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16 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.


*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. 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.

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.



-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.
Liinade III
Selaggis VI
Jussafet Four
Corvis Minor
New Cov
Xa Fel
Qat Chrystac
Ord Trasi
Ord Cantrell

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.





Ord Pardron.




-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 on xmas and download it if you want see all them.

You can see the credits from the mod here.

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Post comment Comments  (2700 - 2710 of 3,607)
WooZIE997 Jun 10 2010, 5:09pm says:

hey nomada ive taken a few screens that show the problems with my ingame graphics. im zoomed in on a ship and it has great detail and i zoomed out 2 times with the mouse wheel and the detail lessens considerably. i can send the screens to you if you want. maybe you can figure out the prob. msg me back if you will let me send them to you.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 10 2010, 10:45pm replied:

I told you, it happens because you have a poor graphics card, probably you need low detail on video options.

+1 vote   reply to comment
WooZIE997 Jun 10 2010, 11:40pm replied:

... if its low detail everything looks like **** lol. ive tried many things nomada still the same results. yea i do have a bad card. im saving up some money to get the Nvidia GeForce GTX 480 soon. i just hope i can find a site that wont rip me off too bad with the price lol

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 11 2010, 12:52am replied:

There are good graphics card cheaper.

+1 vote   reply to comment
WooZIE997 Jun 11 2010, 6:34pm replied:

yea but i want a good one not a cheap one lol.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 11 2010, 10:41pm replied:

But where do you go to put a 480? It is very big and it need a lot of power.:) With a ATI 5770 you would be very happy.

+1 vote   reply to comment
Phuram Jun 10 2010, 3:13pm says:

Hey, theres a question.
When im playing with the Black Sun Faction, no Spacestationupdates are buildable, so enemy forces just overrun the Spacestation without problems.
In FOC Alliance Lite, the Black Sun is able to build greater Stations.

Could you tell, if it is working correctly?

With kind regards

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 10 2010, 10:46pm replied:

This will be fixed on the patch.

I think that Lite version has the same problem.

+1 vote   reply to comment
Masterfulmage Jun 9 2010, 3:55pm says:

Ive had an interesting occurance or two happening recently, every time I attack and imperai planet (Me being rebels) that has the Executor or Emperor palpatine in the space battle, they start off in my area. Its the same with space stations like the Death star and the Tarkin station, they seem to appear with my ships at the start of the battle in space instead of on their own side with the rest of their forces.

Very unusual but needless to say, when its the executor or palpatine fireing on assault mode my hyperspacing ships get shredded and I lose a lot of forces before the battle has begun.

On a side note, I love how youve combined certain groups of soldiers into one in land battles. e.g. heavy tank squads, aircrap squads, etc its so much better than having ot build each tank squad individually. Same with the fleet idea (ofc it can be a drawback with the problem I outlined above, I can lose a few fleets as they hyperspace in to find palpatine and the Executor lol).

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 9 2010, 10:00pm replied:

It is a new thing from the mod for load on space battle these heroes. You can see it like a new challenge. But if you conquer Byss, you will not see more the Executor making it.

You need a better strategy when you attack Imperials. If you had read the game manual, you had seen that you select a unit for exit hyperspace before the other units, it can be used like a recon unit. Next a Guardian Cruiser can deploy small sensors and they can show you a lot of map where you can deploy new unit far from Executor or other special enemy heroe.

+1 vote   reply to comment
Masterfulmage Jun 10 2010, 6:14am replied:

Ah I see, so the Emperor and the Executor are supposed to start in my area? fair enough, I have beaten them many times before but I just thought it was a bug but if its programmed to be that way then its not so bad, I can get around it by sending in something strong enough to survive like a Viscount or MC104 and then send my fleets and lighter ships further away from the main battle.

+1 vote     reply to comment
yujinamoto10 Jun 8 2010, 5:11am says:

on your future patch on alliance 2.3x, do you include some gc's about the clone war era? because some of the units specially for the land battle units are not build-able until we reach the tech level 3. my point is, at least we can play much more time to the low tech units. as of now i never see some of the land unit from the empire and rebels!

the only i can do is to maximize the tech level to 3!

i hope u can think about it!

tnx firefox!

+1 vote     reply to comment
Masterfulmage Jun 7 2010, 3:50pm says:

After playing your mod today, It seems the deathstar is incredibly strong and has high survivability. I sat there hitting it with everything I have on full power with my mon calamari capital ships.

My question is, perhaps you could strengthen the Soverign and the Eclipse ships by giving them similiar strength? just an idea, they certainly need higher firepower and surviability though.

btw I beat the deathstar and its accompanying fleet so it was not overpowered or anything.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 4:30pm replied:

All the streng from all the ships will change on the next patch.

+1 vote   reply to comment
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Released Dec 2011
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Highest Rated (3 agree) 10/10

(This review contains spoilers of what will be in the mod... but if you're gonna download it anyway, go have a read. =D) Download at, but first register. Nomada puts a hell of a lot of work and stays perfectly true to the Expanded Universe as much as possible in his great "Alliance" mod. Take control of units that date back all the way to the Old Republic, factions straight from the Clone Wars and definitely all the way to the expanded universe. The mod gives out what NO OTHER…

Apr 25 2015, 5:18pm by Agent_John

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