This release is for FOC only. It goes into your FOC folder. This is version 1.67. This release includes some major additions, updates, and bugfixes.
Star Wars: Empire at War - Forces of Corruption Mini Mod
- Power C
Version 1.67
Main Changes:
- Added new custom icons, text, and tooltips to Light Calamari, Interdictor SD, Home 2. (Refer to new images)
- Created Jabba's Kedalbe Flagship - the Echuta, to supplement Consortium's lack of Hero Capships.
- Decreased Krayt AI combat power just slightly, so Consortium will build more Kedalbe. Originally they have the same AI combat power despite the Krayt being cheaper. This is why the AI keeps building Krayt over Kedalbe. (Space Skirmish)
Bug Fix:
- Fixed an issue where the AI get stuck and won't place ships on the battle space. This was observed both in space skirmish and GC mode. This problem should be fully resolved. It is what took most of the testing and debugging time. (Thanks to member "chientran" for his bug report, helped me isolate the real problem.)
- Reworked all new units to eliminate wrong death scenes.
- Fixed all heroes to be limited to 1 for all allies in space skirmish. (Not like anyone plays AI ally mode, but just to be consistent)
- Fixed an issue where multiple Home Two can be built in Galactic Mode.
- Reworked Interdictor SD hardpoints, now it has 2 ion and 2 SD lazer cannons. (Previously it has 4 interdictor lazer)
Difficulty adjustment (Space Skirmish):
- Hard AI now builds 40% faster and has credit multiplier 4x
- Normal AI now builds 35% faster and has credit multiplier 2.5x
- ALL space MP difficulties have damage, health, and shield multiplier at 1x. I never saw the point of altering these stats for difficulty adjustment since the whole point of the game is to see which ship match up with which. So, difficulty adjustment was shifted towards credit and build time instead.
- This adjustment was made with the intention that Hard AI is for 1vs2AI "free for all" while Normal is for 1v1AI. In Hard, it was tested on Seleucami map where player controls 6 asteroids and AI with none. In maps where player would have less than 6 asteroids or AI would have 1 asteroid next to their base, it would be slightly harder.
- If you do not like the changes, simply delete the file difficultyadjustments.xml in the XML folder or replace it from version 1.5 if you like that one instead.
Balance fixes (Space Skirmish):
- Increased Consortium credit accumulation factor up to 0.85. They still have an increase credit accumulation coming from somewhere, I couldn't trace it. However, it wasn't as bad as originally thought. The main problem was Reb/Emp AI could get stuck. This problem has be resolved. Refer to to the bug fix section above.
- Increased Empire's up to 0.98, since Reb/Consort can launch capship fighters, they don't need a higher gain than Empire. Empire is now actually higher than Reb b/c of they need the cash for the MiniSSD. Also, Calamaris with x/ywings are extremely cheap at their current price.
- Increase Vengeance, Krayt, Kedalbe, and Merciless build time, so it is more reasonable. Originally they were ridiculously fast.
- Reduced Interdictor SD's cost to 4000. Decrease Mini SSD build time slightly. Also made many other minor tweaks to build time, cost, AI combat powers.
- Consortium AI will now upgrade their credit bonus.
- Interdictor reinforcement prevention radius decreased dramatically from 1800 to 900 for Interdictor/MC30 and 1200 for Interditor SD. The reason is simply the AI builds a lot of these interdictors in skirmish AI battles and they spread out covering almost the whole battlefield.
I just reuploaded this mod (From 1.6 to 1.67). It is not a big deal, most people probably won't even notice. I simply forgot to scale down the death scene for the Interdictor to match the ship.
It isn't big enough of a change to warrant another version, so I simply updated this file.