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...
ummmm hey, i downloaded your mod and tried installing it onto my computer. (xp servce pack 3.) and the shortcut doesn't work. is there by any chance a shortcut.exe that can be downloaded separately? i would very much like to be able to play this mod and the shortcu that came with the mod doesn't link to the file.... keeps saying something about a disk, but the game disk is in and i can run the game regularly. and i know its nothing wrong with my pc as i have the legacy mod on the computer and that runs fine.
If mine doesn't work you could just make your own. It's very easy. After you put the .bat file in your Forces of Corruption folder just right click the .bat file and click create shortcut and save it to your desktop, and there you go.
i tried that too and got the same problem. same error message both times.
Hmm, well I can't think of any other reason as to why it would mess up.
maybe i should just try and use a FoC modloader.... that i didn't try yet and have been waiting on a reason to attempt to use it.
i just lost a space battle with an ISD against 2 nebulon bs, and the nebs won... thats not even close to fair, and i actually know what the sizes are, the millenium falcon is about... a quarter of the size of a nebulon b, so about twice the size of an ISD bridge, you made them WAYY to big for this dude. and you actually made the correlian corvettes smaller?
also, i suggest giving the ISD and executors more hardpoints, they are capital ships, and their hardpoints and stuff should show that. and whats with the empire not being able to build fighters or anything in GC? when i face only 50+ fighters and bombers, its... not fun.
Was the Nebulon's attacking you from behind? If they were then that's where the Star Destroyer's weakness is, and how do you you not have fighter support? A Star Destroyer give's you squadrons from it's hanger. And I could give you the option to build Ties by their self's but most of them don't have a hyiperdrive so they couldn't leave the system. And the Corvettes and fighters are the only ships I didn't resize.
nope head to head. the freaking correllians shot down my fighters way faster than they should have. i can see why everyone plays as the rebels in this mod lol. and i had 4 acclamators and a victory helping my ISD, and facing 5 nebulon b, uncountable amount of fighters, and 2 or 3 of the correllians and the rocketships, i vanilla, empire wouldve won easier than grandma at apple pie contest at the fair.
Ha, well I'll work on resizing them then.
i understand how you want the mod to play how you would imagine, but you have to think of gameplay, the ISD took forever to build, cost me a good chunck of credits, and i needed to start retaking systems because the nebulons are availabe at tech 2 for the rebels, and 1v1 beat an acclamator at that size. an ISD should be able to take on more than a few nebulon frigates, especially since they are tech 5? and only buildable on a few planets.
i like the violet though, alot actually, it adds more depth into the game for some reason... but for some reason the zann does nothing except corrupt planets, doesnt invade, donest attack, its weird, all the rebels do is attack attack attack, and wont let me have a space station anywhere, so extremely dissapointed to see the fleet i had spent 10 minutes reparing and snk 15k creds into got beat by a few nebulon frigates and and corvettes with fighter support...
I resized some units to a even more cannon size, and thanks too. When I started Alliance at War one of the things I wanted to do is go more in depth on it. And I did work on the a.i. problem a little more so hopefully in 1.3 it will be better.