Absolute Battlefront: Galactic Conquest aims to be the most complete Galactic Conquest mod ever created for Star Wars Battlefront II. The usual issues regularly seen in GC mods such as the Yavin model blocking the camera zoom, planet models not spinning and fleet ship models not appearing over the mod planets have been fixed. Additional features include custom planet models, multiple GCs being selectable in the menu, custom heroes, custom loadscreens, and covers a range of eras and maps created by the modding community. Previously called Absolute War.

Absolute Battlefront: Galactic Conquest


  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

EDIT: Version 2 is now released! Download it here: Moddb.com

Over the last few months, I have been hard at work on ‘Choose Your Own’ Galactic Conquest V2.0. I’m pleased to say that, after much delay on my part, it is nearly ready for release! Before I do though, I wanted to announce all the changes and improvements I’ve been working on to give you the best Galactic Conquest experience possible. I’m currently anticipating the release to be within the next couple of weeks.

Highlights

Clone Wars era added

Added new maps and map packs

New Low Planet Mode added

No more Base planets (Hoth/Endor)

Added system for removing unnecessary stars

New paired planets (Hoth/Bespin, Coruscant/Invisible Hand/Nebulon-5)

Improved system for assigning starting planets

Fixed many connection bugs

Improved loading speed

Fixed space battle skies

Random victory/defeat credits for space battles

Clone Wars Era Added

Choose Your Own Menu with CW era

Firstly, perhaps the most noticeable difference – this version will include the Clone Wars era. In the menu you will have the option to pick from any of the 4 stock game factions to play out your galactic conquest exactly as you wish to. Do note that some mod maps only support one era, so you may not be able to play them in the other era.

Alongside the Clone Wars era, a host of new mod maps are now supported. Many of these are maps that only support Clone Wars era and therefore couldn’t be included in version 1. Some of them have been released since version 1 came out. In total, 30 new maps are to be supported. Additionally, 4 new map packs are being supported: Dark Space, Dark Space Outtakes, Battlefront Zero and Battlefront Reforged. All of these map packs will be playable in both eras, though not every map will support both eras.

Also, you will be able to choose which maps you want from these map packs in the same way you could choose the maps from the ‘Dark Times’ mod in version 1 (full details of this will be explained in the release, or you can check out version 1 now). All these additions now brings the total supported planet count to 167, and the total maps to 369. A list of the new maps added are as follows:

CYO New Maps

New ‘Low Planets’ Mode added

This new feature is the one I’m most excited to share with you. In version 1, there was always some planets that appeared on the grid as stars if you weren’t playing a map from those planets. This helped me to build a grid for all the other planets to connect to. However, it meant if you only wanted to build a small GC with less than 10 planets, the grid often was very ugly and would have a lot of dead space that wasn’t necessary.

Now though, I have created a ‘Low Planets’ mode. Essentially, if you play with less than 10 planets, a different system will be used:

If you choose to play with just 2 planets, the planets will be connected by a single line.

Low Planet Mode - 2 Planets


If you play with 3 planets, they will connect in a triangle.

Low Planet Mode - 3 Planets


If you play with 4, the planets will connect in some form of quadrilateral shape, or possibly an hourglass form depending on what order the planets are loaded into the game.

Low Planet Mode - 4 Planets


If you play with 5-9 planets, you will play on an entirely new grid system. This grid system is something akin to the stock GCs grid, in that it is made up of planets and stars. The locations of the planets are fixed, but which planet fills which slot will depend on which planets you choose to play with. Unlike in normal mode where I have tried to place the planets in as accurate a location as possible. This grid will grow and change depending on how many planets you play with; the 5 planet grid is much smaller than the 9 planet grid. Have a play around with it and discover everything it has to offer you.

Low Planet Mode - 9 Planets


Other changes

Much like in my ‘Absolute Battlefront Presents… The Dark Times’ GC, I have removed the base planets (that were Endor and Hoth in version 1). This means that you are no longer required to have these 2 planets in your setup, and you can finally play your GC exactly how you like.

In addition to the low planet mode, I’ve made improvements to the code that builds the grid system in normal mode to remove stars that don’t go anywhere. With Hoth and Endor no longer being required, these two have become permanent stars like Coruscant and Kashyyyk, so if you’re not playing with those maps, they will instead appear as stars to build the grid. However, if no other planets are connected to these stars, the code will delete them so you don’t have a row of stars that don’t lead anywhere. This support has been added to a few of the ‘less essential’ stars. Hopefully you will notice this makes for a tighter grid system.

