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 12 comments

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Post comment Comments  (30 - 40 of 441)
MrPerson Sep 22 2014, 8:04am says:

Now that I think about it, remember how the original EAW (non FOC) had random missions in the GC? Like the rebels had missions to go "rescue a pirate captain" which got them a few old interceptor 4 type ships that they can't build. Is there any way to put something like this in FOC?

+2 votes     reply to comment
Pieboybom Sep 25 2014, 2:24am replied:

you know what, ill do some digging. ill let ya know if i find anything.

+1 vote     reply to comment
Pieboybom Sep 23 2014, 1:43am replied:

probably if you went digging you could add it to teh original game, but i wouldnt know where to start.

+1 vote     reply to comment
Geroenimo Sep 23 2014, 4:14pm replied:

^ I second that statement, no clue how to do that. Could probably find out, far too lazy to do so.

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Geroenimo Sep 26 2014, 6:06am replied:

I do plan on doing this.

+2 votes     reply to comment
codeuser Sep 17 2014, 11:23am says:

Digging the addition of AO maps to your new stuff! Only worried that it might look jarring when compared to older stuff (unless you plan on going back and adding AO maps to everything... 0_0)

+2 votes     reply to comment
Geroenimo Sep 17 2014, 4:46pm replied:

Thank you, I do plan on doing that yes, though it will mean some ships will need their uvw mapping redone. Something we all love doing no? ;) Especially the mon calamari ships are going to be a pain. It'll look better for it in the end though, it's amazing what AO can do for a texture.

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Geroenimo Sep 16 2014, 11:21am replied:

Thanks ;)

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