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...

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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...

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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...

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CIS Space units pack EAW/FOC 2014

Apr 7, 2014 Models Pack 5 comments

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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  (3280 - 3290 of 3,593)
mikey1871 Jan 8 2010, 1:34pm says:

Hey Nomada, sorry if i missed any new updates for the alliance 2.3 since we started informing you of bugs we have found in it.

Have you gotten a chance to upload an update to the 2.3 yet? like i mean with the Jabiim problem and the other ones.

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 8 2010, 2:21pm replied:

Sorry, I do not go to give a date.

+1 vote   reply to comment
yujinamoto10 Jan 4 2010, 12:50am says:

In roche asteroids, i dont know it is a bug or what. In tactical battle the pirate or black sun summon a group of ships beside my space station and attacking my ships or my space station. Before the invaders coming to my space station, all or some of my ships and fighters are destroyed or badly damaged! It is normal or there is a mistype in xml?

If you have a time maybe check it up or try to play the tactical in roche asteroids!


+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 4 2010, 5:37am replied:

Oh, it is normal and there is more, sometimes on all the planets there is a pirate attack when you or IA is defending the station on a battle. It is some special new code from mod made by Sidius_Invader. You must defend you from them and the attacker.

+1 vote   reply to comment
yujinamoto10 Jan 5 2010, 8:14pm replied:

that will be ok for me! But the reason is why they summon beside my space station not let say far side of the map or in the middle so the invader had a hard time to wipe out the pirate fleet!

(only comment not dictating)

Tnx! nomada

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 5 2010, 9:03pm replied:

Perhaps on a future I will add the surprise pirate fleet on a position more far from station but I must edit all the space maps for it (over 116 spacemaps on full version), it will take some of time. The better position would be one between the enemy attacker fleet and your fleet.

By the moment I have resolved things like the power to shields ability, now it recharge fully shields and it can support a great attack. And spaceships even if they have not the power to shiels ability, they can recharge easier and faster their shields if they has not lost the shield hardpoint and they are not under attack. Other thing fixed are the fighter/bomber squadrons behaviour, now they are not running around the map looking enemies, they find better their enemies and you do not need destroy all the IA squadrons for to win the battle. Other good change are the proton torpedoes and rockets from bombers, they can not destroy a hardpoint if the enemy spaceship has shields, you must down them first with your guns. Of course SSD are now powerfull, specially Executor. Other new things are two new Acclamator models, the Acclamator Assault Ship and the Acclamator Star Frigate, both made by Evillejedi for his Warlords mod. They are some of the main last changes on mod.

+1 vote   reply to comment
yujinamoto10 Jan 5 2010, 11:22pm replied:

That will be great!

can you make the fighters and bombers decrease per squadron, let say 5 or 6 fighters per squad and bombers let say 3 per squad, and the torperdoe can u make a little bit smaller to the fighters/bombers, so its much realistic to watch!

and the lasers, can u decrease the rate of fire (only for capital or dreadnought ships) specially when the IA or me used the ability to boost weapons its getting "super lag" combine with 20 to 30 squads of fighter/bomber, it's "mega lag"

I'm telling u this bcoz some our friends there (specially me) have not the latest gcard but they want to play your awesome mod!

I hope u understand our situation!

pls tell me if im so wrong!

Tnx nomada!

+1 vote     reply to comment
Nomada_Firefox Creator
Nomada_Firefox Jan 6 2010, 5:06am replied:

Sorry I do not to decrease the number of fighters per squadron because I should to add more fighter groups on spaceships and it would be worse to your computers, it was tested on previous versions. But I will make smaller the torpedo and rockets from fighter/bomber.

About the fire rate....well it is lower than 2.2 version and I have not plans for to make it lower than it, really the Alliance proyectiles consume few resources and firerate is like on vanilla game or lower. But I can promise you that next version will run better. I wait end it soon, probably this weekend I will end a lot of things.

+1 vote   reply to comment
yujinamoto10 Jan 6 2010, 8:46am replied:

Ok forget the fighter/bomber squad issue maybe u can add some anti fighter like corvettes specially in reinforcement comes from space station. In empire side, space station level 2 have no anti fighter! I cant rely on dreadnoughts, escort carrier and specially tie fighter. They overwhelm by number of enemy fighters, so can u pls add some tartan cruiser or carrack for the empire side, maybe its up to you the numbers and types, according to the level of space station!

Maybe that will be all for now to be honest I cant wait the full version of this mod!

Tnx nomada!

+1 vote     reply to comment
yujinamoto10 Jan 7 2010, 3:12am replied:

It is possible the ships can collide each other and take some damage? If its possible that would be the benefit of ssd specially the eclipse, i know that eclipse have no shield but the armor so powerful enough to ram the smaller ships like nebulon or maybe the mc80!

+1 vote     reply to comment
emperor256 Jan 1 2010, 1:00pm says:

ow ok cant wait for the alliance clone wars i have the beta

+1 vote     reply to comment
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