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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Blog RSS Feed Report abuse Latest News: The idiot proof way of installing this mod.

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 46 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 93 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  (60 - 70 of 772)
OrangeFr3ak Jul 12 2015, 1:02am says:

Does the Empire have the Acclamator, Venator and Executor?

+1 vote     reply to comment
Antares51 Jul 12 2015, 8:14am replied:

Not sure, No and No. I haven't seen any Acclamators attack me yet, The Venator is only buildable for each faction from the Orbital Shipyard in Skirmish and the Executor wasn't included due to a problem the big ships have with moving around the map, even the Bellator which is smaller than the Executor has it's fair trouble.

+1 vote     reply to comment
weapon12machine Jul 12 2015, 8:51am replied:

Acclamator is replaced by the Gladiator, as the Gladiator has a very similar role and loadout, on a smaller design.

And regarding SSD pathfinding, most mods place the SSDs below everything else (ships, asteroids, etc.) so nothing can obstruct it.

+1 vote     reply to comment
sandtrooper956 Jul 12 2015, 3:47pm replied:

Yeah, but it's still hard for them to move around the map, because their so big.

+1 vote     reply to comment
Striker11 Jul 13 2015, 6:14pm replied:

Not sure why all big ships when you tell them to attack something decide they need to turn around and point their rear at them. SSD's are the worst for that and most big ships I command with the way points so they go in the direction I want them to. The Path finding stinks for sure but I think there are other issues as well cause they do that in wide open spaces as well.

+1 vote     reply to comment
UnifiedForce Jul 11 2015, 11:47pm says:

So glad that this is finally seeing release. I've been following and looking forward to this mod ever since you first announced it. Thank you for all of the work you've put into it!

Some things to report from playing Galactic Conquest. So far I've just played as the Empire and have only briefly tested the other two:

- Even with gamma set to high, there's some space maps (I think Felucia is one) that are so dark that I can barely make out some of the smaller/darker-hued ships (.e.g Escort Carrier, Interceptor corvette); almost all I can see is an outline and the engine trail.

- Are all ships supposed to have the on-fire effect for destroyed hard points? Some ships like the Victory have them, while others like the Bellator do not.

- Bellator's hardpoints are still labeled as missing, as well as the Tie Hunter's unit description (though I realize it's basic info is given in the Escort's description).

- When I try to restrict the GC session's max/starting tech level it doesn't seem to apply to the Consortium. Tried testing several maps and tech settings but the limitations only seem to apply for Empire and Rebels. On Equal Footing for instance, even when I set starting and max tech at 1, the Consortium has a lvl 5 station at Hypori and is able to build all the capital ships that come with it.

- Aggressor is op plz nerf.

I think your idea to make it a very active threat worked a little *too* well. Personally, I really dislike fighting them to the point I plan to edit the ini files myself if there isn't a patch. Doesn't help that the AI spams the hell out of them by including 3-6 per fleet.

- Speaking of AI, for me the Consortium AI doesn't build any Keldabes, and so far hasn't built a Lucrehulk either (though with the Aggressor situation I'm mostly thankful for that). Also, the Rebel AI seems very passive: in the time the Consortium launched close to a dozen attacks and had built massive fleets, all the Rebels had done was launch a single planetary raid and as far as I could tell weren't building up their forces at all.

+1 vote     reply to comment
sandtrooper956 Jul 12 2015, 3:49pm replied:

What are you talking about? The Consortium has always had everything from the start, when was the last time you played this game :P

+1 vote     reply to comment
UnifiedForce Jul 12 2015, 6:42pm replied:

*Looks it up*

Wow, I never realized that before since I've always just set starting tech at 5; the only reason I decreased it this time was to prevent the AI from using Aggressors. That's stupidly OP even for the Consortium.

+1 vote     reply to comment
sandtrooper956 Jul 12 2015, 7:45pm replied:

Lol :D The Consortium has always been op, but i'm sure you'll find a way to beat them. I'd just direct all my bombers on them. That's the fastest way to take them out.

+1 vote     reply to comment
Antares51 Jul 12 2015, 12:29am replied:

Agreed, the Aggressor is pretty annoying, i edited it's XML and turned it into an expensive Glass Cannon (No Shields, High Cost, High Build time and High Pop requirement) at least now there can only be one aggressor on the field at any one time.

+2 votes     reply to comment
Gumwars850 Jul 10 2015, 4:00pm says:

Several of the Zann Consortium corruption mission's are bugged. The piracy mission on bespin. The gravity well generator ability is greyed out and the intimidation mission on Bothawui. The senator doesn't spawn out of the structure after it's destroyed. I've tried reloading the game several time's and the problem still occurs.

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Jul 10 2015, 8:24pm replied:

Not my problem, I didn't touch the campaign, just the units and the AI

+1 vote   reply to comment
Gold_Guy Jul 13 2015, 9:26am replied:

He's talking about the corruption missions (the ones you can do during any GC) Space Bespin is indeed broken because of the dominator replacement for the normal interdictor. The space mission for Corulag gives you 4 vengeance frigates to fight 3 star destroyers and due to balance changes thats basically impossible.

+1 vote     reply to comment
sandtrooper956 Jul 10 2015, 8:30pm replied:

Well it most likely has something to do with the changed units.

+1 vote     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Released Jul 7, 2015
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