The purpose and ultimate goal of this mod is to enhance the vanilla Empire at War Forces of Corruption by adding many new units and heroes, enabling more factions, and modifying existing units and factions to enhance the overall experience.

This mod is the continuation of the New Galactic Heroes - The Unified Empires mod. Due to several factors (including problems with the old mod's page, as well as a revision of ideas), New Galactic Heroes - The Unified Empires has been combined and merged into Expanded Fronts: The Growing Conflict. While implementing many of the ideas from the old mod, as well as discarding some ideas form the old mod; this mod also adds several new ideas, including giving space fleet commanders their own ship, and adding several hidden heroes for you to find.

Also, be sure to check out our group's moddb page. There you can discuss potential mod ideas, make suggestions as to how we can improve, and apply for the team.

Expanded Fronts: The Growing Conflict

This mod is currently in need of modelers, mappers, coders, and testers. If you want to help develop this mod, apply for the modding team by stating your intentions on our group's homepage or by contacting me, GrandAdmiralDaizo.

The Mod Continues

News 2 comments

It's been a while since anything new has been posted on this mod's page, and I sincerely apologize for this. The delay was caused by a combination of studying for the SAT and a vacation to visit some of my relatives. So far as I can see, I will have more free time available in the future, so the mod will be able to progress at a faster rate.

Anyway, here's a list on what's been changed since the last update, and you can also expect some pictures:

Finished scaling most of the units (including fighters and bombers); starfighters and bombers are somewhat larger than cannon size, but after testing, making them any smaller would make them too hard to hit (i.e. weapon inaccuracy would miss them over 90% of the time, even anti-fighter corvettes).

Added the TIE/LA Starfighter, T-65 X-wing Starfighter, Tartan-class Patrol Cruiser, CR90 Corvette, Crusader-class Gunship, Acclamator-class Assault Ship, and Victory-class Star Destroyer to ground battles, both in GC and skirmish. I plan to add frigate equivalents to the Rebels and Consortium, and add the ISD I and II to the Empire as well.

Coded in War_Lord_Link's ISD I and ISD II models. Gave the ISD-I and ISD-II more hardpoints and also gave the Empire the ISD-II Stealth Star Destroyer.

Heavily modified the shield and tactical health of space units. This should make things more realistic. On this topic, I also returned the Executor-class SSD shield points and tactical health to be the same as the Executor.

Implemented the Hutts as a playable faction in GC and skirmish, but am having problems with the AI.

Changed the icon for the Annihilator.

Made the Vengeance-class frigate and the Aggressor-class destroyer available to the Empire at The Maw, but without the black market abilities.

Added some more trade routes.

Gave the Empire the Vindicator-class Heavy Cruiser.

Added the Imperial Elite Guard (red guards, buildable on Coruscant only) and Sith Acolyte (buildable on Byss and Korriban) to the Empire.

Made it so that the Empire can build the EF76 Nebulon-B-class Escort Frigate and Venator-class Star Destroyer, since they canonically used both.

Made a new shell map and re-enabled/modified the vanilla ones for the main menu.

Added some more music to play during the main menu battle.

Added Grand Moff Ardus Kaine in the Reaper SSD as a space hero.


There are a few items that I might have forgotten to list, and there are still many items I plan to implement or am in the process of implementing. As mentioned above, I am having problems with the Hutt AI. If anyone knowledgeable on AI scripting is willing to help out, I'll gladly accept. The mod is also in need of modelers, so PM me if you are interested in joining the mod team.

Getting Started

Getting Started

News 0 comments

A brief summary of what we plan to do with this mod and some of the features that you can expect in the first version.

how to fix the dead AI in FOC

how to fix the dead AI in FOC

Other Tutorial 0 comments

when i look at the comment section of some FOC mods, i often see people saying their AI is dead. this is what worked for me.

Post comment Comments  (10 - 20 of 22)
jomhar97
jomhar97

What happened to the mod? Did you decide to cancel all production due to a lack of time?

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GrandAdmiralUehara Creator
GrandAdmiralUehara

The mod has not been cancelled. Th reason for the lack of updates is because I've been having some problems in RL and haven't had too much time to mod.

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packy21 Creator
packy21

Aaaah how wonderfull. This has happened to so many mods now it has now become the first thing people think when there hasnt been an update for a while. but no.

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CommanderScourge
CommanderScourge

-_- really dude, give him a break

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packy21 Creator
packy21

It's not supposed to be rude.

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Tiberium_Exposure
Tiberium_Exposure

Im just wondering one things. sure new units is great and inspiring to see all kinds of plethora of units. new maps is great and being able to use all new and exciting abilities is fun too. but i really gotta ask, when is someone going to finally release a mod for Star Wars Empire at War: Forces of Corruption, that adds more player slots and additional teams to fight? sure its fun to have mirror mode fighting empire vs empire. but having 3-way brawls just wont cut it anymore. newer games allow for anywhere from 4-10 separate opponents to face off, and this game is kinda behind choking on dust and ashes. if a mod or even an XML could be created that would allow for more players and/or teams to operate on maps, it would be an almighty improvement on a scale that would open up a multiverse number of doors for the next generation of the modding community to use. so i ask anyone and everyone to at least consider attempting such an endeavor.

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packy21 Creator
packy21

hello.
sorry for the late reply but we have discussed your idea and will try our best to add it.

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nowhere3pro
nowhere3pro

Just wondering, if your adding so many SSD and SD heroes to empire, to prevent them reappear time after time you defeat them perhaps you could make a few minor heroes to prevent the empire from re-spawning them and over powering the other factions but leave at least one SSD major hero?

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GrandAdmiralUehara Creator
GrandAdmiralUehara

The Rebels and Consortium will be provided additional ways to counter the SSDs of the Empire (such as having a few of their own). However, the Empire was focused on overwhelming vehicular power and thus will have an advantage in raw combat power, as well as the number of SSDs that they can build in comparison to the other factions.

One thing that will balance the SSD heroes out though is that they they will not spawn in at the start of GC (with the possible exception of Vader in the Executor), they must be purchased and will be very expensive.

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adam5278
adam5278

Looks cool. I'm just wondering, is there a way to put units on the bottom of the land/space production UI where the buildings go so they don't get pushed off the UI?

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GrandAdmiralUehara Creator
GrandAdmiralUehara

Yes, and it is very easy to do. When more units start getting added to the mod, they will be on the bottom row.

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DarthRevan39
DarthRevan39

You could also do what they did in Alliance and create tabs for different unit types, that way if you get a ton of units into the game its easy to find them by clicking on say the Capitol Ship tab, or the SSD tab. Also works well for the ground units. Just a suggestion, and I'm sure it takes quite a bit of work to actually implement, but its possible.

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AdmiralAckba
AdmiralAckba

do u have an idea of when u will release

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GrandAdmiralUehara Creator
GrandAdmiralUehara

It will be released when it is released. I would prefer to not specify a release date, because then we will be able to take more time and thus make a higher quality mod.

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