This mod wants to keep the original FoC experience, just with improved graphics, while adding a few units to keep it interesting.

This means new models and textures for almost all units. It also ramps up the difficulty so that the game remains challenging even after you've learned how to play it. All changes will only apply to space, ground is uneffected, as I'm not a big fan of ground combat. 

What I'd like to do in the mod is make the higher tier units more dangerous, so that when you see a Star Destroyer it will be a larger threat than in the vanilla game. I do this not by giving the ship higher shield points, or add more hardpoints, but by making the hardpoints untargetable. This will ensure the ship is a threat right up untill it blows up, thus making larger ships with more health more dangerous for a longer time. Higher tier ships will also cost more.

The mod will also add one additional tier of battleship above the normal Star Destroyer, Mon Calamari Cruiser and Keldabe Battleship, though seeing one of these will be a special occasion and plenty of reason for panic. 

This is my little love project, besides my main mod, Old Republic at War ( Moddb.com ) Sometimes I get a little sick of all the Old Republic era stuff and want to do something closer to the original game, in a different time line. 

Constructive critisism is appreciated and taken into consideration, and occasionally I'll make a poll about something to get different opinions on the subject, though the final decision remains mine. No unit requests.I reserve the right to write back an angry response or flat out ignore you.

This is my interpertation of an updated FoC, I like to think I have high quality standards and I always try to improve the mod in all ways, graphical, gameplay related or otherwise. 

I hope you enjoy your stay here and that you're as excited for the mod as I am!

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37 comments by Geroenimo on Jan 13th, 2014

I've been thinking recently about the following:

The mod was originally started with the intention of untargetable hardpoints, because it allows for a lot more hardpoints in a lot more interesting places. It allows my Home one to have 52 turbolaser turrets, for example, without having to worry about hardpoints.

Now, besides the fact that you can make infinite hardpoints with this system, it also comes with another very nice advantage over targetable hardpoints: Enemy ships shoot all across the ship. What does that mean? It means that normally when you have an ISD vs Home one, the isd fires at the hardpoints, so that the turbolasers will all go to one spot on the ship. This isn't very cinematic. What happens if you have no targetable hardpoints on large ships like Home one, an ISD will fire at a random spot on the ship, meaning turbolasers are flying all across the vessel, which looks a lot more cinematic than when everything's just flying to one targetted area.

Sadly, no targetable hardpoints on ships does mean the game gets more...linear. You can't target the shield generator anymore on ships to take down their shields, you cannot target specific things like a hanger you want to destroy first, and this is a real set back in terms of strategy I think. I was thinking of making parts of the larger ships weaponary destroyable. Note, not all weaponary, as I mentioned that would cause some very bad balancing issues. I was thinking about something like this: 

We can see engines, shield gen, hanger and several higher end weapons visible like a quad ion cannon, 8 quad turbolasers, 2 dual ion cannons and 2 triple turbolasers. This gives a very reasonable differsion of stuff for you to shoot at, yet keeps the idea of ships being powerful untill you destroy it intact, as there's many other weapons on this ship that you cannot destroy. Once these hardpoints are destroyed the ship will be destroyed. I am still thinking about it, but this is most likely the direction the mod will take.  

Feedback is appreciated.

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Imperial Ship Pack

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Jun 6, 2014 Vehicle Model 11 comments

You can see more screenshots of the models on my profile.

Post comment Comments  (20 - 30 of 401)
The_Shredder Aug 6 2014, 4:55pm says:

Has there been work done for the ground units yet or is the main focus for the mod at the moment on space units?

+1 vote     reply to comment
Traslogan Aug 6 2014, 2:44am says:

Does this mod support the FoC expansion?

+1 vote     reply to comment
Geroenimo Aug 6 2014, 9:29am replied:

It's only for the foc expansion, if you don't have it you can't play it.

+1 vote     reply to comment
kyle_katarn67 Aug 4 2014, 7:15pm says:

I fail to remember if you already gave an answer to this question or not but will you be adding the Endurance? PLEASE DO SO. NO MOD OUT THERE HAS AN EVEN NEAR DECENT MODEL OF THE ENDURANCE.

+1 vote     reply to comment
Geroenimo Aug 5 2014, 7:10am replied:

The Nebula already carries a good amount of fighters and bombers, and the Alliance already has a dedicated mid-game carrier in the Quasar, which carries roughly the same strenght in fighter/bomber squadrons as the Nebula, the Mon Cal cruiser now carries a few x wing squadrons (increased cost a bit for that) and Home One also carries fighters and bombers, even more than the Quasar and the Nebula do. The Rebellion does NOT need another late-game dedicated carrier vessel. They're supposed to be the faction with the least amount of fighters and I've already overshot that idea by far.

+1 vote     reply to comment
Terrell4811 Aug 12 2014, 11:46pm replied:

If this is the case, Will Rebellion Fighters be more skilled then those of any other faction?

+1 vote     reply to comment
Guest Jul 29 2014, 3:23am says:

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Elizabeth_Lestrad Jul 27 2014, 11:33pm says:

Just curious on the possibilities of having additional heroes in the mod? *cough*Daala*cough*

+1 vote     reply to comment
Geroenimo Jul 30 2014, 6:22pm replied:

I don't think any more will be added, Daala for example would have to command a star destroyer, and the Empire already gets 2 for free with Thrawn and Piett, that's powerful enough as it is imo.

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Elizabeth_Lestrad Aug 2 2014, 12:27am replied:

Damn. Ah well. Looks like I'm gonna have look around a bit more since the Thrawn mod only allows for Daala in scenario mode and not in Skirmish (what a ripoff).

+1 vote     reply to comment
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Empire At War: Re
Empire At War: Re
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