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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14 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  (3210 - 3220 of 3,602)
mikey1871 Feb 20 2010, 12:22pm says:

I love the Rebel fleet lvl 5 that we get to build at the level 5 rebel station in 'the Battle of Kuat'. I 'm very happy that you made those 2 fleet builds. Are they both buildable in all the Galactic Conquest scenarios or just for the Kuat one?

Is there a galactic Conquest scenario that the corruption forces and start? I can only get a GC to start with the rebels or the Imperium.

Ok, you have said that you have played the full version for a while now.. so when do we get to play it.. PLEASE P) I'm not trying to rush you... just curious cause ur mod is so fantastic. it incorporates so many aspects of others that i've seen over the years.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 20 2010, 9:51pm replied:

On Light Alliance there are one fleet for each tech level, they can be builded on the planets where you can build a heavy shipyard, Bestine, Byss, Dathomir, Fondor, Fresia, Kuat, Manaan, Mandalore, MonCalimari, Sullust, The_Maw, Bastion, Bilbringi, Endor, Geonosis and Rocheasteroids. When you advance on the tech level, you can not build the previous fleets on all these planets, only on the planets where their main ships were designed, Mon Cal Cruisers are from Mon Calamari and Empire ships from Kuat. Black Sun has only one fleet.
Next there are one special fleet on Sullust and other on Corellia with ships from these planets, Black Sun and Rebel can build both fleets, Empire only the Corellian fleet. For end some heroes use small and big fleets escorting, they are Giel, Arc Hammer, Emperor, Thrawn and the fleet commander on Empire, Ackbar, RebelOne, Mon Remonda and fleet commander on rebel alliance, Xizor on Black Sun. Mon Remonda is a very special ship only from skirmiss battles and two galactic conflicts, "equal footing" and "galactic conflict" and it is only builded when you reach the battle of endor over the week 100 or 144 but it lets you build all the Rebel fleet from Rogue Squadron books (read Iron Fist), it is a very special power on your hands.;)

About the Galactic Conflict there are the same from EAW and FOC, if you look between all them there are many with only two sides and many other with three sides where you can select the black sun.

About the more complete 2.3X, yes I´m on testing process, it is like the double of big than Light Alliance, over 360MB of great stuff. I wait release it when I end the test process and I add two more units, the Tarkin BattleStation and the ATAT Swimmer. It will be on no more of 50 days, have fun.:)

+1 vote   reply to comment
mikey1871 Feb 21 2010, 3:08pm replied:

oh i certainly am having a great time playing your mod. I wish i had the time and talent that you have to make a mod of my own, cause this is fantastic. thanks for answering all my questions too :)

+1 vote     reply to comment
lolololz
lolololz Feb 20 2010, 7:30am says:

hey how to build the other space stations because i can only build small and big golans :(

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 20 2010, 9:18am replied:

On galactic conflict depends from the planet and the tech level but you can only build two different stations per planet. On skirmiss you can build golan on the pads and next you can build a construction vehicle who it can build other stations, if you build small golans on skirmiss, you can build some different XQ stations on them.

+1 vote   reply to comment
lolololz
lolololz Feb 25 2010, 2:35pm replied:

for some reason i cant build XQ stations over the small golans

+1 vote     reply to comment
UnseenOni
UnseenOni Feb 19 2010, 9:53pm says:

hi i don't know if you have already thought of this or if you even care but heres some ideas that i thought of and implemented into the 2.3.1 version after playing the game for a while.
1. Each ship has a specific amount of fighters it can hold, Ex: ISD MK1 can hold 72 TIE's or 6 squadrons of 12, plus it can hold 24 TIE bombers, or 2 squadrons of 12, and in addition it can transport 6 assault gunboats for boarding parties.
2. the acclamators, i like the new look and all but with the mk1 and the LAAT's you need to lower the amount of LAAT's and increase their stats a little, they have more armor than fighters and can dish out way more fire power then you have them, plus a larger ship wouldn't deploy that many at once, at least set them to spawn a few at a time.

thanks for reading
Unssen Oni

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 20 2010, 3:24am replied:

There are many opinions about the type and number of fighters/bombers on ISD, I do not go to change the type or number from them on ships.

For me the LAAT on space is well. It is old unit and it is more powerfull than a fighter but it has not shields and it was thought for planetary combat and it is slower than many fighters.

+1 vote   reply to comment
mdplyr442
mdplyr442 Feb 19 2010, 3:15pm says:

when will english version be readys

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 20 2010, 3:18am replied:

Light Alliance includes a Spanish, English and German version.

+1 vote   reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 19 2010, 4:07am says:

I have been deleting many from the old models screenshots, I wait upgrade and to add many new screenshots.

About the Light Alliance, I will upload this weekend the complete file upgraded to the 2.3.1.1, it will be a little different to the patch because it will have the last textures from VSD and Harrow.

+1 vote   reply to comment
mikey1871 Feb 18 2010, 4:18am says:

Hey Nomada, I have the same CTD exception problem since i installed the new 2.3.1.1 files. i installed them to the correct place.. the game asked me if i wanted to copy to all, I did. so when i try to play the new stuff i get to play for as long as it takes to get a station up to level 3 on skirmish. I was playing the wookie planet skirmish and i would keep getting an exception error. i tried playing as the black sun and as the alliance.

It looks fantastic but it's crashing.

I have a pretty good system and my graphics card is an nvidia 250 gts card.

so ur saying that now since the update u just made the game doesn't like my card anymore?

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 18 2010, 10:13am replied:

Have you copied the last Light Alliance 2.3.1.1 patch over one old Light Alliance 2.3? because the Light Alliance 2.3.1.1 is only for the 2.3.1.

I have played many times Kassykk map, even playing with double speed and three sides and it does not crash.

I continue thinking that or you made a bad installation or the problem is only from you. Sorry.

+1 vote   reply to comment
mikey1871 Feb 18 2010, 1:30pm replied:

i'm pretty sure that i installed it over 2.3.1, but i will uninstall ur mods and reinstall them. The new additions do look great so far though :P

+1 vote     reply to comment
mikey1871 Feb 18 2010, 2:50pm replied:

It is fixed now.. damn Nomada, You are very good at making this mod!!!!!

Now yours is my FAV one... thanks once again for an excellent product!!!!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Feb 19 2010, 4:05am replied:

Thanks.

+1 vote   reply to comment
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Firefoxccmods
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Released Dec 31, 2011
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