Alliance TOS mod was initialy a mod following the TOS era. Now it will be a mod starting the at the TOS era and following the Star Trek universe to at least TNG.

The mod will be made by steps, at a first place will come the TOS-TOS LATE era and after it, other worl will be added. These are some of the main features from the mod.

-At a first place, I will not add ground maps and ground units. But very probably they will be added on the last stage from the mod.

-A complete galactic map wit 47 planets from Star Trek universe.

-Many new space units from each era with all the neccesary details, weapons, effects, more.

-Space maps with Star Trek stations and other features from this universe.

It will add new features to the game that you have seen on other EAW/FOC mods developed by me.




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Blog RSS Feed Report abuse Latest News: The end of the Global Error and the Zero bytes savegame

5 comments by Nomada_Firefox on May 1st, 2014

The Global Error:

Perhaps you do not know it but if you have played galactic conquest at EAW/FOC, very probably you have suffered it. The problem happens most of the times when you are finishing a gc where you and the IA have builded and played a lot of battles. When it happens, all your new units are freezed and you can not give orders to them at galactic map and battles. At this point you could not finish the GC. 

This problem happened in the original games and by this reason it was exported to all the mods. It could be seen even at few time after to start a gc, it was a matter about how many were builded, destroyed and at the end counted by the game.

For years, I was searching a solution without success, I worked with Freege trying fix the problem at a game file named gamescoring but it did not work because it was not more than a delay of the appearance of the bug at you would see it at gc with many planets or where you builded a lot of units.

Now Smallpox and Freege, searching in the savegames, they have found a simple fix for the problem restarting the counters. The tool works with the savegames from the normal FOC or the EAW gold and the Steam versions. It is a very simple tool, just you select the type of game, the folder with the savegames and you select the savegame which you want fix. After it you can load your savegame fixed.

The tool comes with simple english instructions, follow them and you will be able fix the problem at your savegames.

You can find it at the downloads - EAW Patches/Fixes section from http://firefoxccmods.com/

The Zero bytes savegame:

When this problem happens, your game crash to desktop in the begining of a battle and if you check it, you see a autosavegame with zero bytes or few kilobytes, at the end, a useless savegame. Other times, it does not happen when you load a battle and it happens when you try save a game and you see a message from the game speaking about if you have not enough space in the hard disk. Do not worry, you have space but the game can not write the savegame, probably because it can not write more of one amount of data.

Solutions? when it happens, you have not chances from fix it but I know how the problem is because the code from the mod is too big. Based at my extimations when they xml code is bigger of 30mb, you can start to see the problem easily at big galactic conquest.

Fortunately, playing a smaller galactic conquest, the amount of data handled by the game is smaller and the game does not shows problems. In fact at a small gc, you have more chances from do not see the Global Error which it will freeze your units when it happens.

Now by this reasons, I will delete the normal gc with all the planets in the 5.0b and I´m making a smaller mod with a code very reduced, most of the units from Empire, Rebels and Black Sun but without additional factions, only from the Galactic Civil era and because it will remember at some features to the old Rebellion game, I will name it Alliance-Rebellion.

These will be some features from the new Alliance Rebellion mod:

-Smaller amount of code, game loads faster and avoid many problems.

-There will not be space units with movement at torrets. It adds a lot of additional code and at the end, turrets do not work very well.

-The amount of different units will be similar to the older 4.2 version.

-All the space units, they will use the same type of scale and they will be showed in the game smaller than at previous versions. Huge starships will be more massive and their movement will be better.

-Even smaller ships will show hardpoints. Weapons will run better.

-The damage showed by the starships will be showed different and it will change when the health from the hull is decreased.

-Heroes will be different and there will be additional heroes. Specially heroes will not be inmortal and they can be defeated.

-Tech system and unit construction will remember to the old Rebellion game. It will not be equal but it will be similar.

These are the main additions from the new Alliance Rebellion mod.

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Alliance Star Trek TOS X

Alliance Star Trek TOS X

Dec 7, 2012 Full Version 27 comments

Star Wars Empire at War Forces of Corruption Star Trek TOS X Mod by Nomada_Firefox. This mod replaces the SW stuff by Star Trek stuff. This is the list...

Post comment Comments  (30 - 40 of 213)
CONFED
CONFED May 21 2013, 11:54pm says:

id love to play this mod butt.....after i installed it ..and im damn sure its in the right spot..i double click the luncher and ..it seems to load then ...boom Crash to desk top......so i ask ..do i need somthing befor this mod like version from befor or something ?..and yes my game is up to date also

+1 vote     reply to comment
RIPStPalmer
RIPStPalmer May 19 2013, 2:28am says:

I just survived a playing for a few hours as the Federation, and I don't know what to make of it. The AI has almost every advantage it can use, I was defeated in every battle, even ones where I had an even amount or superior numbers. Not because my tactics suck, or the weapons are weak, or I chose the wrong side. Nope, when you tell you fleet to attack a certain target or subsystem; i.e. shield generator, they miss the target 99% of the time. And my defensive starbases pour torpedoes into the Klingons like they're going out of style and don't do some much and make a tiny fizzle to their shields... shields... Photon Torpedoes are designed to penetrate shields. I'm not hating this mod, I like it, it just needs some fine tuning. It's just very, very difficult being the player when you can't fight the enemy.

+1 vote     reply to comment
Nomada_Firefox
Nomada_Firefox May 23 2013, 4:30pm replied:

I do not know what star trek universe you know but a photon torpedo do not cross a shield. They anti mater weapons more powerful. About the IA, this is not a mod for stay waiting to the enemy, this is a mod for attack the enemy and if you think that you can stay at your territory without attack, you will be wipe out easily.

At the end, I like more a game where the IA attacks me than a game where the IA is taking a coffe.;)

+1 vote     reply to comment
ciaranhillock
ciaranhillock May 18 2013, 5:41pm says:

Woah this mod seems real cool.

+1 vote     reply to comment
Guest
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ModTroller
ModTroller Mar 30 2013, 3:54pm says:

how can i launch the mod?

+1 vote     reply to comment
ModTroller
ModTroller Mar 30 2013, 4:34pm replied:

i cant find the .exe in the alliance mod folder.

+1 vote     reply to comment
Nomada_Firefox
Nomada_Firefox Apr 5 2013, 5:05am replied:

For a better help, go to my forum at Firefoxccmods.com

+1 vote     reply to comment
Wolf186
Wolf186 Feb 27 2013, 11:39pm says:

Quick question, how does the AI seem to work in this mod?

+1 vote     reply to comment
Wolf186
Wolf186 Feb 28 2013, 12:41am replied:

NVM made a post on the forums.
Firefoxccmods.com

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