first public release of my private mod. only tested with steam please let me know if it works with other versions
readme.txt
Absolute Rebellion Mod Alpha v0.0.5
mod created by: Hyrum_Solo
Compatability: Latest Steam version of FoC, disc and gog versions untested
Introduction:
This is a partial conversion for FoC. It is a testbed for all the crazy ideas I've had pertaining to the limits of what's possible for me to mod the game.
I don't consider this mod to really have an end goal at the moment. And there are some planned features but they won't get added until I feel the itch or
have the needed to add them. This mod is not at all balanced, but if you have suggestions for balance edits please share them and if they're necessary enough
I'll add them. Also expect the mod to be missing a lot of polish.
Main Features:
-The Rebel faction now utilizes the corruption mechanics renamed "rebellion". You can spread rebellion to other planets without going through the story missions.
Rebellion is spread by infiltrators. The black market mechanics are not utilized
-The Empire can now build ISB agents to remove Rebellion slower but more cheaply than heros. ISB agents have a limited build number.
-Consortium no longer uses corruption and the AI is hopefully not borked out on the galactic level.
-The speed of all space projectiles was doubled and the range for figher weapons was increased. Torpeados have a slight damage nerf.
-All fighter squardons now have 10 ship formations
-Laser waepons behaviour significantly changed. Laser weapons now do damage in a radius when they impact on the hull, doing moderate damage to nearby hardpoints and a
little damage to far away hardpoints (damage of a laser is distrubeted in tiers across all hardpoints within a radius. Total damage of the projectile is perserved.
aka, there is no "extra" damage). Full damage is dealt to a single hardpoint on a direct hit. The effect is more noticable on ships with closer together hardpoints.
What you should see is that ships will have more of their hardpoints online even though they are low on health. Ships will now be destroyed more "organically"
and degrade in a more catostrophic fashion by greatly reducing "overkill". An unitended consequence is that fighter squadrons can instantly disintergrate all at once
if enough large weapons are concentrated on them at once. I've done some tweaking to hopefully mitigate this.
-All ships have 20-30% more HP than the health contained in their hardpoints. This means you should be able to retreat ships from the front line even if all their
hardpoints are gone.
-Changed tacital camera to be more zoomed out and have a better angle
-Increased build queue to 10 units/researches (only still 5 visible at a time)
Planned Features:
-Changing tacital camera to be more zoomed out and have a better angle
-Replacing infantry squads with "battalions" (partially implemented)
-Combined arms ground units
-Adding a second resource "fuel and war material" in combition with "supply depots"
-Some new ground and space units
-Shipyards and other space stuctures
-Doctrine upgrades which are exclusive of each other and provide diverse gameplay ramifications that suit the placestyle of the player
Credits
artwork by: Ryan Barger, LucasArts, Pavel Goloviy, AnthonyFoti
if I have used your artwork unfairly, please let me know
anti-overkill mechanics discovered with the help of DuDevil
"call reinforcements" lua script taken from the Clone Wars 4.0 mod by Ozzy667 (asked, but pending permission)
spacestation models and textures aquired with permission from:
Moddb.com
Hi,
Gonna check it out. Install instructions for retail disk version? I don't use steam...
Thanks
Hello, installation of the mod is the same as for other mods on the disc version.
unzip the file and put the folder ARM inside the path
programs(x86)/LucasArts/Forces of Corruption/Mods/ARM
use a mod launcher or a batch file to run the mod (sorry I didn't include one, I haven't had the disc version for awhile so I'm a little bit rusty on the procedure)
or follow these instructions
Moddb.com