In an alternate timeline where the Battle of Endor did not transpire well for the Rebels, fight for power in a new war as the Black Sun Pirates, Empire, or Mandalorians. Featuring two converted factions, graphical enhancements, new nonplayable factions, GCs, and more.

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PvM 0.99: Mobile Bunker PvM 0.97: More Derelict ISD PvM 0.97: Derelict Star Destroyer
Blog RSS Feed Post news Report abuse Latest News: PvM update: 12/14/14

3 comments by Mogenar on Dec 14th, 2014

PvM fans,

It's been a while since I've updated this page with any progress on Pirates vs. Mandalorians. With a busy summer job and a hectic school year, finding time to work on PvM has been difficult.

That being said, I've been working tirelessly on PvM when given the chance, and now I present open beta 0.99 to the community.

Why have there been no other updates? 0.99 is going to be the last version of the open beta. I've spent the last few months combing through the mod, adding and finalizing features I desired in the first true release for PvM. Many of these features include scripting changes, hence why few images have been posted in the past few weeks.

So what's been done?

MDUs are back!
PvM 0.99: Mobile Bunker
After largely removing them for bug fixing, MDUs are back in the game and ready for use. Particularly for the Pirates and Mandalorians, MDUs have been overhauled to include more useful and interested options. For example, as the image indicates, Mandalorians can now construct a makeshift bunker anywhere on the battlefield with their MDU.

The Mandalorian tech system works!
Getting the technician system to work properly has been a challenge in its own right, partially due to my learning of more of Empire at War's code as I move along with the PvM project. Finally, however, the technician system works as initially intended, with technicians recruitable from any planet in any order. For more information, check out PvM's tutorial, redone for the changes in 0.99.

A bunch of fixes
Of course, PvM couldn't be properly prepared for a full release without mopping up some bugs. A variety of scripting and text errors have been fixed, including one where minor heroes would respawn (forcing a player to fight all Imperial Warlords on the same planet!).

Approaching a full release, I've looked back to see if everything in PvM was up to par and mattered for the whole of the mod. To ensure that every aspect of PvM works as intended, a few things were removed. For example, perhaps at least temporarily, Rav Bralor has been removed, as her hero unit design was bland and lacked a well-defined role. In PvM Warzone, the Warlords presence on Mustafar has been temporarily removed, as this was part of an attempted Warlord base in the past that never saw realization. I will probably try to re-implement this base properly after 1.0.

To everyone who has provided feedback and encouragement, thank you. All of you have helped Pirates vs. Mandalorians get to where it is today. The first non-beta release of Pirates vs. Mandalorians will soon be upon us!

On behalf of the PvM Team,
Sith of Steel/Mogenar

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Pirates vs. Mandalorians 1.0

Pirates vs. Mandalorians 1.0

Jul 6, 2015 Full Version 2 comments

The first full version of Pirates vs. Mandalorians! Fight as the Black Sun Pirates, Galactic Empire, or Mandalorians with new units on new planets against...

Pirates vs. Mandalorians Open Beta Patch 0.991

Pirates vs. Mandalorians Open Beta Patch 0.991

Dec 31, 2014 Patch 1 comment

Extract to your FoC Mods folder and overwrite all files/folders. This provides a number of UI, balance, and AI fixes.

Pirates vs. Mandalorians Open Beta 0.99

Pirates vs. Mandalorians Open Beta 0.99

Dec 14, 2014 Full Version 0 comments

Provides numerous changes to gameplay, graphics, etc. in preparation for a full release. See the changelog for more details.

Post comment Comments  (0 - 10 of 207)
Guest Aug 18 2014, 3:05pm says:

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Mogenar Creator
Mogenar Aug 20 2014, 9:15pm replied:

That would require inventing a new fighter role for Black Sun, and the faction already has several different types of fighters. I'm also not sure if there's a Supa Fighter model out there I could use.

+1 vote   reply to comment
Bucman55 Aug 16 2014, 4:19pm says:

Are you going to add Prince xizor's skyhook to the mod

+1 vote     reply to comment
Mogenar Creator
Mogenar Aug 16 2014, 8:06pm replied:

PvM takes place after the destruction of Falleen's Fist, so no.

+1 vote   reply to comment
Falkenhayn Jun 23 2014, 5:45pm says:

How is progress Mogenar?

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 1 2014, 12:25pm replied:

Haven't made a whole lot lately. I've been working a full-time job for the past month now, hasn't left much time. I'm debating how much more I want to do with PvM...I want the Mandalorian AI optimized (if it isn't already), but other than that, I'm not sure what I'll be doing.

+1 vote   reply to comment
Falkenhayn Jul 9 2014, 12:23am replied:

Could always add a surprise new planet with new features and perhaps on said planet add another non-playable faction (if it were to fit your new time constraints). Perhaps additional planet specific unique units like the thyferra healer. An example being if the Mandalorians take Kamino they can train clone troopers (because after all they are copied from Mandalorians). If the pirates take Nal Hutta they could get access to cheap hut units? I do not know the feasibility of this but they are simply ideas that I had come up with. In the past you had stated as well for future updates in the comments that you would eventually change the pirate star-base and add a new playable faction as well (once you reached 1.0). The mod is your design friend I personally would like to see it continue but if you cannot you cannot I understand. Good luck with the new job and I hope to hear back soon (one last thing if you have steam my account is Charles Cornwallis in-case you ever want to play this or something else).

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 20 2014, 1:07pm replied:

Kamino already has recruitable EMP troopers and carrier Acclamators, so I probably won't add anything else as special units for that planet. I also probably won't do much Nal Hutta stuff because the original design of criminal units...well, they weren't all that useful. As for changing the Pirate starbase, I'd love to, but I haven't found a model for it. The fourth playable faction is still something very much on my mind, but I'd have to decide which one it is.

At the very least, I intend to optimize the AI, and that should be enough for 1.0.

+1 vote   reply to comment
RockNRollJoe0830 Dec 15 2014, 2:41am replied:

I'd like to see the Kamino resurgence

+1 vote     reply to comment
Falkenhayn Jan 22 2015, 8:16am replied:

I am actually working on an approved addon currently to make the Droid Revolution playable. I might add Kamino but they will not get nearly as much thought and effort as the Droid Rev which I have been working on and off now for a few weeks. I would argue they are 60% done but do not expect a release until around summer due to me being occupied with college classes. In addition I can assure you and others that adding a faction is not as easy as you may think. Lots of coding goes into it so it functions properly.

+1 vote     reply to comment
Falkenhayn Jan 22 2015, 8:33am replied:

Before I started the coding myself as demonstrated by my older posts I believed it was easy however there is far more coding in it that I had believed back then(its kind of one of those things that you don't believe until you see it and personally I think the video games coding is rather inefficient). However I do enjoy it and look forward to releasing the addon in the future.

+1 vote     reply to comment
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Pirates vs. Mandalorians
Pirates vs. Mandalorians
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