
Picture of the Month
Empire at War
» Downloads
- Maps
- Mods
- Skins
- Videos
- Screen Savers
- Wallpapers
» Submit Files
» File Search
The News
» Latest News
» News Archive
» Submit News
Features
» P-O-T-M Archive
» EAW-Files Clan
Mod Centre
» Introduction
» Project Profiles
» Recruiting
Petroglyph
» About Petroglyph
» Petroglyph Podcasts
» Petroglyph GameDays
SW: Empire at war
» Features
» Press Release
» Previews
» Reviews
» Release Date
» Screenshots
» System Requirements
» Faction Tech Trees
Rebels
» Units
» Heroes
» Structures
Empire
» Units
» Heroes
» Structures
Forces of Corruption
» Features
» Reviews
» System Requirements
Rebel Alliance
» Additional Units
» Additional Heroes
Galactic Empire
» Additional Units
» Additional Heroes
Zann Consortium
» Units
» Heroes
» Structures
The Community
» Links
» EaW Forums
- General Discussion
- Modding & Editing
- Problems & Help
- Clan Forums
- General Star Wars
» Submit PotD
» PotD Archive
» PotD Issues
The Site
» Latest Poll
» Staff
» Apply To Volunteer
» Contact
|
 |

|
 |
| Absolute Corruption mod (2.4) - File Description |
 |
Description:
Absolute Corruption v2.4 is an continuation of the Absolution Corruption mods by Mobbman. This mod is for Forces of Corruption, not standard Empire at War.
Like the previous versions, this version adds many new units and fixes bugs present prior to this release. This mod is something of an expansion mod, with new units and features as well as tweaks to the existing units. The creator has stated that one of his goals was to keep the original game's balance while adding new units such as the Sovereign and Eclipse Super Star Destroyers.
The mod lives up to its promise; it gives you a multitude of new units while keeping the standard FoC gameplay style and tactics. If you ever wanted to have a huge army made up of hundreds of different units, then try out this mod!
| |
 |
  | 
|  | | Absolute Corruption mod (2.4) - Screenshots |  | Screenshots: |  |

 |

|
 |
| Absolute Corruption mod (2.4) - File Download Options |
 |
Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
| |
 |
  | 
|  | | Absolute Corruption mod (2.4) - Readme |  | Readme File: Absolute Corruption Mod 2.4
For Forces of Corruption Expansion Only
* Table of contents
1. Fixes/New additions and units
2. Gameplay changes
3. Map changes
4. installation
5. Thanks.
Welcome to version 2.4, I recommend you take the time to read this readme since it tells you alot about the new units and the changes made to existing ones, also read descriptions of units in game for added help. planet descriptions will also tell you where you can build which units and give you a little history on the planets. This is not a spam and conquer mod, if you send bombers with no fighter escort they will get shredded, if you send all your fighters after two bombers across the map, the ai might counter attack your fleet while your out of position, this is a thinking mans mod... Although there are many new units, this mod is mainly focused on improving the gameplay of FOC...it will challenge you. Thanks for playing ACM.
DO NOT MIX MODS OR USE OLD SAVED GAMES, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!
How to set up a mod folder if you dont have one already:
If you dont have a mod folder already, go into windows explorer and click once on the directory "C:Program FilesLucasArtsStar Wars Empire at War Forces of Corruption" it should now be highlited. next, look at the options at the top left of windows explorer and click file, then put the curser over "NEW" and you should see the option called "Folder" click on "folder" A new folder will now pop up and be highlited, it will default be named "new folder" but we will right click on it, Select "rename" and rename it Mods. Now that you have a mod folder and are ready to put any mod including this one in it.
Step #1. unzip the contents of the mod folder into your "C:Program FilesLucasArtsStar Wars Empire at War Forces of CorruptionMods". If you dont have a mods folder then you will need to create one. See step above for instructions on how to make a mod folder. When done it should look like this: "C:Program FilesLucasArtsStar Wars Empire at War Forces of CorruptionModsACM2.4"
Step #2. You can either use a mod launcher to launch the mod or if you have problems with the mod launcher there is a button in the folder that says click to play ACM2.4, Double click that and you can still play without mod launcher. Thats it, your ready to play :) If you still can figure it out there is picture in screenshots that shows you exactly how to install it.
Fixes/New additions and units:
- Fixed droid Ground Fighters.
- Lasers and Projectiles have all been redone.
* 1. NEW UNITS
- All ships have been scaled accurately per canon as much possible including fighters which are now smaller and the space and land Tactical population limit has been increased.
New ships and fighters----planets built on:
- Eclipse SSD ------------------------------ (Empire:Kuat,Fondor)
- Sovereign SSD ---------------------------- (Empire:Kuat,Fondor)
- Viscount Star Defender ------------------- (Rebel:MonCalimari,Rendili)
- MC-104 ----------------------------------- (Rebel:MonCalimari,Rendili)
- Executor SSD ----------------------------- (Empire:Kuat,Fondor)
- Pellaeon II------------------------------- (Empire:Corulag,Kuat)
- Titan Star Destroyer SD ------------------ (Empire:MonCalimari,Kuat,Fondor,Yagaminor,Rendili)
- Vengeance SD ----------------------------- (Empire:Byss,Korriban)
- Mandator Battlecruiser ------------------- (Empire:Kuat,Rothana)(Rebel:Rendili,Yagaminor)
- Lucrehulk Battleship --------------------- (ALL:Geonosis,Muunilinst)
- Corellian Battlecruiser ------------------ (ALL:Corellia)
- Praetor Star Destroyer ------------------- (Empire:Byss,Mandalore)(Zann:Byss,Mandalore)
- Mediator Heavy Cruiser ------------------- (Rebel:MonCalimari,Kuat,Fondor,Yagaminor,Rendili)
- Allegiance class ------------------------- (Empire:MonCalimari,Kuat,Fondor,Yagaminor,Rendili)
- Procurator ------------------------------- (Empire:Kuat,Rothana)(Rebel:Rendili,Yagaminor)
- PellAeon SD ------------------------------ (Empire:Corulag,The Maw)
- Deflector Class Interdictor -------------- (Empire:Corulag)
- Dominator Interdictor/Destroyer ---------- (Empire:Corulag)
- Corellian Destroyer ---------------------- (ALL:Corellia)
- Admiral Daala ---------------------------- (Empire:Coruscant)
- Imperial Star Destroyer III -------------- (Empire:Corulag,The Maw)
- ISDIII Phantom Variant ------------------- (Empire:Corulag,The Maw)
- Nebula class Star Destroyer -------------- (Empire:Fondor,Byss,yagaMinor)(Rebel:Fondor,yagaMinor)
- Republic Destroyer ----------------------- (Empire:MonCalimari,Sullust)(Rebel:Kuat,Corulag)
- ISDII with TIE Droid Fighters -------------- (Empire:Corulag)
- Imperial star destroyer MKII ------------- (Empire:MonCalimari,Kuat,Fondor,Hypori,Yagaminor,Rendili)
- MC90 Cruiser ----------------------------- (Rebel:MonCalimari,Kuat,Fondor,Hypori,Yagaminor,Rendili)
- Legacy Star Destroyer -------------------- (Rebel:Taris,Honoghr)
- Bakura Star Destroyer -------------------- (All:Nirauan,Wayland)
- Recusant --------------------------------- (Zann:Geonosis,Muunilinst,Hypori)
- Providence ------------------------------- (Zann:Geonosis,Muunilinst,Hypori)
- Liberator Cruiser ------------------------ (Rebel:Sullust,Honoghr)
- Bulwark ---------------------------------- (Rebel:Bonadan,Mechis)(Zann:Bonadan,Mechis)
- MC80 type 1 Cruiser ---------------------- (Rebel:MonCalimari,Kuat,Fondor,Hypori,Yagaminor,Rendili)
- MC80 type 2 Cruiser ---------------------- (Rebel:MonCalimari,Kuat,Fondor,Hypori,Yagaminor,Rendili)
- Interceptor IV Frigate ------------------- (Empire,Rebel:Requires ground cantina, See cantina locations)
- IPV system patrol craft ------------------ (All:Requires ground cantina, See cantina locations)
- Dauntless Cruiser ------------------------ (Rebel:Sullust)
- Victory II Destroyer --------------------- (Empire:All)
- Imperial Strike Cruiser ------------------ (Empire:Byss,Yavin,Carida,Bestine,Naboo)
- Trade Fed. Cruiser ----------------------- (All:Bonadan,Mechis)
- Corellian Frigate ------------------------ (ALL:Corellia)
- Munificient ------------------------------ (Zann:Geonosis,Muunilinst,Hypori)
- MC40 Light Cruiser ----------------------- (Rebel:all)
- Venator cruiser -------------------------- (Empire:All)
- Acclamator II ---------------------------- (Empire:All)
- CC-7700 Rebel interdictor cruiser -------- (Rebel:all)
- Assault Frigate MK.1 --------------------- (Rebel:all)
- Dreadnaught ------------------------------ (ALL:Rothana,Bespin,Honoghr,Duro)
- Carrack ---------------------------------- (ALL:Yavin, Carida, Bestine, Naboo)
- Nebulon B frigate (Empire) --------------- (Empire:Byss)
- Nebulon B-2 frigate ---------------------- (Empire:All)
- Lancer frigate --------------------------- (Empire:All)
- Escort Carrier (TIE) --------------------- (Empire:Yavin,Byss,Carida,Bestine,Naboo)
- Escort Carrier (TIE Int.) ---------------- (Empire:Yavin,Byss,Carida,Bestine,Naboo)
- Quasar Fire Class Carrier ---------------- (Rebel:Yavin,Carida,Bestine,Naboo)
- Improved correllian Gunboat -------------- (Rebel:All)
- Bayonet ---------------------------------- (Empire:Coruscant,Rothana)
- Droid TIE Fighters ----------------------- (Empire:Corulag)
- V-wing Fighter --------------------------- (Empire:Corulag)
- Vulture Droid Fighter -------------------- (Zann)
- Vulture Droid Bomber --------------------- (Zann)
- Naboo Fighter ---------------------------- (ALL:Naboo)
- Clawcraft -------------------------------- (All:Nirauan,Wayland)
- Cloakshape fighter ----------------------- (All:Requires ground cantina, See cantina locations)
- R-41 star chaser ------------------------- (Rebel:Nirauan,Corulag,Fresia)(Zann:Nirauan,Corulag,Fresia)
- Scimitar bomber -------------------------- (Empire:Corulag)
- Eta-2 fighter ---------------------------- (Empire:Byss, Korriban)(Rebel:Dagobah,Wayland)
- T-wing fighter --------------------------- (Rebel:Nirauan,Corulag,Fresia)(Zann:Nirauan,Corulag,Fresia)
