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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8 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  (2920 - 2930 of 3,572)
knoom64
knoom64 May 14 2010, 11:12am says:

Hello! i started to dl this mod, but doesent seem to get anything downloaded, and today i was gonna try again and now i cant even find a download to try. Also i uninstalled and deleted the awakening of the rebellion mod before i was gonna dl this, coz i didnt wanna have any dual mod complications,, and now i saw im gonna need the smg launcher for this mod? Im excited to try this mod though, looks like a good one. Another thing, when i got the "account" to this site i also got a personal letter from someone who wanted to be my friend, wich freak me out, usually i talk to people first and then make friends, not randomly. Anyone else get these and are they frauds or just desperate people? Ty for the floor and sorry if i got a bit long :)

+1 vote     reply to comment
WooZIE997
WooZIE997 May 14 2010, 11:19am replied:

the mod comes with the SMG launcher And a .bat but nomada took the download down to make some small fixes. it will be back up soon :)

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox May 14 2010, 12:51pm replied:

Yes on the new file you can build the LAAT group, the Juggernauth A5 and game shows the correct sound animations for some models.

Only it, sorry if now you must wait more.

+1 vote   reply to comment
WooZIE997
WooZIE997 May 14 2010, 3:04pm replied:

no prob i dled it when it came out lol i built the LAAT groups on the ground just fine.. or is it in space combat that they dont work? but i dont know if i will redownload it ive had no problems at all so far :)

+1 vote     reply to comment
yujinamoto10
yujinamoto10 May 14 2010, 12:28am says:

how can i build a eclipse at planet byss? at your xml they required "astilleros pesados" what does it mean?

tnx nomada

+1 vote     reply to comment
WooZIE997
WooZIE997 May 14 2010, 1:49am replied:

astilleros pesados = Heavy Shipyards :)

+1 vote     reply to comment
yujinamoto10
yujinamoto10 May 14 2010, 3:05am replied:

i thought that in every campaign i will build all the list of ships! he created in different campaign ex: eclipse and sovereign in "birth of the rebelion". this is the best mod ever release in FOC!

tnx!

+1 vote     reply to comment
WooZIE997
WooZIE997 May 14 2010, 4:41am replied:

yes i like that also you cant just have every ship available in one GC ^_^ you have to play numerous ones to get the full extent of the game :D

+1 vote     reply to comment
uberbattle
uberbattle May 13 2010, 8:50pm says:

O.M.F.G i just had an ALL DAY battle over Coruscant i mean OMG my loses and the ai's losses were like the menus were bugging out OVER 160 ISDs killed 120 mc80s and litterly 583 frigates and 798 crovettes THANK YOU for this mod 10000000000000/10!!!!!! XD

0 votes     reply to comment
WooZIE997
WooZIE997 May 13 2010, 11:45pm replied:

and if the menus were "bugging out" how did you get those "literal" numbers??

+1 vote     reply to comment
WooZIE997
WooZIE997 May 13 2010, 10:15pm replied:

lmao that must have been fun but the AI would have retreated way before that if you didnt lose... and how long did it take you to accumulate that many ships? the mods ONLY been out since yesterday night around this time so 24 hours give or take. and i dont know if you have school or a life but even if i played non stop from the time i dled the game till now i dont think id have that many ships in a game. and an ALL DAY battle? so if you "battled" all day.. when did you build the ships..? and if it was skirmish and you had that many ships flying around the stations would have been blown away too soon for all those ships.. be realistic man atleast i was honest lmao. and sorry nomada i cant stand some of the ******** people spout from time to time :/

+1 vote     reply to comment
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