Features

(Unreleased v4.0)

last update 24.12.2016.


General:

  • Five playable factions (Zann Consortium, Rebel Alliance, Galactic Empire, Black Sun pirates and The Hutt Cartel) + 2 idle (Ohnaka Gang and Mandalorian Militia)
  • New Music (Start menu, Hutt and Black Sun specific backgrounds, Empire and Rebel added to the existing playlists, music added from Star Wars Rebels, Rogue One and Shadows of the Empire)
  • Campaigns for all tastes: all five factions, without hutts, then without underworld and then just rebel and empire (Foc and Eaw updated campaigns and one original)
  • Nine new planets: Lothal, Jedha, Jakku, Mygeeto, Falleen (Xizor's homeworld), Florrum, Rattatak, Trandosha (Bossk's homeworld) and Rhen Var
  • Restored Rattarak planet after being scrapped by the Petroglyph (both maps weren't even scrapped)
  • Replaced some hero Icons with more realistic (in cases of icons created from pictures of computer generated Heroes with screenshots from movies) or by better ones in my opinion.
  • Ssdcommander's space station and conquest spawning system
  • Replaced some unit names with correct/complete ones
  • Enhanced Vader's and Sidious Force powers (whirlwind and lightning damages everything and telekinesis can be applied to vehicles and heroes - except force sensitives and droids) I did that because frankly no bounty hunter or smuggler has any chance against a main Jedi or Sith hero
  • Fighters rescaled to 75%, corvettes, frigates and cruiser rescaled more canonically
  • Planets rescaled to 75%
  • Reworked AI, Hutts and Black Sun fully active in GC
  • Multiple tweaks and fixes
  • New stars background
  • New GC called "Battle for the Underworld" featuring only underworld factions.
  • New particle effects: Empire has blue protons, Black Sun orange ones, orange and yellow blaster bolts for the Mandalorians, new laser textures, purple bolts for some heroes, faster moving projectiles, added blue space lasers to some units
  • Retextured the Pirate Interceptor Frigate
  • CIS Units - Hypori, Geonosis and Muunilinst will enable the building of B2 SuperBattle Droids (Hutts, Black Sun, Zann Consortium) Droideka MK I (Hutts and the Black Sun) and the construction of Providence and Munificient space cruisers (Hutts, Rebels, Black Sun and Zann Consortium)
  • Mandalore - Land hireable Mandalorian merc squads and squad commanders (Hutts, Black Sun, Zann Consortium), space buildable Kedalbe battleship (Hutts, Black Sun) and Basilisk Carriers (Hutts)

Black Sun:

  • Heroes: Guri, Xizor, Jodo Kast, Chenlambec, Zuckuss and 4lom, Durga the Hutt, Perit, Black Sun Ace Squadron (No Black Sun hero unit is made up (every info is taken from books, movies and various sources)
  • Land: Pirate mercs, Pirate Plex, Falleen Assasain(Field Commander/Saboteur), AT-AP Walkers, BARC Trooper, Speeders, Pirate Tanks (TCW), Z95 Flyers, Pirate MDU
  • Space: Z95 Headhunter, V-wing Bomber, Kihraxz Light Scouts, Rihkxyrk Attack Fighters, Ixiyen Assault Fighters, R41 Heavy Fighter-Bomber, Gozanti Corvette, IPV-2 Corvette, Pirate Interceptor Cruiser, Vigo Cruiser, Basilisk Carrier, Thranta Heavy Assault Frigate, Bloodstar Battleship
  • Structures: Syndicate Headquarters, Command Center, Secondary Outpost, Cantina, Shield gen., Ion cannon, Turbolasers, Mining facility, Asteroid mining facility, 1-4 level Asteroid base (with an upgraded look for lvl2 - lvl4), Xizors's Skyhook (special large garrison spawning orbital station)
  • Smugglers work as Fleet commander
  • Bounty hunters work as spies

Hutts:

