Legacy Era: Second Imperial Civil War

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16 comments by cheesecake645 on Nov 29th, 2013

This article is the follow-up to the one I posted a few weeks ago, and is replete with a great deal of info about things I mentioned previously. The first topic is the structures that I added to GC mode. These structures will become vital as you expand your forces. Each one offers an enticing advantage, but often at a hefty price.

Commercial Trade-Port
11/28/13 Update

Although already a feature in the mod, the trade-port is receiving a new model and reduction in armament. Because it is a civilian structure, it only has 1 quad turbolaser battery. Like in the past it allows access to many merchant vessels, including the YT-1300, YT-2400, YZ-2500, Action IX Transport, and Gladius Light Freighter. This trade port can be built at most worlds that have sizable populations and trade connections, and it generates a slight income from taxes collected on all trade.
(Credits: UEAW team)

Gas Extractor
11/28/13 Update

The gas extractor is self-explanatory. These structures extract and refine gas into finished products to be used as fuel in everything from weapons and thrusters, to reactors and hyperdrives. These facilities are very vulnerable but have light shielding, and must be well protected due to the highly volatile nature of the gasses. They provide a substantial amount of income, and also a slight population boost because of its additional fleet support capabilities. These structures can only be built in the atmosphere of a gas giant or in the middle of a nebula. Once built, you will be provided with access to the Hex-type Gas Transport and the AG5 Bulk Gas Transport. Although they are very expensive to build they are a worthy investment.
(Credits: UEAW team, Petroyglyph)

Orbital Hydroponics Facility
11/28/13 Update

Going in a different direction, this structure's purpose is not economic, but rather it a support network for local forces. These structures are most commonly found in orbit of agriworlds, planets that are entirely dedicated to agricultural development. They contain pods where various plants are grown to be consumed by military forces. As such, these structures provide a considerable boost in your galactic population cap by having food directly sent to local orbiting forces. These structures have no shields or weapons, so they require much protection. They can be constructed above worlds with high agricultural significance only.
(Credits: UEAW team, Petroglyph)

Supplementary Drydock
11/28/13 Update

For a hefty price, this structure provides a boost to your starship production above worlds that already have major shipyards. In the midst of combat they also provide some repairs to friendly forces. These shipyards slightly reduce the build time for all corvettes, frigates, and capital ships at the location. They are moderately shielded but should still be protected, as they have no weapons. Additionally, a moderate population boost is provided because of its ability to help sustain fleets.
(Credits: UEAW team)

Next up are some new units I hinted at, namely carriers. Both the Alliance and Empire have one each (note that the Alliance already has the Emancipator Heavy Carrier in addition to the new one).

Conquest-class Imperial Carrier
11/28/13 Update

Armament: 6 heavy turbolaser turrets, 3 point-defense laser batteries, 2 proton torpedo launchers Complement: 8 Predator-class Starfighter, 6 Neutralizer-class Bomber, 4 Fury-class Fighter, 3 Reaper-class Assault Fighter and 3 Blitz-class Assault Bomber squadrons (24 squadrons total)

The Conquest-class is the main carrier for the Krayt Empire, in a combined effort by Kuat Drive Yards and Sienar Fleet Systems. It is a mid-sized capital ship, measuring 1,200 meters, between the size of an Ardent Frigate and a Pellaeon Star Destroyer. The carrier is modestly armed with multiple heavy turbolasers and medium torpedo launchers, and a handful of point-defense cannons to ward off fighters. It should be noted that while capable of holding its ground against corvettes and a couple frigates, it is not designed to go head-to-head with a warship such as the Scythe Battlecruiser, or an armada of frigates. Despite this, its shields are considerably powerful, with average armor and sub-light speed. The Conquest-class comes equipped with a class 0.85 hyperdrive; combined with its impressive 24 squadron-capacity, the Conquest makes for a vessel capable of commanding an invasion fleet-just make sure you guard it carefully.
(Credits: EmperorNiko, model and texture; Adamkop, concept)

Watchman-class Fleet Carrier (Types I & II) 11/28/13 Update

Armament: 8 heavy laser cannons, 2 medium turbolaser batteries, 2 concussion missile launchers
Complement: (Type I) 5 CF9 Crossfire and 5 BB-2 Starfire squadrons (10 squadrons total); (Type II) 4 X-83 TwinTail, 2 BB-2 Starfire, 2 I4 Ionizer Starfighter, and 2 RC-2 Twilight Scoutship squadrons (10 squadrons total)