- Virago/starviper ------------------------- (Empire,Rebel:Requires ground cantina, See cantina locations)(Zann:All)
- E-wing fighter --------------------------- (Rebel:all)
- Arc-170 bomber --------------------------- (Rebel:all)
- B-wing bomber ---------------------------- (Rebel:all)
- K-wing bomber ---------------------------- (Rebel:all)
- TIE Predator ----------------------------- (Empire:Corulag,The Maw)
- Tie advanced fighter --------------------- (Empire:All)
- Tie Defender fighter --------------------- (Empire:All)
- Missleboat bomber ------------------------ (Empire:All)
- Gunboat bomber --------------------------- (Empire:All)
- Bothan Spies ----------------------------- (All:Bothawui)
New Land Units:
- Jedi Knight ------------------------------ (Rebel:Dagobah,Wayland)
- Sith Lord -------------------------------- (Empire:Byss,Korriban)
- B-1 Battledroids ------------------------- (Zann:Geonosis,Muunilinst,Hypori)
- B-2 Battledroids ------------------------- (Zann:Geonosis,Muunilinst,Hypori)
- S.T.A.P ---------------------------------- (Zann:Geonosis,Muunilinst,Hypori)
- B-3 Battledroids ------------------------- (Empire,Rebel:Carida,Yavin,Naboo,Bestine)
- AAT Tank Company ------------------------- (ALL:Geonosis,Muunilinst)
- Droideka's ------------------------------- (ALL:Geonosis,Muunilinst)
- Persuader Tank Droid --------------------- (Zann:Bonadan, Mechis,Ordibanna)
- Hailfire Tank Droid ---------------------- (Zann:Bonadan, Mechis,Ordibanna)
- M.T.T ------------------------------------ (Zann:Bonadan, Mechis,Ordibanna)
- L.A.A.T ---------------------------------- (Empire:Honoghr,Utapau,Fondor,Kuat)
- AT-RT ------------------------------------ (Empire:Carida,Yavin,Naboo,Bestine)
- AT-PT ------------------------------------ (Empire:Carida,Yavin,Naboo,Bestine)
- AT-TE (with custom walk sounds) ---------- (All:Requires ground cantina, See cantina locations)
- AT-AT MKII ------------------------------- (Empire:Honoghr,Utapau,Fondor,Kuat)
- AT-ST MKII ------------------------------- (Empire:Honoghr,Utapau,Fondor,Kuat)
- T4B-S ------------------------------------ (Rebel:Honoghr,Utapau,Fondor,Kuat)
- T3B-S ------------------------------------ (Rebel:Honoghr,Utapau,Fondor,Kuat)
- Vulture Droid Ground Fighter------------------ (Zann:Bonadan, Mechis,Ordibanna)
- TIE Avenger ground ----------------------- (Empire:Nirauan,Corulag,Fresia)
- TIE Int. Ground -------------------------- (Empire:Nirauan,Corulag,Fresia)
- X-wing ground Fighter -------------------- (Rebel:Nirauan,Corulag,Fresia)
- Nantex Ground Fighter -------------------- (ALL:Geonosis,Muunilinst)
- Dagger (Zann ground fighter) ------------- (Zann:All)
- Tie fighter G/T ground fighter ----------- (Empire:All)
- T3-B tank -------------------------------- (Rebel:all)
- Anti Air AAC-1 --------------------------- (Rebel:all)
- AT-AP walker ----------------------------- (All:Requires ground cantina, See cantina locations)
- Air skiff -------------------------------- (All:Requires ground cantina, See cantina locations)
- Swamp speeder ---------------------------- (Rebel:all)
- Spec Force Company ----------------------- (Rebel:Carida,Yavin,Naboo,Bestine)
- Shock Trooper Company -------------------- (Empire:Carida,Yavin,Naboo,Bestine)
- EWEB Troopers ---------------------------- (Empire:Carida,Yavin,Naboo,Bestine)
- Imperial Elite Guard---------------------- (Emperor guard)
New Hero Companies:
- OOM Command Droid ------------------------ (Zann:Bonadan, Mechis,Ordibanna)
- Alema Rar -------------------------------- (Zann:Ryloth)
- Darth Maul (Sith) ------------------------ (Empire:Byss)
- Tenel Ka Djo (jedi) ---------------------- (Rebel:Dagobah)
- Aayla Secura (jedi) ---------------------- (Rebel:Dagobah)
- Twi'lek Female assassins ----------------- (Tyber Zann guard)
- Guri Female assassin --------------------- (Empire hero)
- Princess Leia ---------------------------- (Rebel hero)
- Mara Jade -------------------------------- (Empire hero)
- JerJerodd -------------------------------- (Empire hero)
- Kyle katarn ------------------------------ (Rebel Skirmish ground hero)
New Buildings:
- Cantina locations ------------------------ (atzerri,Abragado Rae,Nal Hutta,Dantooine,Tatooine)
- Medium Factory --------------------------- (required for T3B construction)
- Financial Center ------------------------- (4 to 5 times the income of a Mine)
- Sith Temple ------------------------------ (Empire:Byss,Korriban)
- Jedi Accademy ---------------------------- (Rebel:Dagobah,Wayland)
- Fighter Facility ------------------------- (Rebel:Nirauan,Corulag,Fresia)
- Elite academy ---------------------------- (Empire,Rebel:Carida,Yavin,Naboo,Bestine)
- Advanced weapons Facility ---------------- (Empire:Honoghr,Utapau,Fondor,Kuat)
New Space Structures:
- XQ-1 Space Platform ---------------------- (ALL:extra income and space garrison)
- Ship Production Facility ----------------- (ALL:increased ship production and space garrison)
- and more...
2-a. Important Gameplay changes:
- All Ship firing arcs improved, along with extended range and sight.
- hits are based on movement of the target, if its stationary or flying straight it will almost always hit, if you jink and turn less will hit.
- lethality increased for all units, makes flanking and concentration of your forces key to victory.
- income redone completely.
- Corruption options changed, no more removing corruption and losing the planet with a full garrison, also removed the corruption option that prevents garrisons from spawning on buildings (it also stopped your space stations from making fighters so I changed it).
- Units are balanced by class, if you take a lt. cruiser against a cruiser the difference is exponential so one cruiser would be like 4 lt.cruisers in a battle. 1 battlecruiser would be like 4 cruisers/destroyers or 3 Hvy cruisers/Hvy Destroyers.
- removing corruption costs 150 instead of 1500 credits.
- All infantry resized to scale with all other units on land, all infantry redone to be more fodder like, spec forces companies are the exception.
- Artillery redone to fire farther and pierces base shields, they fire 50% further than an AT-AT.
- aa extremely lethal now for air units.
- Jedi and Sith are very powerfull units.
- Turbo laser turrets are similar to stationary at-ats, and have better placement on all maps. Much more effective land based turbo laser towers, and placement. You will need artillery, fighters or destroy the generator to deal with them, they are formidable and worth building
- Raised population cap to 35 for fleet battles and maxed out the landing zone you start with on all maps to 10 (no more starting with only 2 land units on ground assaults :)
- Added Two new scenarios to galactic conquest: Absolute Conquest with rebels/Empire and Zann Consortium and a second scenarios with the same name but with only rebels vs. empire for those of you who dont like playing against or with the consortium. I also added all the new planets to equal footing scenario and the Story mode.
- Fleet commanders and Defilers now provide a 50% sight bonus, 25% attack and defense bonus, and 10% speed bonus, now flag ships are important targets :)
- Field commanders and Defilers now provide a 50% sight bonus and 25% attack and defense bonus, youll need this to be able to spot the new improved turbo laser towers before you get in their firing range.
- Most Named hero units have either field or fleet commander bonus and some build reduction bonus, read heros descriptions in game. example: obi wan has field commander bonus, colonel veers has field commander bonus, and akbar has build cost reduction and fleet commander bonus, and many more heros have bonuses.
- Click on planet info button after you zoom in on planet for special build abilities. it's a blue bar on the right side of the screen and the build abilities are at the end of the planet description.
- swamp speeder, scout bikes, DarkTroopers, Droidekas, AT-PT's, AT-RT's can capture reinforcement points and build pads.
- At-St is now a tech level 2 build, the Rebel counter part at tech level 2 is the T-3B. They both stomp the crap out of T-2B's and 2-M hover tanks which are both now level 1 vehicles which are meant to be anti infantry and have high mobility.
- Over 70 planets added
- New improved garisons for structures (read building descriptions)
- Read all unit descriptions in game!!! Many of the heros and units have added abilities listed when you click on them or let your curser hover over their symbol.
- units available for ground battles has been rebalanced very slightly, imperials now get the 2-m tank, tie mauler at tech lvl 1, then at tech lvl 2 get the at-st which is more of a match for the T-3b.
- Power to weapons slows units speed down but does not drain shields, duration of power to weapons has been
shortened in time as not to be over powered, power to shields is most units counter to power to weapons.
- Space stations are much tougher, they are in fact now strongholds in space.
- Ground fighters now can repair at repair stations
- T4Bs now come in a pair of tanks but are much more powerfull and have greater range
- some companies such as at-aa, now come in companies of 4 instead of 3.
- read the descriptions of the units, there are valuable clues buried in the descriptions.
- Made it possible for scout bikes, swamp speeder, Dark Troopers, Droidekas and AT-RT's to capture buildpads and reinforcement points, this adds a fast break option at the start of the land battle.
- read the abilities and bonuses granted by the emperor, mon mothma, Tyber Zann, admiral akbar, moff tarkin, colonel veers and space commanders and field commander, they have changed for the better they give 25 percent offense and defense bonus in space or on ground depending on the hero. field commanders and fleet commander grant a sight range bonus that is incredibly valuable against stumbling on turbo laser towers, you want to be able to spot them before
your in range or large fleets of ships when in space... use them.
