Star Wars: Empire at War - Forces of Corruption Mini Mod

(And also a separate version just for EAW)


- Power C

As the title suggests, this is a mini-mod. There are tons of fantastic and ambitious mods for this game, this isn't one of them. I made this mod because I like playing the original game, but there are some annoyances that needs fixing.

Latest Mod Version:
EAW/FOC: 1.8 (12/24/2017) - Minor bug fix.


Finalized Version:
EAW: 1.75 (5/31/2016) - Major bug fix and some additions to GC/Campaign land mode.
FOC: 1.71 (5/31/2016) - Major bug fix and some additions to GC/Campaign land mode.

For change log information, refer to the download page for each download.

------------------

Original Release - Version 1.0

Changes:


* How come the AI doesn't upgrade anything other than the starbase? (EAW/FOC)

- Annoying isn't it? The AI will now fully upgrade ALL upgrades in the space skirmish. Sorry, I don't really play land skirmish so I don't care about that. Consortium will not upgrade the credit multiplier. They cheat already.
- I also modified the space skirmish AI build so instead of having it all lumped, builds are separated into fighters, corvettes, frigates, capitals, and heroes. This means the AI will actually try to build ships early instead of just rushing to Starbase 5 and jam out all capital ships.


* How come Rebel Alliance ships won't produce fighters?!?! Annoying! (EAW/FOC)

- Nebulon B now produces 1 X-wing squadron
- Assault Frigate now produces 1 A-wing squadron
- Calamari Cruiser now produces 1 X-wing and 1 Y-wing squadron
- Home One now produces 2 X-wing, 2 Y-wing, and 2 B-wing squadrons, cost increased a bit b/c it is too cheap! (EAW 2 A-wings instead of B-wings)


* What about the Consortium? Honestly, I don't really play them, but... guess to be a little fair. (FOC)

- Vengeance now produces 1 pirate fighter squadron.
- Krayt now produces 1 starviper squadron and 1 Z95 squadron. Not going to give them bombers since they got those unfair superweapons.
- Kadalbe now produces 1 pirate fighter squadron and 1 skipray squadron
- The Peacekeeper gets 1 starviper, 1 skipray, 1 Z95, 1 pirate squadron.


* Balance out the Empire? (EAW/FOC)

- Imperial Star Destroyer now produces 1 additional Tie Bomber squadron
- Captain Piett's SD now produces 2 Tie Defender, 2 Tie Interceptor, 2 Tie bomber squadrons (EAW - 3 Tie Fighters and 3 Tie Bombers)
- Thrawn's SD now prodces 1 Tie Defender, 2 Tie Interceptor, 2 Tie Bomber squadrons. Cost reduced, come on way too expensive. (FOC)


* Consortium could build a capital ship at Starbase 4, what's up with that?! (EAW/FOC)

- Rebel Starbase 4 now can produce Light Calamari Cruisers. It is simply a smaller version of the Calamari Cruisers, 3/4 size, 3/4 strength, and and a little cheaper. They come with 1 X-wing and 1 Z-95. It also has power to weapon ability without losing shield instead of power to shield ability, making them more of an offensive ship while the bigger Calamari cruisers are defensive.
- Imperial Starbase 4 now can produce Interdictor Star Destroyer. Interdictor cruiser dropped to level 3. Interdictor Star Destroyer is simply an Imperial Star Destroyer version of the Interdictor. It has the size, health, damage, etc... of an ISD, but only the hardpoints and abilities of an Interdictor. It serves as a dual role of a light capital ship or an interdictor and is slightly cheaper than ISD. It comes with same fighter compliments as ISD.
- Interdictor Cruiser scale down to 0.7 and hardpoint health increased so it doesn't die in 3 secs. Price also reduced for this ridiculously overpriced little cruiser.


* Why can't the rebels have an interdictor? (FOC)

- Sure, why not! Mc30 frigate now has a gravity well! Use it wisely!


