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Alliance 6.0

News 16 comments

The new version is the most ambitious from the mod made before because it adds the 5.0b features and some new but reducing the xml code from more of 70mb to less of 30mb. The reduction from the code was neccesary because I discovered how the global error/zero bytes savegame (both are the same problem) happened more times, the defreezer made by Smallpox/Freege did not run with this amount of code because the savegames were bigger, the mod ran slower and clearly the game could not handle it.

Now there are a list of changes at comparation with the 5.0b, in the next list, you can know because I have made them.

-Turrets with movement at spaceships. I have removed all them because the hardpoints code for them was huge. If I add 20 turrets with movement at one unit, I will have 53,7 kilobytes from xml code, if I make this for 20 units, I will have 1074 kilobytes from additional xml code, now if I make the turrets with movement for 100 units, I will see 5370 kilobytes, at the end, a huge code which the mod can not handle. However, if you want know, the hardpoints code from all the 5.0b hardpoint files had 4,06 megabytes and it was too much big..... Now the hardpoints code is 1.65 megabytes, a lot smaller than the previous version.

-Other big part from the reduction of the hardpoint code was delete all the repeated code at units and share more code between them. It happened too much with the ground units, fighters/bombers and other special units from the mod. However, there is not a lost of quality, even the quality has been increased because many problems were fixed and there are some new features as a Laser/Ion mixed shot at Bombers. If you have played the X-Wing Alliance game, you will know how you can fire both weapons at sametime at some units.

-The amount from galactic conflicts and campaigns smaller but I have deleted GC which they have not sense as many variants from Clone Wars and other variants with different size of planets. Thanks to this, the code from GC is smaller of 6 megabytes when it was before higher of 15 megabytes.

-Units and other additions from the mod. There is not reason for repeat again many parts of code. It can be made with variants easily. Thanks to this more of 20 megabytes were reduced to the half or less. In fact the process of reduction will continue but these changes take time for realize them fast and easy at few time.

-Fleets, in the 5.0b there were more fleets which you can build them as units. Now most of them have been changed and now when you build the fleets, you will receive the units from the fleet. They are not longer units which you spawn at a battle with a ability from a command ship. However, some units as the batallion commanders can spawn some special fleets.

-Load troops at starships, in the 5.0b, you could load troops at starships and you receive a special batallion commander with a special command ship. However, it was strange and difficult, at the end, it was a featuree very few times used and by this reason, I have removed it but I have made better the normal batallion commanders with new landing crafts.

- New units. There are not a lot of new units at comparation with other releases from the mod but there are a few new units.

*CIS Super Tank.

*CIS Defoliator.

*Empire Imperium SSD.

*Black Sun Randecliptic.

*Black Sun Faragut Destroyer.

*Black Sun Venator.

*Rebel Bulkwark Deuce.


*Chiss Tyrant Missile Cruiser (White skin).

*Loronar Strike Cruiser MKII.

*Procurator Cruiser MKII.

*Turbulent Star Destroyer.

-New textures, there are thousands of new texture upgrades made by Nawrocki this year.

-New skirmiss resource points, there are three additional mines, from crystals, gas and the resource containers. They are special points for build resource points where you can win additional credits. Some of them were made for planets where you should see asteroids as Bespin by example.

-Better space skirmiss mode. I have improved how it runs with many new additions in maps and some new maps. Now you can win to the IA easier and it is more fun.

-There are three additional tech levels controlled by three space stations and one new ground structure. Depending from your point in the story from a campaign or if you have reach some trigger, you will be able build these structures. You can know how unlock them in the different GC here. There are many guides about how use the different new features from the mod.

I use these new models from Warb_Null with changes in the skins made by Nawrocki and several additions as death animations for all them.

-New heroes. There are new heroes which you can find at different galactic conquest.

Admiral Ardus Kaine
General Titus Klev
Dark Executor Vill Goir
Dark Executor Xecr Nist
Dark Executor Zasm Katth
Dark Executor Tedryn-Sha
Admiral Feyet Kiez and the SSD Whelm
BarĂ³n Ragez D'Asta
Lady Feena D'Asta
General Vota
Ennix Devian

Rebel Alliance:
General Airen Cracken
Admiral Hiram Drayson
Lar Ndigo

Black Sun:
Grappa the Hutt
Yull Acib
Sol Mon

-All the campaigns have been fixed and now they can be finished without problems.

-The size from the unit positions around and in the planets have been reduced. It helps a lot the movement of units between planets which they are very close. Other change is the planet text, I have changed the position where it is showed and the size.

-I have removed the rotation from planets when your zoom is far in the galactic mode, it will help if you have lag. If it was a small mod with few more units and few more additions than the original game, I would add easily the high resolution graphics without think how eveything will run at same time. But when it is a huge mod with the biggest amount of units, I want add more in the future and I have made the highest amount of additions in the world, I must be more conservator with the computer resources or probably nobody, even myself will be able play the mod because it will would be a big monster which no one computer can run it. Personally I want continue playing my mod with my computer from 8 years ago, a old Intel Q6600 overcloked to 3ghz with a old Nvidia GTX660. If the mod runs without problems at it, more people with computers from this era will play it without problems. This is the reason because I have not added somethings with too many details and I have reduced the detail from somethings.

