Star Wars Empire At War Forces Of Corruption Gameplay

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Telly Piatt

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Aug 4, 2024, 6:35:25 PM8/4/24
to meibaroomsra
Hereseen as it is about to be hit by the planetary ion cannon. I cri erytim.

Will probably do something about it completely draining even the largest of ships, since losing your 50000 starships firepower to something that cheap is...well, cheap.


1. Starbases have seen a substantial upgrade. Longer range, heavier weapons. All starbases now boast four times their previous shield points. They are now capable of fighting off much stronger attacks. This ties into the next change.



2. All ships have their shield and hull points doubled. This includes all hardpoints for starbases (starbases have four times shields instead of two times as mentioned before), starships, and hero units. I wanted to make ships last a little longer. After some testing I think it gives a better feeling to not have ships take heavy damage to fast. Your ships can now be under attack without you having to worry straight away. Shields now feel like they give you some actual protection, and hardpoint armor feels like weapons have to chew through the hull of a starship instead of papermache.


3. All weapons, with the notable exception of missile and torpedo weaponary, have their damage slashed in half. In addition to this, laser and turbolaser weaponary has been slowed down considerably. The damage reduction was done after I concluded that my starships do not provide me with a sufficient lightshow. But I cannot change the starships to fire more without also reducing their inflicted damage. Hence the damage reduction. I was content with the missiles and torpedoes firerate, so I left their firerate and damage as it was. I'm currently going through all starships hardpoints to roughly double the ion, laser, and turbolaser firerate.


5. The ISD, Allegiance, and Bellator have had an addition increase in hardpoint health, since they didn't feel like the fortresses of metal that I wanted them to symbolize. Cost has been slightly increased to compensate.


I recently bought GoGs Empire at war Gold pack. ( Gog.com ) It works on all versions of windows, including 10, which is what I now run on my new machine. GoG ensures that every game it has on its platform runs on almost any system. With this you no longer need to install any 64 bit patch, or crack, to get it to work. Just install and play. Then, after applying this crash fix to both the EAW executable as well as the FoC executable ( Youtube.com ) I can run the game at 50 pop cap without crashes, this even holds up in 2v2 skirmish vs hard AIs. Here is a video of me doing that: Youtube.com


This game bottle-necks hardware severely, I've got a I7 6700K and a GTX 970 and yet the game manages to lag in GC. Have 150 command points worth of ships in battle? No problem there bud. Galactic conquest with 100 planets? You get 30 fps, and no more. Atleast the 4 GB allocation patch makes the battles run smoothly, that's all I can ask for I suppose.


The Galaxies at War mod had such an awful drain on hardware for GC too. The developer added a second galaxy alongside with the vanilla galaxy and it was awful to have 10 factions moving hundreds of fleets every second.


Didn't notice this before with all the new screen shots. Can't wait to see that Annihilator. I also agree with a lot of the changes you are making since I've made most of them myself to my personal version of your mod. Also did the fire rate increase and it sure is nice to have all those ISD turrets giving you a light show. As for the Ion Cannon maybe make it cheaper and less effective but still more powerful than anything ship mounted.


Lastly could you upload your Secutor model to the add-on section. It was always a good looking model though I full heartedly supported the Allegiance change. Now it's more interesting to me since it actually made it into the new canon which is a status the good old Allegiance hasn't achieved yet.


As for the god awful corruption particle, i concur wholeheartedly. Get ye gone spawn of darkness! Even better remove the filthy mechanism completely. I mean come on, i am tyber zaaaaaaannn and i come to corrupt youuuuuuuuuuu.

Corruption and crime works really well in a democracy with rights left and right, with the imperials looking over your shoulder you are more afraid of them than any thug out there.


Are there gonna be any additional changes to the alliamce? I know they're not supposed to be as power ful as the empire, but if anything they could at least maybe see more mon calamari variants. Or, what about the dauntless and liberty cruisers? Or the assualt frigate mk1? Im only throwing out suggestuons just because the alliance doesnt feel diverse enough at times. There are quite a solid number of different units besides the cr90, the dp20, the liberty, the assault frigate 2, the quasar,the maurader, and that other cr gunship type. Don't get me wrong, the units you have are without a doubt some of the best work ive ever seen in my life, injust think the alliance could use a tad more meat. Especially when they canonically (going by EU standards, not that other nonsense)had some decently meaty ships.


