The galaxy is in chaos. While the Rebel Alliance struggles to throw off the oppression of the Empire, the Zann Consortium, Black Sun, and Desilijic kajidic struggle to turn a profit in the embroiled atmosphere. The Underworld factions clash to control the galaxy through illicit means, while the Alliance and Empire race to dominate. Will you aid an Underworld faction and become an underboss, or will you dominate the galaxy?
All new ships, units, projectiles, and abilities wait for the right commander.

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2 comments by DarthNerd on Aug 8th, 2012

Here is the chart I painstakingly constructed for your viewing pleasure:

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If you are unable to read Aurebesh (for shame), the blue represents the poll on scaling. Choice A (canon measurements) was voted as the most favorable option for the mod's many units.
The orange is a weighted (as in, everything is included) poll on the mod's focus; the most effort will be put into coding and balancing new and existing units, followed closely by introducing new game mechanics. Canon and completely off-the-handle changes are wanted, but not as wantonly as adding Warb_Null and EvilleJedi units.

What this means is that the next release, the .9, will be stable, but with a few new mechanics, not as well-anchored in canon, and with very small chance of this happening:

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Unfortunately, I don't have many new pictures as I had hoped; when new bugs show up, its like being this Republic 'mudcrutch'.

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So, keep watching, join my website, follow the mod's Twitter, and if you're bored, get involved!
`DarthNerd

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Galaxy of Chaos .8

Galaxy of Chaos .8

Mar 5, 2012 Demo 7 comments

Sorry, this isnt the full deal, still have some bugs to work out...

Unit Strength Calculator BETA

Unit Strength Calculator BETA

Jun 2, 2011 Other 2 comments

This is a simple calculator used for the mod to balance units.

Galaxy of Chaos BETA .6 Patch

Galaxy of Chaos BETA .6 Patch

Mar 24, 2010 Patch 1 comment

The patch to the .5 version- requires the beta to run. Ads GC, new textures, and two new units to the game. A few bugs still around, of course, but they...

Galaxy of Chaos .5 BETA

Galaxy of Chaos .5 BETA

Feb 16, 2010 Demo 9 comments

Here it is. Go put on a new pair of pants before you download. Its not perfect, but it is certainly representative of the mod.

Galaxy of Chaos Wallpaper Pack

Galaxy of Chaos Wallpaper Pack

Dec 15, 2009 Wallpapers 0 comments

Basically, some of the new units on a background. For use for some awesome cool wallpapers.

Galaxy of Chaos: Alpha updated (.05)

Galaxy of Chaos: Alpha updated (.05)

Jul 11, 2009 Demo 2 comments

Fixed several issues: OUTDATED!!! Rogue squadron doesn't glitch Skiprays don't glitch Skirmish starbases have a more refined tech tree Added a lot of...

Post comment Comments  (10 - 20 of 137)
Lorialstraz
Lorialstraz Aug 4 2012, 1:41pm says:

Thx for the help, i followed your advice and now the trandoshans and mandos work. However, while testing each faction i noticed that the Desilijic forces can only conquer planets using autobattle, because if you try to acualy fight the battle your starting control point isnt your starting control point, you just dont get one as desilijic, wich is annoying because that means i can only fight land battles as them when defending, never offensivly, does anyone know how i can fix this?

+1 vote     reply to comment
DarthNerd Creator
DarthNerd Aug 4 2012, 10:22pm replied:

Thats fixed in my code- you have to edit Markers.xml, make sure that each faction has a landing zone and that the animations are included in each.
The sub anims for the marker set i have should be pirates=6, Desilijic=7. In the latest release, theyre still neutral.

+1 vote   reply to comment
Lorialstraz
Lorialstraz Aug 3 2012, 3:32pm says:

The trandoshan unit isnt working for me, are they just not finished or did i install something wrong? I checked and all their data looks exactly the way it should for them to function and be trainable, but they dont appear in the buildlist of trandosha no matter what building is or isnt there. If anyone else has had this problem and solved it, pls tell me how, id like to be able to utilize them.

+1 vote     reply to comment
DarthNerd Creator
DarthNerd Aug 3 2012, 7:06pm replied:

In my code, they had a nonexistant projectile. Same as the mando mercs; they cause a crash on selection that way.
I have since rectified the problem with building and function.
If youd like to do it yourself, the xml file name needs to be added to GameObjectFiles.xml, the projectile renamed, and the companies optimized for building (via slave barracks on trandosha, kashyyyk, and coruscant) then cost/time adjusted.

+1 vote   reply to comment
Commander_Cody
Commander_Cody Aug 2 2012, 10:31pm says:

My enemy is not attacking me while playing neither skirmish or gc mode....

+1 vote     reply to comment
DarthNerd Creator
DarthNerd Aug 2 2012, 10:54pm replied:

Which enemy? The new factions will venture forth in GC if left alone long enough or provoked, but they dont build ships in skirmish. And i still need to land code them in for land skirmish

+1 vote   reply to comment
mikey1871
mikey1871 Aug 1 2012, 10:02pm says:

please try to make all models to scale. I mean a ship in the fighter/bomber class of space vessels should look like it. MC80's should look smaller than MC 120's also. and applicable to imperial units also.

I'm actually surprised that this isn't the "Norm" for star wars ships. It certainly should be.

As to the second question.... better game play should be most important. Once u have the pieces working seamlessly, then it should be much easier to add new units to what already works.

+1 vote     reply to comment
DarthNerd Creator
DarthNerd Aug 1 2012, 10:15pm replied:

Yeah, it always irked/does irk me when stuff looks weird- youre going to fit 250000 crew on THAT???
If i wanted to be 'that guy' id use MechCommander's excuse that gameplay is done 'through a tactical computer'

+1 vote   reply to comment
DarthNerd Creator
DarthNerd Aug 1 2012, 1:27pm says:

New poll coming soon- your chance to sound off on a few aspects

+1 vote   reply to comment
DarthNerd Creator
DarthNerd Jul 31 2012, 5:08pm says:

Ive been working on making the next release's land stable. Once im happy with gc land battles, ill make sure that skirmish works for everybody. Once the basics are down, ill add more features.

+1 vote   reply to comment
Commander_Cody
Commander_Cody Jul 31 2012, 10:07am says:

I hope this mod can bring more changes to land battle in the later version...

+1 vote     reply to comment
DarthNerd Creator
DarthNerd Jul 31 2012, 5:12pm replied:

Other than added units, working skirmish, and buildable turrets? Ive got most of that resolved.

+1 vote   reply to comment
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