This is version 1.71 release for FOC only. It goes into your FOC folder. This release includes some major bugfixes and some new additions to GC/Campaign land mode.
Star Wars: Empire at War - Forces of Corruption Mini Mod
- Power C
Version 1.71
Some additions and updates, mostly pertaining to Galatic/Campaign Land mode. 1.71 only has some minor cosmetic changes from version 1.7. It is not necessary to update from 1.7 unless you want the changes.
1.71 Changes -
- Changed Stormtroopers, ATST, and ATAT blaster color back to red, to match the movies. (If you wish to keep them green. Either keep 1.7 or refer to the article section on how to change them manually)
- Hutt Gangsta Squad now includes Pirate Plex and size increased to 15.
- Tusken Raider's camouflage description properly displaying.
Additions: (GC and Campaign mode only)
- Rebels can now build these indigenous troops when they have freed their worlds:
- Wookie Warriors (Kashyysh) - Strong infantry with hunt ability (5x2 = 10)
- Gungan Warriors (Naboo) - Fast and agile infantry with sprint (5x2 = 10)
- Bothan Infantry (Bothawui) - Standard infantry with take cover (5x3 = 15)
- Pyn'gani Warriors (Polus) - Heavy Infantry with weapon boost (3x2 = 6)
- Empire can now build these indigenous troops when they conquered their worlds:
- Geonosian Scout (Geonosis) - Fast noncombatant aerial scouts (5 scouts per squad)
- Sullustan Infantry (Sullust) - Strong infantry with weapon boost (3x3 = 9)
- Twi'lek Infantry (Ryloth) - Standard infantry with take cover (5x3 = 15)
- Hutt Gangsta Squad (Nal Hutta) - Heavy infantry with take cover (5x3 = 15) (1.71 upgraded to 15)
- Consortium can now build these indigenous troops when they conquered their worlds:
- Tusken Raider (Tatooine) - Long range snipers with camouflage (3x2 = 6)
- Noghri Death Squad (Honoghr) - Tough assassin squad with hunt (3x3 = 9)
- Mustafarian Infantry (Mustafar) - Standard infantry with weapon boost (5x3 = 15)
- Mandalorian Death Watch (Mandalore) - Assault Militia squad with fast attack and take cover (3x3 = 9)
(Note: Indigenous units can only be built in barracks from their homeworld, with the exception of the Hutt Gangsta Squad, which needs a Hutt Palace. All planet text updated.)
(Note 2: In FOC, there are already some indigenous race which are enabled in the game, such as through Consortium slavery or the Empire hiring Noghri assassins. Those units are separate from the ones I've made here and are not related.)
Bug fixes:
Corrected Stormtroopers, AT-ST, and AT-AT laser color. They're now green as they should've been.
- Fixed Wookies' weapon to red laser. This is not mod related.
- Corrected B-wing laser, now it is properly red.
- Reduced Mini SSD field of vision to 3000 (1/2 of what it was before.)
- In Campaign, Mandalore can now properly build Kedalbe. (not mod related)
- Reworked Echuta - increased HP by 1000, changed the sound files to a Twilek crew, reworked the icon so it looks better.
- Reduced Home Two tech level to 1, so it can be available immediately once player has a lvl 5 starbase on one of the capship worlds.
- Light Calamari Cruiser raised to starbase 4, but remains unlocked.
Difficulty Adjustment:
Easy - Dropped AI credit gain to 1.5, making this setting more for GC mode.
that sooo coooooool man
Thankyou, hope you enjoy it! :)
COOL NO BUGS 10/10
Updated it to 1.71
It is mostly just a cosmetic update, not really necessary unless you want the changes.
- Changed Stormtroopers, ATST, and ATAT blaster color back to red, to match the movies. (If you wish to keep them green. Either keep 1.7 or refer to the article section on how to change them manually)
- Hutt Gangsta Squad now includes Pirate Plex and size increased to 15.
- Tusken Raider's camouflage description properly displaying.
Hello again! i have a question: so i dont like "underworld faction", they are so annoying, and i really want to remove them from the start, so can you tell me how to do it in GC maps?
Ahh... that would be almost impossible to do. I mean, it is possible... but very very tedious. But I agree with you, they really are annoying.
See, even if you completely disable the Underworld from the choice selection, it won't remove them from the GC campaigns.
The only way is to go through each campaign and remove the Underworld faction from the campaign itself. Now, this requires you to remove them from "each" faction setup in "each" campaign.
In every campaign, there are 3 separate setup for each faction. Each setup has the information for all 3 factions, so you will have to remove them from both Rebel and Empire setup.
I should mention this is all theoretical. I've never actually done it. I have looked at it b/c I'm working on a GC mode for another mod right now (Wing Commander Invasion mod).
thank you! and congrat to your works :)
Hey no prob. If you just want to play empire vs rebel GC, remember there's a SWEA version of this mod for just the SWEA without FOC. ^^
there is actually a mod here in moddb called "no underworld" that completely removes the consortium from all official GC maps.
I've also successfully tried to copy and paste all the files inside the "no underworld" xml folder into this mod's self XML folder. The result is this same mod but with no trace of the consortium in any GC maps. Planets that were property of the consortium are split equally between the empire and rebellion
Hey thanks for the info! I'm sure a lot of people here really appreciate this! :)
Hey Power_C How do I get the FOC minimod to work via steam?
Hi, that question has been asked before and I actually do not know since I don't have Steam.
However, this mod is simply in a mod folder and run by a commandline to load that folder, so I would suspect it runs mostly same as any other EAW/FOC mod.
From what I understand, Steam runs programs from a launcher which allows you to input commandline tags. Simply copy the tag from the bat file "MODPATH=Mods\minimod" into the commandline input of steam.
what? Geonosis is for the empire? Play sweaw, there are for the Rebelion! Twi'lek and Sullustan are not for the empire too, there only human for the empire! Empire hate others race!
Yeah... but then that would be really boring b/c the rebels would have all the indigenous races and the empire have nothing. :)