This zip file contains the XML and Text files of the mod. Please extract these folders with their files into ..\Star Wars Empire at War\corruption\Data . This will add three folders to the Data folder, XML, Art, and Text. Full list of changes in the description.
*Defilers now have a 60 second build time and can only be built on 4 planets, Hypori, Wayland, Endor, and Nal Hutta
*added the singleplayer maps from the original Empire At War so that players can opt to not play against the Consortium.
*In multiplayer, the Empire starts with 3 TIE Fighter squadrons, and the Consortium starts with 4 Z-95 Squadrons
*Consortium can now build Z-95s in multiplayer
*Income upgrades costs for Consortium have been reduced to Rebel and Empire levels in multiplayer
*All non-hardpoint hero ships have had their HP and shields reduced considerably.
*All hero units now have an ability called Expert Handling that increases all their stats.
*Darth Vader now only spawns 2 wingmen and its cooldown has been reduced significantly.
*Millenium Falcon now has Power to Shields
*All non-hardpoint hero ships now slowly (or greatly in Vader's case) heal over time
-All weapons have been modified to have streamlined accuracy, range, and damage.
*Weapons have one of 4 Ranges, Fighter (500 units)[All fighter weapons], Close(800 units)[Missiles, Torpedoes, Anti-fighter lasers), Mid (1200 units)[Ion Cannons, Corvette Turbolasers, Mass Drivers, Consortium Megaweapons], Long (2000 units) [Capital Turbolasers]
*Lasers are accurate against all enemy types
*Turbolasers and Ion Cannons are accurate against ships and decreased accuracy for smaller ships such as corvettes.
*Weapon Penetration has been changed and streamlined
(Ion cannons and Mag-Pulse Torpedoes do double or triple damage against shields, and no damage or little damage to hulls)
(Turbolasers do double or triple damage to all hulls)
(Mass Drivers do quadruple damage against small craft hulls, triple to corvette hulls, double to frigates hulls)
-All ships have had their costs, AI Power, and build times modified based on an equation that (combined with stat weights) judges the cost based on capabilities, HP, shields etc.
*Increased the projectile speed of turbolasers
*All fighters have been modified to fit their MGLT (speed), DPF (maneuverability), Hull and Shield ratings from the X-wing game series
*All Bombers now have 5 members per squadron
Rebel:
*X-wings and Y-wings now slowly heal over time (Astromech Repair)
*X-wings have increased FoW reveal, and are now classified as a Fighter-Bomber and can shoot a Proton Torpedo once every 16 seconds
(Fighter-Bombers are decent at both fighting fighters AND ships but do neither as good as Fighters or Bombers at their roles)
*Removed Lure from A-wings and replaced it with Sensor Jamming
*A-wings now have concussion missiles and fire them every 8 seconds
*B-wings now shoot red lasers
*Ion Shot removed from B-wings
*Y-wings now have their Ion Cannon Turret
Empire:
*TIE Fighters can now be spawned in Multiplayer, and the Empire starts with 3 of them. While not super effective, they have a very short build time and can become an angry swarm quickly.
*Removed Hunt ability from TIE Interceptors and TIE Fighters, added Turbo Boost ability to TIE Interceptors
*Removed Ion Shot ability from TIE Defenders and Power to Weapons ability
*TIE Defenders are now Fighter-Bombers
*TIE Phantoms can stealth at will but will be visible (and very vulnerable) if they try to stealth at close range
*TIE Bombers can now swap their Proton Torpedoes for Mag-Pulses for a short time to help Star Destroyers engage ships at long range
Consortium:
*Star Vipers now have Lure instead of Buzzdroids
*Buzz Droids have been added to Bossk instead
*The Skipray Gunboat now has a laser turret and fixed Ion Cannons
*Z95s now have a concussion missile launcher
All ships now have one of 3 speeds (1.2,1.8, 2.4) and one of 4 maneuverability ratings.
All ships have had their HP reduced and their shields reduced. Shield Regen now follows the formula Regen=Max_Shields/10.
All ships now roll when turning.
