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 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

Downloads RSS Feed Latest Downloads
Pirates vs. Mandalorians Open Beta Patch 0.991

Pirates vs. Mandalorians Open Beta Patch 0.991

Dec 31, 2014 Patch 0 comments

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  (50 - 60 of 207)
intercepter66 Aug 16 2012, 10:09am says:

So when will you say the next version should be out?

+1 vote     reply to comment
Mogenar Creator
Mogenar Aug 16 2012, 12:21pm replied:

Hopefully, in-team testing will begin soon. The faction is almost entirely coded. College for me starts up in a few days though, and that will be an issue for modding time.

+2 votes   reply to comment
intercepter66 Aug 16 2012, 8:48pm replied:

thats good but sad at the same time

+1 vote     reply to comment
Mandokar Jul 27 2012, 4:21pm says:

Are more ships going to be added for the Mandos? seems a bit on the light side right now. Very good mod, however. I'm really liking it.

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 27 2012, 9:05pm replied:

We may consider adding more units as time passes. For now, however, I'm working on minor factions and bug fixes (there's an agreement within the PvM team that we can't have a 1.0 version until the two planned minor factions not in 0.85 are added).

And thanks! I've worked on this mod for three years now...amazing how time flies.

+1 vote   reply to comment
Tiberium_Exposure Jul 22 2012, 9:58pm says:

OK i have a bit of a problem here. i went and downloaded the 0.85 version of the full mod and came across an issue. the data file that is used for the mod, it ummm..... IT HAS NOTHING BUT ART IN IT!!!! no music no balance fixes, no XML, no scripts. WTF!!!! when i tried to run it, it crashed my computer, and when i checked out the file i knew why. please can you tell me what the hell went wrong?

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 23 2012, 10:08pm replied:

That's something wrong with the download; 0.85 was the full mod version. I know that because it was literally a copy and paste of what I had lol. Probably just a glitch on the ModDB servers' end.

+1 vote   reply to comment
intercepter66 Jul 23 2012, 10:01pm replied:

Well one stay calm, two redownload it and take it slowly

+1 vote     reply to comment
GameMurderer Jul 20 2012, 8:15am says:

hiw do u get the venator in skirmish for the imps

+1 vote     reply to comment
intercepter66 Jul 20 2012, 9:49am replied:

You don't, Pirates are the only one aside from the Hutts that are enabled Venators.

+1 vote     reply to comment
DarkDragonic Jul 13 2012, 1:02pm says:

Pirates imo are vastly underpowered in space combat. Their first frigates cost so much, but only have 3 weak hardpoints that do little damage. The Venator seems OK, the mass drivers could be up'ed on dmg just a bit. The fighters and corvette both seem good tho. I'm just saying all of this because a lvl 1 station for Mandalorian and Empire can take out a Pirate fleet of 30+ size (player controlled fighters and bombers) AI can take on that same fleet but lose after doing some damage. The only good ship they have is op i know its not supposed to be there. There are 2 versions of the Venator in GC, one has a gravity well other doesnt. The Gravity Well one is so op, its fast, one hits everything, and doesn't take like any damage. 1 of these took out a lvl 5 space station, 9 star destroyers, and a bunch of other random ships. The fleet size was like 95

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 13 2012, 5:01pm replied:

The Gravity Well one wasn't supposed to be in the game, it's a special Venator I created for testing purposes.

Balancing the Venator has been tricky because the rear turbolasers don't have the wonderfully forward firing arcs of the other two sets of hardpoints. They still do damage, and I don't want to buff the Ven's mass driver weapons to the point that the Venator becomes a shield-breaking capital ship.

Pirate Interceptor Frigates only cost 200 more than the original Nebulon-B, and I've designed their firepower to match the Zann Interceptor IV of base FoC.

The Pirates may seem to be weaker, but they're fairly balanced. It took me a while to tweak everything for them, especially the Bloodstar (which used to be horribly underpowered).

+1 vote   reply to comment
DarkDragonic Jul 13 2012, 6:06pm replied:

Ah, ok. I feel like a little bit more tweaks could be made, but thats up to you.

+1 vote     reply to comment
Mogenar Creator
Mogenar Jul 16 2012, 6:57pm replied:

Nothing in the mod currently is final; balance tweaks are entirely possible as we head along. Thank you for your input, please do note that we take all suggestions into consideration.

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