Like most people I love FOC, and like some people I was a bit disappointed by the Zann Consortium. Although galactic strategy is somewhat different when playing as or against Zann, in the tactical battles Zann comes off as just a slightly different version of the other factions. In order to maintain game balance the creators pretty much made each Zann unit different versions of their counterparts; in other words, not very exciting. This is my first major mod and I am attempting to make the Zann Consortium as different as possible without totally screwing up the game balance.

Here's what I plan to do:

- Initial release of the modified Zann Consortium space units. - Consortium Space Mod v1.0 released
- Release of the modified Zann Consortium land units. - Consortium Land Mod v1.0 released
- Release of a the modified Zann Consortium space and land units in one mod. - Consortium Combined Mod v1.0 released
- Release of all factions original Space units modified to complete canon specs. This will include armament, size, complement, speed, hyperspace speed, hull, shielding, etc. Zann units will keep their Consortium Space Mod properties but will have canon squadron size, shielding, hull, size, speed, etc. - pending completion
- Release of all factions original Land units modified to complete
canon specs. This will include armament, size, complement, speed, hull, shielding, etc. Zann units will keep the properties of the planned Zann Consortium land mod but will have canon squad size,
shielding, hull, size, speed, etc. - pending completion
- Release of all factions original space and land units modified to complete
canon specs in
one mod. - pending completion
- Release of the above mod with all units unlocked and set to canon specs. For example, all pirate units will be available for hire at the cantina. Other units and planets that for some reason exist in the code, but are not playable in the game.
- Release of the above mod with additional units not included in the game. This could be released as several mods that may include different eras like clone wars, legacy, etc.

One reason why I started this mod was that I had played other canon mods and found them lacking in either completeness or game balance. My goal is to make everything to established canon while using the properties that do not have established canon to balance the game. I will also endeavor to accentuate each faction's strengths and weaknesses, making each one unique and thus the strategy when playing as or against different factions unique as well.

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I wanted to give you guys something while I work on the next version of my mod. This new mod contains all that was included in both my Space and Land mods. Read more for details.

Land:
-The Grand Arena: This new building offers supplemental income in the form of gambling. You could make lots of money, or even loose a little.
-The Repusorlift Jammer: Now has shields! Removed the requirement of having a factory to build it.
-Ground Turrets: With no Turbolaser Turrets, I figure the consortium could use slightly better turrets. Turrets are now shielded. Because Zann doesn't have large bubble shields but shields his buildings directly, it makes sense that he would shield his turrets, too. Mass driver turrets have point defense lasers and torpedo turrets have sensor jammers built in. [I would like to link the turrets shields to the Palace like the other buildings for realism. If someone knows how this can be done please contact me.]
-Grenadiers: These mercs can now purchase carbonite guns on the black market as a secondary weapon.
-Pulse Tank: Removed the shields and made this a faster; more manueverable light artillery tank. It can be equipped with a sensor jammer, too. I got sick of Plex Soldiers killing me with one shot. Plasma cannon now bypasses shields and has a small area of effect.
-Canderous: Did away with it's cheesy special ability. Now it has point defense lasers.
-The MAL: Now is effective long range artillery. Equipped with boron ("radioactive") missiles it can lay down devastating cover fire. Upgrade the warheads with carbonite and greatly impede the enemy's ability to fight back. Still lightly armored and with a long reload, it's best to keep them well out of the enemy's range. Also makes it worth investing in light armored vehicles and speeders if you play against Zann.

Space:
-Starviper: Can be upgraded to use disruptors (apparently smaller disruptor cannons are harder for Zann to acquire).
-Skipray: Mass driver turret has replaced ion cannon turret. Carbonite cannon has replaced laser cannon. (Coming soon - Space Bombs!)
-Crusader: Laser cannons have been replaced by disruptor and carbonite cannons. The firing rate and range of the point defense system has been greatly increased.
-Interceptor4: Replaced laser cannons with plasma cannons. Plasma cannons now bypass shields and have a small area of effect.
-Vengeance: Turbolasers replaced with proton torpedo launchers. Proton torpedoes are now white, like in the movies - looks cool; no longer looks like a slow laser. Increased range of self destruct.
-Krayt (Aggressor) Destroyer: Replaced the turbolasers with large carbonite missiles. Greatly increased the range of the mega plasma cannons and self destruct. Added a small hanger (you could see it was always meant to have one).
-Keldabe Battleship: Replaced the ion cannons with mass drivers. Replaced the turbolasers with advanced concussion missile launchers. Reintegrated the Dekard Concussion Blast. [I would like to tie this in to the object just in front of the bridge that looks the same as the shield leech one. If anyone knows how to make this a hardpoint please let me know.]
-The Peacebringer (Tyber Zann's Ship): -Play the game to see this one. [I would like to do more though. If anyone could create a model with the front of the Peacebringer replacing the front of a Keldabe, please send it my way. I'll make sure to give you credit!]

