This mod, formally named Violet Alliance, enhances the original game by unlocking, changing, and adding. Enjoy. :^)

Post news Report RSS July update

A summary for the July update to Alliance at War. Please enjoy. (^:

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Greetings community, I hope everyone is doing well. In between this update and the last, I was able to upload Alliance at War to Steam; however, I was in the middle of working on this update. So, after I released unfinished update to Steam, I wanted to wait until July 4th to post the full update to Mod DB. But not to worry, they are both being updated to the same level as of this post.

The reason I uploaded a halfway completed update to Steam was because I mainly wanted to at least figure out how to upload to Steam, and at least get a version onto Steam. And the reason why I did not upload that version to Mod DB is because I wanted to finish up the update a little more for 4th of July. Happy birthday United States.(^:

But as of this post I am uploading the update date versions to both Mod DB and Steam to stay in sync. Rough start, but now they will both be in sync, ha.

Here are the changes for the July 2019 update.
* Unlocked visible waypoint lines for ships during space battles.
* Reduced the speed of AT-AT's.
* Reduced the size of AAT-1's.
* Moved MC75 to build row 0 in the interface to make room for all units.
* Fixed the problem with the Rattack land map not loading properly.
* Reduced the cost to remove Corruption with the Counterspy and Public Relations Officer.
* Changed the planet Anaxes to its Canon self.
* Added AT-TE. (Abandoned Vehicle facorty only.)
* Added Lucrehulk Prime.
* Capped the number of T-wing's that can be produced in Galactic Conquest at any one time.
* Fixed Balmorra's preview image.
* Fixed some coding mistakes on the Gladiator Star Destroyer.
* TIE Defenders can now only be built at level 5 starbase's.
* TIE Avengers now require a level 4 and up starbase.
* Gave another mini-buff to the turbolasers on the Arquitins-class Command Cruiser.
* Rebel Alliance at Galactic Empire starbase shielding has been increased.
* Limited the amount of Hutt Palaces that can be built on a planet.

Now before the Steam users write me saying some of these are already features. Like I mentioned, I uploaded a halhway completed version of this update to Steam before Mod DB. I just waited to July to uploaded the rest of the update to Mod DB and Steam.

I wanted to go into further detail on the increase to starbase shielding. Sense a lot of players will just warp in a single ship, fly it close to the enemy station, this does not give the A.I. time to deploy all of its forces. So when they do, I wanted to increase the time it takes to kill a starbase, that way the A.I. will have a chance to build up its defending forces to fight the player. Also, I think the starbases should have improved shielding anyway due to them being an actual shipyard/space fortress the is being trusted to defend an allied planet. Now here is the catch. I do not know how the A.I. will react to the increased shielding. They might not attack at all, they might attack sooner, they might not even change. I have not fully tested it out. If anyone could send me feedback, it would greatly help me with modding. (^:

All feedback is always welcome regardless. (^:

Here is the like to the Steam page, too.
Steamcommunity.com

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Guest
Guest - - 689,559 comments

Which planet that has black market I want to try out AAT but couldn't figure out how? Im kinda new to the game.

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Larry-3 Author
Larry-3 - - 667 comments

You can build the AAT-1 on any of the Black Market worlds, but you need to construct Heavy Vehicle Factory on said worlds, first. As for which planets have a Black Market... I know Atzerri and Nal Hutta are two of the worlds. Move the mouse over a planet to see if it includes a Black Market.

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