* How come the Jedi Cruiser is described as "obsolete" yet we're still using the Acclamator? (EAW/FOC)
- Now Imperial Starbase can build Venator (Jedi Cruiser) in level 2 along side Acclamators. It comes with same compliment of fighters as Acclamators.


* Why isn't the Executor SSD in the Space Skirmish! (FOC)

- It looks fun, but utterly ridiculous to have that ship cover up 1/2 the screen! So I created a Mini SSD for skirmish only! It is exactly the same as the Executor SSD except at 1/2 the size and cost 15,000. It replaces Vader's flight squadron just like the galactic games. With this at Starbase 5, Piett drops to 4, Thrawn drops to 3.


* Rebels getting screwed over on the capship/hero again, even without the SSD b/c Imperial fleet gets Thrawn. (FOC)

- Now Rebels can build Home Two at Starbase 4. It is a Hero ship modeled after the MC30 Frigate, but with its own hardpoints. It has 1 anti-fighter lazer at the rear, 2 mass drivers at the front to do massive assault damage (complimented with power to weapon ability that doesn't drain shields), and comes with a hangar bay that launches 2 X-Wing, 2 A-wing, 2 Y-wing, and 2 B-wing squadrons. It also comes with power to shield ability.


* Other changes? (EAW/FOC)

- Increased space battle army size to 100 each
- Changed the difficulty adjustment, so the damage output is 1.0 for all 3 difficulties, but the credit multiplier is increased with each level. Simply remove this file if you don't like the changes.
- 1920x1080 splash screen that actually looks good. If you are running on lower resolution, simply use the old splash by deleting splash.dds.
- Removed the annoying logo movies at start up
- Reduced Consortium's credit multiplier, come on they cheat and you know it. (FOC)
- Didn't like Consortium's lack of fighter variety, now their starbase can build Z95 and the pirate fighter squadron in skirmish. (FOC)


* Why didn't you add the Eclipse SSD into the skirmish? (FOC)

- Because the Empire has enough capships and heroes, unless we give the Eclipse to the Consortium. But we don't really want to do that since Consortium is overpowered already with all those special weapons and ridiculous credit gains. Besides, we really want to see a 1/2 completed ship flying around?


* What modes will this work? (EAW/FOC)

- Skirmish Space: Yes. Tested thoroughly. AI will build the new ships.
- Galactic: Yes. Tested it a little and it seems to be fine. The AI will build the new ships. I even modified the planet bonuses to include the Interdictor SD, Venator, and Light Calamari and Home 2. Home 2 will show up when you use the droids to steal MC30 frigate technology.
- Campaigns:
# Empire: Yes. Tested. AI in the campaign will build the new ships.
# Rebel: Yes, version 1.5. Tested. If you've downloaded version 1.0 previously, please update to 1.5. AI in the campaign will build the new ships.
# Consortium: Yes. Tested. The hardpoints and fighter changes do work, however I did not see the AI build any of the new ships. This campaign AI coding must be more restrictive, AI told exactly what ships to build rather than anything that is available in the starbase. File is embedded in a lua, so I'm not going to go hunt for it. Bottom line, it works, I tested and completed the campaign.


* How do I install it?

(FOC)
Method 1 - Unzip the zip file into your FOC folder, run the BAT file. This will put the mod in a mods folder and runs it with the -modpath modifier.
Method 2 - Since this is more of a fix than a mod, you can simply just put the Data folder from the zip into your FOC folder and just run the game normally.

(EAW)
Method 1 - Unzip the zip file into your EAW\Gamedata\ folder, run the BAT file. This will put the mod in a mods folder and runs it with the -modpath modifier.
Method 2 - Since this more of a fix than a mod, you can simply just put the Data folder from the zip into your EAW\Gamedata\ folder and just run the game normally.

(These are the setups in my game. If yours differ because of Steam or something, you need to find the folder that contains the "data" folder. Some version of the FOC also has a gamedata folder like EAW.)

(EAW/FOC)
- If you are running 1920x1080, you will know the mod is working with the new splash.


