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

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 29 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  (40 - 50 of 215)
Wolf186 Feb 27 2013, 11:39pm says: Online

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

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

NVM made a post on the forums.

+1 vote     reply to comment
ravennn Feb 25 2013, 9:56am says:

i find that the ships defences are not very good I build a fleet and attack yet the fight is over within seconds as the shields and armour are non existent

+1 vote     reply to comment
Nomada_Firefox Feb 26 2013, 8:59pm replied:

I would like know what type of ships were your fleet, probably you attack the enemy with frigates or old starships and at the end, they destroy you.

Things are not as you tell use because the mod is balanced by type of units and there are some of them which they can not damage others even into a million of years. By example a frigate can not damage a battleship.

+1 vote     reply to comment
ravagewolf Feb 9 2013, 3:17am says:

Nice to see alot of progress being made.

+1 vote     reply to comment
MuchTooLearnUSH Jan 14 2013, 4:08pm says:

Nomada Firefox,

Just a quick note of thanks to you for making this mod, as it is great fun! Any plans to improve via various tweaks will be eagerly awaited! Perhaps you could dress the icons up in GC mode as they're quite difficult to see/know what is what...? If you need any testing help, just let me know. Very best regards!

+1 vote     reply to comment
Nomada_Firefox Jan 15 2013, 7:03am replied:

The icons can be impossible or very difficult from improve from the first moment that we are speaking from ST units.

+1 vote     reply to comment
joey5452 Jan 4 2013, 3:47pm says:

heey i saw the phasers in the video clip and the modding team behind halo Covenant at war has found a solution to the beam problem

i think if you ask they will tell you how they did it ^^

+1 vote     reply to comment
Nomada_Firefox Jan 4 2013, 6:24pm replied:

Honestly I do not see nothing better than the phasers added into my mod and there is nothing looking as a phaser, only long laser can be but a phaser is different.

+1 vote     reply to comment
ModTroller Mar 30 2013, 4:02pm replied:

How can i launch the mod?

+1 vote     reply to comment
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