The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

The downloads represent a version that is nearly 2 !/2 years old, please do not rate the mod based on them. There will soon be a new version, implementing more stuff, as the old versions did only change the game's base files.
Faster firing, stronger shields, whatever seemed to misfit regarding the battles.

Update to change list (non-released Version)
-2 new factions via research station for Rebels (Tau'ri and Terran Alliance)
-total of 23 new units (counting 10 upgrade units as of now, more new units to come)
-completely trashy textures (working on it, i have no idea how to texture as of now)
-added Subversions to Stardestroyers and MonCals (stronger shields, point defenses etc.)
New Units:

X-Wing Mk-I
stronger shields and faster than regular X-Wing
X-Wing Mk-II
stronger shields and faster than X-Wing Mk-I
X-Wing Mk-III
stronger shields and faster than X-Wing Mk-II, added protonentorpedoe launcher
Y-Wing Mk-I
stronger shields and faster than regular Y-Wing
Y-Wing Mk-II
stronger shields and faster than X-Wing Mk-I
Y-Wing Mk-III
stronger shields and faster than X-Wing Mk-II, added turret that shoots on attacking fighters
Moncalamari Cruiser Mk-I
higher shields than original MC, changed firing speed, moderate against SD Mk-I, weak against stronger SDs, added point defenses
Moncalamari Cruiser Mk-II
higher shields than MC Mk-I, changed firing speed, good against SD Mk-I and Mk-II, weak against stronger SDs, added hangars and point defenses

X-301 (Usage rights of SGMG, model and big parts of code by them)
X-302 (Usage rights of SGMG, model and big parts of code by them)
X-303 (Usage rights of SGMG, model and big parts of code by them)
BC-304 (Usage rights of SGMG, model and big parts of code by them)
Adv. BC-304 (Usage rights of SGMG, model by them)
added a nuke launcher, needs balancing

LSC-01
light and fast fighter of the terran alliance (TA)
HSC-01
heavy bomber of the terran alliance (TA)
CSC-01
cloaced special unit of the TA
LC-01
light cruiser, weak armor, heavy firepower
FD-01 (Crashes AI at the moment, fixing it)
TA anti Fighter and Bomber ship
BS-01 (WiP)
TA battleship, 3 very heavy cannons, strong shields and good armor
SC-01 (planned unit)
carrier unit, serves as support vessel, balancing issues, weak weapons but spawns fighters/bombers, possibility to repair friendly units (optional, needs to be tested when unit is ready)

Stardestroyer Mk-I (original SD, changed)
higher shields than original SD, changed firing speed, weak against MCs, very early available
Stardestroyer Mk-II
higher shields than original Mk-I, changed firing speed, moderate against MCs, added Point defenses
Stardestroyer Mk-III
higher shields than original Mk-I, changed firing speed, good against MCs, weak against MC Mk-II, added Point defenses
Stardestroyer Mk-IV
higher shields than original Mk-I, changed firing speed, great against MCs, good against MC Mk-II, added Point defenses, added resupply (buy small ships and fighters)


What has changed?
-pop cap Empire Space: 120
-pop cap Rebels Space: 100
-popcap Empire ground : ~ 45
-popcap Rebells ground : ~49
-faster/slower building of some units , eg.: in Skirmish faster building for Rebells, slower for Empiore, but for this, Rebel Ships' blow up rapidly as their Shields are down.
-Hardpoints count less as strong as they did earlier.
e.g. A Stardestroyer will be a hard enemy when he's got full Shields, but without Shields he'll be fastly destroyed...

Changelog V2.2
-made the game conversion to a mod -> finally, I have made what any other mod has done!
-new unit BC-304 by Stargate-Modding-Group
-new unit F-302 by Stargate_Modding-Group
-new Starbase: ISS for Tau'ri by Stargate-Modding-Group
-new Backgroiund Sounds, lOadingsounds, and others
-only few MBs large, no half and an hour downloads more^^

Changelog V2.1
-Fixed issue that occurs when playing Skirmish as Empire ( no SDs)
-Added Hangars for Rebels
-Minor Balancing
-fixed issue of damaged StarDestroyers ( MK-II and Avenger) when arriving on battlefield
-Added new MC-Cruiser
-3 Spielerkarten (3-4 Factions on one Skirmish map!!!) [found under custom maps]
new version approximated for end of September ( on vacation)

Changelog V1.0
-Added new specifications for MonCal Cruiser; Imperial StarDestroyer; Admiral Ackbar: Strong shields and weak body.
-Added new Units: Stardestroyer MK-II for Empire and Tantive IV; SD Avenger for Rebellion as buildable units in GC SP & MP
-Added new price for Admiral ackbar: 15800 (but now with stronger ship)
-Changed number of garrison units for galactic Conquest.
-Changed several Fighters speed
-Vader's squadron - now very fast and deadly but weaker in defense.
-Pricings for several units

