A full scale submod for Absolute Corruption 2.4 that enhances the original with improved AI, better models and graphics, UGC compatibility, and more features and content. You MUST have Absolute Corruption Mod 2.4 installed (and preferably backed up) before installing this add-on. I will be listening to feedback and making adjustments.
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Download this one if you DID install Absolute Chaos 1.07 or above previously, and want to update to 1.08. In that case, you do not need the full version. Click Read More for details.
Absolute Chaos 1.08 Read-me
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How to install:
First, this is intended to be an add on for Absolute Chaos Mod 2.4. That assumes that you have ACM 2.4 installed and working before you install this add on.
Locate the ACM2.4 folder in \Forces of Corruption\Mods\ACM2.4 (I would suggest you make a backup before you install Absolute Chaos, just in case you don't like it. You only need to backup these folders inside \Mods\ACM2.4\Data\: Text, XML, Scripts, Art. If you don't like this add-on, delete those three folders and restore your backup.)
Extract the contents of the .zip download into the \Forces of Corruption\Mods\ACM2.4 folder. When it asks you if you want to overwrite files, say yes to all.
That is it. Should be ready to run the game after that.
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Version 1.08 changes: (All of these are the same as the January beta except the Darth Vader change)
All heroes (other than generic smugglers, bounty hunters, and the R2D2-3CP0 team) should add a 10% combat bonus and 25% sight range bonus. Commander type heroes' bonus will stack with Force user heroes' bonus, for a maximum of 20% combat bonus and 50% sight range bonus. Siliri and Urai were classified as Force users for this purpose. Generic fleet commanders only add the bonus in space combat, generic ground commanders only add the bonus for ground combat. The profile pic of the hero in the upper right flashes during combat if they are adding at bonus.
Darth Vader spawns at the beginning in GC, but with no ship. He can command any ship you put him with. This requires starting a new game to take effect.
Basic Capital ships (MC80 A and B, ISD 1 and 2, etc) can be made at all systems. Advanced ships (ISD 3, MC90, Kedalbe, etc) still require special systems.
All GC planets should allow 10 population points worth of troops to land from the start.
Ground Sensor node reveal range increased.
Slightly increased the size of the corvette type ships for targetting purposes. If you still can't target them, try zooming in.
More units added to ground skirmish. Also increased the unit caps slightly in ground skirmish. Up to 3 players should allow 15 population cap each, then 10 each past that.
Zann Consortium forces granted all black market abilities from the beginning in Galactic Conquest mode. I removed the ability to buy black market tech since it is no longer needed. This will probably break the single player campaign mode. Let me know if this is an issue.
Consortium AI will upgrade tech levels on their own.
Tried to make things more inaccurate vs infantry. Infantry is still pretty weak though.
Changed Executor SSD class ships to be able to build 3 instead of just the one.
Boosted the smaller version of the Pellaeon with 2 additional missile hardpoints since it is supposed to be an advanced ship. It should be slightly better than then ISD3 now. Ships with missile hardpoints and a turbo attack mode will no longer fire missiles when in turbo attack mode.
The regional UGC scenarios should have 3 locations to build cantinas and two each for Jedi or Sith temples.
All UGC scenarios should have all systems occupied at the beginning of a new game, even the asteroid systems.
Added an Empire and Rebel only version of The Galaxy GC.
Added two multiplayer versions of The Galaxy GC, one with Rebel, Empire, and Zann forces, and one with only Rebel and Empire forces. These are completely untested. They show up when I attempt to create a LAN game, but it is unknown if they actually work.
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Past changes:
Added the GC scenarios from the Ultimate Galactic Conquest mod. Added the rest of the UGC planets. Let me know of any issues.
Removed Corruption lines, as there were just too many of them with the UGC scenarios.
All three factions can raid.
I had to tweak the old GC scenarios to work with the current settings. They will look at tad different, but they will play the same as before.
Added the Zann Consortium Salvage upgrade to Zann skirmish space stations. Also added the Salvage upgrade to GC space stations for the Rebels and Empire.
Piracy missions auto succeed.
Fixed the wrong insignia showing under some heroes' feet.
Linked up Jedi/Sith with the proper scripts so they will auto-fire their primary ability.
