Empire At War Forces Of Corruption Units

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Taj Barnett

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Aug 5, 2024, 3:56:04 AM8/5/24
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NameVengeance Cruiser

Faction: Underworld

Description: A unique fighter employed by the Underworld, the Vengeance is aptly named. With proper modifications, it is capable of activating a cloaking device. Its weapons also have the unique ability to slide through enemy shields, similar to ion cannons. It is also capable of manuvering through asteroid fields with no ill effects.


Name: Juggernaut Transport

Faction: Galactic Empire

Description: The Juggernaut is a precursor to the AT-AT, but is still in frequent use as a heavy, lower-cost transport for infantry. It can transport infantry units and protect them with powerful point-blank defense weapons to eliminate projectiles. It is hardy and rough, perfect for the forces of the Empire.


Name: Plasma Tank

Faction: Underworld

Description: Strong, but prone to power-overloads, the Plasma Tank is an underworld weapon employed by Tyber Zann. However, slight misadjustments of the power distribution can cause fatal explosions within the craft. Nevertheless, it is a potent weapon of war.


Name: Dark Trooper

Faction: Galactic Empire

Description: The Dark Trooper began appearing in Imperial shock forces shortly after the Battle of Yavin. The first phase was a skeletal droid, designed by General Rom Mohc. Subsequential phases incorporated such features as jetpacks, advanced plasma weapontry, and the ability for Imperial Army men to use the droid shell as an exoskeleton. All three phases are in the game.


Name: Tyber Zann

Faction: Underworld

Description: Tyber Zann is a ruthless figure of the Underworld. Shrewd, and with the sole intention of undermining both the Alliance and the Empire to gain the Eclipse Star Dreadnought, he will ally with those when necessary, including Black Sun. One of his powers is the ability to bribe units to his side.


Name: Death Star II

Faction: Galactic Empire

Description: The Second Death Star is a formidable space station capable of targeting not only planets but capital ships as well. It is larger than the first Death Star and has fewer vulnerabilities.


Star Wars: Empire at War:

Forces of CorruptionProduction informationDeveloper(s)PetroglyphPublisher(s)LucasArtsRelease dateOctober 24, 2006[1]Game engineAlamoGenreReal-Time StrategyModesSingle player, MultiplayerRating(s)ESRB: Teen (T)Platform(s)PCBase gameStar Wars: Empire at WarChronological informationTimeline1 BBY - 4 ABY[Source]Star Wars: Empire at War: Forces of Corruption is an expansion of Star Wars: Empire at War. It was announced on May 9, 2006 at E3. The expansion adds several new maps and units, as well as an additional storyline revolving around the conquest of Tyber Zann and new types of gameplay, including playing as the Zann Consortium, a powerful crime organization and syndicate. It was released on October 24, 2006 in North America and later released with the base game as Star Wars: Empire At War Gold Pack on Steam on 25 May 2010. It was also Matthew Sloan's first game to voice Darth Vader.


The campaign follows the conquest of the intergalactic crime lord, Tyber Zann, and his underworld organization, the Zann Consortium between the events of the destruction of the first and second Death Star and right up to the climactic theft of the Eclipse, an Eclipse-class dreadnought. Tyber Zann corrupts planets with his Defilers in order to obtain information of the other two factions, sabotage, and to gain credits. In the campaign, Tyber also tries to unlock the secrets of an ancient Sith holocron, which Silri later uses to find the ancient Carbonite Sith Army.


Galactic Conquest gameplay remains very similar to the original Star Wars: Empire at War with a few major changes. The Zann Consortium's new corruption element is a new feature which provides bonuses to the competing factions in addition to the benefits provided to the Zann Consortium. Units produced from Cantinas and using bounty hunters to neutralize heroes cost significantly less on corrupted planets. As an additional bonus to Rebels, smugglers do not expire on corrupted worlds. Also, the original Death Star no longer appears, being replaced by the second one after being destroyed in the original game. The same goes for Red Squadron, which has been reformed into Rogue Squadron. Alderaan is now an asteroid field. Rather than being mod-only, as in the first game, the Executor now is fully playable in Galactic Conquest mode, and is the most powerful combat unit in the game. Also, when a faction wins the war (e.g., all enemy planets are captured/destroyed, both enemy leaders are killed, etc.) there is no end cutscene; the game instead skips immediately to the credits, unlike in the last game. However, this may be due to the fact that, unlike in the last game, there is now only one story mode (Zann Consortium) and thus one end cutscene for both the story and Galactic Conquest, which, in the case of the latter, may not be an appropriate ending based on the way the player won the mode.