There are also new flexi-point stars – points where multiple planets can fill the fix star role (previous examples include Tatooine/Geonosis). Hoth and Bespin now make up a flexi-point star, as does Coruscant, and Invisible Hand / Nebulon-5, depending on which era you’re playing in.

I have also fixed the naming issue for those playing with Anakin's remaster mod. As Anakin's mod changes the GC menu page, and allows for less characters than the default version, it was impossible to tell which version of Choose Your Own you were selecting (between Empire and Rebels - with 4 factions this becomes even more of a problem!) Those playing with remaster will now see on that version, the GCs will be in the format of 'CYO: faction'.


In other code changes, I have improved the system for assigning planets at the beginning of the game. As there are no base planets, you will now start on a random planet. That planet will always be assigned to your team. A low percentage of the remaining planets could also be assigned to your team, and this is capped (the number of which varied depending on how many planets you have). I have also fixed many connection bugs I came across when working on version 2. There should now be fewer occasions where planets aren’t connecting properly, such as one way paths between planets.

Version 1 made the loading of the game very slow, as it loaded in all the planet models into the game before you’d even signed into your account. I have fixed this so that you now only load the models when you load the galactic conquest. Additionally, I’ve set it up to limit the number of planet models that must be searched through to load. The consequence of this is an increased file size, but I’ve tried to keep it as low as possible.

Again much like in ‘Absolute Battlefront Presents… The Dark Times’, I’ve done some work to improve space battles. A ‘space sky’ will now appear no matter what planet your space battle is over. The loading screen for this will also now show the proper name, i.e. ‘Space Bespin’. However, not every planet is going to have a unique space sky with it’s planet in the background. These backgrounds take a long time to make, and right now I just can’t bring myself to make the over-100 I’ve still got remaining. Most planets for now will just have the plain space sky. Additionally with space battles, the amount of credits you gain from winning or losing is now randomised, as all planet battles were in version 1.

I only have a few small things to finish before I release it. I hope this little preview has got you excited to try out the new version. Be sure to follow my mod to get notified when it is released!

Update #3: Release Date Announced! Plus map mods that will be required

Update #3: Release Date Announced! Plus map mods that will be required

News 2 comments

After 5 months of work (since Absolute War was released at any rate), I am finally ready to release my Absolute Battlefront: Galactic Conquest Mod! Coming...

Update #1: Republic GC almost complete, next steps, and SUPPORTED SIDE MODS!

Update #1: Republic GC almost complete, next steps, and SUPPORTED SIDE MODS!

News 3 comments

The Republic side of the Clone Wars Galactic Conquest is nearly complete. I shall we covering some of the features, what is still left to do, and what...

Add file RSS Files
Absolute Battlefront Presents... The Dark Times - Galactic Conquest

Absolute Battlefront Presents... The Dark Times - Galactic Conquest

Full Version 1 comment

The second of my 'Absolute Battlefront Presents...' series. This time, it's for the truly legendary mod, The Dark Times (specifically 'Dark Times II...

'Choose Your Own' Galactic Conquest V2.1

'Choose Your Own' Galactic Conquest V2.1

Full Version 46 comments

Update Version 2.1 is released. This update contains a major fix for space battles, restoring the sky domes correctly for CW era, and replacing the missing...

Absolute Battlefront Presents... Clone Wars Extended - Galactic Conquest V1.02

Absolute Battlefront Presents... Clone Wars Extended - Galactic Conquest V1.02

Full Version 32 comments

V1.02 fixes a bug where a victory as the CIS in a space mission would count as a victory for the Republic in the Galactic Conquest. This mod adds Galactic...

Absolute Battlefront: The Clone Wars - Galactic Conquest

Absolute Battlefront: The Clone Wars - Galactic Conquest

Full Version 30 comments

*THIS IS VERSION 1.2: MADE SOME SMALL CHANGES, SEE BELOW* Please also read below description for how to install everything correctly, including a tutorial...

Absolute Battlefront 2K Planet Models

Absolute Battlefront 2K Planet Models

Patch

This is a support file for my Absolute Battlefront: Galactic Conquest Mods, should you wish to upgrade the planet models from HD to 2K. For most people...