- corvette class ships are now deadly to fighters and bombers, correllian corvettes, correllian gunboats, tartan cruisers and lancer frigates are devastating to fighters.
- y wings, b wings, k wings, gunboats and missle boats all have ion attack abilities.
- at-ap available at tech level 1, at-st is now improved and available at tech level 2 with a heavy factory. The at-st is more powerfull than before but very balanced considering the new units and changes, its equivalent to the T3-B.
* 3.Map Changes
- More than 70 maps added
Space maps:
I redid every space map to be MUCH larger and moved much of the space debris to allow for better combat, added some build pads in space, and raised the space pop cap to 35, any higher than that and it would upset the flow of the game,
its been tested.
Land maps:
Land maps have all been redone PROPERLY!!! Building locations are more Defensive and better place as well as start locations for your defending forces. When you invade you now get 10 reinforcement points at the start and more
reinforcement points will allow you to land closer to your advancing army, all the build pads have been moved to better locations such as tactical choke points, as well as the turbo laser towers. speaking of turbo laser towers,
they are much stronger than before and are very well placed on the map, definitly worth the 3000 credits, to take them out i suggest artillery units or airstrikes.
How to set up a mod folder if you dont have one already:
If you dont have a mod folder already, go into windows explorer and click once on the directory "C:Program FilesLucasArtsStar Wars Empire at War Forces of Corruption" it should now be highlited. next, look at the options at the top left of windows explorer and click file, then put the curser over "NEW" and you should see the option called "Folder" click on "folder" A new folder will now pop up and be highlited, it will default be named "new folder" but we will right click on it, Select "rename" and rename it Mods. Now that you have a mod folder and are ready to put any mod including this one in it.
* 4. Easy Installation: DO NOT MIX MODS, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!
Step #1. unzip the contents of the mod folder into your "C:Program FilesLucasArtsStar Wars Empire at War Forces of CorruptionMods". If you dont have a mods folder then you will need to create one. See step above for instructions on how to make a mod folder. When done it should look like this: "C:Program FilesLucasArtsStar Wars Empire at War Forces of CorruptionModsACM2.4"
Step #2. You can either use a mod launcher to launch the mod or if you have problems with the mod launcher there is a button in the folder that says click to play ACM2.4, Double click that and you can still play without mod launcher. Thats it, your ready to play :) If you still cant figure it out there is a picture enclosed in the download called "installation guide" that shows you exactly how to install the mod.
To uninstall:
If you did the easy install:
Just delete the mod called ACMV2.4, thats it :)
* 5. Very Special thanks Without I could not have made this mod:
Sideous Invader for answering alot... and I mean alot of my noob modding questions in the begining, and last week :) Z3rox for help in the forums with making walking sounds for the AT-TE, Major A payne for Droid TIE Fighter. steiner group: for permission to use the following models: Mc90, lancer frigate, assault frigate2 and many more miscilaneous things down to TGA Icons. The Steiner group, I cant thank you enough. Lord X for the viscount, vengeance and eclipse. Bailknights Bailknight Mod http://empireatwar.filefront.com, Laat, E-Web, AAC, V-Wing, Nomada_Firefox for his many model packs, AT-PT -Keeper of Faith, AAT, Battledroid, battledroid, Evillejedi
http://warlords.swrebellion.com/wp/, Merlin Galgotta , Evillejedi http://warlords.swrebellion.com
/wp/allegiance star destroyer, mediator cruiser, nebulon b2 frigate. t3b medium tank, all cruiser and frigate class ships, Warb null for the pirate speeder, dagger starfighter, TIE predator, Pellaeon model and skins Sidious Invader for Darth maul, twilek jedi, tenel ka, dark jedi models and textures, icons for jedi's created by mobbmann. and also Everything EAW & EAW@filefront members for the help in the forums. smallpox and Frankie for patience and many models and especially Dominator, and Pinance... without them the mod would be dead, thank you again, james for finding many replacement models that didnt use a certain shader, and thank you to anyone I might have missed.
Bugfinds:
Viscount missle hardpoints fixed. (USMCSHARP)
all other hardpoints IE Titan, executor, atpt fixed (USMC SHARP)
building bug on bothawui fixed (cap Keyes)
if you have any comments or suggestions pls feel free to leave them in the comments page of the mod, if there is a bug let me know, I will fix it asap and release a new version. Feel free to use this mod as part of your own if you make your content available to everyone without permision but please give credit where credit is due NOTE: verify who owns which models, texture and shader... none of them are created by me, and please call your mod a different name. I only ask that if you modify my mod, please call it totally different name than my own as to avoid any confusion.
thank you,
MOBBMANN a.k.a ||3RB||MOBB |  |

 |

|
 |
| Absolute Corruption mod (2.4) - User Comments |
 |
|
The following comments are owned by the user that posted them. Empire at War Files is not responsible for their content.
Total comments: 1074 | Last comment: 05-02-2013 at 23:09
CaptainNull Joined: January 11th, 2009 Posts: 5 | I'm curious, when you say that the lasers and projectiles have been redone, do you mean that you've incorporated the ACM 2.3 laser plug-in or are you referring to something else? |
arcsquad12 From: (Renfrew Ontario) Joined: January 12th, 2009 Posts: 353 | wow that was fast. 3 plugins for 2.3 to 2.4 plugins in just about a day apart |
mobbmann Joined: March 10th, 2006 Posts: 198 | captainnull,
yes it is just the laser pack plug in put in natively... I thought no one should have to see the default projectiles ever again so you dont have to install this if your playing 2.3 with the laserpack...
Arqsquad,
I only streamlined the files so the plug ins is one file instead of two, and the laserpack is part of 2.4.... |
valiantofficer From: Joined: May 24th, 2005 Posts: 632 | suggestion:
more ships for zann, and make them cost less. They have no chance against empire or rebels. also, the new scythe and crossfire... I'd like to see them on the rebels side. The empire has the pellaeon, so idk why the rebels shouldnt have this newer ship. |
mobbmann Joined: March 10th, 2006 Posts: 198 | valiantofficer,
Trust me... I saw the scythe go up on the website right as I uploaded 2.4... I just started banging my head on the desk if warb null releases a subjugator class battleship I guarnatee there will be a 2.5 just for those two ships...but I wont make a new version just for the scythe..(majorapayne would have a fit )but I might make a plug in just for the ship that you can add to 2.4...I havent decided yet...as for Zann...I'm sure a Subjugator for Zann would bolster your Zann fleet would it not? |
Nathaniel10734 From: Joined: January 10th, 2009 Posts: 9 | So,does the plugin that raises population cap still work? Please say it does!
I don't see any reason why it wouldn't. |
Nathaniel10734 From: Joined: January 10th, 2009 Posts: 9 | Also,could I pick apart the plugin and JUST add in the 50 population cap part? |
mobbmann Joined: March 10th, 2006 Posts: 198 | nathaniel,
Take a deep breath... yes its a plugin pack and has both... and youll see they are two seperate files...2.4 has its own plug ins...as stated in the readme I'm not even going to start entertaining install questions of the plugins... they are there for those who asked for them who know how to install them...If you arent familiar with how the file structure works in this game I suggest you just play the mod as is... especially since it already has the laser pack integrated... |
Nathaniel10734 From: Joined: January 10th, 2009 Posts: 9 | I was just wondering. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I haven't completed 2.2 yet and you release the plugins AND 2.4! Impressive! I'm just back from the chess club so I'll download tomorrow. Can't wait to see your latest improvements 
May I ask how you turn and burn so quickly?
Also, nice to see you're taking Major Payne's comments to heart; he is an incredible model maker! |
mobbmann Joined: March 10th, 2006 Posts: 198 | I know...majorpaynes like my jimminy cricket... the plugins were a comprimise between patches and full versions... |
vadereclipse Joined: September 1st, 2007 Posts: 368 | may i ask why you always do full versions?
to make 2.5 for the scythe, all you need to do is modify a couple of XMLs that should slot right into place. it's not hard to do. it's probably taking most people 2+ hours to download this, if not more. it's easier for everyone to use patches. |
MLG_COWBOYCAT From: (Saint Louis) Joined: November 23rd, 2008 Posts: 26 | couldnt you just do a plugin??
and also, i forgot again, what that ship in the first picture is. |
RynxXK5 From: (North Carolina) Joined: July 8th, 2007 Posts: 72 | Another amazing job it's good to have your mod back on the graces of filefront long live ACM. |
darth_nodrog Joined: January 26th, 2009 Posts: 4 | Is it possible to make a version with all heros on all sides possible, all ships known to mods, and at least a 100, 200, 300 planet map. i know its overwelming, and probably asking so much but 69 planets compared to the 72 in AEM, and all the other known planets in the SW universe not even mentioned would be a nice add. just wondering if it was in the works to create a HUGE planet map |
krad391 From: Joined: December 7th, 2007 Posts: 24 | wow... this is a really great mod, and it keeps going so fast paced... wow...
10/10!!! 
