This mod, formally named Violet Alliance, enhances the original game by unlocking, changing, and adding. Enjoy. :^)
* Stormtroopers will now come in 2 squads, with each squad made of 10 stromtroopers.
* Rebel Trooper will now come in 3 squads, with each squad made of 6 troopers.
* Rebel Vanguards will now come in a squad of 3 teams, with each team made of of 2 vanguards.
* Fixed Lancer-class Frigate Point-defense exceeding it protection range.
* Mimban planetary income has been increased. Was a base 115, is now a base of 160.
* Lancer-class Frigate has been moved to Skirmish station level 3 and up.
* In Skirmish, the Venator II-class Star Destroyer has been moved to the Imperial Command Uplink.
* Slightly increased the AT-DP rate of fire.
* Added MLC-3 Light Tank.
* Slightly increase the rate of fire on the CR90 twin turbolaser turrets.
* Added Pelta-class Assault Ship.
* Added Ultra-Light Assault Vehicle.
* Cantina's and Grand Arena's structures will now display a credits icon over their base icon to signify they will generate income in GC.
* Land battle tactical camera is now more responsive, is able to zoom in closer to units and can now allow for more angled viewing.
* The AT-RT Walker company credit price has been reduced. Was 200 credits, is now 125. Its rate of fire has increased with a slightly less cooldown per laser bolt burst and number of bolts has increased from 4 to 7 rounds per burst. Its damage against infantry unit types has improved. And its Hunt ability has been replaced with Sensor Ping.
* Rogue Squadron Strike ability will now boost stats a little more then prior.
* Anti-air turret flak pods projectile velocity has increased.
* Almost all Rebel and Imperial starfighters cost in GC has been reduced by 20%.
* The Freerunner shield refresh rate has been improved. Was 8 HP per cycle, is now 12. Its fog of war reveal range has increased. Was 210, is now 250. Its attack range has also increased. Was 300, is now 350.
* Reduced the Dreadnought-class Heavy Cruiser rate of fire and hardpoint HP.
* The Broadside-class Cruiser is no longer available.
* The Marauder-class Cruiser is no longer a Rebel Alliance faction ship, and has moved to the Zann Consortium faction.
* The Assault Frigate MK. II has had two of its turbolaser batteries swapped for 2 medium quad turbolaser batteries.
* Added Neutron Star-class Cruiser.
* The Liberator-class Cruiser is no longer available.
* MC30c Cluster Bombers now have a slightly larger AoE radius.
* Updated the appearance of a number of the interface buttons
* Worlds with no land map no longer increase the GC population capacity, other worlds remain the same.
Each Barracks will also increase Pop Cap by 3 point.
* Zann Consortium Proton Torpedo turret will now fire in volley's of 10 instead of 6. Its reload speed has also increased by 2 seconds. was 3, is now 5 second reload.
* MC75 Star Cruiser Skirmish price has increased. Was 4150 credits per unit, is now 4350 credits per unit.
* Fixed Rogue Squadron issue of still using the vanilla model X-wing.
* Reduced Nal Hutta land base size by one structure slot. Was max 8, is now max 7.
* The build time for starbases has been reduced and their garrison deployment time has been reduced by 50%
* Orbital Long Range Scanners credit cost and build time have been reduced by 75%.
* The Galactic Empire and Rebel Alliance can no longer build MDU's.
* Mining Facility upkeep cost has been reduced by 2 credits. Was 7 per week, is now 5 per week for 20 a month.
* Added the flamethrower variant of the AT-RT Walker.
* Raymus Antilles is now unavailable in all game modes.
* The T-2B tank new requires tech level 2 in the Skirmish game mode.
* Darth Vader's unit abilities will recharge around 50% quicker.
* The Heavy Tracker main cannon has received a very slight rate of fire increase.
* AT-ST model animations have been mostly smoothed out.
* Marsheem-class Heavy Cruiser shield HP has increased by 1000 points. Was 4000, is now 5000.
* The Interdictor-class Star Destroyer texture issues in Skirmish have been fixed.
* Death Star II build time has increased and will now cost 100,000 credits to build.
* Hailfire Droid missiles will now travel at slightly greater speeds to their targets. Its fire cone has also widened.