And that's it. Doesn't change the game much, just the annoyances. It is more of a fix than a mod. Hope you like it.


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Enabling V-Wing Fighters

News

Thank you everyone for your support and your thanks for this mod. As many of you have noticed, there hasn't been any updates for a while. The reason is because I believe this mod is complete. Every major update comes with significant changes, so unless there are some major additions, I won't be updating this mod anymore. However, there are still people with ideas and tweaks to this mod. For those, I will be posting articles on how to modify the mod to include these subtle changes. It should be quite easy and all you really need is notepad for the most part.

This tutorial will guide you in enabling the V-Wing fighter into the game. The V-Wing fighter is an older fighter from the Republic era, so storywise it can be used in any faction, much like the Venator/Acclamator in my opinion. This tutorial will only show you how to enable it in the Empire, but the steps can be used to enable it in the Rebels or the Zann as well if you choose to do so.

1) You will need to make the modification for each EAW and FOC, whichever one you want to enable or both. V-Wing starfighter exists in both games.

2) Look for the file in the FOC mod xml folder called uniqueunits.xml and open it with notepad. In the file look for "V-wing_Fighter" in the file. This is the base coding for the V-wing. DO NOT touch it. :) Look below and you will find "V-wing_Fighter_E" and 2 other variants. These are the places you want to modify. E is for empire, R for Rebel, and U for Underworld. This will allow you to build different V-Wings for each faction if you choose. Right now, none of them are enabled.

3) Replace the "V-wing_Fighter_E" coding with this:

	<UniqueUnit Name="V-wing_Fighter_E">
		<Variant_Of_Existing_Type>V-Wing_Fighter</Variant_Of_Existing_Type>

<SpaceBehavior> HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, NEBULA, DAMAGE_TRACKING </SpaceBehavior>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>HUNT</Type>
			</Unit_Ability>
		</Unit_Abilities_Data>
	</UniqueUnit>

All this does is give it the "hunt" ability as the original has no abilities at all. You can change it to any other ability, but you'll have to test and trial/error to figure out how they work. Not all abilities are easily transferrable. Hunt is the easiest one to use. (For EAW, remove "DAMAGE_TRACKING" from the end of the space behavior line.)

4) Now directly under "V-wing_Fighter_E" we're going to insert the coding for the V-wing Squadron. Copy and Paste the code into the file below the "V-wing_Fighter_E" coding.

	<Squadron Name="V-wing_Fighter_E_Squadron">
		<Text_ID>TEXT_UNIT_VWING_FIGHTER</Text_ID>
		<Encyclopedia_Good_Against> Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> Crusader_Gunship Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Is_Dummy>Yes</Is_Dummy>
		<Formation_Priority>1</Formation_Priority>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>no</Is_Bomber>
		<Autoresolve_Health>300</Autoresolve_Health>
		<Damage>25</Damage>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Build_Cost_Credits>300</Build_Cost_Credits>
		<Piracy_Value_Credits>50</Piracy_Value_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
		<Tech_Level>0</Tech_Level>
		<Required_Timeline />
		<Required_Star_Base_Level>1</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
		<Squadron_Units>V-wing_Fighter_E, V-wing_Fighter_E, V-wing_Fighter_E, V-wing_Fighter_E</Squadron_Units>
		<Squadron_Units>V-wing_Fighter_E</Squadron_Units>
		<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
		<Icon_Name>i_button_V_Wing.tga</Icon_Name>
		<GUI_Model_Name>NV_VWING.ALO</GUI_Model_Name>
		<GUI_Distance>120</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>

		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>

		<FormationOrder>1</FormationOrder>
		<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>200.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Property_Flags> SmallShip </Property_Flags>
		<Score_Cost_Credits> 420</Score_Cost_Credits>
		
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>HUNT</Type>
			</Unit_Ability>
		</Unit_Abilities_Data>
			
		<Encyclopedia_Text>TEXT_TOOLTIP_V_WING_01</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		
		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->
		<Population_Value>1</Population_Value>
	</Squadron>

This is the squadron code for the Tie Fighter, I modified it for the V-wing Empire. It is recommended if you want to create the squadron for Rebel or Zann, you use one of their own squadron base code. Don't forget to SAVE. (For EAW, please remove the crusader and skipray from the "good against" and "vulnerable" section at the beginning.)