P.S. Can you plz add in the YT-2400 model that's on this site to this mod? |
mobbmann Joined: March 10th, 2006 Posts: 198 | cowboycat,
that is a liberator
darth nodrog,
no not possible, the mod is pretty much done...
there will be a 2.5 when and if warb null makes a subjugator and I will incorporate his scythe class ship also... legacy era anyone? . |
CommanderRick Joined: January 31st, 2009 Posts: 2 | im def down wih the legace era i thing its great idea and i wouldnt be a bad ieea to ad some vong in there. by the way A++ on the mod i love it |
valiantofficer From: Joined: May 24th, 2005 Posts: 632 | yeah i had posted before i saw the scythe, and then posted there too. |
thepieemperor Joined: September 26th, 2006 Posts: 88 | anyone mind telling me what's new with this version? |
MLG_COWBOYCAT From: (Saint Louis) Joined: November 23rd, 2008 Posts: 26 | its mostly under-the-hood changes it seems. Tweaking gameplay. At least, thats what i've gotten out of it. |
Tsavong_Lah From: Joined: February 1st, 2008 Posts: 19 | Where can I rebuild Rogue Squadron? I lost them in one battle and they never came back. And now Empire is building Death Star so I need Rogues. |
TheBlueRabbit Joined: August 30th, 2008 Posts: 159 | sorry, but am i the only person who wants to have the original lasers back? i mean, i appreciate the faster frame rate, but IMO the new lasers dont look as good and it also makes it harder to differentiate light lasers from turbolasers, and they move so fast that you cant tell which lasers are coming from your units and which lasers are coming from the enemy units..... still, great job as usual mobbman |
darth_nodrog Joined: January 26th, 2009 Posts: 4 | mobbman,
can you at least make a 100 planet map, with 75% of the ships vehicles, and characters. just wonderin im a warmonger |
darth_nodrog Joined: January 26th, 2009 Posts: 4 | and even though you say dont mix any mods, are they any mods that are compatible with your mod, or did you make it so that your mod couldnt be mixed? |
angryandorian From: (Bronx, NY) Joined: September 26th, 2004 Posts: 225 | Great mod, but what happened to the GC scenario "Heart of the Maw"? Was it removed or overwritten? |
ianmyth From: (texas) Joined: January 18th, 2009 Posts: 7 | I was wondering why noone has added any Hapan ships to their mods, even though alot of the mods have Hapes. While you have Tenel Ka Djo as well as Hapes in yours, noone has added the Hapan Battledragon(seen in one mod that lacked playbility imo), Nova Crusier, Mytil fighters/Mytil bombers. or an Isolder hero(also seen in one mod) in any truly enjoyable mod. You have more ships in yours than most and your mods are very well done and playable. If your looking for things to add, i would love to see those. |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Mobbman: You have done a great job with the latest release of ACM, but I have one question. How come the Lucrehulk Battle Cruiser cannot be used by the rebellion along with the Munifect and other former Separatist vessels? I got Geonosis to Tech level 5 and the only ship available that was on ACM 2.3 is the Geonosian Battle Cruiser? Am I doing something wrong? Not mad or anything and don't mean to gripe, was just wondering. Thanks again for all your excellent work and sharing it with the rest of us. |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | great mod, brilliant work, vast amount of work has been done and its paid off, the credit gaining system is great, now I dont have to get a numb finger from clickong on each of my planets and then tapping to build a set of mines, now only one building is required.
Also the amount of ships and units is astounding and all of good quality, however every Great mod also has little niggles and problems, being an Empire player its important to me, why is the Eclipse pretty weak? i played through the 1 planet challenge on medium difficulty, started on the highest tech so I could see the latest units, this was to be my downfall, having MC-103 and Viscount appear so early nearly defeated me but with some Micro I defeated them both with a combo of the heroes and fighter class, I slowly made my way up, gaining credits enough to get the next best ship. Loved the Palleaon 2, was my fave in the mod.
But eventually, I thot id actually win through as I hit the button to start building the Eclipse, unfortunatley although when I used it, the model was fine (a large tiretracklike thing going across the top of the ship, down to the gun looked a litlte odd but overall pretty good model) and my hopes soared to see that it actually had hardpoints (most mods with Eclipse seem to not have HP) but when I used it, it was defeated so easily. Its super laser could not even destroy a Space station with a shot or two, the same weapon that should wipe out anything in a single blast barely took a quarter of the shields down from a MC-103, this made me wonder, is the unit finished or just a work in progress? I mean when I got it, ime sure you can understand that I would imagine the thing ot be able to take on fleets by itself, it should have far more weapons and its primary super laser should be able to detonoate even a Viscount with a shot or two so I was left diappointed, prefering to build the far cheaper and more useful Pallaeon 2, it looked nicer as well imo. I noted also that my scimitar bombers did far far more damage by the time the Eclipse died than the massive flagship itself did. Maybe its just a bug only ime having problems with.
Just a side note, is the Eclipse supposed to have Tie Defenders? being a more (supposed to be) powerful and improtant ship than the Pallaeon 2, surely it should at least have tie predators? just a side note but overall, the mod was great, just unfortunate the Eclipse was only a little more than pathetic. |
DirkDiggler76 Joined: February 26th, 2007 Posts: 90 | is there a way to incrase the dammage a elcpise or ds2 with they big weapon, as in incrase the duration? |
DirkDiggler76 Joined: February 26th, 2007 Posts: 90 | red squad died on me where can i biuld them again |
MLG_COWBOYCAT From: (Saint Louis) Joined: November 23rd, 2008 Posts: 26 | he purposly made it so only the ZC uses droid ships. download the plug in for 2.4 and install it, it should have the "all factions have droids" dealie. |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | Hm ime wondering the same DirkDiggler76, at the moment the Eclipse is laughable, i think its a shame I make my way through incredible ships from the Pallaeon 2, the Vengeance SD is pretty good as well as its sister, the Titan is incredible but then when I get the main ship that should leave any single Rebellion fleet reeling its a joke and its out damaged by its Scimitar bomber fighters 
Ime not sure if the mod team will do it but I think the Eclipse should have far more guns on it, increase their overall power and ofc, make anything hit by the Super laser die with a single shot. Perhaps reduce its charge time as well, this is supposed ot be the most incredible Empire ship. Prob double or quadrouple its price, increse its built time as well. Ive not used the Sovereign but if there are other ships like the Eclipse whos power should be massive yet are minimal then perhaps buff them a bit too.
As a side note it would be nice if the odd texture on top of the Eclipse model is changed, it looks a little like a tire track running from the shield hardpoints to the Super laser barrel Also make the Eclipse have Predator tie fighters instead of Defenders unless theres an important reason why it has Defenders.
Obviously these changes may be small or pointless, or not in the interests of the team so perhaps it may be easy to at least change costs and damage values of the Eclipse, maybe even change its fighter loudout (altho ime no modeler so I cannot change that). Perhaps theres a simple way to do it for someone with no modding experiance? |
Tsavong_Lah From: Joined: February 1st, 2008 Posts: 19 | I believe that eclipse has defenders instead of predaotors is that predators weren't invented at the time of Eclipse. |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | oh? sorry then, I thot as much but didnt actually know which is why I thot it odd. But fair enough, gdgd, I was under the impression the Eclipse was the latest of the empires ships, is the Pellaeon 2 newer? |
Heckenshutze43 Joined: March 28th, 2008 Posts: 37 | Look guys I agree with u on the Eclipse issues but if i recall mobbman said it was for balance issues. Now i have Zero modding Exp. But if u goto the xml file and edit them carefully u can change the recharge time and power and other stuff like that it just takes time to figure out what every thing means. i only changed the recharge time myself and stiil get overwhelmed sometimes by the rebs or zann
Non the less great mod Hope u do more in the future with it |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | hmm well balance or not, i think it should be balanced in a diffrent way imo, whether its due to cost, build time, perhaps it costs an enormous amount of population (50-100), either way it should certainyl not be outclassed in damage by its own scimitar bombers, it shouldnt have to take long destroying "Home one" when Admiral thrawns star destroyer can wipe it out in a heat beat. I think for such iconic and super vessels as the Eclipse, Sovereign, Death star, balance should not be made on their capabilites but more on how it hinders their use in the way of cost in credits or population.
Ill have a look at the XML files, could you give me a slight pointer of where I could find the ones I want please? |
Heckenshutze43 Joined: March 28th, 2008 Posts: 37 | the xml is Shipsfrigates and i agree with the balance issues but his mod his rules i guess |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | oh yes indeed, his rules, ime not trying to say he should follow mine or anyone elses ideas, its his work and hes probably made things work well for him and the rest of the mod, just my own opinion and by the sounds of it several others that the Eclipse should be more impressive.
And ty for the info, maybe ill simply try and change the problems myself. |
Stormhawk953 From: (Asheville) Joined: September 7th, 2008 Posts: 6 | where are the 70 planets that were added on here?
i read the readme and just launched the mod, but they were not there! |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | ok thanks Hecken, what with your help, together with my changes and the already great mod, its brought Absolute corruption up to legendary status in my book 
just as a side note, here were my changes: Eclipse has huge shielding and hull density, guns are more powerful, primary laser can one shot anything and it even has a bigger tie defender compliment.
I think it overall makes it into the super ship it represents, also ive increased its cost to 120k, 50 population points and its built time is, well, much longer.
Ime wondering now, is it possible to add the clock to the building of the Eclipse? you know like the Death star has its own timer at the top? |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | I was wondering if the Rebels have any other cruisers that might have had mass drives to fire instead of missles like the Maurader Cruiser? There is another bomber for the rebels too that is between the Y-Wing and B-Wing squadrons. z3r0x has them in his mod, and I was wondering if they could be added to your's? I don't remember the name of the bomber, but it has three big engines on it. Either way it would be cool to see them on the mod, not to mention amping up the damage done by the K-Wing Bomber since it is an awsome bomber. Tnanks again for all the great work you have done with the mod Mobbman, you are the best! |
shike53d From: Joined: September 10th, 2007 Posts: 42 | That's weird I could have sworn I remembered seeing ACM 2.3 and the 3 individual plugins specifically for that version here on Filefront. Now they're all gone! What ever happened to them?
I'm not complaining,I'm just curious as to why it happened. |
shike53d From: Joined: September 10th, 2007 Posts: 42 | Someone told me a few weeks ago that to play any version of ACM we would first need to download the FOC Patch 1.1 for the game before using ACM.
I just want to point this out for those who are new to ACM.
Also shouldn't this ^note^ be in the Readme? Or am I too blind to see it? |
mobbmann Joined: March 10th, 2006 Posts: 198 | Saying patch the game is a given, you should always patch any game... Saying patch the game is like saying make sure your monitor is on. If someone can't figure out that they need to patch the game to the most current version to make it run right ... I almost said something mean |
will26 Joined: January 7th, 2009 Posts: 1 | i asked this about a month ago could we have golans to build like the laser sat and miss sat coz i fell that if the enamy has to go though golans to get to your starbase it will be harder for them as well if you try to attack the enamy starbase you will have to take golans down befor hand it will add so much to the space tacticl and skimish. |
Bru85 From: (Parma) Joined: February 4th, 2009 Posts: 1 | I run this mode but i see the following message bug:
Expect Strange Bugs...
xml parse error - File .DataXMLGUIDialogs.xml: file has syntax errors, see log file
What have to do?
