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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10 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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FOC Alliance 4.7B

FOC Alliance 4.7B

Oct 22, 2014 Full Version 34 comments

Star Wars Empire at War – Forces of Corruption - Alliance 4.7B by Nomada_Firefox: It is the old 4.7B full version from the mod. It was released years...

Republic Ground units pack EAW/FOC 2014

Republic Ground units pack EAW/FOC 2014

Apr 17, 2014 Models Pack 10 comments

This is a pack joining most of the Clone Wars Ground Units from Republic faction added at my mods, you can check them in the Encyclopedia section from...

CIS Ground Structures pack EAW/FOC 2014

CIS Ground Structures pack EAW/FOC 2014

Apr 11, 2014 Models Pack 0 comments

This is a pack joining most of the Clone Wars Ground Structures models from CIS faction added at my mods, you can check them in the Encyclopedia section...

CIS Space units pack EAW/FOC 2014

CIS Space units pack EAW/FOC 2014

Apr 7, 2014 Models Pack 5 comments

This is a pack joining most of the Clone Wars Space units models from CIS faction added at my mods, you can check them in the Encyclopedia section from...

CIS Heroes pack for EAW/FOC 2014:

CIS Heroes pack for EAW/FOC 2014:

Apr 4, 2014 Models Pack 12 comments

This is a pack joining most of the Clone Wars heroes models from CIS faction added at my mods, you can check them in the Encyclopedia section from my...

CIS ground infantry pack for EAW/FOC 2014

CIS ground infantry pack for EAW/FOC 2014

Apr 3, 2014 Models Pack 3 comments

This is a pack joining most of the Clone Wars ground infantry models from CIS faction added at my mods, you can check them in the Encyclopedia section...

Post comment Comments  (2700 - 2710 of 3,593)
History21 Jun 6 2010, 12:00am says:

Quick question if I may ask? When using the rebellion almost half the time right after getting a victory or defeat on land battles the game crashes. Will this issue be fixed in the next patch? or should I redownload the mod?

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 6 2010, 6:40am replied:

Remember that you can not use P2P programs, screenshot capturers and other small programs running at same time that game.

I think that if the mod completed the installation, the file is correct. But I do not see the type of error that you tell me. Perhaps you install anything bad or your system can not handle the mod.

+1 vote   reply to comment
yujinamoto10 Jun 7 2010, 4:29am replied:

In the empire side their is nothing wrong with the land battles only the rebels always crashing after the battle! that's why i dint play the rebels because always crashing when the land battle ends!

+1 vote     reply to comment
History21 Jun 6 2010, 3:07pm replied:

Well I'm using a 6800 GT, along with a extra 1000 RAM so I think my system can handle it. Hm I'll see if turning off a few programs will fix it.

Oh there is one other bug that I believe doesn't have to do with my system. During a space battle I had Katarn and Luke. During which after only 2 minutes in and hardly any combat both transfer to the enemy hero list and die permantly in GC.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 7:23am replied:

Your graphics card is poorer than the graphics card from my old computer (a PIV3Ghz with a 7600GT).

I tell you the same from others, sorry but it is the true, you try play mod with a computer older than the best computers when EAW/FOC was released. The normal for this mod would a computer from now or no more of two years ago, a Core 2 Duo with a real graphics card, if you can a integrated graphics card, you will see problems.

+1 vote   reply to comment
History21 Jun 7 2010, 5:42pm replied:

Well what would be the best card to use? A Nvidia, or Radeon to replace my current? Thanks if you reply.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 5:56pm replied:

I would choose a Nvidia GT240/ATI 5670 or better, I have a ATI 4870. But if I was to buy one new graphics card and I have not my 4870, I would choice a ATI 5770, it is cheap and very good. With it should not have graphic problems and downs to the desktop.

But I can not promise you at 100% a very fast game because EAW/FOC really is a bad game, it is good because we can mod it, if not it would be a complete ****.