Space skirmish battles are also similar to Empire at War, with some differences. When an outpost is captured by the Zann Consortium, it can build a Venator-class Star Destroyer instead of the Interceptor-class Frigate that the Rebels and Imperials get.


A less noticeable but equally glaring error was where only the cannon barrel of the Imperial Bp.2 Anti-Infantry Turret would rotate when targeting and firing on a nearby enemy, but in the base game the entire top of the turret rotates properly, leaving few possible explanations.


The campaign is similar in structure to the Rebel Alliance and Galactic Empire campaign in the first Empire at War game but this time it follows the story of the intergalactic crime lord, Tyber Zann, and his organization, the Zann Consortium. It is set between the events of the destruction of the first and second Death Star and ends just after the theft of the Eclipse-class super star destroyer by the consortium. Tyber Zann corrupts planets with his Defilers in order to obtain information, credits and to sabotage enemy structures.


Galactic Conquest gameplay remains very similar to the original Star Wars: Empire at War with a few differences. The Zann Consortium's Corruption ability provides bonuses to all factions in addition to the benefits provided to the Zann Consortium. The cost of recruiting Cantina units and deploying bounty hunters to neutralize heroes is lower on corrupted planets. The Rebel smugglers do not expire on corrupted worlds. Other than these changes and new units and heroes, there are no large differences to Galactic Conquest mode.


When a planet is attacked all forces in the system or on the planet are under the control of the defender, all of the invading troops and ships are under the control of the attacker. The game is basically the same as a normal skirmish except from a few differences such as the ability to retreat from battle and the fact that new troops cannot be recruited during battle. Credits also stop increasing in a steady flow and indigenous populations will take part in the fight.


Land skirmishes now have metal outposts that can have various things built on. Outposts are captured like buildpads and can be destroyed. Once captured, outposts can be used to build one of 3 structures, depending on the faction. All factions can buy the Mining Facility and Hutt Palace. The last option is faction specific. The Zann consortium gets the Repulsorlift Jammer, the Rebellion gets an Uplink Station and the Empire gets the option to build a Magnapulse Cannon.


Overall the reaction was positive however the biggest criticism was the amount of bugs in the game, this could be due to rushing to finish games, as suspected of Star Wars: Battlefront and Star Wars: Battlefront II


Empire at War Expanded: Thrawn's Revenge is a large-scale overhaul of Star Wars: Empire at War: Forces of Corruption. The mod is produced by Corey Loses and the Empire at War Expanded team, and a part of the EawX series of mods. The current version is 3.4, released on April 2nd, 2024.


It focuses on the events of the Galactic Civil War between the death of Emperor Palpatine at the Battle of Endor and the signing of the Pellaeon-Gavrisom Treaty in 19 ABY. Future plans include the Yuuzhan Vong War and the Second Galactic Civil War.


The vanilla tech system has been completely replaced the with Era system. Rather than clicking a button and waiting for bigger and better units to appear, the Era system effectively represents both the passage of time and evolution of technology. The biggest improvement with the Era system is that it impacts different story events, unit rosters and heroes. Eras can best be described as a time period, with certain benefits and restrictions for playing in each era. Each era is immediately identified by the current leader of the Empire. In the current version of the mod, there are 7 eras:


Era progression occurs for the Empire or Zjinj, Pentastar, Eriadu or the greater Maldrood when the leader of the empire dies or the empire chooses to progress. The Empire or Zjinj, Pentastar, Eriadu or the greater Maldrood have to form the dark empire in order to get to era 4 and unlock the other eras. The dark empire can be formed after the Empire, Zjinj, Pentastar, Eriadu or th greater Maldrood reach 60% legitimacy and have integrated two of the other factions.


Era progression occurs for the New Republic after a certain ammount of weeks. For each era the New Republic will be able to research new units, some depending on the current leader of the New Republic.


Different eras have different benefits for certain factions, primarily the New Republic and the Empire. Certain heroes are available exclusive to certain eras, such as Emperor Palpatine and the Eclipse Super Star Destroyer. The New Republic starting at Era 4 can begin researching the New Class Program, which will allow the construction of new advanced ship types but lock older, Rebel-era units.

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