Elite's Conflict Mod, developed by HEROIC Studios, is a fresh and innovative mod that focuses on The Galactic Civil War. New models, textures, units, planets, maps, music, balance, mechanics, and lore keep this classic Star Wars game feeling unique and remarkable.

Report RSS Elite's Conflict Mod: Update One - 09/09/2015

Elite's Conflict Mod v1.0 is still on it's way! Progress is slower now that college has begun, but it will still continue, I promise! Here is a list of expectations, ideas, and updates so far to the mod. Thank you all for the support, it is what keeps me going, {HEROIC}Elite.

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  • Elite's Conflict Mod v1.0 Information
    • It has come to my attention that people do not understand exactly what this mod will do. Elite's (Me) Conflict Mod will enhance your Star Wars experience like no other mod for Star Wars: Empire at War: Forces of Corruption. Adding unique-fresh units, sensational operas of music, modernized descriptions of units/building/planets/everything to bring back that sense of mystery and awe, it will also bring massive refurbished planets and galactic maps, a traditional focus of mechanics and balance, and lastly a completely new conflict.
    • We are currently working on the Rebel Alliance faction and many aspects of the overall game.
    • Plans of quickly releasing v1.1 after v1.0 to correct reported issues are still good.
  • Expectations for Elite's Conflict Mod.
    • A new conflict. Currently, and for v1.0, their are 3 Galactic Conquest maps, each with the same 74 planets. This mod is not just focusing on one timeline specifically because that is what Empire at War is all about, creating your own path, timeline, galaxy, and destiny.
      • The first is "The Rebellion Era" (which may be renamed to The Galactic Civil War, what do you guys think?) "The Rebellion Era features the entire conflict with the Galactic Empire, Rebel Alliance, and Zann Consortium, all as playable factions, each starting with only their own home planet.
      • The second is "Lack Of Corruption" and features the 'true' timeline of this mod. The Zann Consortium has all but evaporated and now is the time for the Galactic Empire or the Rebel Alliance to once and for all bring peace to the galaxy.
      • The third is "A Corrupted Galaxy" which (as of now is the final one) features the Zann Consortium being completely successful in their takeover of the galaxy. Playing as either the Galactic Empire or Rebel Alliance, you must be the savior of the galaxy. The Zann Consortium starts with nearly every planet under its control where as you will start with either Coruscant or Hoth.
    • A new focus. We all know Star Wars: Empire at War was a great game, but was Star Wars: Empire at War: Forces of Corruption really the best sequel to such a fantastic game? It focused on a new pirate faction that was nearly irrelevant to the movies and any other game. Not only did it force this faction upon us, the faction was incredibly boring. Yes, new mechanics were brought to the game, but does anyone really think the Zann Consortium was the best Lucasarts or Petroglyph could do? Elite's Conflict Mod makes this game what you hoped it would be when you drove to Gamestop in 2007 and picked up it up. Focusing on the 'real' war between the Galactic Empire and Rebel Alliance, this mod will feel how the expansion should have.
    • A new lore aspect. This mod will bring completely innovative and contemporary names and descriptions units, buildings, heroes, planets, maps, and whatever else we can think of. These names and descriptions will be as close to the Star Wars Legends as possible, us only filling in gaps or creating slight variations for game-play purposes.
    • A new armada of characters and technology. New units such as the Imperial Royal Guards, Imperial Army Troopers, Imperial II-class Star Destroyers, Imperial Prison Facilities, Imperial Command Centers, Rebel Command Centers, Rebel Informants, Rebel Mercenary's, Rebel CR90B Corvettes, and Rebel EF76 Nebulon-C Capital Ships. These are just a few of the many added units and structures in this mod.
    • A new symphony of music. Elite's Conflict Mod will bring even more of the marvelous John Williams orchestra to Star Wars: Empire at War: Forces of Corruption. Replacing the dreadful music played by default in the game, a mixture of John Williams compositions and newer musicians 'stellar' genre music will be featured in this mod. Along with one Easter Egg song, if you're lucky enough to hear it!
    • A new galaxy. Each of the 3 Galactic Conquest maps currently in-game have 74 planets. Some of these new planets include: Tython, Gamorr, Malastare, Raxus Prime, Thule, Umbara, Rataka, Boz Pity, Rendili, Krant, Brentaal, Duro, and more! I plan to add even more planets in the future of this mod and to also make each of the planets very unique.
  • Plans for the future.
    • Fix any bugs, errors, typos, etc... from the latest release.
    • Create more planets and Galactic Conquest variations, planets include but are not limited to: Aridus, Bakura, Balmorra, Hapes, Ralltiir, Rhinnal, Rothana, and Tynna.
    • New planet descriptions and effects on game-play.
    • Adding more units and structures such as: Governors Quarters, Guard-towers, TIE-Advanced, Skiffs, Swamp Speeders, V-wings, and Tani Ablya to correct factions.
    • Complete the Zann Consortium balancing, mechanics, units, structures, heroes. (This is not the priority of the mod, that is why is will not be apart of the first release.)
    • Add "Tactical Heroes" to the game from the respective Command Centers.
  • Dreams of the future.
    • Random events in Galactic Conquest games.
    • A new Campaign.
    • Completely overhaul the XML files to make it easier for others to learn how to mod.
    • Add Skirmish color options to Galactic Conquest.
    • Change the color of the space fleet boxes from yellow to red and blue.
    • Redo hardpoints to more accurately reflect the actual every vessel, spacestation, and vehicle.
    • Better models for every unit and structure in game.
  • Below are some more examples of the new units and their in-game descriptions.
    • Imperial I-class Star Destroyer.
    • Imperial II-class Star Destroyer.
    • MC80 Liberty-class Star Cruiser.
    • MC80 Home One-class Star Cruiser.

