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The FX Mod is a graphical and gameplay mod for Star Wars: Empire at War: Forces of Corruption. It aims to improve the particles, projectiles, and the fun factor for the game while keeping most of the original game intact. This mod's main focus is on skirmish, with features such as base building and micro-intensive battles providing a fun experience.

A little bit of history...
FX started out as a personal modification for testing particles that I made for Thrawn's Revenge. Dissatisfied with the standard FoC gameplay, I then began making gameplay changes in order to make testing the game bearable. After sending the mod to select people, they gave feedback on the mod and suggested that I turn the mod into a larger scale one. Thus, the mod was born.

Planned Features
-New Subfactions for the Empire and the Rebellion
-Base building in space
-Buildable superweapons on ground
-New units
-New sound effects
-New projectiles
-Death clones for all vehicles
-New death clones for infantry (i.e.:explosions, fire, lightning)
-Graphical upgrades to most, if not all, default particles
-New starfield and nebula textures
-New gameplay modes in skirmish

Note: This list is subject to change at any time and is in no way final.

The Makers
Many people have contributed to this mod, and I thank them for that. This mod would not be possible without these people.

Sidious Invader
Jedi Consular
Sgt. Hicks
Dane Kiet
Cpt. Ford
Cpt. Elgy

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RSS feed Articles

Welcome to the third and last big update before the release of FX Mod. A lot has changed in the mod since the last time. We've paid attention mostly to gameplay enhancements, though we didn't forget about graphical sweetness.

But let's get to the point.

The Subfactions

What is this all about?
Subfaction system in skirmish gives you choice of 3 subfactions (3 for space, 3 for land), each of them grants you an access to a different set of upgrades and bonus units. So let's say if you choose 501st Legion for the Empire, you get unique infantry upgrades and units specific for that subfaction (while the basic imperial units stay without change).

How does it work?
At the start, you get either a buildpad (land) or a satellite (space). Each has got 3 build options - by choosing one, you choose a subfaction. Once the object is built, it becomes the place where you can buy all the upgrades and unit researches related to the subfaction. Simple? Yep.

Here's the complete list of subfactions and upgrades.


Ignore any typos/grammar mistakes, and I'm sure there are some.

If you've got any questions, feel free to ask.

Other stuff
I had no time to take any nice in-game pics so I'll be adding them successively within the next days. So far I can show you some of the new planets skins (ALO viewer shots):

Until the next time,

Quick announcement

Quick announcement

5 years ago News 7 comments

Hello community! Nothing special today, just a quick message to make you know what's going on. With space part finished the progress bar has reached round...

Progress Update #2: Marching to Victory

Progress Update #2: Marching to Victory

6 years ago News 9 comments

The second official update of the famous graphical enhancement for Forces of Corruption - FX Mod! Enjoy!

Progress Update #1: Firestorm

Progress Update #1: Firestorm

6 years ago News 8 comments

Welcome to our first official update! We've got a lot of goodies here for you today.

FX Mod: Unveiled

FX Mod: Unveiled

6 years ago News 2 comments

The FX Mod is announced as a mod for Star Wars: Empire at War: Forces of Corruption.

RSS feed Downloads
FX mod v0.1 alpha

FX mod v0.1 alpha

6 years ago Full Version 30 comments

A first release of the codeuser's FX mod. Enjoy!

Post comment Comments  (20 - 30 of 225)
MaGlas Apr 12 2011 says:

Best FoC mod ever. It should get relive. ;( Why you aren´t looking for new modder, it is realy close to get finish

+4 votes     reply to comment
Darthdan12302 Apr 24 2011 replied:

what my question is do those upgrades come out in the version thats out now or will come out in a another version ?

+1 vote     reply to comment
Darth_Siddius Oct 2 2011 replied:

It's dead, there won't be coming anything newer :(

+1 vote     reply to comment
MattCrane Feb 9 2011 says:

can someone help me, i downloaded this mod, got to work, but the only things that changed were:
different title screen
Conc. missiles the size of nukes
big explosions crap

so now im going to try Thrawns revenge, which is supposed to be a better version

if youve got any hints to gt it working right, let me know

0 votes     reply to comment
Darth_Siddius Jan 24 2011 says:

Couldn't they release, what they have done until now?

+5 votes     reply to comment
GENERAL-HAVOC Jan 16 2011 says:

************* this mod is dead, this can´t be posible. I agree wiht orange131326, this mod is very good and is a good base for all the next generation of mod makers for SW EAW FOC, and i want to play this mod even more than TR. i am realy sad... sorry for that.

sorry for may bad english, am mexican.

+5 votes     reply to comment
flyingdonuts Jan 11 2011 says:

This mod is EXTREMELY good for setting a base to a private mod. A very good suggestion if you are looking at your own, just edit the FX mod. It makes your mod better then it would be without !!

+4 votes     reply to comment
OrangeNero Jan 10 2011 says:

very sad this mod was very promising. some small polishing on the alpha like reducing the fighters and making ISD a bit weaker and i would prefer it over TR.

anyway for looking far better than the vanilla game and running much more smoothly i would rate FX mod a 9/10

+4 votes     reply to comment
TheExile1 Dec 30 2010 says:

This isn't the most promosing of news. Got this from Darth Arbiter (Corey I think)

I realise I'm a few weeks late, but I can probably shed some light on the FX/TR/Halo Campaign Commander situation. Filo left the community several months back, and gave the mod to Kalo. Kalo decided that he wasn't going to continue, and he'd just work on Thrawn's Revenge. When FX went down, Kalo asked Farseer to join TR, and he did. Farseer's been working on the Halo mod for a few months privately now, and the staff of TR help Farseer's Halo mod, and Farseer helps TR.

+1 vote     reply to comment
Sudno Jan 1 2011 replied:

Well, and what's with models made for FX? Will we see them in TR?

+3 votes     reply to comment
Celtichighlander101 Dec 31 2010 replied:

Great, another good mod goes the way of the dodo

+1 vote     reply to comment
TheExile1 Dec 31 2010 replied:

The good news is some of the FX mod could live on through Thrawn's Revenge in later editions.

Heres what Encleadus said.

Quite a few of the ideas may be worked into TR eventually, such as subfactions for skirmish. As for particles we already have more updated versions than the FX mod had so thats covered.

+2 votes     reply to comment
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FX Mod
Last Update
4 years ago
232 members