I'm currently working on another commision, after that I plan to integrate Docis excellent MC 80 and Home One models into the mod. He's given me permission and I have the files already, what I don't have is more than 24 hours in a day sadly.


I'm very defensive when it comes to adding new ships since I want each ship to fill a particular role. You've been around for so long that you've probably heard that a hundred times already. I don't currently have any plans to add units to the Alliance, though if any will be added, it'll definitely be to the Rebellion. I agree that adding more variation is flavorful for the faction.


If there is any change I would give a minor organ to see it would be X-wing torpedos (They would be super slow to reload compared to Y's and B's so they fire them off then break off to engage ties) and maybe replace the Victory One with the Vic Two (I know the Two is just a weak SD but in my experience the Vic one literally is a Hard counter for everything the Alliance put into space both fighter and capital ship. Maybe reduce the quantity of Squadrons the empire has on there Captial ships (Past the Vic every Imperial ship both out guns and out squads the Alliance completely) or give the Alliance some more ships with squads.


Ok, to add to this, how do you make models for this game? I don't make mods for games, or models for other people. You're doing a ton by yourself and I just would like to make some ships for the consortium and the alliance. Maybe even start a Hutt faction. I'm not saying you'll have me full time, but if I can help I'll try


I dont remember if you mentioned it, but did you turn the Zann starbases to face the correct way in all space maps? I remember some of the space maps in vanilla the station has most of its guns on one side and it faces away from the enemy spawn, drastically reducing defensive firepower.


I'm actually half considering replacing the station entirely, that would also fix the problem. I already know what I'd replace it with, but it's not textured. One of the many ancient relics from the my old ORAW era that I think it to good to drop, yet have never finished. Media.moddb.com

I've deleted and put back in the defilers sabotage many times. I think it's currently disabled.


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Empire At War might not have stunned us with its mild innovation and even milder Star Wars battles, but it was nevertheless an engaging and time-gobbling RTS-with-tactical-campaign-map-management-stuff. For the rabid few, however, it was a godsend: a Star Wars RTS that wasn't rubbish. Imagine that!


So the towering sales figures might have been a testament more to the number of satisfaction-starved Star Wars fans than to the quality of the game itself, but I doubt many of the people who bought the game were particularly disappointed. It was a solid game. The tactical campaign maps lacked the nuance and versatility of something like the Total War maps, but it nevertheless provided the kind of challenge that keeps you wanting to push forward, defeating intransigent enemies and spreading your colour all over the galaxy. If anything it was the real-time combat sequences that really bored me. They might have been pretty, but they were also utterly unexceptional in a time of demanding, highly accomplished RTS games. Forces Of Corruption does little to change that fact, even though it has suicide bomb-Ewoks.


And no, that idea does not justify an entire game, at least not in this case. Detonated Ewoks are but a sideshow. The Forces Of Corruption expansion actually has an entirely new core premise: a third galactic faction that uses intrigue, guerrilla warfare and criminal exploitation to get what it wants. It's a splendid idea, and makes full use of the Star Wars background materials. There's always been a huge criminal underworld just beneath the surface veneer of Imperial control and Rebel do-gooding that has been underexposed by Star Wars games. Given this general air of independent villainy that pervades the Star Wars universe it's surprising how rarely we get to play with the crime-lord characters. The odd bounty hunter here and there, but not at the level of Jabba and chums. And it's refreshing not be ultimate evil or Rebel heroes, and simply a greedy bastard trying to be top dog. That is Forces Of Corruption.


What this means for the overall game is that there's a satisfyingly large new campaign to overcome and another faction to deploy in multiplayer games. The Zaan Consortium, lead by cheery crime-lord Tyber Zaan, is the new toy at your disposal. The Consortium brings with it various criminal concepts that you can deploy to make trouble on the various planets. You send out agents and perform specific missions to corrupt various planets. Once successfully corrupted the planets can be sabotaged, bribed and ultimately controlled.

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