Imperial I-class Star Destroyer

Imperial II-class Star Destroyer

MC80 Liberty-class Star Cruiser

MC80 Home One-class Star Crusier

  • Interested in this mod? Elite's Conflict Mod

I'd like to thank you again for reading, I really hope you are as excited as I am for this mod!

Have a nice day,

{HEROIC}Elite

Comments
Khanti
Khanti

About "modernized descriptions" of units I would prefer something like Length: xxx m, Speed: xxx MGLT, Acceleration: xxx MGLT/s, Maneuverability: xxx DPF, Hyperdrive: xxx , Shiels Strenght : xxx, Hull Stenght: xxx, Armament: something like 12 turreted quad turbolaser cannons, 24 turreted light laser cannons, 4 heavy proton torpedo launchers.
I like words description, but techical ones are more .... useful :)

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{HEROIC}Elite Author
{HEROIC}Elite

Khanti,

Thank you for voicing your opinion on here, I personally appreciate the feedback!

As great as that would be, there are a few difficulties with writing descriptions that way.

1. Not every unit has that detailed of a description. Many units do not have enough information in existence about them to write such descriptions.

2. This mod is still catering to "casual" Star Wars lore players, I think it will be very beneficial to someone who has seen the movies and wants to know more, but doesn't feel like scrolling through pages of Wookiepedia articles.

My goal is to simply make this transition easier as well as provide more unit variance and add some lore to the Star Wars: Empire at War: Forces of Corruption game.

I hope you understand what I mean by this.

Again, thank you for supporting the mod and have a nice day,

{HEROIC}Elite

Reply Good karma+2 votes
Khanti
Khanti

Hi :)

1. Every unit has it in EAW.
2. Yup. For casuals, because they do not know it and maybe they will be happy to know how far ISD I is worse from ISD II.
3. All these informations you write in xml files.

Example:

<Max_Speed>7.5</Max_Speed>
<Min_Speed>3.5</Min_Speed>
<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
<Max_Thrust>1.0</Max_Thrust>
<Max_Rate_Of_Roll>5.5</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
<Fires_Forward>no</Fires_Forward>

<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Max_Lift>4</Max_Lift>
<Affiliation>Empire</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Shield_Points>25</Shield_Points>
<Tactical_Health>20</Tactical_Health>
<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Armor_Type> Armor_Fighter </Armor_Type>
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>

With that kind of informations technical description would be:

NAME OF UNIT Speed: 7.5, Acceleration: 1.0, Maneuverability: 5.0 , Hyperdrive: 1.5 , Shields Strenght : 25, Hull Stenght: 20, Armament: hardpoints/turrets

Maybe I wasn't very clear in my last post, but I thought about actual mod values, not Wookiepedia entries.

Cheers.

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{HEROIC}Elite Author
{HEROIC}Elite

Khanti,

Ah I see what you mean. That is an interesting idea and I will definitely consider it if you would like me too. :)

Thank you and have a nice day,

{HEROIC}Elite

Reply Good karma+3 votes
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