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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  (50 - 60 of 225)
TheExile1 Sep 6 2010 says:

They are so close to being done but I still can't wait.

+2 votes     reply to comment
GENERAL-HAVOC Sep 6 2010 says:

I have some ideas, you can add cells to the consortium, such as an android cell, another cell of Mandalorians, and another cell of pirate mercenaries, the names could be next: droid army, Mandalorian guerrilla, and piracy works, for example. You could add more units and effects for the Zan consortium and make it more dynamic, like the empire and rebellion with subfactions.

0 votes     reply to comment
Skirmisher Sep 5 2010 says:

Can't wait till the next version. Loved the 0.1 Alpha, keep it up!

+3 votes     reply to comment
GENERAL-HAVOC Sep 1 2010 says:

When will you be releasing the next version of the mod? is august now, and this is my favorite mod for SW EAW FOC.

+2 votes     reply to comment
Nathris Sep 2 2010 replied:

yeah it is a very very nice mod , i can't wait to see the next version

+2 votes     reply to comment
Darth_Ponti Aug 31 2010 says:

Can you make a mod folder version, mod lunche wont work on my PC. Please. thank you.

+1 vote     reply to comment
thufir Sep 2 2010 replied:

Darth Ponti,
Mod launchers would not work for me too, until i found Crosus mod launcher. Just search the web for Crosus mod launcher and download it, open it up, goto the mods tab, pick FX mod and press the green play button.
Hope this helps

+1 vote     reply to comment
scotlandguy Aug 30 2010 says:

when will you be releasing the next version of the mod?

+1 vote     reply to comment
MattCrane Aug 24 2010 says:

heres a idea.
put hard-points on major components for ground vehicles

+1 vote     reply to comment
OrangeNero Aug 24 2010 says:

no base building in space :( cry...

then a new turret since the vanilla ones are... or a starbase on the turrets like in other mods (goliath i think it was called) or a deployable ship or or or. sorry i beg for pretty much and can't do anything myself.

+1 vote     reply to comment
Mr_Flame Aug 29 2010 replied:

Haha :D

+1 vote     reply to comment
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FX Mod
Last Update
4 years ago
232 members