Alliance GC mod was initialy a Spanish mod started 4 years ago and it has had many different versions, next it was translated to other languages like English and German.

Alliance 2.4X is a total conversion ambiented on the Civil War between Empire and Rebel Alliance with the Black Sun and one new faction named Free Side.

It adds new features to the game, these are some of the most important:

-Underworld side is now the Black Sun.

-New galactic conflicts with tactical events adding new histories to the mod, the old Episode IV to Episode VI, Rogue Squadron, Thrawn Campaign, Dark Empire, Jedi Academy, Dark Saber or the new Rebellion Birth are the main.

-You can play the old and the new grand campaing which it joins all the histories on only one.

-New space and ground maps bigger and more fun with thousands of new structures.

-Thousands of units, many new space units, new super weapons, new ground walkers, new tanks and many more, probably the biggest list of units added on a mod with complete detail.

-New IA improved. Thousands of new changes making IA a harder player.

-New faction, the Free Side, now you can play with the union from all pirate planets on some of the galactic conflicts or on skirmiss.

-A complete demo named Light Alliance with most of these changes but specially made for lower computers.




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2 comments by Nomada_Firefox on Dec 16th, 2014

The new version is the most ambitious from the mod made before because it adds the 5.0b features and some new but reducing the xml code from more of 70mb to less of 30mb. The reduction from the code was neccesary because I discovered how the global error/zero bytes savegame (both are the same problem) happened more times, the defreezer made by Smallpox/Freege did not run with this amount of code because the savegames were bigger, the mod ran slower and clearly the game could not handle it.

Now there are a list of changes at comparation with the 5.0b, in the next list, you can know because I have made them.

-Turrets with movement at spaceships. I have removed all them because the hardpoints code for them was huge. If I add 20 turrets with movement at one unit, I will have 53,7 kilobytes from xml code, if I make this for 20 units, I will have 1074 kilobytes from additional xml code, now if I make the turrets with movement for 100 units, I will see 5370 kilobytes, at the end, a huge code which the mod can not handle. However, if you want know, the hardpoints code from all the 5.0b hardpoint files had 4,06 megabytes and it was too much big..... Now the hardpoints code is 1.65 megabytes, a lot smaller than the previous version.


-Other big part from the reduction of the hardpoint code was delete all the repeated code at units and share more code between them. It happened too much with the ground units, fighters/bombers and other special units from the mod. However, there is not a lost of quality, even the quality has been increased because many problems were fixed and there are some new features as a Laser/Ion mixed shot at Bombers. If you have played the X-Wing Alliance game, you will know how you can fire both weapons at sametime at some units.

-The amount from galactic conflicts and campaigns smaller but I have deleted GC which they have not sense as many variants from Clone Wars and other variants with different size of planets. Thanks to this, the code from GC is smaller of 6 megabytes when it was before higher of 15 megabytes.



-Units and other additions from the mod. There is not reason for repeat again many parts of code. It can be made with variants easily. Thanks to this more of 20 megabytes were reduced to the half or less. In fact the process of reduction will continue but these changes take time for realize them fast and easy at few time.

-Fleets, in the 5.0b there were more fleets which you can build them as units. Now most of them have been changed and now when you build the fleets, you will receive the units from the fleet. They are not longer units which you spawn at a battle with a ability from a command ship. However, some units as the batallion commanders can spawn some special fleets.


-Load troops at starships, in the 5.0b, you could load troops at starships and you receive a special batallion commander with a special command ship. However, it was strange and difficult, at the end, it was a featuree very few times used and by this reason, I have removed it but I have made better the normal batallion commanders with new landing crafts.



- New units. There are not a lot of new units at comparation with other releases from the mod but there are a few new units.

*CIS Super Tank.


*CIS Defoliator.


*Empire Imperium SSD.


*Black Sun Randecliptic.


*Black Sun Faragut Destroyer.


*Black Sun Venator.


*Rebel Bulkwark Deuce.


*Rebel MPTL MKII.


*Chiss Tyrant Missile Cruiser (White skin).


*Loronar Strike Cruiser MKII.


*Procurator Cruiser MKII.


*Turbulent Star Destroyer.


-New textures, there are thousands of new texture upgrades made by Nawrocki this year.

-New skirmiss resource points, there are three additional mines, from crystals, gas and the resource containers. They are special points for build resource points where you can win additional credits. Some of them were made for planets where you should see asteroids as Bespin by example.




-Better space skirmiss mode. I have improved how it runs with many new additions in maps and some new maps. Now you can win to the IA easier and it is more fun.


-There are three additional tech levels controlled by three space stations and one new ground structure. Depending from your point in the story from a campaign or if you have reach some trigger, you will be able build these structures. You can know how unlock them in the different GC here. Firefoxccmods.com There are many guides about how use the different new features from the mod.