Please |
Rak_Qennto From: (Cincinnati, Ohio) Joined: March 26th, 2008 Posts: 28 | awesome mod Mobbman, but i have a suggestion can you maybe add some of the new units to the skirmish battles? it seems kinda of plain, theres only like the ISD II, Titan and the Victory II, could you add alittle more plz? anyway awesome mod cant wait for the sycthe and the maybe subjugator to be added |
linthw8 From: Joined: February 4th, 2009 Posts: 1 | the aat had two weapons, the main canon with secondary lasers, and armour piercing shells. you should try to incorporate them, maybe like the t4b with the option to switch between them and the lasers. the mtt's are amazing! great job! when i start a 1 planet conquest thing i have 2 planets. also, i can seem to play the empire and republic only ones. also, whilst its great that the consortium has the droids and rebels have the venator, is it possible to add some factions, because i think it would be great to be able to play as the cis and the republic, like before episode 3 so you could also have anakin skywalker. some new buildings for the consortium would be great as you have so many spaces but only like 4 different buildings. i love the some troops can only be built on some planets, it brings a new dimension to the game 
out of wondering, how to you do this mod stuff? like what programs do you have and how can i edit some maps?
great mod,great work!!!!!
Have A Nice Day :~) |
Krattle Joined: July 28th, 2007 Posts: 267 | I really think you should have included more of the custom ships in skirmish. Every other major MOD I know of has done that (zerox, phoenix rising, etc.) and it really spices up skirmish. Obviously you can't include every new ship because there isn't enough room, but I think it would make this MOD that much better.
Oh, and I love the new Nebula class Star Destroyer. That thing's a beast! |
shike53d From: Joined: September 10th, 2007 Posts: 42 | Ah OK I see. In my experience some of the other mods I've played(like AGD v3) don't require patches,so I just wanted to make sure. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I'm still having a blast with this mod! I've taken time to read a few comments above; I must agree regarding the Empire super ships (Eclipse class). This is one heck of a fun mod however, those super ships should blast most if not all other ships & stations to smitherings! Frack balance when it comes to these ships. If you're worried about the AI using these ships to crush players fleets, you could code it so the AI would only have access to build after so much time has elasped or upon attainment of highest tech level. On the other hand, why worry about it at all? If I'm facing a battle I know I can't win, I simply retreat in order to re-marshal my forces for a day when I can attack/defend and win.
Now if the AI shows up with a fully enabled Eclipse class on day 2 or 5 or 10, then that's a foul; otherwise, let the AI and Empire players use these ships as intended.
My two cents...BTW, I'll restate that this mod is frakin AWESOME!!! |
mobbmann Joined: March 10th, 2006 Posts: 198 | Or I could simply make it so that the Eclipse and sovereign are only buildable once, as well as the rebels viscount... I'm debating adding a shield regen for the rebel viscount also... to offset the superlasers. of the sovereign and the eclipse...no more spamming supers... if the ai (or player) is stupid or careless and gets it killed... no more super... it should make for a more decisive game....I'm tired of watching the ai make super... after super...as for the death star... I'm debating making a plug in that disables it being built at all... since I find it rather disruptive to the flow of the game... |
jojobe Joined: July 9th, 2007 Posts: 79 | may not be super complex. but its a playable map with not alot of crashes. ship models may not be so clean. but again it works. good job |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | Yes I agree only one built for the A.I is a good idea, although I think you should increase their build time and make it ridiculously costly, ive made my Eclipse all it should be, massive armour, shields, power, one shot super laser that can rip any ship with a single blast. But it takes an age to get (about 800 second built time) and costs around150,000 which is more than enough to make it bothersome to get.
I think if your worried about balance, you should never nerf the ships themselves in battle, you should nerf how you get them. Maybe if you make it only possible to build the Eclipse on Kuat you can make player driven matches very difficult to attain a super ship (obviously they wont leave Kuat alone come Tech 5) or perhaps try and get the death star timer for the other big ships, so they know whats building and how long they have to prepare/fine the build planet.
As a side note, are the death animations going to be changed somewhat? I mean when the Viscount, Sovreign, Eclipse (to lesser extent) dies, their death animation is very static, they dont fall apart and with the Viscount in mind there is a repetitive string of explosiosn that hpapen in the same place over and over until the ship disapears. |
Heckenshutze43 Joined: March 28th, 2008 Posts: 37 | Cant u make the super lasers a hard point so it can be destroyed by bombers then once destroy edits just a reg ssd. By the way if it is a hard point already sorry i really dont build the eclispe or sovrein that much i mainly build battle crusiers |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | It is a hardpoint but its untargetable, you could easily make it targetable through the XML I think. Although it would have to be pretty damn strong. |
Ashgear Joined: September 15th, 2008 Posts: 28 | Only problem with this mod is the lack of buildings for Zhan 4 buildings just aint enough...... also Zhan could need some more love / mandator |
Wooddavers Joined: February 17th, 2008 Posts: 13 | Maybe it's just me.... but the Hypervelocity Gun seems to be almost useless now.... I used it on a Mediator II, and it did 3% damage to one hardpoint.... I know the Mediator's supposed to be kickass, but, c'mon.... the thing's designed specifically to hurt capital ships, yet it barely even scratches them? What XML file would I need to ***** around with to change the gun's damage? |
gumballthechewy Joined: October 17th, 2007 Posts: 8 | I can never fight a battle, it always starts to load then in crashes to the desktop saying something about an exemption do you want to debug? I try but nothing happens it just ends. It's like that with every battle land or space. |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | Check your e-mail It seems that its left unchecked... it just seems that way... |
wolverinetodd Joined: April 20th, 2008 Posts: 22 | I saw up above that someone else has suggested more ships for the Zann Consortium to choose from. How about this? Since its already in the game when they invade shipyards and the Zann Consortium acquires ship designs for the Broadside Cruiser and/or the Nebulon Cruiser, how about having them acquire designs for some of your new ships. Like from the Empire especially - specifically the Pallaeon. By the way, that's like the coolest ship in the Empire fleet! Imagine my surprise when I was playing AC2.3 as the Zann Consortium and the Empire fleet warps in with their flagship, the Pallaeon II. Double the coolness factor! After it destroyed three of my Keldabe Battleships in defending my Space Station, I finally beat it with a swarm of Skiprays. That would be cool if the Zann Consortium could steal the Pallaeon's designs. Or how about a Keldabe Battleship II? Make it twice the size of the original with just a little more firepower. That would be great too.
Turbo Lasers for the Zann Consortium would be great too and maybe a Dark Jedi Temple, Gambling Casino (more credits to generate), etc.
Regardless of what you might do next, let me say thanks for all the great "beefing up" you've done for this game. I've really enjoyed getting back into playing FOC all over again.
By the way, I've tried adding "Buildable Turbo Laser" to my game's land battles, but they only work on the skirmishes. So then I tried the "Captureable Turbo Laser," but once my team walks away from it or are killed, I lose my claim on it. Is there a "Buildable Turbo Laser" that will work on the Galactic Conquest levels?
Thanks in advance for your response and thanks again for making this great game even greater. |
mobbmann Joined: March 10th, 2006 Posts: 198 | you seem to forget that the zann can also build the paleon...it was after all in pirate hands at one point... |
mobbmann Joined: March 10th, 2006 Posts: 198 | I will be releasing a version 2.5 in about a week or so... I will include a new ship or two and also I've been devoting time to finding any other bugs that are either under the surface or so minor that most if not all of you wont even notice them... That being said, I will also incorporate the scythe battlecruiser for the rebels, as well as the crossfire fighter... I might tweak the space maps again as far as adding another space structure point soley for building golan space stations |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Wow, 2.5; can't wait! (but I will) |
Ulakanakulot Joined: January 5th, 2008 Posts: 6 | Hi Mobbmann,
I haven't downloaded ACM 2.4 still, at this point I will wait for ACM 2.5, I just have a mere curiosity about the pellaeon II: is this the so called ''advanced star destroyer'' of the legacy era, the one named Imperious and later stolen by admiral Stazi and renamed ''Alliance''? or is it a variant of the pellaeon star destroyer?
thanks for keeping the mod going! |
gmsramek From: (Chicago,IL) Joined: October 21st, 2004 Posts: 5 | Just downloaded ACM 2.4 doulbe clicked on the mod button and alls i get is the same old FOC game! WTF? How do i get the ACM 2.4 to acually load so i can play would much appreciate any and all help |
DarthCaidus27 Joined: February 7th, 2009 Posts: 2 | I get the message on WinRAR saying: Cannot create ACM2.4 anything. The system cannot find the path specified.
I even uninstalled the game and reinstalled it. Created the mod folder and set it to unzip to that location but i still get that same message. Any help would be great I really want to try this mod because from the looks of it I will enjoy it greatly. |
Krattle Joined: July 28th, 2007 Posts: 267 | Please, if you can, include more new ships in skirmish mode in the next version! |
mobbmann Joined: March 10th, 2006 Posts: 198 | darthcaidus / gmsramek,
You guys have a pic at the top in the screenshots as an install guide... a readme guide on how to install it and an aditional install guide in the readme...its pretty simple... did you look at it? |
wolverinetodd Joined: April 20th, 2008 Posts: 22 | I tried to deploy my Tri-Fighter Ground units (had the letter "G" next to the fighter icon), but when I brought the Zann Consortium symbol (I was playing as the Consortium) to the landing zone, the symbol turned red and refused to allow me to deploy my Tri-Fighters. Any suggestions? |
wolverinetodd Joined: April 20th, 2008 Posts: 22 | I just realized that I haven't downloaded ACM 2.4 yet, which has the Ground Droid Fighters bug fixed. I'm still playing the ACM 2.3 edition. |
gmsramek From: (Chicago,IL) Joined: October 21st, 2004 Posts: 5 | U know i Never looked at any of those options to try and figure out why the download didnt work of wait i did so any other usless suggestions from anyone please save them. |
MLG_COWBOYCAT From: (Saint Louis) Joined: November 23rd, 2008 Posts: 26 | I have the same problem with winrar. for some reason, it doesnt like putting it in the right folder. just unzip the ACM 2.4 folder to your desktop or something, then move the stuff manually. Even on my slow **** computer, it takes about 2 minutes, so you should be fine. if it still doesnt work, i dunno...