Modified the AI to make use of the buildings in ACM 2.4.
Resized a few of the ships. Some of them were just way too small to allow targeting.
Also made the hardpoints smaller. It should be easier to target hardpoints now.
The AI should be working the same for any GC scenario on the list.
Gave space tactical combat a speed increase. You can control the speed a little bit in the game options as well. Options; Game; Land/Space game speed, Galactic game speed. I know some of you may not like the increased speed, but you can slow it down quite a bit from there. I never understood mods that slowed everything down, because this setting has always been there. Myself, I do not like waiting. I want action.
Ion Cannons and Hypervelocity Cannons have been given a boost to deal with the larger ships.
Set all battlecruisers to tech 5, all other ships should be available by tech 4. You can now set max tech to 4 if you want to play without the battlecruisers.
Rebalanced the battlecruisers, as they were WAY overpowered.
Extended the Mon Cal planet price reduction to the MC80A and MC90.
Extended the Kuat planet price reduction to the ISD2 and ISD3.
Gave the Kedalbe, MC90, and ISD 3 a boost, and a population cost of 5. They should be pretty even now, and a fleet 7 of these should put up a good fight against 5 battle cruisers. The MC90 and ISD3 gained two new missile hardpoints. The Kedalbe just mainly gained a little power and had the rear mass driver hit point restored.
The Allegiance destroyer now spawns 7 TIE Defenders, but no bombers. Think of it as an escort that travels with the ship.
Zann level 5 space stations now spawn 2 Bulwark instead of 2 Kedalbe. Kedalbe ships are now too strong to spawn from a station.
"A Jedi uses the force for defense, never for attack." Removed the crush vehicle ability and corrupt abilities from Rebel Jedi. Replaced them with Obi Wan's abilities. They are all still stronger than Obi Wan though.
Gave Vader and Skywalker a bit of a boost. The force is supposed to be strong in their family, after all.
Space factories cut production times by 50% now.
Reduced build time of the Jedi Temple and Sith Temple by 50%.
Made Zann Dark Jedi able to be trained on any planet with a Cantina.
AI now builds cantinas and any units that come from them.
Field & Fleet commanders now have the price reduction ability, to offset them getting neutralized so often. Same with Defilers.
Zann can build generic bounty hunters.
The Zann Consortium has learned how to outfit most of their ships with Plasma cannons in place of turbolasers. This effect is just visual.
Bossk and IG88 will ride in large ships now if there is one available.
Zann now has a building called "Black Market Chop Shop" that functions as part research facility, part financial center.
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If you find bugs or have any other feedback, let me know in the comments. I am just one person, so please be patient. :)
If you run across the unit selection bug, get the defreezerV2. This is a bug in the game engine, and I can't fix it. The defreezer does fix it, but you'll have to save the game and exit before using it.
The unit selection bug seems to happen if you drag troops directly from a planet's surface to another planet without placing them in orbit first. So if you are having problems with this bug, try dragging troops to space above the current planet before moving them to another planet.
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Known Issues:
A few planets are empty at the start of the UGC scenarios. I'll get those occupied for the next update.
Some text descriptions are incorrect. Please point these out so I can get them fixed.
The GC preview images are messed up. This is a side effect of having a larger than default galaxy. To be honest I do not know how to fix it without shrinking the galaxy to default size.
The Galaxy GC is probably going to require a pretty powerful PC to play. It lags like crazy on mine, but I'm using a 7+ year old pc.
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Credits:
Thanks to MOBBMANN a.k.a ||3RB||MOBB for compiling such an awesome mod.
Thanks anyone else that created models or other artwork in ACM 2.4.
The UGC GC scenarios and maps came from the Ultimate Galactic Conquest mod by The Gutang. Not sure who the original creator is. We think it is a German author due to the name of the file CAMPAIGNS_EIGENE_KAMPAGNEN.xml.
Included with the UGC stuff was an enhancement mod named FOC Fixes 1.5 by Onemanshow.
This add on compiled by Reeb99. I did not make any of the artwork other than the menu overlay on the demo screen. You can clearly tell I have zero artistic talent.
Thank you. So many changes!