Absolute Battlefront: Galactic Civil War - Galactic Conquest

Absolute Battlefront: Galactic Civil War - Galactic Conquest

Full Version 8 comments

After 5 months of work, I'm very excited to finally release the follow up to my Absolute War Galactic Conquest. May I present to you, Absolute Battlefront...

Comments  (0 - 10 of 118)
aetiusaetius
aetiusaetius

Dear Jedi_Jack, I love your Galactic Conquest mods, as galactic conquest has ever been my favorite way to play battlefront. I still haven't been able to play V 2.0 but I would like to make an honest remark fron the previous version: though the effort in puting the planets in lore accurate locations is great, these result in a complex labyrinthic grid, which the AI is unfortunately unable to handle.

This means that the AI will be all the time moving around back and forth bugging the game and never reaching anywhere, thus the challenge is gone. It also means that there are regions of the grid, typically the outer rim, that are fully loaded with plantes (where the AI gets lost) while other regions like the center of the galaxy seems much void.

After many turns of AI stucked in the laberinth I end up loosing the fun, and go play the vanilla, dull yet AI-working, Galactic Conquest.
Is there any way you coud make it so the grid is more geometrically shaped, so that the AI can handdle it, maybe another non lore accurate even fixed grid but AI friendly version? I think the enjoyment of the mod would be very much enhanced.
kind regards.

Reply Good karma Bad karma+1 vote
Jedi_Jack Creator
Jedi_Jack

Hi aetiusaetius. So I did consider making a more standard grid version when I was building this. It was actually part of the inspiration that led to the ‘low planet’ mode that’s in Version 2. In the end, I decided against it for a few reasons: firstly, I wasn’t sure how I’d release it. I definitely wanted to have the lore accurate locations, so would I release a file that contained both versions? That’d then be 8 GCs, which is quite a lot for the menu page to handle. I also thought that it’d mean the player always ends up with the same grid, and one thing that makes the Choose Your Own GC mod unique is that the paths change depending on what planets you have, making every game unique to you, and I didn’t want to sacrifice that. In the end, for me, the cons outweighed the pros.

As for the AI: I mean, you say the challenge is gone, but come on, does the AI REALLY offer that much of a challenge in the standard mode? I’m not going to pretend I know how the AI was written, and I certainly didn’t have the option of changing it, but I believe it’s programmed to head towards the player’s nearest system, along with a bit of random movement. When playing the standard games, if you just keep skipping your go, I’ve found the AI will often go back and forth along a path a couple times for no real reason. The standard mode may appear visually more simple to you or I, as a human, but the game can’t tell the difference between my setups and the standard ones. But the more planets you have, the more complex the grid is, the more the AI is going to appear to not be doing much, especially in the early game when they control most of the planets.

I counteracted this a little by letting the computer win a lot of credits in the early game, even when they lose the battle, and there’s various improvements in V2 like removing the Base planets (always a prime target for the AI, which can confuse it further), allowing the player and the computer to start on any planet, and removing paths that don’t go anywhere important. All this should make for an improved gameplay to what you experienced in V1.

As for your point about a lot of the planets being in the outer rim which little being in the center, that’ll entirely depend on what planets you’re playing with. I would like to point out that there are no planets near the center in the stock games, as the light is too bright for you to see the planets properly. When I’m making my GCs, I always make a map alongside them for my reference. I’ve never released them as they’re pretty rudimentary, and the only one that might be useful is for the CYO GC. But that one is so chock full that it’s pretty impossible to read it. But from that map, I can assure you I did the best I could to create an even-ish spread of planets across the galaxy. Yes you do end up with a lot being in the top right corner, and a lot less on the left hand side, but any non-canon planet was filled in wherever there were gaps. If it’d help, I could release my map, though I probably would need to tidy it up a bit first.

I do really appreciate your comments though, and hope this has cleared it up a little. Yes I could definitely make a more geometrically shaped grid, as I already have for V2 (the low planet mode version) and could easily expand it to cover more planets, it’d probably only take a couple days at most, but I’m not really inclined to do so. Maybe if there’s enough support for it or if I get bored one day. Try playing V2 and hopefully you’ll find that a better experience

Reply Good karma+2 votes
aetiusaetius
aetiusaetius

Hi Jedi_Jack. Thank you for your kind and detailed answer. I appreciate you elaborated on my points. I do understand that the AI is very silly and has a hard time navegating accross the grid, even in the vanilla version. I don't know how this could be worked around, perhaps it is possible to give them more fleets regulary when they have many planets, and hopefully one of them would move forward attacking. Or disabling their chance to recruit fleets in planets too far from its enemy, but I imagine these might involve code, and I don't know to what extent does the game allows coding.