Mobbman,
Have you considered maybe cutting some of the fat off of the file? there are unused models and such in this file, yet you keep them in there. Even if it only saves a few minutes off the download time, its something. And it frees up room on my aforementioned crappy computer. |
mobbmann Joined: March 10th, 2006 Posts: 198 | some of them I'm considering still using... dropping a model and texture only takes a minute... working with them takes hours... |
Misterchief From: (New York) Joined: November 9th, 2008 Posts: 25 | gmsramek -
You know, none of us really have any obligation to help you with your problem. If the three guides that mobbmann has posted (or are in the readme) are insufficient to you, there is little else that any of us can do. |
Fa5 Joined: January 17th, 2009 Posts: 8 | I mean this mod seems ship to ship balanced it might be me but I just love this mod with the 50 pop cap limit plugin makes its even better idk. |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Hey Mobbman:
Looking forward to ACM 2.5 and hope it will work out more bugs like the one I am possibly having.
Ok, I am a little miffed. I load a game that I have saved. I got to day 439 playing the Rebels and have the following problem. I move a fleet or group to attack a planet. The game loads the battle either land or space. The units appear on the screen and when I press Control + A to select them all the audio responds with the correct response, but under the control nothing comes up. I mouse over the units to select a group, the game responds correctly with the audio saying the usual thing it says when a group of units are select, but again nothing comes up on the control panel. I cannot move any units at all which really sucks since I had been working on the Galactic Conquest Map with the 69-70 planets that came with the mods. I have both ACM 2.4 and the ACM 2.4 plugins installed.
I started a new game, from the very beginning, and it responds correctly and let's me select units and move them on the map.
What gives? Is there something wrong with the program? Does game stop letting you select units after a specific amount of time? Is this a bug in the mod? Please explain and let me know what I should do to fix the problem or avoid it in future. |
xyooboo From: Joined: January 8th, 2009 Posts: 2 | scpk2000, you should read the readme sometimes...:
"DO NOT MIX MODS OR USE OLD SAVED GAMES, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!" |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | xyooboo:
It was not an old game, but a game I had been saving since adding the mods to the game. I would not have said anything if I had not read the read me in the first place. I saw the big all caps happy little message when I read the read me and started a new game AFTER installing ACM 2.4 and the ACM 2.4 Plugins which again I read the instructions and extracted the files to the correct location in the game.
So, unless you have any CONSTRUCTIVE help to lend please keep your opinion to yourself |
xyooboo From: Joined: January 8th, 2009 Posts: 2 | scpk2000: Here's the thing about adding mods and what not;
When 2.4 came out, mobbman took away some parts of the mod and added new things within it, in this case it was the laser plugins. Since you saved up a game through all of the versions, that's where you messed up; if something drastically changes in the new version (the laser plugins in this case), your saved game still thinks that it has the older version's plugins, therefore making it "screw up." Because there was something new that was changed, your game is trying to revert back to the original files, but therefore can't because you initiated the new version. If mobbman puts something new in, then good for your saved game; if he takes away something in a newer version of the mod, then your saved game is no longer playable 'correctly,' unless you play the older version again.
What mobbman probably meant for "DO NOT MIX ANY OLD SAVED GAMES" means that you maybe shouldn't mix saved games together with an older version. I mod, so I know. As Mobbman recommended in the readme...once again.:
"DO NOT MIX MODS OR USE OLD SAVED GAMES, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!"
Oh, and it was constructive help. |
Engineofindustry Joined: February 2nd, 2009 Posts: 9 | Ime wondering, why is the super laser charge tmie universal? for example ime using the Eclipse2 and the Death star in the same match, the Death star fires but the Eclips2 also loses its charge and they both have to w8 for a cooldown?
is there a way to remove this and make sure each has a seperate fire cooldown? I mean i think ive seen it done in other mods but its annoying w8ting for both to cooldown just becase only one of them fired |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | xyooboo:
With all due respect I do not think you are hearing me. I did not save any games until after I added both ACM 2.4 and ACM Plugins. You are right if I was trying to play a saved game from ACM 2.3 and/or any other earlier version yes the game would "screw up", but my point and argument to your information is that the saved games played were AFTER the most recent version of ACM (2.4) and the plugin pack were extracted to the game.
How is it possible for a game saved after that, which as I understand the newest version of the mod would overwrite any previous versions, which I took the precaution of removing the older versions from the game and then uploaded ACM 2.4 and the plugins onto the EaW FoC so they are the only mods on the game, played the game and got to day 439 as stated in my first message, and then the game stopped. Why would it work all that time and then suddenly stop working?
Again, I took Mobbman's instruction and did not MIX MODS OR USE AN OLD SAVED GAME.
Are you suggesting that I should not have removed ACM 2.3 and just added ACM 2.4 and the Plugin Pack over it? Please elaborate since apparenlty we are not understanding each other here. |
mobbmann Joined: March 10th, 2006 Posts: 198 | scpk2000,
try reinstalling the game, applicable patches, then reinstall the mod and start over and see what happens... I will tell you this though, this only happens when I first release my mods becaue there are many versions and people carry over their saved games from older version, I'm telling you to reinstall the game and the mod to rule out any other problems... after this if it does it again I'd be very shocked. BTW, this is why I had filefront remove all the older versions... when I did, the emails regarding this issue stopped... this should fix your problem |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Thanks Mobbman, I will do that and let ya know how it goes. |
MightyHaegr Joined: March 27th, 2008 Posts: 265 | Altough I am playing a previous version now , 2.2 , I want to finish the conquest with it , I would like to give a few suggestions.
I play Phoenix Rising and Space Addon too, and I think you should also make your capital ships more unique.
I mean almost all ships have the same weapons loadout. A Preator and a Titan SD for example. You could try adding more variety to them, by giving some of them more turbolasers, more ion cannons, more torpedo or missile launchers etc.
Or giving Land units like the AT-AT two attacks (two fast anti infantry laser and a heavy anti vehicle pair, like in canon).
Anyway, your mods are great, I'm just suggesting ideas. |
Star_Wars_Pro93 From: Joined: May 11th, 2007 Posts: 373 | I just noticed something very saddening: None of the new units like rebel spec forces and new (or redone) heroes can enter transport vehicles. Also, the new heroes do not appear as "heroes" in the galactic map.. of course that's just superficial but it takes away from the experience anyway.
So, dearest Mobbmann, could you make a patch that makes infantry capable of entering transports? You don't have to publish a new version of ACM again, just a patch or something |
Pstaylor Joined: February 11th, 2009 Posts: 2 | Hello mobbmann why is the rebles Max_Tech_Level only 4 can you help put it up to 5
(game starting with 1planet or 5 ) |
mobbmann Joined: March 10th, 2006 Posts: 198 | pstaylor,
go ahead edit your xml files and make it so the rebels can reach "level 5" and see what happens. Dont post stupid questions that you already know the answer to smart @ss.
star wars pro93,
Ill fix the transport issue for you int he next verison...as for the new heros not appearing at the top of the screen there are too many so I made buildable heros as a solution thats why they arent at the top and dont regenerate... you have to rebuild them if you kill them. |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Ok, have another question, did as you instructed Mobbman, uninstalled the game and removed all old files that were saved and made sure it was all a fresh install including the patches. So far the problem has not occured, but I'm not as far in the game yet. If it changes I'll let ya know.
On another note, I'm not sure if this has been mentioned, but did you know that the Rebels cannot make Droidekas as the mod says they can on Geonosis? Did I do something wrong? The plugin for droid armies lets me build everything else, but no Droidekas. What's that about? |
shike53d From: Joined: September 10th, 2007 Posts: 42 | Oh so that's why ACM 2.3 disappeared. Personally I would like it if you kept the older versions of your mods. It allows me to see and admire the history and the evolution of ACM or AEM. |
Pstaylor Joined: February 11th, 2009 Posts: 2 | sorry but i dont know how to edit xml files and what do you mean Dont post stupid questions that you already know the answer to smart @ss. |
mobbmann Joined: March 10th, 2006 Posts: 198 | you asked that knowing very well that the data entries for the rebels tech levels go 0,1,2,3,4 for a total of 5... if I were to put their max tech level at "5" as a data intry it would crash the mod....stop asking me about this... |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | Hey about the fact of more factions, will u be putting additional ones into ur next mod 2.5? read ur mail I've sent u dozens i believe... and u do have my mail. |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | are there any other plugins that go with this mod? |
Grand_Moff_Admiral_Bob From: (Texas) Joined: February 12th, 2009 Posts: 13 | The Titan SD looks AWESOME!!! So does the Praetor SD. |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | hi all
the following msg appears when i start ACM 2.4:
Expect Strange Bugs...
xml parse error - File .DataXMLGUIDialogs.xml: file has syntax errors, see log file
Original FoC and acm 1.8 run instead!
Moreover i dont find anywhere GUIDialogs.xml but ive got the italian version of the game, could be this the problem? (even if acm1.8 worked)
What have to do?
tnx, bye! |
drigao From: Joined: June 10th, 2007 Posts: 35 | Hey The executor class super star destroyer doesnt work well
It doesnt move when i give the command |
_237th_SC_Com_Bly From: Joined: December 21st, 2008 Posts: 555 | this sucks a bit you can only biuld units with the coporation if all your heros are on that planet |
_237th_SC_Com_Bly From: Joined: December 21st, 2008 Posts: 555 | oops was on wrong screen |
Data662 Joined: July 4th, 2005 Posts: 37 | When I was playing a land battle against the empire my units didn't take any damage. |
shike53d From: Joined: September 10th, 2007 Posts: 42 | #95-There is the "ACM2.4 Plugin Pack 1 (Droids 4 all and 50 Pop Cap) (2.4)" for this mod.
#98 Do you mean in a space battle or on the Galactic Map? If you mean space battle then yeah I know that experience. I think its so big it doesn't maneuver so well,but it CAN still move,just not in certain areas of space. Try making it move to a destination point that's far away and see what happens. Now if you're trying to make it move on the Galactic Map,then I don't know how to help you on that issue. |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | i ve tryed to launch acm2.4 with SMG Launcher and the game run...
Can someone sayme how can i ascertain if acm2.4 work...for example an unique acm2.4 unit or structure that can be built since the beginning?...
tnx
PS: would be possible to add others factions and the original three?
Can be added an orbital bombardment like the one in WH40k DoW (avaible for Imperial Guards or Tau Forces)?