HALF TIME) DONE! This means the V-Wing Squadron is now fully coded in the game for the Empire. WAIT! You cannot build fighters for the Empire in campaign/galactic mode. Their starbase only builds spaceships. So for Skirmish, you will need to enable it to build this squadron and in the campaign/galactic, you have to add them to your starships.

Skirmish) You can skip this step if you do not want to build the v-wing at the starbase. Just go to the next step to enable them on your capships. Open the file starbases.xml with notepad. If you scroll down you will see the Skirmish starbase coding for level 1 - 5. In each of them you can see the list of things they can build at each level. (If you can't find it, search for "TIE_Interceptor_Squadron") Simply add "V-wing_Fighter_E_Squadron" into the list (You'll have to add it 5 times, 1 for each skirmish starbase). Don't forget the "comma" after you insert the squadron in the list. Don't forget to SAVE.

Campaign/Galactic) To add the V-wing squadron to your starships, first you need to decide which starship to add them to. If you are looking for the Venator, it is located in spaceunitsfrigates.xml along with the acclamator. The Venator is listed under "Jedi_Cruiser_E" coding. In this coding, scroll down until you find the fighter complement section (If you can't find it, just search for tie_fighter). You can either replace the "Tie_fighter_squadron" with "V-wing_Fighter_E_Squadron" or you can add in the "V-wing_Fighter_E_Squadron" with it. Don't forget to save.

That's it. Very simple. The V-Wing does look really amazing. I think I'm going to make this change to my own game too. But it is a rather small change so I will not be updating this mod. However, in the future if there IS some major addition to warrant an update, this V-wing coding will be included as well.

Alright that's it! Happy Gaming!

- Power C

Enabling Mara Jade and Kyle Katarn in Galactic Conquest Mode

Enabling Mara Jade and Kyle Katarn in Galactic Conquest Mode

News 1 comment

Tutorial in how to add coding to enable Mara Jade and Kyle Katarn in GC mode.

Red or Green Blaster Color?

Red or Green Blaster Color?

News

This is a short tutorial for those who want to change Stormtrooper, ATST, ATAT, and Veer's ATAT blaster color to GREEN.

Version 1.7 Released for EAW and FOC Mini-mod

Version 1.7 Released for EAW and FOC Mini-mod

News

This is a release note for the version 1.7 of the minimod, which includes several new additions to the GC and Campaign mode.

Version 1.6 Released for EAW and FOC Mini-mod

Version 1.6 Released for EAW and FOC Mini-mod

News

A quick article about the changes, bug fixes, etc... in version 1.6, mostly for knowledge base in case other modders are dealing with the same issues.

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Star Wars: Empire at War - FOC Mini Mod 1.8

Star Wars: Empire at War - FOC Mini Mod 1.8

Full Version 7 comments

Merry Christmas! This mod was completed in the last update. This update is minor and not necessary if you prefer the previous version. Just some bug fixes...

Star Wars: Empire at War Mini Mod 1.8

Star Wars: Empire at War Mini Mod 1.8

Full Version

Merry Christmas! This mod was completed in the last update. This update is minor and not necessary if you prefer the previous version. Just some bug fixes...

Star Wars: Empire at War - FOC Mini Mod 1.71

Star Wars: Empire at War - FOC Mini Mod 1.71

Full Version 14 comments

This is version 1.71 release for FOC only. It goes into your FOC folder. This release includes some major bugfixes and some new additions to GC/Campaign...

Star Wars: Empire at War Mini Mod 1.75

Star Wars: Empire at War Mini Mod 1.75

Full Version 18 comments

This is version 1.75 release for EAW only. It goes into your EAW/Gamedata/ folder. This release includes some major bugfixes and some new additions to...