Rebel:
Corellian Corvette (HP: 470, SP: 240, Speed 2.4):
*Now has 2 dual Turbolaser turrets and 4 single Turbolaser Turrets
*Now Functions as a medium range harasser
Corellian Gunboat (HP: 430, SP: 230, Speed 2.4):
*Now has 4 Quadlaser Turrets as well as concussion missile launchers and excels at killing fighters
Marauder Cruiser (HP: 650, SP: 300, Speed 2.4):
*Now has a concussion missile launcher and 2 Turbolasers. Functions as a close range brawler that can swap its missiles for Diamond-Boron missiles that do significant AoE damage.
*Removed Barrage ability
Nebulon-B Frigate (HP: 1300, SP: 500, Speed 1.8):
*Now spawns 1 squadron of X-wings and does well at long range engagements
*Removed Power to Shields
Redemption [Limit 1](HP: 1300, SP: 500, Speed 1.8):
*A medical version of the Nebulon-B frigate that heals nearby units
Alliance Assault Frigate MKII (HP: 1200, SP: 700, Speed 1.8):
*Removed Defend ability
*Added Power to Weapons ability
*Swapped the locations of its turbolasers and lasers, now functions as a long range broadside ship.
MC30 Torpedo Frigate (HP: 800, SP: 650, Speed 2.4):
*Now has a Turbolaser instead of a laser cannon
*Does well in medium to short range engagements
*Now has Power to Engines
Calamari Cruiser (HP: 3360, SP: 1250, Liberty Class Speed 1.8):
*Now has its heavy dual turbolasers making it the best ship at long range
*Now spawns 1 squadron of Y-wings, and 1 squadron of A-wings
*Power to Shields ability has its shield regen rate reduced
Home One (Akbar)(HP: 3500, SP: 1550, Speed 1.2)
*Now spawns 1 squadron of X-wings, 1 squadron of B-wings, and 1 squadron of A-wings
*Now has heavy ion cannons, making this ship excel at medium range broadsides
Empire:
Tartan Patrol Cruiser(HP: 480, SP: 230, Speed 2.4):
*Reduced number of laser turrets
*Now has Triple laser turrets and a forward mounted ion cannon.
*Power to Weapons ability Fire Rate bonus reduced
Broadside Class Cruiser(HP: 650, SP: 300, Speed 2.4):
*removed Barrage ability
*Now has 2 concussion missile launchers. Functions as a close range brawler that can swap its missiles for Diamond-Boron missiles that do significant AoE damage.
*Now has Turbo Boost ability to engage at close ranges quickly
Acclamator(I) Frigate (HP: 450, SP: 650, Speed 1.2):
*No longer spawns fighters
*No longer has attackable hardpoints
*Now has 2 bow mounted dual turbolaser turrets, 2 concussion missile launchers, and 2 quad-laser turrets that allow it to excel at close range and fairs well against fighters.
Victory Star Destroyer(HP: 1500, SP: 800, Speed 1.2):
*Now spawns 1 squadron of TIE Fighters and 1 Squadron of TIE Bombers
Interdictor Cruiser(HP: 1050, SP: 700, Speed 1.2):
*Removed Interdict ability from Multiplayer
*Now is a combat refit. It now has 2 forward mounted triple turbolaser turrets and 2 side mounted quad laser turrets that make it decent at mid to long ranges.