  • Heroes: Jabba and his Sail Barge, Bib Fortuna, Boba Fett, Labria, Mustafarian Bounty Hunter, Greedo, Tessek, Borvo the Hutt
  • Land: Hutt Mercs, Hutt Plex, Twi'lek agent, Swoop troopers, HH87-Starhopper, Bounty Hunter, Rancor, Bantha-II Skif, ISP Squad, AAT Tanks, Hutt MDU
  • Space: Hutt V-Wing Fighters, Dunelizard Bombers, Dagger starfighters, Krayt Gunships, IPV-1 Patrol Craft, Marauder Cruiser, Venator Star Cruiser, Minstrel Hutt Cruiser, Wavecrest Heavy Frigate, Battle Dragon Battleship
  • Structures: Hutt Command palace, Secondary palace, Hutt barracks, Shield gen., Ion cannon, Turbolasers, Mining facility, 1-4 level Hutt Asteroid base (with an upgraded look for lvl2 - lvl4)

Empire added:

  • Heroes: Moff Jerjerrod, Mara Jade and her ship, Vader and his TIE-Advanced (don't worry, you still can build the Executor SSD, but Vader will not command it), Vader's wingmen now pilot TIE Interceptors, Director Orsin Krennic, new Icons for Thrawn and Mohc
  • Space: Gozanti Corvette, Arquetens Light Cruiser, Fire-Quasar Cruiser-Carrier, Venator, first Death star
  • Land: IRT Transport

Rebel added:

  • Heroes: Kyle Katarn and his ship in GC, Kanan and Hera and the Ghost in CG, General Dodonna as a space commander
  • Land: -
  • Space: unbuildable Z-95 spawning from certain ships, unbuildable starting stolen Fire-Quasar Cruiser, Hammerhead Corvettes in GC (only if you control Alderran), MC40, Fire-Quasar Cruiser-Carrier (reverse-engineered rebel variant) and Belarus cruiser
  • Structure: -

Consortium added:

  • Heroes: Defilers are also fleet and field commanders

Mandalorians:

  • Heroes: Added Death Watch as major hero defending Mandalore
  • Land: Reworked indigenous units, Tank squad, Speeder team,
  • Space: Space cruisers, Space carrier
  • Structures: Reworked the indig. buildings
  • Mandalore on various GC is a more difficult target
  • Note: They are still unplayable

Known bugs:

  • Some minor faction icons issue
  • Still some land skirmish AI for the added factions issues, nothing huge
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I watched Rogue One last night in the theater and was amazed by it. It really did expand the Star Wars universe of that era for me. I think that some of the characters and certain super weapon's abilities can be implemented into the mod as well as parts of the movie's soundtrack. Being almost finished with my Star Wars Rebels additions, after adding ships, vehicles, heroes and parts of it's soundtrack to the mod, I plan to do the same with Rogue One.EAW 20161217 17553759

Things you can expect in the addition, by faction:

Empire:

  • Krennic with a Death Star construction boost and if possible some minor field commander role with a squad of his death troopers.
  • Death Star "single reactor" fire ability that will only destroy land bases and not the entire planet.

Rebel:

  • Captain Andor as a early lvl Rebel Hero (Probably a retexture of Han). His U-Wing as his transport ship and K-2S0 are impossible without proper models. Who knows, depends on model availability.
  • Possibly Bail Organa as a Rebel non-combat hero, perhaps inspiring during ground or space battles and some minor price reduction ability. He could possibly have the ability to travel without starting battles and would provide a certain amount of information on that system, I'm thinking of him giving you complete system information, but only on Empire controlled planets.
  • I was thinking of a way of giving Rebels more heroes, more non-combat heroes. I would like to have more heroes simple replacing each other as you progress trough the tech levels. Also, different GCs simple having different set of heroes. I will have to think this trough and plan it.