Is possible allow infrantry unit to fire during movement?? |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | No acm 2.4 dont work ((
any suggestions?
why the 1.8 work instead!?!??!?! |
ZXander_Stealth From: (Sabah) Joined: September 28th, 2008 Posts: 59 | I CANT EVEN DOWNLOAD!!! |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | just installing 1.1 patch -_-' |
Fa5 Joined: January 17th, 2009 Posts: 8 | {For Space Battle} Like shieke said some of the bigger Battleships dont move when you click them. Heres how you get them so when you click it doesnt move dont worry try clicking somewhere else and it should move its all based on where you click cuz it might not be able to get too that certain spot cuz of space junk or w/e so it's all about if it can make it to the spot you clicked. |
Fa5 Joined: January 17th, 2009 Posts: 8 | If clicking somewhere else doesnt work i Dont no what too do. |
mobbmann Joined: March 10th, 2006 Posts: 198 | I dont even know where to begin... there is alot of gibberish and flat out stupid comments that need not be posted, like the fact that some people realized they need the patch... no $hit sherlock.... |
kaitane Joined: April 5th, 2007 Posts: 4 | Mobbmann, I've never posted before, and have felt compelled to respond. I have been following this thread since you released the mod. I sympathise with your frustration, and am amused by your comments, and rightly so, intelligence such as yours need not be wasted on pitiful distractions. Your Mod is by far the best, and after dabbling with the rest, have found them to be insignificant next to the power of your mod. Having said that, I eagerly anticipate the releas of 2.5, and will be holding my breath...please not too long, I'm not sure how long I can hold it. In the meantime, I will be riding kangaroo's, and patting koalas, because we don't have much else to do here down under. So, Australia salutes you, and thanks for all your hard work on enhancing my Star Wars experience! |
mobbmann Joined: March 10th, 2006 Posts: 198 | kaitane,
your very welcome, I'll try not to disapoint you with 2.5 |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | hey, can you show me where its specified that your mod needs 1.1?
So next time ill avoid "stupid" comments... |
josh93 Joined: January 29th, 2009 Posts: 4 | hey mobbman for the 2.5 versoin you could put mace windu and count doku in the mod would be interesting and spectaculary |
mobbmann Joined: March 10th, 2006 Posts: 198 | marco,
do I have to tell you that you need to install the game also to be able to play the mod? let it go... |
josh93 Joined: January 29th, 2009 Posts: 4 | hey mobbman i liked your mod, the mod is very exciting, i know that many people said the same things and also wanted to improve your mod with suggestions to you so sorry that i am also now suggest a thing :
when you finished the version 2.5 you could make the population on ground and space very high, only to work for this mod.
I mean that you make an plugin for it like the laser and pop cap to 50 for acm 2.4.
so that the people how like bigger battles install the plugin and people how like smaller battles could easily play the version 2.5 normally.
i think this would be very good.
if its gonna be that way it will be the best mod ever i think
don`t give up please !!!!!!! |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | It would be nice if these were added
MC75
AAC-2
T1-B
The Golan Defense Platforms would be nice too the only problem is that you already have the 2 space structures full maybe if you spaced out the defense turrets you could make them buildable. But You'd have to make them a high price or very weak becuase then you would ever win a space battle
oh and mobbman best mod that has been released so far |
jedi_knight88 Joined: February 15th, 2009 Posts: 1 | Hi there! I love your mod!
How come the rebel player doesn't have Princess Leia in Multiplayer? |
mobbmann Joined: March 10th, 2006 Posts: 198 | jedi knight,
I dunno, maybe cuz she's jezebeling around for jabba... |
josh93 Joined: January 29th, 2009 Posts: 4 | so here are my suggestions at all to version 2.5:
-plugin for space and ground pupulation
-for empire : count dooku
-for rebells : mace windu
-for zann : general grievous |
josh93 Joined: January 29th, 2009 Posts: 4 | to general grievous, why i would put him to the zann fraction :
he`s a droid and an important person, also he`s a good balance for the zann fraction |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | mobbmann,
there are some problems going on with my computer. i have the 1.1 patch for foc, but it says that the game is not found, so it can't run the mod. also, the regular game comes up when i run the mod! i installed and everything, i made a mod folder an put ACM int it, but it won't work. it sounds great, and i really to try it out, so do you have any helpful suggestions for me?

you do great mods and i hope you keep on doing good work |
mobbmann Joined: March 10th, 2006 Posts: 198 | the empire guy,
first look at the screenshot that is last at the top of the screen or the install guide that is in the download, its called installation guide and its in the form of a jpeg file. look at that... make sure you unzip the file into the mod folder, after that you MUST click on the click to play acm 2.4 button that is included in the download or use a mod launcher, if you click the regular play forces of corruption button you will not see any mod, the install guide is very simple and thorough, it tells way better what to do than what I can here. |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | ok, my fault that I havnt updated the game.
But for completeness, i invite you to add a note that specifies the version with which the mod works, or do as you prefer...
said this,
the mod is wonderful...I really appreciated Pellaeon II! 
Can you sayme if there is a planet that increase the capital ships speed production??
moreover some past post, I asked if were possible allow infantry to fire while moving and if were possibile to add an orbital bombarment...
are these things possible or the game should be rebuilt?? |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | i did do that, i extracted the file into my mod folder and have been clicking on the click to play ACM2.4 if extracting files and unzipping files are two diff things, i might have done something wrong. I'm not super-smart with my computer but im pretty sure that extracting is unzipping. |
mobbmann Joined: March 10th, 2006 Posts: 198 | the empire guy,
theres a picture showing exactly how to install it... I dont know how else to help, I think your only the second person to not be able to install it, that being said I suggest you look at the picture (did you notice I said picture ?) and try again and go very slow following every step. |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | empire guy,
probably this is not the problem but the first time i installed the mod I had to change the path of the link due to the italian OS.
My path is C rogrammiLucasArtsGuerre Stellari L'Impero in Guerra Esercito della CorruzioneMods
instead the link path was C rogram FilesLucasArtsStar Wars Empire at War Forces of CorruptionMods
If your OS is ENG, i dont know, im sorry |
MarcoFurioCamil Joined: December 14th, 2008 Posts: 8 | -_-
C: Program Files LucasArts Star Wars Empire at War Forces of Corruption Mods
C: Programmi LucasArts Guerre Stellari L'Impero in Guerra Esercito della Corruzione Mods
i dont know way the backslash missing |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | if you have vista make sure that your putting it in Programfiles (x86) |
aragorn2121 From: (Saskatatchewan) Joined: February 17th, 2009 Posts: 3 | i downlaoded this mod into my mod fodler jsut likle it says and its not there??? and i cant find it when i search it up in my hardrive |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | obviuosly you did something wrong try redownloading it and this time unsip it ro your desktop then copy it over in your mod folder i find that that is much more reliable |
darth_necron From: (rock ferry wirral) Joined: July 18th, 2007 Posts: 22 | i found a weird bug i was the rebellion defending endor on hard against an imperial fleet consisting of the eclipse the sovereign the executor and various other ships i defeated the eclipse the sovereign ok but when i clicked on the executor for my units to attack it the game went to a standstill it was really annoying it was fine one second and then major lag and i wasnt even playing online all the units moved a tiny bit every 15 seconds and i had to auto resolve it in the end which made me lose a winning battle against the odds also while the lag was happening my lv5 space station kept disappearing & reappearing i just thought id bring this to your attencion i also experianced sumthing simler while defending sullist against the consortium otherwise love the mod mobbmann u and your team keep up the good work |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | so you think i should unzip it to my desktop unstead of tyhe mod folder?
i'll try that. |
mobbmann Joined: March 10th, 2006 Posts: 198 | darth necron,
That my freind is called lag... it happens, maybe I'll make a t shirt with the same logo "lag happens"
the empire guy,
dude... step away from the keyboard. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | maybe i'll just wait for the 2.5 version to come out |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Still playing through GC, Empire, Hard difficulty. I cannot begin to express to you my delight in this mod! Each faction has its unique tactics and strategies; luv it, luv it, luv it!!!
A request for future versions. I think having fully defenced planets, including turrented build pads (except at initial landing zones) with faction specific defences would make ground battles much more enjoyable; this could be introduced as a plug-in.
Imagine, having to use your dark jedi, sith, and jedi to dismantle every turrent (except at initial landing zones) or, having to carefully plan your landing force composition to deal with intense ground defence! I'm almost creaming just thinking about it... 
I'll repeat my opinion again,...this mod is FRAKIN AWESOME! |
Mobius13 Joined: February 16th, 2009 Posts: 364 | i agree with #135 that would make an interesting plugin... the mod is awesome i've been every single version since the original absolute enhancement mod... one recurrinng bug that i have noticed tho is the fact that after using a hero i bought several times they disappear never to come back... they arent even available in the buy options...
otherwise... the mod is perfect... some more ground units for rebels would be appreciated,,, and maybe if u could put in some of the Sith Wars units in the mod that would be awesome as well..
thank you for making this mod =]
 |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Ok, the problem I thought was fixed by re-installing the games, ACM 2.4, and the 2.4 plugin pack has reared its ugly head again. I get halfway through liberating the galactic conquest map as the rebs with 1.5 mil + credits, over 30 planets on my side, and have eliminated the Zann from the game and am only fighting imps. I get to day 470 in the game time and am trying to attack either Fondor or Yaga Minor and the same glitch is happening when the battle loads and I go to select a group to tell them to attack.
I hear the audio response that is correct when doing this, but the control panel does not show the selected units or allow me to make them move with a mouse click.
It's rather frustrating because it is the same issue occuring over and over again. I get halfway through liberating half the 69 planets on the map and then this happens.