I'm happy to hear of the new improvements in version 2, I had read about them but didn't realize how they could affect gameplay. I cannot currently play the game, but I'll definetly try out VG2 when I can go back to playing! I do wanted to let you know I appreciate much your work, which is very impressing. Galactic Conquest was always the most fun for me, so when I knew about your mod I was thrilled finally someone made a serious valuable mod like yours. Than you for that, your work is very much appreciated.

Finally, I wanted to let you know some ideas that might be worth it. I don't know if they're technically possible or if they'll be even ineteresting for you, but those would be:

- possibility to increase bot count in Galactic Conquest battles, such as in Instant action. Specially strategic planets could make sense for bigger battles.

- possibility of requiring various battles in order to control a planet, in a similar manner as you do when you attack a planet which is defended by a fleet, where you need to win both the space and ground battle. For example, to conquer coruscant you might need to battle first in the streets to finally go for a final assault on the Jedi temple or the Senate/ Palpatines office.

- possibly more than two teams are allowed in GC. Perhaps you could have Republic, CSI, bank alliance, Jabba smugglers... Or Empire, Rebels, CSI, aliens... various temas on the same galaxy grid.

- more recruitable units, adding new slots new soldier types.

Those are just some ideas. Anyways, thank you for your continuos dedication and the mods you've created.

Kind Regards.

PS: harrisonfog recently release new update for Clone Wars space battles. Though I think it's still in progress, you might want to check it out.

Reply Good karma Bad karma+1 vote
Jedi_Jack Creator
Jedi_Jack

Hi aetiusaetius. Yeah as you kind of surmised, the AI code for moving around the map is very much something that is locked into the game as far as I can tell. It’d be like trying to change the code for the AI in a conquest map. Not much more can be done there really.

Really appreciate your positive comments. I agree with you, galactic conquests have always been one of my favourite ways to play too.

In response to your various ideas:

Bot counts can be increased by writing a specific mission file for a map. I kind of did this with my Clone Wars GC, just did different things than simply increasing the number of AI.

I would LOVE to do multiple battles for a single planet. I’ve no idea if it’s possible, not looked into it much, but I suspect it’s not build that way. GC is made to do one battle at a time. I might spend an afternoon one time seeing if I can find a work around.

More than 2 teams has been attempted, and the creators sent me their code to look at as they found it crashed after around 10 turns. I’ve not looked at it properly yet but I’d like to one day.

The recruitable units has to be reflected in the mods. A couple options here: I could either do the stock maps with different units, or do a GC for a mod map pack that has more units. My Clone Wars Extended GC already has this, and I’m considering more for the future, but there’s surprisingly few mod packs that would be big enough to make it worthwhile.

Finally, love HarrisonFog’s work. Downloaded CW space the day it came out, and his work is as great as usual!

Reply Good karma+1 vote
Edna1
Edna1

must i download the clone wars exstend to play it?

Reply Good karma Bad karma+1 vote
Jedi_Jack Creator
Jedi_Jack

Depends which of my Galactic Conquests you're talking about. If you want to play the 'Presents... Clone Wars Extended', then yes. If you want to play any of the others, then you need to download their related mods

Reply Good karma+1 vote
Edna1
Edna1

Yes this one, but what mod it is?

could you provide a link

or is it in already? on 2.0

Reply Good karma Bad karma+1 vote
Jedi_Jack Creator
Jedi_Jack

Sorry, again I'm not really following? My Clone Wars Extended GC mod is linked above (Absolute Battlefront Presents... Clone Wars Extended - Galactic Conquest V1.02.) The link to the original Clone Wars Extended mod is in the description of my mod. Is that what you're after?

Reply Good karma+1 vote
jozzyborn
jozzyborn

is the auto healing part of this or Clone Wars Extended, more importantly, can you turn it off?

Reply Good karma Bad karma+1 vote
Jedi_Jack Creator
Jedi_Jack

It’s part of extended and no it can’t be switched off, it’s how Deviss designed it

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.