forces into dust :)
both are available long before the empire has acclamators, and you can put AA defenses under the shields and swat xwings and skiprays out of the sky
just remember, base shields are essential in this mod!!! it's one of the reasons why they're more affordable now
hope this helps, and glad you enjoyed the mod!
but the x-wings are very strong against aa turrets as i stated before which seems a bit unfair
not if they're under your base shield ;)
well just played the origin of corruption as the rebels and again the consortium steamroll and have agressors within minutes. i mean i only just took a planet giving me 2.
just started another GC i think it may just be the origin of corruption GC that is having the issue
can some one help with install path
check the readme
thank
One problem for me...i dont know if anybody else has this but the AA turrets cannot hit snowspeeders or x wings. The missiles just divert in different direcetions...and if they by chance hit one when it gets really close, it does no damage. My AT-AAs are able to do the job... but i would like to be able to use AA turrets. But everything else about the mod is AWESOME! There was a problem with the turbolaser towers being able to shoot halfway across the map in skirmish but i fixed that.
to get it to work i had to make a separate batch file in the game folder
Am i the only one who has the problem when i make the new shortcut (YES I READ THE README) and put in all the needed in in the target line in just plays the regular FoC. Help?
Yeah it seems that it goes to regular FoC even when we put the target to the MODPATH
Thank you for this mod, i really love it! Excellent work you should continue with modding