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New Units:

Rebel Alliance

X-Wing Mk-I

stronger shields and faster than regular X-Wing

X-Wing Mk-II

stronger shields and faster than X-Wing Mk-I

X-Wing Mk-III

stronger shields and faster than X-Wing Mk-II, added protonentorpedoe launcher

Y-Wing Mk-I

stronger shields and faster than regular Y-Wing

Y-Wing Mk-II

stronger shields and faster than X-Wing Mk-I

Y-Wing Mk-III

stronger shields and faster than X-Wing Mk-II, added turret that shoots on attacking fighters

Moncalamari Cruiser Mk-I

higher shields than original MC, changed firing speed, moderate against SD Mk-I, weak against stronger SDs, added point defenses

Moncalamari Cruiser Mk-II

higher shields than MC Mk-I, changed firing speed, good against SD Mk-I and Mk-II, weak against stronger SDs, added hangars and point defenses

Tau'ri (Stargate)
X-301 (Usage rights of SGMG, model and big parts of code by them)
X-302 (Usage rights of SGMG, model and big parts of code by them)
X-303 (Usage rights of SGMG, model and big parts of code by them)
BC-304 (Usage rights of SGMG, model and big parts of code by them)
Adv. BC-304 (Usage rights of SGMG, model by them)
added a nuke launcher, needs balancing

Terran Alliance

LSC-01

light and fast fighter of the terran alliance (TA)

HSC-01

heavy bomber of the terran alliance (TA)

CSC-01

cloacked special unit of the TA

LC-01

light cruiser, weak armor, heavy firepower

FD-01(Crashes AI at the moment, fixing it)

TA anti Fighter and Bomber ship

BS-01(WiP)

TA battleship, 3 very heavy cannons, strong shields and good armor

SC-01(planned unit)

carrier unit, serves as support vessel, balancing issues, weak weapons but spawns fighters/bombers, possibility to repair friendly units (optional, needs to be tested when unit is ready)

Galactic Empire

Stardestroyer Mk-I (original SD, changed)

higher shields than original SD, changed firing speed, weak against MCs, very early available

Stardestroyer Mk-II

higher shields than original Mk-I, changed firing speed, moderate against MCs, added Point defenses

Stardestroyer Mk-III

higher shields than original Mk-I, changed firing speed, good against MCs, weak against MC Mk-II, added Point defenses

Stardestroyer Mk-IV

higher shields than original Mk-I, changed firing speed, great against MCs, good against MC Mk-II, added Point defenses, added resupply (buy small ships and fighters)


changed units:

A-Wing
B-Wing
corellian corvette
Nebulon B
Assault frigate
MC-30
Marauder cruiser
tartan cruiser
TIE Fighter
TIE Bomber
TIE Interceptor
Victory cruiser
Interdictor cruiser

Rebel and Empire starbase:

stronger shields
second shield generator added
planned: point defense if requested


changed mechanics:

Research:

Instead of a research tree as in the game the rebellion now techs via a research station.

+Rebellion is able to choose between multiple factions
+more tactical than just destroy the enemy station (protect the research station it is able to defend against fighter(s) but not against bigger stuff!)
+a well placed attack on the enemie's research station throws him back to Tech I (empire gets one as well)

-you have to defend it
-possible game crash when choosing a faction whilst playing against an AI (happens very seldom lately)

Forschungsstationen  -  Deutsche Version

Forschungsstationen - Deutsche Version

News

Forschungsstationen....warum? + machen Platz frei für mehr Einheiten pro Volk + fügen...Überraschungen ins Spiel ein + zwei stationen sind besser als...

Research Stations  -  English version

Research Stations - English version

News

Research stations...well...why? + they add more space for units + they add some new...erm...surprises to the game + two stations are better than one...

Beta testing

Beta testing

News

Searching Beta-Testers for latest changes. Beta-Testing will begin saturday @ 18:00 (CET). for americans: Chicago 11:00 CSTDenver 10:00 MSTPhoenix 10:00...

What do YOU want?

What do YOU want?

News 2 comments

So: What would you like to see in this mod? Any idea is welcome.

RSS Files
Fight for Freedom 2.2 [OUTDATET]

Fight for Freedom 2.2 [OUTDATET]

Full Version 6 comments

This is the first release that is a mod in the real sense for EAW. This release is simple to install, two files in a rar data. A folder which you have...

Fight For Freedom BETA 2.1 [OUTDATET]

Fight For Freedom BETA 2.1 [OUTDATET]

Demo

Imperator-I and -II as new units, same with MC-90 class MonCals. new prices, not final, have forgotten to fix some. This release is german, if you wish...

Post comment Comments  (0 - 10 of 105)
CaptainHeroSeven
CaptainHeroSeven - - 14 comments

Spycorp,

Would you know of a way to disable the intro/splash screens on EAW?