-There are some new special Nebulae textures added at some planets by me and Nawrocki.



-I have added several new type of asteroid models, now there are ice, acid, moltenrock, iron, metal and other additional rock asteroids.

-New planets, there are 73 new planets, all with their customized space and ground map. There are some others with new maps or special changes. You can see here the complete list of new planets.
Liinade III
Selaggis VI
Jussafet Four
Corvis Minor
New Cov
Xa Fel
Qat Chrystac
Ord Trasi
Ord Cantrell

Most of these planets are divided at 5 galactic conquest from different eras. At least by the moment you will not find a GC with all them because I do not believe how the game can handle without a lot of additional lag all them. We would speak from more of 190 planets at sametime. Personally the best is probably play a GC with no more of 50/80 planets, the IA works better and the game runs without problems, remembering more to the original game and not to one thing overloaded.

-There are many new texture planets made by myself.





Ord Pardron.




-As usual lately, the mod is translated to Spanish, English and German. The German translation and a part from the English was made for this version by Hyuza. The older version was from Ulan Bator.

These are for me the most important features from the new 6.0 version of the mod Galactic Civil War. Obviously the mod has a lot more of things but you go to need go to on xmas and download it if you want see all them.

You can see the credits from the mod here.

Vol'Talkes - The AI War

Vol'Talkes - The AI War

News 4 comments

Vol'Talkes has been launched at Steam Greenlight. Now with the vote from the public, finally the game can be added to the Steam list.

Probably the future from many EAW/FOC mods

Probably the future from many EAW/FOC mods

News 9 comments

EAW/FOC is probably the unique game which it can be edited mostly and the unique where you can play a galaxy map, tactical at space and ground. By this...

Comments  (0 - 10 of 177)

Hello is it possible to capture imperial ships when playing as rebels

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Nomada_Firefox Creator

Check the last news. The next version will add customized voices.

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are you going to add your mod to this sight thoes pic are not for sin there are for FOC.

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i can't wait to seee what you do with this mod thanks for letting us play your mod.

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Also kind of confused why a lot of the pics you have on here are for another star wars game and not sins.

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same here im lost is it for star war empire at awar or Sin

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i guess the mod exists for both

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Love this mod for the variety of ships. Can tell a lot of work went into the designs of the textures. Really love the turret textures on some of the imperial ships, wish they all could of had this look but oh well. Thought it was a cool idea to make capital ships actually capital ships (the big bastards), and change the usual star destroyers to cruiser class. A few things that bug with me with this mod though...

1) ive noticed when ai get into fights with each other, sometimes aircraft will fly out of the orbital space into empty space below the map and they will keep flying and flying away. They wont even deplete. So you could have like 30 aircraft groups off the map doing nothing but slowing down the game.
2) Don't personally like how the imperial capital ships that use the instant kill shot like the death star. All the ships (including titans) that have this instant kill shot all have different damage value stats that progress with lvls and research, yet a lvl 1 with no research bonus can still 1 shot. Think it would be better to actually do the damage it says it should do instead of 1 shotting any ship no matter the haul/shields it has.
3) Not sure why the imperials have capital ships with more haul/shields than the death star titan. The death star is slow to turn and its the freaking death star, it should be able to take more hits than the capital ships in a lower class that don't suffer as much from turning speed.
4) Not a fan of how the all the factions use the executor capital ship from the imperials. Just seems kind of silly to me especially the rebels using them.
5) Just kind of a personal opinion, not a fan of the gauss blasts the warhammer capital ship and another imperial capital ship (forgot the name) shoots out. Just think everything should be lasers. Be cool if these were changed to blue lasers for like ion shots.
6) Wish there was some actual star wars maps. Ive seen there was some planets named after star wars planets (some are spelled incorrectly though).

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Nomada_Firefox Creator

I like see how some people like the mod but it is a fact how I do not follow opinions from people too much. The mod is as you see because I like it, I like play my mods and if I do not play them, I had not made it. I do not make mods by receive more applause.

However I go to answer you, for the record, the point 1 is a problem from the original game. The unique point at relation with the mod is the amount of fighters, reduced to the minimun.

2)I confess how I do not like the idea from the abilities. Personally only heroes should have them. Perhaps soon or later, I will change it.

3)Because they are more modern starships with better systems. The Death Star could be huge but it was a old design in the mod.

4)Perhaps because you have read few stuff from Star Wars.;)

5)I would like create new proyectiles but......the particle editor and how it works in game is not easy and it gives some problems.

6)The names from the planets are taken from Wookipedia, if they were bad was a problem from them. I would like create new maps but it is a bit messy and I know how the maps created for other mods or game versions will not run with the mod.

Just for the record, lately I am working in a upgrade with new voices for most of the units, specially heroes and some additional things more.

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I just registered hopefully I will be approved soon so I can try this mod.

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