The Watchman is the GA Remnant's answer to the ever-increasing need to provide a mobile base for its fighter-depended fleets, designed by defectors from numerous galactic manufactures . At 500 meters long, it is slightly larger than a ShaShore Frigate. It comes equipped with a class 0.75 hyperdrive, matching the FTL capability of a Scythe Battlecruiser. Despite this, it is considerably slow in sub-light speeds, due mostly to its heavy armor. The multiple heavy lasers can accurately target fighters but are powerful enough to defend against other similarly sized vessels when supplemented by its turbolaser and missile batteries. The larger hangars and hyperdrive system have lead to reduced reactor size, and as such the ship's shields are not very robust. The Watchman comes in two variants: Type I offers the standard fighters, while Type II holds the more advanced (and more expensive) ones. Each kind has different advantages, and while relatively robust, should be escorted into battle as part of an armada.
(Credits: Warb_null)

That concludes all the new content for this update. By the middle of December I will post again, with information regarding the remaining structures for Galactic Conquest, as well as the aforementioned repair ships. I will also try to get a video of gameplay if I have time, because videos are more fun than pictures. So, that's basically it for now. And remember what I said last time, don't ask for a release date. Just don't.

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Cheesecake645's Turbolaser Pack

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This pack contains four (4) turbolaser projectiles/particles: red, green, orange, and blue. Each one has a muzzle flash attached to it. Note: This is...

Legacy Era SICW Patch 1.1

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The first official patch for Legacy Era: Second Imperial Civil War.

Legacy Era V1.0

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Feb 3, 2013 Full Version 123 comments

The time has come for version 1 of Legacy Era: Second Imperial Civil War to be released!

Post comment Comments  (0 - 10 of 1,779)
Guest May 23 2015, 5:38am says:

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skyrimplayer991 May 18 2015, 7:22pm says:

i have a glitch every thing is soo screwed up and has diffrent models like the title screen has a bijillion errors that i cant explain pls help

+1 vote     reply to comment
wheelmandan May 12 2015, 5:54am says:

why can i not land on the plants?

+1 vote     reply to comment
1radref May 11 2015, 10:35pm says:

ANyone know how to fix the Republic Class Star Destroyer? It deals damage to enemies but there's no actual turbolaser fire from it. The only model that seems to be broken for me.

+1 vote     reply to comment
Khanti Apr 11 2015, 9:35am says:

cheesecake645 - please upload patch for all those "missing" ships/hardpoints.
You could add other things into it, but do it at least for that issues.

+1 vote     reply to comment
Elitgeneral Apr 7 2015, 6:21am says:

hey can i put this on while having ((republic at war)) or do i need to remove that before adding this??
please tell me

+1 vote     reply to comment
Khanti Apr 11 2015, 9:32am replied:

For RAW and AotR you need separate FoC folders. So if you like to play RAW, AotR and ANY other mods, you need 3 FoC folders.

+1 vote     reply to comment
Mobkiller65 Mar 12 2015, 1:09pm says:

uh sir i downloaded it and i installed it doesen't work what can i do ?

+1 vote     reply to comment
Guest Mar 12 2015, 8:58am says:

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Aenarion_(jasperz0r) Feb 21 2015, 3:20am says:


+2 votes     reply to comment
cheesecake645 Creator
cheesecake645 Feb 24 2015, 12:16am replied:

Dead? No... but slumbering to awake once more? Yes.

+5 votes   reply to comment
wheelmandan May 12 2015, 5:57am replied:

the clone war ship battle ship are green and i can't land on worlds how im i to level up and not that many things plants to land the number i mean is very low. sorry i suck at typeing, and im kinda what a bummer only one map to pick.

+1 vote     reply to comment
Khanti Mar 27 2015, 4:22am replied:

You could just upload small bugfixing patch (missing names, research).

+1 vote     reply to comment
wheelmandan May 12 2015, 6:07am replied:

and the clone wars battle ship is green its a big green clone ship that just bright green.

+1 vote     reply to comment
Seran_Hawke Mar 24 2015, 1:01pm replied:

as long as it isn't dead, that would have been very saddening. one odd bug im gettin though. the impstar-1 is showing up green for me, no texture on it at all, is there a way i can fix this m'self?

+1 vote     reply to comment
Khanti Mar 27 2015, 4:23am replied:

SHADERS in wrong folder. Moving shaders to main data folder solved the problem. But be careful with messing with main folder though.

+2 votes     reply to comment
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Takes the droll and tediousness vanilla game and rips it out, placing this magnificent shining example of what a great Star Wars strategy game should be instead.

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