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  (70 - 80 of 432)
Shvidler Jun 15 2014, 2:42am says:

Hello there, first this is one hll of the enhancement of the original game. One of the best i've seen alongside ORW which i enjoyed playing very much.

Second more fighter squadrons spawning were mentioned earlier, and i would like to know if there is any way i could reduce all squadrons to their original quantities. Thing is more fighters eat FPS pretty good, and i'd rather sacrifice epic fighter battles for performance boost.

Can this be done by editing some XML's? Same goes for the old republic mod, i dont want to duplicate this question so i'll just ask here. How do i reduce fighter hordes in ORW?

Keep up the good work with your mods and thank you very much.

+1 vote     reply to comment
Striker11 Jun 15 2014, 12:11pm replied:

Just open the unit XML for the ship you want to reduce the number of fighters and scroll down till you see fighter spawn and reserve squadrons and change those numbers. It is as simple as that you just have to edit it for every ship.

+1 vote     reply to comment
Shvidler Jun 15 2014, 12:59pm replied:

Thank you, i supected as much. Just wanted to know for sure if it's not hardcoded.

+1 vote     reply to comment
Captain_Pritus Jun 7 2014, 9:33pm says:

will this mod work with your other mod old republic at war's better laser's addon?

+1 vote     reply to comment
Geroenimo Jun 7 2014, 9:54pm replied:

This mod is where that addon originated ;) It'll most definitly use the new turbolasers.

+2 votes     reply to comment
Formous Jun 2 2014, 1:39pm says:

So Geronimo, I was thinking about the original FoC, and something got my attention. In the original, in GC, the executor had a sort of unlimited fighter hangerbay, but it had to be button activated. Are you doing anything with this particular ability regarding your mod? It stuck me as a possibility for the Lucrehulk carrier. On a side note, hiting that button got annoying, if it is by chance included somewhere, maybe it can be given a auto function?

+2 votes     reply to comment
joey5452 Jun 4 2014, 3:40am replied:

i dont want to be a bad news guy but in the original foc it did have a limit :)

just took you a while to get there, so it would simply mean to adjust a normal line of code and change the value for the amount of fighters / bombers and type of fighter / bomber

+1 vote     reply to comment
Formous Jun 4 2014, 10:18pm replied:

I didn't mean so much as how many can go out so much as that you can just keep on replacing the fighter swarm. On that note, would be cool if unlimited fighters were kept for space stations. I have been able to just barely turn a tide with that attribute..barely. As for Lucrehulk, It would be nice if it did have unlimited fighter craft, if it has a carrier focus.

+1 vote     reply to comment
Geroenimo Jun 5 2014, 6:04am replied:

Unlimited fighter compartments for stations might be interesting, though for now I'll just upgrade the stations, more hardpoints and squadrons spawned. I absolutely hated that deploy button the Executor, and never understood why they implemented such a feature. The lucrehulk will spawn large numbers of squadrons but definitly a finite one.

+1 vote     reply to comment
Formous Jun 8 2014, 3:12am replied:

So far I am quite pleased with your work. The stations were always a focal point of my defenses in the GC. Stronger stations sound interesting, though it makes me wonder how that would factor in with new invasions. When I think star wars, the stations were always fearsome and powerful, with both firepower and fightercraft to spare against enemy fleets. Hence why the Golan 3 was developed which believes in firepower and fightercraft to my knowledge. Your ships are amazing and beautiful, but how they balance against the defensive stations and turrets will be interesting to see.

+1 vote     reply to comment
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Empire At War: Re
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