-Consortium Space Station: Redid all the weapons to only include disruptor cannons, carbonite cannons, plasma cannons, advanced concussion missile launchers, proton torpedo launchers, and carbonite missile launchers. Also changed the main cannon to shoot the "Blast" plasma burst like the Peacebringer and auto-target like a regular hardpoint (note: bug - occasionally doesn't work unless you select station and then select target to attack but will work correctly after that).

-Boron Missile Space Turret: Now has ability to swap weapons to carbonite missile.

Consortium Land Mod v1.0 Released!

Consortium Land Mod v1.0 Released!

News

I have completed the land portion of the modifications to the Zann Consortium. Check out the downloads page.

Mod Plans

Mod Plans

News

All my content has been approved and posted by ModDB. This will be an ongoing mod with new content added as I complete it, about once a week at first...

RSS Files
Consortium Combined Mod v1.0

Consortium Combined Mod v1.0

Full Version 6 comments

This is the Consortium Space and Land mods combined into one mod for those who liked both.

Consortium Land Mod v1.0

Consortium Land Mod v1.0

Full Version

Here is the Consortium Land portion of the mod. I will be releasing different parts of my mod as I make it.

Consortium Space Mod v1.0

Consortium Space Mod v1.0

Full Version 9 comments

I will be releasing different parts of my mod as I make it. Here is the Consortium Space portion of the mod.

Post comment Comments  (0 - 10 of 23)
Guest
Guest - - 688,627 comments

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BNSF1995
BNSF1995 - - 40 comments

What you have done to the Consortium turrets has made the second-to-last mission of the campaign UNWINNABLE. No matter what happens, the missile turrets always tear apart the Juggernaut, even with the point defense lasers, and then proceed to kill any one of the heroes, failing the mission. Did you EVER think about this when creating this mod?

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Guest
Guest - - 688,627 comments

I'm the guy from the previous comment, I ran out of space, and probably sounded more than a little snarky, apologies, here's the rest of what I was going to say:

Finally, I have one suggestion, not a gripe. If you do another mod can you get rid of the shields on the ZC buildings? Seriously, that was just a terrible idea from the beginning and I can't believe that made it through the game designers' vetting process. Thanks.

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IdeasMan Creator
IdeasMan - - 177 comments

I agree this made the Consortium units more powerful. I was working on a more balanced version of this mod, but I just do not have the time to finish it. I would be glad to hand it off to anyone who thinks they can finish it, as long as they stick to plan I listed above.
On a side note, the reason the Canderous tanks are shielded is because they are repulsor lift tanks and can't have heavy armor.

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Guest
Guest - - 688,627 comments

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Insolentmofo
Insolentmofo - - 7 comments

I'm gonna try out every mod for this game, starting with this one.

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Thraxus412
Thraxus412 - - 54 comments

Dont you think you have overpowered the consortium a bit come on they all ready have an advantage with been able to corrupt planets. Thats what you should take out in exchange for all this hardware.They shouldnt be able to corrupt planets it just isnt fail.

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Darth_Lopez
Darth_Lopez - - 196 comments

agreed, You shoudl reduce Mass Drivers on their Ships by Half.

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IdeasMan Creator
IdeasMan - - 177 comments

Hey guys, thanks for the comments. Unfortunately taking away the corruption would cause major game balance issues and would make Zann, in my opinion, a bit boring. I do intend to tweak those values though. They do make him a bit too powerful. As for the units, I have basically started from scratch due to balance issues and come up with a system that allows me to keep it in check. I am done with most of the space units but I have run into some difficulties and my schedule recently has been insane. Hopefully I will have some more free time soon and can overcome those problems and provide you guys with a mod to make FOC fresh and fun again.

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tj32025
tj32025 - - 5 comments

hey if you want you could make some new units for the empire and rebel and could you give the zann consortium one or two new hero's

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