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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  (3130 - 3140 of 3,616)
burstisaac Apr 22 2010, 2:28pm says:

can someone help me it wont start the game it bu this keeps poping up with this

Emulator detected!
Please deactivate virtual drive and emulation software.

it worked before

+1 vote     reply to comment
AdmiralTade Apr 24 2010, 4:38pm replied:

im having the same the problem but also using the bat file wont work either for me

+1 vote     reply to comment
UnseenOni Apr 22 2010, 1:17pm says:

don't use smg launcher, it never really worked for me, i always just add the files and remove them in order to move another mod in. oh and try to keep the number of AI players low like 1 v 1 or 2 v 2, also set your command point limit lower to help

+1 vote     reply to comment
SunnyBittern Apr 22 2010, 10:01am says:

hey, when i play space battles with bots on medium, at some point it crashes to smg launcher with no error reports. any solutions?

+1 vote     reply to comment
UnseenOni Apr 22 2010, 7:08am says:

ok on your little crash problem, first of all if you build the fleets then make a change to the xml files and save it, it doesn't matter which file, any of them will do it, all the fleets become void, at least thats what happens to me.

+1 vote     reply to comment
UnseenOni Apr 22 2010, 7:06am says:

he's not the only one, i ran into the same problem, but i figured out how to fix it.

+1 vote     reply to comment
corran_horn_az Apr 18 2010, 4:21pm says:

Continuation of previous post. The post comment said I went over the 2000 character limit. Sorry about that, it does not have a number character counter....

I would love to get help on this. This mod is one of the best out there. I have played and tried almost every mod and I have to say this is in the top 4. However, with rebel level 5 fleets not working, I have the opinion that the game is almost useless. I base my comments on this with the assumption that the other ai players can build these fleets. I said assuming because I have gotten so far into the mod to discover if ai builds fleets. If they dont or cant then not building level 5 rebel fleets is not a tactical or strategic weakness in my opinion.

If this has been answered before in the comments I appologise. There are 48 pages or comments and I admit did not read through all of them. If there is a fix for this, it should be a download or even fixing the full version download.

Thanks for all the help in advance. I cant wait to get a response on the fix for this. I really want to play this mod as the rebels and not have a disadvantage and FUN of bulding level 5 fleets.

+1 vote     reply to comment
UnseenOni Apr 22 2010, 7:05am replied:

Rebel Tech 5 fleets do work you just have to do some editing in the xml files, look under unique units.

+1 vote     reply to comment
corran_horn_az May 31 2010, 5:16am replied:

What editing do I have to do? Why would you say I have to edit the rebel fleet 5 and not tell me how, what or why???

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Apr 19 2010, 6:31am replied:

Sorry but by the moment you are the unique player with this problem. Please check your installation. Perhaps you have a old Light Alliance version. There is a small patch here.
It will upgrade the mod to the version.

+1 vote   reply to comment
corran_horn_az Apr 18 2010, 4:19pm says:

Whenever I use the rebel fleet level 5 in battle and I click on the reinforcements special ability the game crashes with an exception error when the space battle is over. I have tested it with both win and loss ending and it always crashes with an exception error. If I do not use the reiforcement special ability the game does not get an exception when the space battle is over. Both win and loss do not crash when the special ability is not used. All 4 different tests also have the same result either over a blacksun planet space battle or a imperial planet space battle. The only thing I have not tested would be when defending a rebel planet with the level 5 fleet from either blacksun or imperials.

It would be interesting to know if the game crashes ina space battle defending a rebel planet if you use the level 5 fleet reinforcement special ability. The game is competely unplayable if you want to use the level 5 rebel fleet. You cannot bring in the reinforcements making the whole purpose of the fleet void. I have not tested with the other level rebel fleets. I have not played with the imperial level 5 fleet to see if the exception crash occures.

However, the level 5 starting fleet as imperials have 3 heros/units that are able to call in reinforcements. I have called in reinforcements with those and the exception did NOT occure. This was when a space battle over a blacksun planet and defending an imperial planet space battle. In both of those I won and lost and the exception did not occure.

It appears the exception that fires right as the victory or loss screen is appearing is only with the rebel 5 fleet. But again, I have not tested the other level rebel fleets.

Is there a fix for this? What can I do to fix the issure, other than nost just building rebel fleet level 5? Is anyone else getting this exception error? When you have tech level 5 is it worth even building the lower level fleets?

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Released Dec 2011
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Highest Rated (6 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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