Star Destroyer(HP: 2800, SP: 1000, Speed 1.8):
*Now has 2 heavy dual cannon turbolaser batteries
*Now has Power to Weapons ability
*Tractor beam ability's range has been increase to mid range
*Now Spawns 2 squadrons of TIE Fighters and 1 Squadron of TIE Bombers
Star Destroyer II(HP: 2800, SP: 1000, Speed 1.8):
*Now has 2 heavy octuplet turbolaser batteries
*Now has Power to Weapons ability
*Tractor beam ability's range has been increase to mid range
*Now Spawns 2 Squadrons of TIE Interceptors, and 1 Squadron of TIE Bombers
Accuser Star Destroyer (Piett)(HP: 2800, SP: 1000, Speed 1.8):
*Now has 8 dual heavy turbolaser turrets instead of ion cannons making this hero exceptional at long range
Admonitor Star Destroyer (Thrawn)(HP: 2800, SP: 1000, Speed 1.8):
*Now spawns 3 squadrons of TIE Defenders instead of TIE Bombers and TIE Interceptors
Consortium:
Crusader Gunship(HP: 420, SP: 240, Speed 2.4):
*Reduced number of laser turrets
Interceptor IV Frigate(HP: 1050, SP: 550, Speed 2.4):
*Now fires Plasma shots instead of concussion missiles
Vengeance Frigate(HP: 1000, SP: 0, Speed 1.8):
*Now starts with Stealth ability without black market purchase making this the best ship for ambushes
Krayt Destroyer(HP: 3150, SP: 1100, Speed 1.8):
*Reduced damage of both Megaweapons
*Now has Weaken Enemy Ability
Kedalbe Battleship(HP: 4950, SP: 1000, Speed 1.2):
*Increased range of Shield Stealing ability
The Peacebringer(HP: 3150, SP: 1400, Speed 1.8):
*Now starts with Stealth ability without black market purchase
-Fixed Rogue Squadron instakilling the Death Star II without any battle
-Fixed error with Luke's X-wing that would cause the game to crash upon the Rebellion reaching level 5.
-Changed the firing pattern of the Mon Cal Cruiser to be inline with their dual turrets
-Swapped the Location of the heavy ion cannon batteries with turbolaser batteries on Star Destroyers
-Added the ISD-II, which has octuple heavy turbolaser turrets and is available at level 5 starbase in skirmish mode.
-Fixed a typo in the ISD-2 Tooltip that said it had TIE Fighters instead of TIE Interceptors
-Removed the Multiplayer version of the Interdictor from Galactic Conquest
-Removed Buzz Droids from Star Vipers
-Added Lure to Star Vipers
-Added Buzz Droids to Bossk
-Added Weaken Enemy to Krayt Dragon Destroyers
-Added Concussion Missiles to Z95s to make them slightly more desirable
-Ran another pass of updating AI_COMBAT_POWER
-Fixed rate of turn on all ships
-Updated all Consortium upgrade tooltips to represent their new values
-Added Icons for the Redemption and the ISD-II
-Removed the ability of the AI to hack the Death Star (hopefully)
-Made it so the Crusader can now make opportunity shots with its guns
-reduced the shields of the MC30 by 100, in turn gave it Power to Engines
-Made a pass on the Acclamator which had several oversights
*Its medium lasers and concussion missiles no longer have turbolaser penetration values
*added the missing Max Fire Rate to it's laser hardpoints (min 2s max 3s instead of min 2s max 2s)
*reduced the number of medium laser shots to 4 (down from 5)
*updated its combat power
-The ISDII now has an icon again
-Increased the speed of fighter lasers to 15 (up from 11)
- Updated the Acclamator and Tartan cruiser tooltips to show they are (I)mproved versions.
TODO: Find out what causes the Death Star to blow up without a battle taking the planet and fleet with it.
That's just IG-88 hacking it. It's a Base game mechanic, removes IG-88 from the rest of the game and will permanently kill any hero's who are with the Death Star.
TODO: Find what's crashing Galactic Conquest, think I've resolved the Death Star blowing up randomly, pretty sure it was Corruption fights.
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This mod sounds interessting. I am loocking forward to play this one. ^^
PS: sry wasnt logged in
wait, no nerf to the pesky mc 30's and their million torpedo's spam?
Oh they got nerfed. They have a much smaller range. Before their torpedoes had a 2000 range. They have 800 now. They also ate a hefty HP nerf.
Are u going to balance ground battles? Because its totally unfair fight in my opinion and its frustrating. Rebels have too strong artilerry and t4 b tanks. Empire doesnt have good units at all and consurtium is just broken with these canderous and artilerries.
It'll be a while before I take a look at ground. It's on the todo list for sure, but it'll be a couple of months before I take a good look at it. I will have to play it considerably so I can come up with proper weights for various stats and abilities to use in my formula. I will definitely hit artillery to be sure (nothing frustrated me more in single player), or find a way to hard counter it better by buffing fast units. For now my next project will be to get a video up explaining in great detail the changes in space.
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