I use these new models from Warb_Null with changes in the skins made by Nawrocki and several additions as death animations for all them.

-New heroes. There are new heroes which you can find at different galactic conquest.

Empire:
Admiral Ardus Kaine
General Titus Klev
Dark Executor Vill Goir
Dark Executor Xecr Nist
Dark Executor Zasm Katth
Dark Executor Tedryn-Sha
Admiral Feyet Kiez and the SSD Whelm
Barón Ragez D'Asta
Lady Feena D'Asta
General Vota
Ennix Devian

Rebel Alliance:
General Airen Cracken
Admiral Hiram Drayson
Lar Ndigo

Black Sun:
Grappa the Hutt
Yull Acib
Sol Mon

-All the campaigns have been fixed and now they can be finished without problems.





-The size from the unit positions around and in the planets have been reduced. It helps a lot the movement of units between planets which they are very close. Other change is the planet text, I have changed the position where it is showed and the size.


-I have removed the rotation from planets when your zoom is far in the galactic mode, it will help if you have lag. If it was a small mod with few more units and few more additions than the original game, I would add easily the high resolution graphics without think how eveything will run at same time. But when it is a huge mod with the biggest amount of units, I want add more in the future and I have made the highest amount of additions in the world, I must be more conservator with the computer resources or probably nobody, even myself will be able play the mod because it will would be a big monster which no one computer can run it. Personally I want continue playing my mod with my computer from 8 years ago, a old Intel Q6600 overcloked to 3ghz with a old Nvidia GTX660. If the mod runs without problems at it, more people with computers from this era will play it without problems. This is the reason because I have not added somethings with too many details and I have reduced the detail from somethings.

-There are some new special Nebulae textures added at some planets by me and Nawrocki.

Nkllon.



Chandrila.



-I have added several new type of asteroid models, now there are ice, acid, moltenrock, iron, metal and other additional rock asteroids.


-New planets, there are 73 new planets, all with their customized space and ground map. There are some others with new maps or special changes. You can see here the complete list of new planets.
Solem
Bannistar
Kattada
Mhaeli
Commenor
Ikon
Kalaan
Ralltiir
Despayre
Sulon
Ruusan
Dorlo
Talasea
Liinade III
Mindor
Ession
Selaggis VI
Halmad
Lavisar
Aldivy
Saffalore
Jussafet Four
Belsmuth
Kidriff5
Corvis Minor
Denon
Vahaba
ObroaSkai
New Cov
Bimmisaari
Bpfassh
Nkllon
Jomark
Filve
Berchest
Poderis
Trogan
Tangrene
Xa Fel
Praesitlyn
Qat Chrystac
Svivren
Sarka
Ord Trasi
OrdPardron
Mrisst
Hijarna
Generis
Farrfin
Dolomar
Crondre
Chazwa
Vaathkree
Woostri
Elom
Zaddja
Yinchorr
Phaeda
Onderon
Metellos
Khomm
Nez_Peron
Ord Cantrell
Orinda
Pallaxides
Genon
Smarck
Nam_Chorios
RZ7-6113-23
Exocron
Chardaan
Vortex
Anoth

Most of these planets are divided at 5 galactic conquest from different eras. At least by the moment you will not find a GC with all them because I do not believe how the game can handle without a lot of additional lag all them. We would speak from more of 190 planets at sametime. Personally the best is probably play a GC with no more of 50/80 planets, the IA works better and the game runs without problems, remembering more to the original game and not to one thing overloaded.

-There are many new texture planets made by myself.

Metellos.

Trogan.

Woostri.

Mrist.

Ord Pardron.

Praesitlyn.

Generis.

Chazwa.


-As usual lately, the mod is translated to Spanish, English and German. The German translation and a part from the English was made for this version by Hyuza. The older version was from Ulan Bator.

These are for me the most important features from the new 6.0 version of the mod Galactic Civil War. Obviously the mod has a lot more of things but you go to need go to Firefoxccmods.com on xmas and download it if you want see all them.

You can see the credits from the mod here.
Firefoxccmods.com

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Post comment Comments  (2700 - 2710 of 3,543)
MasterJonac
MasterJonac May 31 2010, 4:52pm says:

How do you build the Rebel and Imperial super ships??? I can only build the Colossus and the Executor class

+1 vote     reply to comment
MasterJonac
MasterJonac May 31 2010, 4:59pm replied:

and the New Republic Star Destroyer
Defender Star Destroyer
Rejuvenator Star Destroyer
Mediator Heavy Cruiser
Strident Star Defender
Sullust Rebel Fleet
Bakura Rebel Fleet
Bulwark MKII Cruiser
Mc108
Mc104
Vizconde Calamari Cruiser
IRSD Emancipator
IRSD Liberator
Mon Remonda
Lusankya SSD
Guardian SSD
Bothan Assaultcruiser

+1 vote     reply to comment
WooZIE997
WooZIE997 May 31 2010, 5:03pm replied:

you have to have certain planets to be able to build those ships. you just cant have kuat and expect all the ships to just magically be able to be built

+1 vote     reply to comment
MasterJonac
MasterJonac May 31 2010, 5:05pm replied:

I've got all of the ship building planets, and it still won't let me build them

+1 vote     reply to comment
MasterJonac
MasterJonac May 31 2010, 5:07pm replied:

and what about the hero units? Do you have to build the Lusankya, Guardian and Emancipator and Liberator?

