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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Post comment Comments  (1460 - 1470 of 1,773)
janizki Oct 22 2010, 2:40pm says:

can you guys help me im getting a exeption error each time i try to start up the mod..running it as admin changing the correct paths...nothing works xD anyone knows how can i solve this because its telling me

Exception in thread 604 - Main Thread
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Attempt to read from address 00000018

Exception occurred at 0091D7FE - Unknown code pointer

and then a massive supplement of stack dumps and stuff

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Oct 25 2010, 10:36pm replied:

I've never seen this problem before... do you have other mods that work?

+1 vote   reply to comment
janizki Oct 26 2010, 9:22am replied:

yeah i do, Alliance 2.3(FoC), Stargate(EaW), Clone wars(FoC) are ones that are working and since SMG launcher dont work for me(64bit Win7 is to blame) it seems that 3 mods for Foc are the only ones that dont work and they get the same error Scifiatwar mod, Return of the clones mod and legacy mod for some reason refuse to work even though other mods with the same type of launcher(.lnk or .bat) do work...and ive triple checked that they have the right paths and theyre running in admin....i have no clue what it could be

+1 vote     reply to comment
mikey1871 Oct 26 2010, 5:14pm replied:

Hey Janizki.. what i had to do was install a separate FOC for each mod that i have installed, so i actually have 8 copies of FOC patched running on my win XP. That was the only way that i could get all the mods to work on my system. (FOC alliance 2.3, stargate, thrawn, galaxies at war, legacy patch, mandalorians, sci-fi at war, the GOC mod and vanilla foc). They are like this:

C:/program files/lucas arts/"all the modded games" they all work fine.

I do not run win7 at all. I would suggest that you install a clean copy of FOC with any patches for it then make a copy of that file in win7 rename the file "master copy FOC" then just copy and paste that file where ever you have your gaming files stored at in Win 7. then just download this mod and tell the rar excecution tab to install the mod in this copy folder.

That should solve your exception problem. Hope this helps :)

+1 vote     reply to comment
shadowspawn Oct 26 2010, 10:24am replied:

Do you play with the goldpack version?

+1 vote     reply to comment
janizki Oct 27 2010, 8:58am replied:

yes i have the gold pack version..and are you sure that would work because i think that the problem might somehow be in the overprotective OS category and needing to bypass it somehow...but ill try that when i have time

+1 vote     reply to comment
Kaedus Oct 17 2010, 7:46am says:


Have you already implemented Imperious? Or is it a future update? I downloaded Gamma ver. and there is no Imperious to be seen.

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Oct 17 2010, 3:27pm replied:

The Imperious is not in the current versions, but will be in the next version.

And as a note to all who may read this, I no longer have much of a date for release. Life as you already heard has just been less generous with free time and I have more serious things that take precedence. With that said, the only general date I can give is, well, before 2011. But even then that could change.

+1 vote   reply to comment
247defed Oct 15 2010, 11:32pm says:

I think you guys should
put another video up.

+1 vote     reply to comment
Roaming_Mutt Oct 6 2010, 9:37pm says:

Just had to go back and look at all the pics you've posted over the past few months. Epic, all of it. I really like the Emancipator class mon cal carrier.

I was wondering, are you planning to keep the Aramadia class star destroyer in the game for the Galactic Alliance or just for the Empire?

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Oct 6 2010, 9:55pm replied:

It's gonna be removed for just the Alliance.

+1 vote   reply to comment
Roaming_Mutt Oct 7 2010, 3:08am replied:

Cool. Will it be replaced by the Emancipator? What tech level will it be?

+1 vote     reply to comment
cheesecake645 Creator
cheesecake645 Oct 7 2010, 4:25pm replied:

Tech level 2 for both the Emancipator and Aramadia

+1 vote   reply to comment
Roaming_Mutt Oct 7 2010, 11:13pm replied:

Cool, can't wait to see those two ships fight each other.

+1 vote     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.

Mar 19 2013, 12:31pm by neronix17

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