General:

  • Rogue One soundtrack elements added and playing during various events in the game mixed with the OT, Rebels and other soundtracks...
  • Some of the planets seen in the movie implemented. Scarif is problematic, at least space battle, there are ways around it. Ground map could be made. Moon Jedha already implemented.
Rise of the Crime Lords 3.5 + Star Wars Rebels Expansion

Rise of the Crime Lords 3.5 + Star Wars Rebels Expansion

News 25 comments

Here are some screenshots with the latest mod progress. Mostly adding Heroes and ships from SW:Rebels, but also some other improvements like Asteroid...

Searching for v3.5 beta testers

Searching for v3.5 beta testers

News 16 comments

Looking for v3.5 beta testers in order to hunt down all the remaining bugs and bring order to this mod :D

UPDATED! How to install Rise of the Crime Lords (NON STEAM)

UPDATED! How to install Rise of the Crime Lords (NON STEAM)

Installers Tutorial 16 comments

A set of simple steps you have to follow in order to install Rise of the Crime Lords

I'm back

I'm back

News 4 comments

With some personal stuff I had to take care of and after having some trouble my laptop I'm back. Unsure when I'll be able to upload the new version, please...

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Rise of the Crime Lords 3.0

Rise of the Crime Lords 3.0

Full Version 32 comments

This is the full standalone 3.0 version of the Rise of the Crime Lords mod for Star Wars: Empire at War - Forces of Corruption. You have to install this...

Russian Translate v.3.0

Russian Translate v.3.0

Full Version 2 comments

Перевод для версии мода 3.0. Как выйдет новая версия мода переведу и выложу её. О всех...

Rise of the Crime Lords 3.0 Alpha version

Rise of the Crime Lords 3.0 Alpha version

Demo 22 comments

Alhpa version of the Rise of the Crime Lords v3.0, showing the latest addons and bug fixes

Rise of the Crime Lords 2.0

Rise of the Crime Lords 2.0

Full Version 16 comments

This is mod thas adds Black Sun and The Hutt Cartel as playable factions without replacing exiting ones, I put a lot of work into making this mod, and...

Comments  (0 - 10 of 234)
CrimsonTrooper64
CrimsonTrooper64

Is there not a groundvehicles.xml in the mod files? I cannot find it

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solarflare32
solarflare32

So trying to enable z95 for the rebellion but no matter what i do they remain unbuildable for the rebels any clues how to fix this side not they are buildable for the empire

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#DemCalves
#DemCalves

Look in side the which ever story script the rebels are using for the GC. There is a block of code that blocks the z-95 out in favor of the x wing, remove that

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solarflare32
solarflare32

Is this in xml?

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SlenderSauron
SlenderSauron

Hello there, i found a bug, the Venator doens't fire it's missiles correctly they fire blue lasers instead

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Videogamer13
Videogamer13

Just find and edit it yourself in the hardpoints XML file.

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SlenderSauron
SlenderSauron

they are marked as missiles (the Hardpoints on the XML file) The weird thing is that the harpoints (in game) fire Blue laser (like the one from Ion Cannons in normal ships) with sounds of the actual missiles but they don't give any damage making the Venator Extremely weak, because only her laser cannons does damage. I like this mod soo much with the vanilla Veantor but it's kinda sad that she is soo Weak

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CrimsonTrooper64
CrimsonTrooper64

The empire's torpedoes are blue

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Videogamer13
Videogamer13

Is there any problem if there are so many heroes (more than 11+) without replacing each others in one GC?

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sandtrooper956
sandtrooper956

There shouldn't be a problem, however you won't be able to see them all on the hero bar. I'm thinking he should remove Yoda/Obi-Wan to clear up some space and then maybe make some of them minor heroes? For the Empire he should get rid of some of the unnecessary heroes such as Tarkin and the other bland officers.

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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (4 agree) 10/10

A truly fantastic mod. Adds two fully playable factions that might be a bit lacking in units, but still playable nonetheless. Still a few bugs but I imagine they'll be fixed. I recommend playing it.

Apr 24 2013 by Giveaway412

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