+1 vote   reply to comment
History21 Jun 7 2010, 6:10pm replied:

I think I'll look into the 4870, thanks for the recomendation. Oh I checked my card and its actually a 8600 GT, not sure if that makes a large difference compared to the 6800 I previously mentioned.

+1 vote     reply to comment
yujinamoto10 Jun 7 2010, 8:53am replied:

For me the only that happen when the empire starts invade my planet what ever i win or lose the land battle the game is crash but if i invaded the empire planet there is no game crashes after the land battle ends, win or lose!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 9:48am replied:

Sorry but I do not see the same problem and there are people testing mod without the same problem.

+1 vote   reply to comment
yujinamoto10 Jun 7 2010, 10:26pm replied:

that is weird happen to me ( on the rebel side).... um well at least i enjoy playing your mod even i have got some problem specially the game crashes (rebel side after land battle), maybe the mod over powered my cpu for some reason!

as of now i playing rebel side but if the empire attack me and i lose the space battle the only i can do is auto resolve the land battle so i can proceed and enjoy the game!

maybe on your next patch there is something miracle to happen specially on my side of a problem! i hope so.....!

tnx firefox!

+1 vote     reply to comment
Masterfulmage Jun 4 2010, 2:59pm says:

Brillaint mod, it adds so much more content to the game that its better than several expansion packs by itself. The only thing I think you should change is perhaps the statistics of the hardpoints on larger ships, capital ships like the Eclipse, Sovereign and the Viscount seem to be fairly easy to destroy and their so large that it seems some of their hardpoints cannot strike their opponents vessels.

I have cut down an Eclipse, Soverign and had my own ships of the same class destroyed by smaller groups of only medium sized capitals such as star destroyers, the overall hardpoint health and damage is very low and their superlasers are their only saving grace. I assume this is a balance decision because its super laser on the Eclipse or Soverign are powerful enough? the ships themselves seem to get shredded pretty quickly by a few Kedable battleships, MC90's or Star destroyers on assault mode.

Thanks again for the excellent mod, love all the ship types and they all work well together.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 5 2010, 5:41pm replied:

Yes you are right, I find very difficult to make a good SSD like these very super ships, for me the problem is not how strong are the hardpoints because if the ship lose shields, even if the hardpoints are stronger (and they are the most strong probably that you have seen on EAW/FOC), they will be destroyed because all the weapons from a enemy ship will attack the same hardpoint, there is nothing which it can survive to it too time.

On my opinion their problem is the firepower, they need some more powerful, perhaps I will resolve it on the patch. Only Viscount resolve it a lot with its assault ability, probably you have not tried it too, but if the enemy is not too far, it can vaporize most of the enemy star destroyers. But Eclipses Sovereign and Legacy have not this ability because it was replaced by the tractor beam, now I´m thinking change it. Perhaps, only perhaps I can make other type of tractor beam, perhaps something automatic.

+1 vote   reply to comment
Masterfulmage Jun 6 2010, 6:48am replied:

Yes indeed, perhaps change the tractor beam (not sure I appreciate the tractor beam myself, it seems fairly useless) to assault or something, and yes i recently tried to viscount and its excellent ship for firepower, does it have more hardpoints than the Eclipse and soverigns?

I can see the problem, I guess it would be impossible to make it survive full firepower on one hardpoint but maybe increase the shields and give it assault and it would be a stronger SSD, maybe we will come to a answer to this problem eventually.

But excellent ships anyway, love the look of them. The viscount seems to me the most powerful large ship due to the fact it can field incredible firepower and call in a fleet. The Empires SSD seem a bit useless in comparison but maybe you will increase their power in the patch, good luck anyway!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 7:23am replied:

On patch you will see changes, I´m working on equilibrate these heavy spaceships.

I think that a power to all the shields ability will be the best on these units probably (a special ability from mod).

+1 vote   reply to comment
yujinamoto10 Jun 7 2010, 8:59am replied:

do you add some hard point to the ssd's specially the eclipse and sovereign?

tnx firefox

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jun 7 2010, 9:47am replied:

Not really, I will make other better things.

+1 vote   reply to comment
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