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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.


*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  (3280 - 3290 of 3,616)
hanshans
hanshans Feb 1 2010, 1:16pm says:

Hi , i am having a bit of trouble getting ur mod to run. Version 2.2x and 2.3 light dont work while 2.1 works perfect :/. cant even get to the ingame menu. I figured the problem could be that i use vista64 and therefore a fixed exe for 64 or the patch to get FOC running. Tried both, however nothing changed 2.3/2.2 still dont work. Also i did a full install and so on. Launchers also dont work on 64. Any idea how i could get the mod running??

+1 vote     reply to comment
kumzi97
kumzi97 Jan 30 2010, 7:33pm says:

For the full version, could you make it so that the mod launcher is unneeded, please? It doesn't work on my computer......
This mod looks epic,and I want to play it!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 30 2010, 10:11pm replied:

The .bat file should launch the mod if smglauncher can not be used and if you have it uncompressed on the folder ..\Star Wars Empire at War Forces of Corruption\Mods\Alliance2.3L\
Of course you need the last 1.1 Forces of Corruption patch.

But if any forces of corruption does not launch with smglauncher or a bat, your unique option is a full mod installation. These are my instructions for it:

-Execute the mod autoinstaller, uncompress it on your forces of corruption folder, look well where you uncompress it.

-Go to the folder where mod was uncompress.

-Enter on the folder ..\mods\Alliance2,3L\

-Cut the Data folder on ..\mods\Alliance2,3L\

-Paste it on the forces of corruption main folder, overwrite all.

-Launch forces of corruption and it will load by default the mod.

-The unique problem from it is the uninstallation, you must unistall the full game and delete all manually on the game folder. But it should run at 100%.

+1 vote   reply to comment
alenoguerol
alenoguerol Jan 30 2010, 6:16pm says:

hey nomada do you remember me? i modified a few cis skins some months ago. and then i went outside i just came back :D
i wanted to ask you a question. i have seen that you released FoC Alliance 2.3x "Light" and its lighter than the last version 2.2x

so i would like to know what's the diference? if you removed something or if its the same mod with more features and ships. as you said its kinda "unfinished" and then that you added new things but its lighter.. im confused :S

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 30 2010, 10:08pm replied:

Hi, yes I remember you from here Firefoxccmods.com and I will use your skins on the full version and the 2.3X.
2.3X will be one smaller version from the full 2.3 made with the rules parameters from sites like ModDB. Light Alliance is like a demostration version. It uses the original GC from EAW/FOC and units only from Episode IV to Episode VI. More info on my own site.

+1 vote   reply to comment
mikey1871 Jan 25 2010, 8:12pm says:

Hey Nomada, just got finished playing all of your many GC games in 2.3.. all work great except the Galactic Conquest on with the 43 planets.

That game seems to have the opening screen freeze once it opens up for at least 30 seconds every time. it also CTD's on the following space battles, Alderaan, Jabiim, Ratt***, Hypori, Nal hatta and Kuat. CTD on victory in following land battles... Kuat, Nal hatta, Corelia, Ratt**, and Byss.

I have mixed up what i typically use in a big space fleet, but my fleets usually have 2-3 space fleet leaders in them and hte4 actual fleets usually don't go over the limit of 45.

With an nvidia 250 video card, the game doesn't lag much at all now.

Just wanted to let you know about the CTD instances that i found in the GC game.

I would have put this on ur firefox site, but my spanish is terrible so i put it here.

thanks again for an excellent mod for now :)))

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 25 2010, 8:34pm replied:

You can delete a file on mod named GRAPHICDETAILS.XML on mod and to try again if you have problems or you can wait a week and I will release a new version from the Light Alliance.

But you should know that EAW/FOC are not perfect, they will have lag forever and many other errors.

+1 vote   reply to comment
mikey1871 Jan 26 2010, 1:37pm replied:

yes, unfortunately we can't get any 'perfect' games, but that is why we also have awesome modders like your self, Nomada :)

That's excellent that your almost ready to give us another update to play with.

Like I said, the 2.3 is awesome, uber-awesome, I might say. I so wish the players community could find the right person at Lucas arts to have them make a new EAW-style game for us to play with.

I think the console twits have enough games to play with. there aren't that many Lucas arts games for the PC around.

But, thank you very much for all your great work Nomada and that also goes out to all the modders everywhere for keeping the games we love alive :))

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 26 2010, 9:49pm replied:

The unique good thing from EAW/FOC are the mods, it can be modded at 100% and I have made it. I like that people like my mods but really to be honest I made them for me, usually I play more games but I like EAW/FOC a lot because I find it a very fun game and it is very special, probably because other games make things like it but there are not a single game making all the things from EAW/FOC at same time.

+1 vote   reply to comment
John-45
John-45 Jan 23 2010, 11:09am says:

Wahou ! => This mod is juste everything and anything ..
There are too many units ! And they are so wared ! :/

+1 vote     reply to comment
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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 firefoxccmods.com, 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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