^ Speeder Bike now have a slightly higher rate of turn.
* Anti-infantry turrets can now target air units.
* The MC80a Star Cruiser (carrier) is no longer available.
* The MC80a (battleship) has been renamed to MC80a Star Cruiser, its model has been replaced with an improved version, its loadout has changed, it now garrisons starfighters and its info box has been updated.
* Wookiee Warriors now come in groups of 3.
* GR-75 Fireship Power to Engines ability should now work as intended.
* Almost all space weapon projectiles have been re-balanced, and hardpoint names have been adjusted
to give a player a better understanding of how powerful a hardpoint damage per shot will be.
* Most hardpoints will now deal more more damage per shot, yet with a longer reload speed.
* Imperial Barracks will now deploy a max of two speeder bikes at any one time.
* Hammerhead Torpedo Corvette has received a shield and hit-point increase. Plus 200 HP points for both.
* Anti-vehicle turrets can now traverse slightly quicker.
* Rebel Infiltrators texture has been updated as well as their unit icons.
* Most land-based structures build time has been reduced.
* The Venator II-class Star Destroyer can now be built at level 3 capital shipyard starbases,
it still retains the unlimited build until it is decommissioned; however, only 12 can be fielded at any one time.
* SPMA-T model and texture have been updated, as well as its icon.
* Most lightsaber wielding units will block and reflect a greater amount of blaster fire.
The De-evloved (1.1?) download for Alliance at War. Reuploading to give players a chance to see what use to be, what has changed, and how my mod was in...
I cant even play it at all it just starts up the normal game
Did you make certain the Alliance-at-War folder is in the Mods folder?
I'm playing the full 95 planet mode and I've almost finished it, the one from scratch with just the empire and rebellion, I think all the added planets are really cool and the way some heroes can only be created on certain planets is great, but why are so many heroes taken out? such as Grand Admiral Thrawn? I could see him being a later unlock since he didn't do much openly in the beginning of the GCW, but why is he completely out? I feel like the empire in general could use more heroes, like Mara Jade as the hand of the emperor would be awesome, or maybe the 501st legion.
In the next update, Thrawn will be included in "The Conflict Begins" and "The Lines are Drawn". I have been thinking about adding the 501st Legion, but I have not got around to figuring out how I am going to add a force that large from unloading off a single transport or how to balance so many soldiers on the field from a single group. Also, I am... thinking about adding Auto-resolve back. Maybe; I do not know yet. I want every live and every engagement to feel important. Especially when lives are attempting to flee.
Okay cool, are there currently different heroes in different conquests? if so is there a printout of that somewhere? I'm glad you're adding thrawn, he's one of my all time favorite star wars characters and it doesn't feel right to have noghri assassinbs without him, also I see your point about balance, if done well they'd destroy most enemies...
There are a few Galactic Conquest scenarios that include Mara Jade. As for the Rebel Alliance, they can receive the Nebula-class Star Destroyer in a few G.C. scenarios. It is not a hero, but a really advanced prototype ship.
that sounds cool, thanks for the rapid responses.
Also just wanted to say, the mod is otherwise phenomenal, I think the only other problem it might have is no auto-resolve which sucks for huge one-sided battles where I don't feel like fighting. Otherwise I love it, especially the re-scaling of the ships along with pricing. When first using an Acclamator I was impressed but as soon as I saw my first star destroyer it filled me with a feeling of awe and a general understanding of just why the Empire was so formidable, I think the ships are also very well balanced against each other in most aspects except maybe that the capital ships struggle way too much with fighters which isn't very lore friendly but makes sense for balance.
Thank you, Vitiate. Comments like that really do mean a lot to me. I actually wanted to capture the feeling of awe and a general understanding of just why the Empire was so formidable. Just like in Episode VI when a little CR90 Corvette was running away at the beginning of the movie, or when the Millennium Falcon was running away from Star Destroyers in Episode V.
yeah I appreciate how powerful they are in this game, as opposed to most games/mods that have them be equal to a mon cal capital ship, I thought the SSDs like the executor weren't in the game until I started conquering more worlds and found out how to build them, that was also really well done.