+1 vote     reply to comment
MasterJonac
MasterJonac May 31 2010, 5:23pm replied:

Please help me with this...

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 31 2010, 10:26pm replied:

Sun Crusher and Tarkin Station are limited like the others or more on Empire at War GC. For to build Tarkin Station, first you must lose the Death Star. Sun Crusher can be builded on The Maw but as I told you on Empire at War GC non before the Battle of Endor. On other GC, you must reach 300.000 credits. Only on Trilogy of Jedi Academy you can build it easily.

Guardian is builded only on Coruscant, Lusankya only on Thyferra, Emancipator and Liberator only when you make the Battle of Endor. But each GC has their own limits.

+1 vote   reply to comment
MasterJonac
MasterJonac Jun 1 2010, 6:32pm replied:

are these all only after Battle of Endor? and how do you initiate that?

+1 vote     reply to comment
corran_horn_az
corran_horn_az May 31 2010, 5:19am says:

What do I need to edit in the rebel fleet 5 to make it work and not crash after the battle is over???

Someone said they edited the xml to stop the crash but they didnt say how, what or why.

I am also getting a crash when I use the home one admiral ackbar call for reinforcements.

Please someone help me.

+1 vote     reply to comment
johnathanhuddle
johnathanhuddle May 30 2010, 6:02pm says:

ok I reinstalled it and the eye of palpitine is still white can someone help me please ???????????

+1 vote     reply to comment
LucianoStarKiller
LucianoStarKiller May 28 2010, 5:57pm says:

would you mind if i created my own GCs maps?
to my own use
if you are ok with it can you point me the right direction?

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 29 2010, 5:26pm replied:

Sorry I do not go to give you any support for to edit my mod for your own use.

+1 vote   reply to comment
oxtyt
oxtyt May 28 2010, 5:16pm says:

Nomada when you resale the patch could you please add at least one more SSD type ship to the black sun. At the moment their SSD is nothing compared to empire or rebels, one more would be nice. Thanks.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 29 2010, 5:26pm replied:

Black Sun can build on Kuat or Fondor a SSD, one of your goals playing with Black Sun should be conquer these planets, you will see more units.

+1 vote   reply to comment
yujinamoto10
yujinamoto10 May 30 2010, 4:18am replied:

firefox do you include again the " equal footing" 116 planets on the GC with black sun include? not the dark saber only? where heroes of the "empire at war" gc included for the rebels and empire

tnx firefox!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 30 2010, 5:58am replied:

No, 2.3X will have not this kind of GC, there is not a point for this when there are Dark Saber GC.

+1 vote   reply to comment
yujinamoto10
yujinamoto10 May 30 2010, 7:26am replied:

on your future patch, do you add some units to the black sun? specially strong against the ssd's of the empire and the rebels?

Tnx Firefox!

+1 vote     reply to comment
LucianoStarKiller
LucianoStarKiller May 28 2010, 5:44pm replied:

the black sun DOES have a SSD

+1 vote     reply to comment
oxtyt
oxtyt May 28 2010, 6:26pm replied:

Yes they have a single SSD and nothing else expect dark saber as big as or powerful as SSD or super weapon. Whereas empire has more than 12 SSD type ships and many more super weapons, rebels have around 12 SSD types of ships as well.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 29 2010, 5:29pm replied:

Corruption is a very very very powerful ability.

You must corrupt other planets.

+1 vote   reply to comment
DarthC
DarthC May 29 2010, 3:16am replied:

Hey Oxtyt, Black sun is criminal organization, not some kind of galactic superpower. One SSD is enough for them.

+1 vote     reply to comment
oxtyt
oxtyt May 29 2010, 6:25am replied:

Well what you said would be true if not for the fact that you can play them and end up conquering the entire galaxy. Does that not make them a super power? What I am asking for is not hey let’s give them 12 SSD type of ships; just maybe one or two more, if not this mod is still the best starwars mod out there.

+1 vote     reply to comment
yujinamoto10
yujinamoto10 May 30 2010, 4:08am replied:

For me one or no ssd for the black sun because ssd is for long range and fire power but if any ships close to this like the sd, vsd, krayt, kedalbe and of course bombers, the ssd is so easy to kill. if you notice the ai always first to destroy the shield hard point, without it the ssd is finish!

comments only :D

I love this mod!

+1 vote     reply to comment
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