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 some of 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!

If you enjoy what I'm creating and want to support me in making my mods, a great way to do so is to send me a tip! Tips help to keep me modding when otherwise I would have to spend my time working "real" jobs leaving me unable to do the work I love, which is modding. Paypal.com

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36 comments by Jeroenimo on Jul 5th, 2015

The absolute fool-proof way of installing this mod:

Download the mod. It comes in an archive that you can open with several programs, most common one being winrar. Open the archive, and extract the folder EAW-Re.

Somewhere on your computer there is a folder that holds all the Forces of corruption files, named "Star Wars Empire at War Forces of Corruption" Find it.

If you installed mods before, then there'll already be an extra folder inside the FoC directory called Mods, if not, create it. Drop EAW-Re in that Mods folder.
So it'll look like Star Wars Empire at War Forces of Corruption/Mods/EAW-Re

Open the EAW-Re folder. Inside is a shortcut which works if you installed the mod to C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\EAW-Re If it doesn't work, right click the shortcut, go to properties, and edit both target paths to where ever you have your game installed. Don't forget to keep the modpath otherwise it'll just start the regular game.

All steam related comments will be removed, read you lazy pricks.

Got a problem with AI? Try a reinstall of the game. AI works fine with a clean FoC and has been tested by me personally. Still doesn't work? Figure out what is causing the issue, don't ask me, I've got no clue what you did to your game.

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Public Beta Patch 1

Public Beta Patch 1

Jul 7, 2015 Patch 53 comments

A patch fixing some bugs and tweaking a few things here and there.

Empire at War: Remake Public Beta

Empire at War: Remake Public Beta

Jul 6, 2015 Full Version 96 comments

The public beta release of Empire at War: Re has hit the server, download it while it's still hot!

Basilisk War Droid Free Release (modders resource)

Basilisk War Droid Free Release (modders resource)

May 27, 2015 Vehicle Model 4 comments

This is the model of the Basilisk War Droid I created. Modders resource only.

Imperial Ship Pack

Imperial Ship Pack

Jun 6, 2014 Vehicle Model 26 comments

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

Post comment Comments  (30 - 40 of 799)
nationalist2012 Aug 2 2015 says:

Just played this mod for hours as the Empire in Gateways, maybe I will share some of my thoughts.

The graphic is really awesome. The ship textures, the lasers and all those little turrets, they are magnificent.The shield damage graphic is simply stunning. And nice new icons you have added for space units. The new features, like the new rapid firing Vengeance frigate and folding wing Victory are interesting.

Though there are some points which I think leave room for improvement. Firstly,as some may have pointed out, the Imperial fighter screen is simply too strong.A full fleet of 35 cap would spawn so many fighters that my computer starts lagging.That number is too great to control manually, too.

Then, some space maps are so dark that I can hardly see a thing, like Felucia and Myrkr. I can barely see my ships through their engine glow, and that affects my experience of the game.

Besides, there is no Death Star II enhanced targeting on Naboo. The icon and everything is on the control tab, but no matter how many times I pressed the button and chose my target, it won't fire. It stills blows up the planet nicely in battle, though.
(The Death Star II isn't even present in battle when I brought to Wayland or somewhere. The fire button is on the control tab, but the enhanced targeting icon is not even available. i.e. disabled like when a star destroyer lost its tractor beam hardpoint in vanilla)

Also, the tractor beam ability are disabled on all of my ISDs (Thrawn and Piett included).

Moreover, I would appreciate it if the heavy ships are a bit faster. It is a pain to drag the Allegiance or an ISD across the space skirmish map. Is the Allegiance a stationary ship or something? Also, my Procursator Star Destroyers (or whatever it's called) broke formation easily and it took forever to bring them back to position. It might be better to make these ships faster.
Oh, and please replace the "Missing" hardpoint text with names on the Overlord.Nice sound from Zero Hour by the way.

Generally speaking, this is an awesome mod. Keep up the good work!

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Aug 2 2015 replied:

Hey thanks for the critisism. As I responded to earlier in this comment section, 1 or 2 diamond boron missile cruisers will fix all your fighter problems. Also the overlord does have text, atleast in the version that I uploaded. I thought I made the death stars unbuildable, apparently I was wrong. They haven't been made to work on the maps when I edited them.

+1 vote   reply to comment
nationalist2012 Aug 2 2015 replied:

Thank you. I will check to see if I installed something wrong to get all those "Missing" hardpoints on the overlord.

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Aug 3 2015 replied:

The hardpoints do all say Missing, the unit itself shouldn't.

+1 vote   reply to comment
Versatile142 Aug 2 2015 says:

Y'know, I love this mod and all, but at times it can be ridiculous.