Star Wars: Empire at War - FOC Mini Mod 1.67

Star Wars: Empire at War - FOC Mini Mod 1.67

Full Version 1 comment

This release is for FOC only. It goes into your FOC folder. This is version 1.67. This release includes some major additions, updates, and bugfixes.

Star Wars: Empire at War Mini Mod 1.68

Star Wars: Empire at War Mini Mod 1.68

Full Version 1 comment

This release is for EAW only. It goes into your EAW/gamedata/ folder. This is version 1.68. This release has some major additions, updates, and bug fixes...

Comments  (0 - 10 of 44)
Guest
Guest

I noticed in your mods, you're able to fix alot of glitches that are within both editions of the game, but I have one big question though. Are you able to fix the tractor beam glitch in the original game (not FOC) in the imperial star destroyers?(Especially capturing princess Leia). Cause every time I tried to use tractor beam on any corvetts, it keeps glitching and when I do the campaign of the empire, it gets worse. You're able to fix it by any chance?

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dostunuz
dostunuz

This is very tiny.

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Guest
Guest

no its strong
you may check it

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BagaturKhan
BagaturKhan

LOL

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Guest
Guest

My peniz is long
My peniz is strong

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Sk1llSh0t
Sk1llSh0t

Nerf t4-b, canderous and rebel artilerry. Or buff the empire units on the ground idk. Rebels and Consortium are way better than empire.

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Power_C Creator
Power_C

Yeah but they got those really cool walkers!

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Guest
Guest

can you add more Imperial units such as sand trooper or death trooper? and some stuff in Rouge One in the future version, i'd love it :)

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Power_C Creator
Power_C

Sorry but this mod is meant to be a mini-mod to fix issues with the original game. I have no plans on expanding it. But there are many modders out there and some have probably already made the changes you are inquiring. :)

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Guest
Guest

I love the mod but I think you should make it so the empire can make V-Wings they are in the files and make it so the Venator has V-Wings instead of tie Fighters Thank you.

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Power_C Creator
Power_C

Thankyou! I'll keep that in mind if there will be an update. But at this point, unless there's some major changes needed, I won't be working on this mod anymore. It is considered complete. :)

I currently have several other projects, but I'm overwhelmed. So much modding and testing that I don't get to play. So I'm on a playing binge.

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Guest
Guest

Thank you, you dont need to make the venator have v wings from the hanger
but I would like V wings for Empire I know it's probely stressful with all progcets

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Power_C Creator
Power_C

It isn't just about the time, but to update and upload a new file for such a small change is not a good idea, it will spam the download section with too many little versions. Every update version so far included major additions and reworks.

However, like before when someone asked me to enable Mara and Kyle, I can write the coding to enable the v-wings and put it in the article above. Then anyone who wish to have this change can simply use notepad to make the changes.

When I have time, I'll put one up. :)

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Guest
Guest

Okay thanks :)

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Power_C Creator
Power_C

Ah, you're using a guest account so I can't message you. Well hopefully you are still checking this page. The article is up on how to enable V-Wing squadron into your Empire faction.

Happy Gaming!

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Guest
Guest

Dont worry I cheack every once in a while

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Power_C Creator
Power_C

Cool. Let me know if you have any problems with the tutorial. Enjoy!

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Guest
Guest

One part im confused with is the star base part you need to be a bit more specific

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Power_C Creator
Power_C

Sure,

The starbases in the starbases.xml file is listed with "campaign/galactic" bases first, followed by the skirmish bases.

The last 10 starbases are:
Rebel Skirmish 1
Rebel Skirmish 2
etc... to 5
Empire Skirmish 1
Empire Skirmish 2
etc... to 5

In each one of those, you will find a list of buildables - ships and upgrades.

Simply add the "V-wing_Fighter_E_Squadron" into the list next to the other fighters for each starbase you want to build it.

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