The purpose and ultimate goal of this mod is to enhance the vanilla Empire at War Forces of Corruption by adding many new units and heroes, enabling more factions, and modifying existing units and factions to enhance the overall experience.

This mod is the continuation of the New Galactic Heroes - The Unified Empires mod. Due to several factors (including problems with the old mod's page, as well as a revision of ideas), New Galactic Heroes - The Unified Empires has been combined and merged into Expanded Fronts: The Growing Conflict. While implementing many of the ideas from the old mod, as well as discarding some ideas form the old mod; this mod also adds several new ideas, including giving space fleet commanders their own ship, and adding several hidden heroes for you to find.

Also, be sure to check out our group's moddb page. There you can discuss potential mod ideas, make suggestions as to how we can improve, and apply for the team.

Expanded Fronts: The Growing Conflict

This mod is currently in need of modelers, mappers, coders, and testers. If you want to help develop this mod, apply for the modding team by stating your intentions on our group's homepage or by contacting me, GrandAdmiralDaizo.

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The Mod Continues

News 2 comments

It's been a while since anything new has been posted on this mod's page, and I sincerely apologize for this. The delay was caused by a combination of studying for the SAT and a vacation to visit some of my relatives. So far as I can see, I will have more free time available in the future, so the mod will be able to progress at a faster rate.

Anyway, here's a list on what's been changed since the last update, and you can also expect some pictures:

Finished scaling most of the units (including fighters and bombers); starfighters and bombers are somewhat larger than cannon size, but after testing, making them any smaller would make them too hard to hit (i.e. weapon inaccuracy would miss them over 90% of the time, even anti-fighter corvettes).

Added the TIE/LA Starfighter, T-65 X-wing Starfighter, Tartan-class Patrol Cruiser, CR90 Corvette, Crusader-class Gunship, Acclamator-class Assault Ship, and Victory-class Star Destroyer to ground battles, both in GC and skirmish. I plan to add frigate equivalents to the Rebels and Consortium, and add the ISD I and II to the Empire as well.

Coded in War_Lord_Link's ISD I and ISD II models. Gave the ISD-I and ISD-II more hardpoints and also gave the Empire the ISD-II Stealth Star Destroyer.

Heavily modified the shield and tactical health of space units. This should make things more realistic. On this topic, I also returned the Executor-class SSD shield points and tactical health to be the same as the Executor.

Implemented the Hutts as a playable faction in GC and skirmish, but am having problems with the AI.

Changed the icon for the Annihilator.

Made the Vengeance-class frigate and the Aggressor-class destroyer available to the Empire at The Maw, but without the black market abilities.

Added some more trade routes.

Gave the Empire the Vindicator-class Heavy Cruiser.

Added the Imperial Elite Guard (red guards, buildable on Coruscant only) and Sith Acolyte (buildable on Byss and Korriban) to the Empire.

Made it so that the Empire can build the EF76 Nebulon-B-class Escort Frigate and Venator-class Star Destroyer, since they canonically used both.

Made a new shell map and re-enabled/modified the vanilla ones for the main menu.

Added some more music to play during the main menu battle.

Added Grand Moff Ardus Kaine in the Reaper SSD as a space hero.


There are a few items that I might have forgotten to list, and there are still many items I plan to implement or am in the process of implementing. As mentioned above, I am having problems with the Hutt AI. If anyone knowledgeable on AI scripting is willing to help out, I'll gladly accept. The mod is also in need of modelers, so PM me if you are interested in joining the mod team.

Getting Started

Getting Started

News

A brief summary of what we plan to do with this mod and some of the features that you can expect in the first version.

how to fix the dead AI in FOC

how to fix the dead AI in FOC

Other Tutorial

when i look at the comment section of some FOC mods, i often see people saying their AI is dead. this is what worked for me.

Post comment Comments  (0 - 10 of 22)
CptJS14888
CptJS14888 - - 28 comments

Which faction will you be adding?

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DeusImperator
DeusImperator - - 1,293 comments

Please put in all the TIE Defenders and Missile boats we all love!

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MandaloreTheWise
MandaloreTheWise - - 5 comments

where can i Download this mod?

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Elizabeth_Lestrad
Elizabeth_Lestrad - - 258 comments

Any news if Admiral Daala will be playable? I've been looking for a mod that added her...

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Guest
Guest - - 689,183 comments

the total corruption mod adds admiral daala in. i think its called ACM2.4 or something. but it adds a heck of alot to the game as well as expanding all three sides. both ground and space combat are updated and expanded so much that it feels like an actual expansion rather than a mod. The only thing i don't like about it is that every frigate and cruiser has a stock of fighters that lag the game up when they are all out.

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The_Imperial_One
The_Imperial_One - - 29 comments

I just can't wait for this mod when would you upload a alpha, or beta version?

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powerfaris
powerfaris - - 71 comments

WHY!

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LonelyChicken97
LonelyChicken97 - - 381 comments

What happened to the mod? Did you decide to cancel all production due to a lack of time?

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GrandAdmiralUehara Creator
GrandAdmiralUehara - - 93 comments

The mod has not been cancelled. Th reason for the lack of updates is because I've been having some problems in RL and haven't had too much time to mod.

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Packy21
Packy21 - - 1,706 comments

Aaaah how wonderfull. This has happened to so many mods now it has now become the first thing people think when there hasnt been an update for a while. but no.

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CommanderScourge
CommanderScourge - - 41 comments

-_- really dude, give him a break

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Packy21
Packy21 - - 1,706 comments

It's not supposed to be rude.

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