For example, I'm playing as the Consortium, and out of nowhere, the empire attacks Bestine with Admiral Piett, Thrawn, two Star Destroyers, and four Overlords.

Four f*cking Overlords.

Its obvious that my little defense fleet and level five space station got annihilated, and after that they landed an invasion force on the planet. After winning that battle, I decided to retaliate by sending in my main fleet which consisted of a Lucrehulk, Ten Keldabes, Ten Crusaders, ten Valiants, and about five or six Aggressors.

I won the battle, and destroyed all of the overlords (They took out Thrawn, Peitt, and the two Star Destroyers before the battle). At the cost of all of my Aggressors, all of my Crusaders, nine of the Valiants, and seven of the Keldabes. After that I looked around the galaxy map to see the empire using a bunch of overlords all over the place.

Don't you think that they should have a build limit like the Lucrehulk and Nebula? Because it kind of seems ridiculous to fight against three overlords at the same time.

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Aug 2 2015 replied:

Thanks for the crit, though I really really want to say: What are you complaining about that sounds like an epic and desperate battle! By god this is exactly what I wanted to make, a mod that allows for this.

Though the overlord really should have a build limit of 1 at a time, I thought I implemented that.

+2 votes   reply to comment
blackt1gers Aug 6 2015 replied:

you did implement a build limit of one but the AI just doesnt care in any mod. i first noticed it in republic at war when early on the AI would just spam sabaoth destroyers despite it only meant to be able to build 4. its also in thrawns revenge when the NR is able to build more than one viscount at once. its a problem with EAW modding that i dont think has a fix other than making the unit a hero

+1 vote     reply to comment
Versatile142 Aug 2 2015 replied:

Didn't mean to sound like I was complaining, by all means it was epic, but having to fight three at time on multiple battles can be a bit aggravating.

+1 vote     reply to comment
Versatile142 Aug 2 2015 replied:

Unless of course there IS a build limit to the Overlord and that there's something wrong with my game, then completely ignore this comment

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The_Idiot Aug 1 2015 says:

Well, I've been playing this for about a day or so, so I figure I'll give my thoughts and offer some suggestions.

First off: the main feature - improved graphics - look fantastic. Everything from Star Destroyers to CR90 corvettes are beautiful. You can even see all of the little turrets on some of the bigger ships move about and fire...excellent work there! I noticed that a few of the fighters don't look so great, but I assume they'll be replaced with better models in the future? Another thing I saw was that you also seem to have changed some of the effects during land battles as well, though those remain almost unchanged, which is unfortunate because they are easily the worst part of the game.

The addition of a few new classes of ships was interesting, with frigate-killers and corvette hunters, but a few of the classes felt a bit overpowered - in particular, the Empire's corvette killer (which I assume replaces the Tartan cruiser) has missiles that can easily destroy multiple corvettes and frigates without much hassle if spammed. Carriers are also a somewhat unfair addition, as spamming Quasar-fire carriers in skirmish will likely win you the game because nobody can counter a million fighters. I think we need a better fighter-killer if you are going to make a carrier class because I can't find a ship to dispose of that many fighters.

Many people have been concerned about the difficulty, and I'm with you - this mod is hard as hell. The AI will spam as many powerful ships as possible, usually with little variety. They seem to lean towards the ships that - you guessed it - deploy fighters and bombers, which makes things almost impossible for starting players. Space stations will be annihilated early on by fleets of 7+ VSDs with their absurdly huge fighter complement.
During one of my two attempts at a campaign, I was able to get about 4 Nebulon-B frigates and 2 Corellian Destroyers before the Empire attacked me with 9 VSDs, Piett, and a couple of those corvette hunters...this fleet went on the take about four planets without taking a single casualty because there were so many fighters and bombers that my sad little defensive fleets were overwhelmed. I even sent my main fleet to engage it and only defeated a couple of corvette hunters and a single VSD because I couldn't afford the amount of units required to counter this, and at tech level 1 I couldn't build any carriers to counter the fighters.
In this regard, I think space stations need an increase in the ships they spawn so this can be countered, especially since all other ships now deploy about 3x the amount of fighters and bombers they did before. There needs to be some way to dispose of all these fighters that is cost-effective and available to both sides early on to prevent these fighter rushes. I don't know where the enemy factions are getting the money for this kind of thing, either, since I'm starting the game off building mining facilities at all spare planets.