You know, the Petroglyph and LucasArts ones. Perhaps with an XML or by removing/replacing the BIKs (I am assuming they're BIK, but I don't know where they are located.)

Also, good to know you're still working on this.

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John_N447 Creator
John_N447 - - 116 comments

Yes, there is a way to disable those splashs.
In the file "Movies.xml" delete or comment out these lines:

<Movie Name="Logo1">
<Movie_File>Data\Art\Movies\Binked\LucasArtsLogo.bik</Movie_File>
<Cannot_Skip>false</Cannot_Skip>
</Movie>

<Movie Name="Logo2">
<Movie_File>Data\Art\Movies\Binked\PetroglyphLogo.bik</Movie_File>
<Cannot_Skip>false</Cannot_Skip>
</Movie>

That's all.
The file is to be found in the config.meg.

However, if you alter gamefiles it may happen that you are unable to play with others who did not.

Reply Good karma+2 votes
Triston25
Triston25 - - 22 comments

this mod has play isssues out the wazoo i cant even give it a one till its at least playable

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Triston25
Triston25 - - 22 comments

this isnt a mod for forces of corruption its for the original if its inteded for FOC its install directory needs to be updated

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John_N447 Creator
John_N447 - - 116 comments

Well...
At the moment only outdated versions of the mod are avaible.(Those were made for EaW)
The new mod (which is for FoC) was not yet released.
I am working on gameplay mechanics right now, so a release is currently not possible. (Too many [MISSING]'s, upgrades that do not work at some random point that needs to be fixed, etc)
Eg:
There are multiple new factions I want to write but there are...problems balancing them.
As I wrote, I intend to make the game more...Movie feeling, so for example, battles are far more complex, as with rockets that can be stopped, Fighters that can deal damage to heavier ships if those are left alone (see Deathstar against fighters) etc etc etc. As I want to get at least 2 new factions (and if possible make them modular, so that they can be downloaded separtely on the next release, there are some units I still have to figure out how to balance them.

Concerning the play issueas you mentioned:
What exactly do you mean?

Reply Good karma+2 votes
Triston25
Triston25 - - 22 comments

atm after multiple install that went in like they were supposed to the only thing thats chaged is the big fancy start screen there wasnt any play ability, i have alot of hope for this mod and its got potential, but it hasnt worked for me yet, if ud like, consider joining my mod devlopers group or at least check us out were just getting under way

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John_N447 Creator
John_N447 - - 116 comments

Well ,the old versions avaible on Moddb do not add anything new to the game, they just change it.
Eg:
Faster firing, less Hardpoint health and strogner shields.
Those old versions represent the state that my modding skills were when I first begun modding.

Revieweing the whole stats, reviews and also comments regarding the mod, it was probably an error to publicly upload it when I jsut did and should have waited a year or so.

Well, afterwards one knows more, or however one would translate this...

The newer Versions (3.0 - not recommended, very buggy, only on Strategyinformer) and as well the version that I gave to the beta-testers (they...joined in the last hour or so[concerning the past beta event]) had more content that was not in the game.

However, at the current rate I think I can release a new update in the next month from now but I am not sure.
There are still parts in the mod that do not work as I intended them to. But the new units do work and textures are nothing unknown to me anymore, so the progress on the new faction (the other new one is ready but still has to be balanced and possibly exported to be modular) should be rather fast than slow.

Reply Good karma+1 vote
Shulsky
Shulsky - - 26 comments

If I might ask, well, from what I can tell, you've made SDs be available at Tech5, made X-wings unavailable until Tech5, made another coper of Admiral Akbar (which appears to be just bigger and cost a tad less, and it's description is in chinese, japanese, or something to that effect) and made Akbar cost a lot more.

Also, I keep on getting logfile.txt. It appears when I was playing Empire, during skirmish.

If I might ask, how long has this mod been going?

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John_N447 Creator
John_N447 - - 116 comments

Over a year with some time paused.
However, the version you played is over a year old, the progress on the game was stopped, I switched over to FoC.
The SDs that were only avaiable on Tech5 are the most powerful ones now, there are as well some avaiable from Tech 4.
Those are weaker.

Well, the description thing is true but not more present in the more actual version.

And keep in mind that over a year past since then.

Reply Good karma+1 vote
Shulsky
Shulsky - - 26 comments

Is the mod dead?
If not, what are you working on now?
If so, RIP

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John_N447 Creator
John_N447 - - 116 comments

Currently?
At nothing, elseways I couldn't write this.
5 Minutes ago?
Some fun way to test something:
Youtube.com
Well, it is testing only, no other purpose, so...

At the current point I am working on unit repurposing.
E.g.:
Y-Wings do have a turret on the top of the cockpit. This turret now shoots.
X-Wings do now have protonentorpedoes, as soon as you reach Tech5 (prerequirements yet to write).

Next would be the techtrees.
Then some new units, models etc - still some way to go.

Reply Good karma+1 vote
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