That's about it. A couple of other things I'd like to see would be the original Galactic Conquests in the game so the damn Consortium can stop it with the corruption, as well as land battles enhanced in the same way space has been changed. Oh, and I have to disagree with the addition of music from non-Star Wars media (I think I heard Mad Max music in there once?) - it kind of breaks the whole Star Wars experience. The mod is very good and requires some practice to play, but at the moment it does sadly seem a bit unbalanced. To sum it up:

The Good:
- Graphics are amazing, as advertised
- Very professional - doesn't feel cobbled together from other resources (likely because it wasn't!)
- New units well integrated into the regular EAW system
- A much better challenge than old EAW
- Still easy to understand R-P-S mechanics - no units added for the heck of it
- Exactly what it says in the title
- Haven't caught any bugs as of yet!

The Bad:
- Fighter and bomber hordes are unstoppable and not uncommon
- No changes to land battles as of yet
- AI tends to spam powerful ships before you can fight back
- The challenge on Medium and Hard can seem a bit unfair
- Non-Star Wars music can sort of take you out of the setting
- Admiral Piett in GC. Man, that guy is a ****. Bring him along early in the game, you win every single battle.

In other words, it's a great mod, and with a few balance tweaks, it'll be one of my favorites. It really takes what EAW is at its core and makes it so much better. Excellent work! Can't wait for a final release.

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Aug 2 2015 replied:

Hey, thanks for that lenghty text wall, always a pleasure to read!

First off glad you like it so far, second I'd like to respond to your critisism, especially on the fighter/bomber point. Fighters and bombers have what I consider to be the hardest counter in the game, that being the diamon boron missile cruisers (broadside, marauder). I've tweaked these heavily, gave them back the inaccuracy from the vanilla Empire at war, and made the missiles very powerful, as they're supposed to be. During testing I've seen single missile detonations destroy entire garrisons worth of squadrons, and when micro-ed correctly, a single barrage can take out pretty much every hostile fighter squadron in a very large radius. One broadside completely shuts down 3 quasars for example. Try to use these artillery pieces a bit more and you'll find large numbers of squadrons are definitly stoppable. Note the Consortium doesn't have DB equiped artillery (read unit descriptions for more info), but the Consortium has other ways of clearing fighter squadrons.

I also don't intent to change ground combat at all, I haven't done it so far and have no plans to do so in the future. And about music, that is a very subjective thing, personally I do quite like it, but if you don't you can always just remove the Music xml file and you'll have the original music back.

+1 vote   reply to comment
The_Idiot Aug 8 2015 replied:

No problem. Spamming text is my specialty!

Now that I read that, it does make some more sense. I played your mod again for a bit longer and managed to do quite a bit better - I've got the Empire sitting on a stalemate at Bestine, and I'm managing to hold them fairly well with a medium fleet.
So your explanation brings up a new question - if the artillery cruisers are for anti-fighter purposes, does that mean the corvette-class ships have had their role moved? I've found that the Imperial corvette (or corvette-hunter?) is one of the most powerful ships in the game, whereas a CR90 corvette is fairly weak in comparison. The CR90 is decent at bomber defense where you need it, when you need it, but it seems the Imperial corvette is extremely powerful against most enemy ships, including fighters, bombers, corvettes and even frigates. I'm a bit confused as to their roles.
I haven't seen much of the Consortium because I'm currently playing on a modified Galactic Conquest that features all planets but no Consortium, though I have played the standard Equal Footing campaign and found them very well-rounded.

Hmm, so if ground combat will remain vanilla, could you perhaps consider reducing its importance to the game? As I've said, it's the most lacking part of EAW, and without your treatment, it will stick out like a sore thumb. Even a few tweaks here and there to damage, armor and health values could help to balance the whole thing out and reduce the heavy tank-spam required to win a ground battle. Even giving the Alliance a damage-based bombardment rather than an ion-based one could help a lot in such battles.

As for the music, I agree - it's something that isn't really a problem, just a personal preference. You've made the music files you used easy to access, so people like myself can replace them if need be.

Also, as I've said, I did play a better GC, and this time eventually resorted to my default emergency strategy - gather up all of my fleets into one and just go around winning everything with auto resolve, only fighting the major battles. This tactic seems to have worked out just as well as ever, and I wonder if there is anything that can be done to change this? I was playing on Hard and I managed to defeat three of the largest Imperial fleets using my single force. This may just be a problem with GC, in that it needs some major tweaking to population values, as well as planet positions and key trade routes to be less spammy. Perhaps an accurate map of the galaxy could be done for this mod, since the Star Wars galaxy already contains many key holdout locations all around. Anyway, that's just a suggestion, nothing major, since I find that your game is still very enjoyable all-round.

Oh, and I think I found a bug - it seems you can build unlimited of those huge Super Star Destroyer-type ships that have a unique name and are labelled a "prototype" - I fought a fleet containing two of those at once!

+1 vote     reply to comment
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Released Jul 7, 2015
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