I hope you can look into this Mobbman because I totally love this mod or at the least I hope the bug can be fixed in 2.5 when it is released. In the mean time I'll go and play EaW with the other mod 5.1 and thanks for looking into this. |
MasterMike214 Joined: February 19th, 2009 Posts: 5 | having the same issue as scpk2000, happens halfway through GC campaign and is just so disappointing. I reinstalled everything and still it creeps up. Any other suggestions for clearing this up? |
MasterMike214 Joined: February 19th, 2009 Posts: 5 | thought i might add another observation about the little bugs that have been popping up in late game. units have been disappearing when i switch slots around over planets and sometimes they won't move at all. |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Yep is happening to me too MasterMike214 kinda takes all the flavor out of what otherwise is an amazing mod, sorry to say it. |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | Ive goten several of these errors but i have saved the game right before they happened and everytime i reload it after an error it works fine. PS another one i stumbled upon was once all my units just vanished off of every planet. |
Krattle Joined: July 28th, 2007 Posts: 267 | I've been playing skirmish against the AI and have noticed that they cheat excessively. Is there any way to turn that off? For instance, even though I owned all the asteroid bases a few minutes into the game, they managed to hyper in a Star Destroyer, 3 VSDs and multiple fighters and Tartans. They never had an asteroid base for more than a minute. This is just on medium. |
mobbmann Joined: March 10th, 2006 Posts: 198 | mastermike/ scpk,
running vista are we?
krattle,
the ai for skirmish has NOT been touched from the original... its the exact same as the un modded version for skirmish. |
Mobius13 Joined: February 16th, 2009 Posts: 364 | i am running vista as well and i keep getting the same bugs... it happened to me with rebs and imps about halfway through the gc campaign... which is disappointing... all those bugs listed above have happened to me as well...hope you can fix them |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Sorry Master Mobbman, running xp here |
Krattle Joined: July 28th, 2007 Posts: 267 | Ah, thank you, Mobbmann! That would explain it; the base AI does indeed cheat. |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | all my errors are out of the way now yay |
oniblood From: (wilmigton) Joined: March 16th, 2005 Posts: 63 | mastermike/ scpk Download the trainer +2 off of gameburnworld it has the ability to pause the days because I was having the same problem with other mods. I hope this helps! |
killercop Joined: February 20th, 2009 Posts: 1 | mobbman, i have a vista and when i put the file in the FOC folder, and tried the double click, it said that the path didnt exist, im lost |
Mobius13 Joined: February 16th, 2009 Posts: 364 | you put it in the mods folder, if u dont have one make one |
Zeta1127 From: (A galaxy far, far away) Joined: November 5th, 2008 Posts: 54 | I would still like you to add the rest of the Corellian ships from Steiners and Hapan Battle Dragons. |
DunklerVater From: Joined: February 21st, 2009 Posts: 1 | this is mod doesn't work, have i done anything wrong?
I made the folder like the discription.
That's the error: "xml parse error - File .DataXMLGUIDialog.xml : file has shyntax errors, see log file.
I don't know who i can manage this..
sry, about my bad english |
MLG_COWBOYCAT From: (Saint Louis) Joined: November 23rd, 2008 Posts: 26 | not huge, but i was looking at the liberator XML file, and you misspelled honoghr. i was only doing this cuse the readme says its supposed to be there and it never was for me. and how i know why. just a heads up for the next release. |
mobbmann Joined: March 10th, 2006 Posts: 198 | cowboycat,
thanks for the heads up I'll take care of it, kinda busy right now with other things but I'll get back to the mod soon. |
valiantofficer From: Joined: May 24th, 2005 Posts: 632 | geez theres a lot of nonsense being spoken here. Almost makes me wanna crawl back into my hole. ~valiantofficer |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | mobbman, is what your busy with the acm 2.5? |
aaaj Joined: February 21st, 2009 Posts: 3 | y wont it let me play wen i download it??? |
aaaj Joined: February 21st, 2009 Posts: 3 | nevermind i think i got it sry |
Dragnovs From: Joined: February 21st, 2009 Posts: 1 | I still dont get how to get it to play, even though i read the instruction more than twice.
can anyone help me? |
ZoSoWizard Joined: February 11th, 2009 Posts: 3 | great mod...but a quick question...does this work with story mode,coz i've been wanting to play it(main campaign),and it would be gr8 to corrupt and conquer 70 new planets...thx mobbman.... |
ruler22 Joined: May 28th, 2006 Posts: 1 | when ever i try to extract the downloaded mod, every file shows as an error and doesnt install HELPPPPP |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | killer cop thats an easy one all you need to do is right click on the short cut edit the properties and on both lines replace ProgramFiles with ProgramFiles (x86) |
darth_necron From: (rock ferry wirral) Joined: July 18th, 2007 Posts: 22 | mobbmann cud you and your team put in the naboo cruiser from episode 1 and possably that naboo battleship from either episode 2 or 3 cant remember which film it was from all i can remember is it looked like a giant wing with 4 engines and padme got off it also would it also be possable to add the hunt ability to the v-wing as its useless without it also would it be possable to make the mc 90 a bit stronger and give it power to weapons/ assault ability to counter the ISD3 as they tend to rip every thing apart in no time at all which is kinda boring so at least the ISD has some kind of challange i know you have said in previous posts that the mod is basicly finished but there is so much more you could do to it to make it even better for example give vader the executor back and give moff tarkin the deverstator and you could also give moff jerrod the annihilator in xml props story its listed as um12_super_star_destroyer to give the imperials that extra edge at low tec levels but as ive noticed the ai dont use them so it would be useful for people who play as the empire because the they have a reason to use thoes characters superb mod by the way i love playing it every night at work cheers m8 |
sharp_troop From: (hieleah) Joined: February 24th, 2009 Posts: 2 | isnt working i clicked on the download now but it still wont work when i turn it on |
sharp_troop From: (hieleah) Joined: February 24th, 2009 Posts: 2 | i need help i downloaded it but it wont start when i start it up it just plays my regular star wars empire at war forces etc.....game some1 help please !=[ |
aaaj Joined: February 21st, 2009 Posts: 3 | this is a great mod
and its got great music at the biginning lol |
Mobius13 Joined: February 16th, 2009 Posts: 364 | for all the people who are having trouble starting it do this:
download
put the acm 2.4 folder in your mods folder
click the shortcut inside acm 2.4 to play the mod
----------------------------------------------------------------------
in some cases vista has two program files folders one of them would be named program files (x86) i think
the game will probably be installed there if u have it, if so click the shortcut in the mod and go to properties, edit the modpath to program files (x86)... it should work after that i think
------------------------------------------------------------------------- |
bamcam From: (Florida) Joined: November 11th, 2008 Posts: 81 | How do you make a mod |
bamcam From: (Florida) Joined: November 11th, 2008 Posts: 81 | where do you find the other versions of this mod P.S how do you make a mod  |
spacetrooper Joined: December 15th, 2008 Posts: 40 | it comes up with this on the page Only one connection to the server is supported, so if you are using a download manager that attempts to establish multiple connections, you will receive this error.
Please wait while your request is retried...
If you need help starting your download, please contact FileFront support. |
baxus Joined: September 29th, 2007 Posts: 83 | Hey, question do we need the other versions to use this mod. Because this is the first part of the mod I downloaded I did download earlier versions I only have this current one. I am wondering this because my computer freezes when I play your mod. |
mobbmann Joined: March 10th, 2006 Posts: 198 | you gotta be kidding me... |
chiconspiracy Joined: February 27th, 2009 Posts: 2 | I am using vista, but i don't have program files (x86). And yes, it is in the Mods folder, I switch between 8 or so mods all the time, this is the only one that doesn't work for me. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | ALCON,
I'm running VISTA and have never had any problems with running this Mod series. To all those having problems, I suggest:
1) Learn how to read
2) Learn how to move files around on your computer
3) Re-boot and/or reload the games to include needed patches
4) Buy a computer that will run this game and Mod series
If the preceding steps do not fix your problem, start all over at step #1. Stop complaining and get educated.
On a side note, this Mod is the best one currently available, it WORKS, its FUN, and it WORKS. Please stop complaining about Mod not working for you (if applicable) and get educated; then, apply step #2. |
chiconspiracy Joined: February 27th, 2009 Posts: 2 | I can read, I DO move mods around, I've played dozens of them, my computer is fine, and I have the latest patches. I just tested Aotr and Pr, and they both worked fine. |
Wooddavers Joined: February 17th, 2008 Posts: 13 | Ok, now that I've got everythin' running smoothly, I've got 4 ideas.... three simple, one a bit more complex.
1.) Consortium needs a super-capital ship / killer ap. While we're on the whole "recycled clone wars techs" theme, why not one'a these: http://starwars.wikia.com/wiki/Malevolence ? Freakin' A 
2.) Everything, save maybe land units, is too cheap. Playing the 3-way evenly divided map, I could buy an Eclipse within 2 or 3 days after building customs ports. I figure either increasing the cost of everything, or decreasing planet credit incomes slightly will remedy this.
3.) New planets, my eye. They're just original planets with new names and bonuses. I like what you did converting the Bespin skirmish map into a conquest land map, so what's to say that can't be done for the new planets? Variety is key to a stimulating experience, so.... even if the maps weren't greatly designed, they'd be a welcome change. Just ask somebody if you can bum off their map packs (the blue lobster one comes to mind )
4.) Realism aside, infantry has been made infinitely useless. A single 2-M tank can take down four entire squads of infantry without even losing its shields. I know that armor is key in a real land battle, but...c'mon, this is Star Wars. People put money down for this game to see rebels and storm-troopers shooting at one-another, not massing up artillery and tanks then playing a war of attrition. I'd say, in order to make things a bit more infantry inclined, you're gonna need to either drastically increase infantry health + marginally improve damage, or just make land vehicles a lot more expensive, so that infantry is key to establishing defense and offense early on.
All in all, though, still awesome work ^__^ |
Skywalker71 Joined: March 1st, 2009 Posts: 10 | Please add lando |
Skywalker71 Joined: March 1st, 2009 Posts: 10 | Can you add the ladtluck too. |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | alright i gotta say this is getting pretty annoying there is people coming up in here asking how to make mods? how to install it? even though the intructions are crystal clear. If you guys cant figure out how to drag and drop then we have a serious problem on our hands |
Separatisten From: (Bayern) Joined: May 3rd, 2008 Posts: 3 | Hi
I have a problem, when i play the campaign at the Mission were i have to take over Saleucami, with that realise station from jabba.
Well no problem BUT, i did a mistake and took (for corruption) the thing were you had to use Urai Ven ( great ..) so now the hero is stuck into the planet.
That Bug (problem) appierd already on Hongohr at the 2 or 3 mission, the same corruption thing. but when you go on landbattle the Hero appiers again. that not a big problem ....
- Separatisten
WELL. but for that mission Urai Ven has to be moved on the planet .... i tried everything, but urai ven is on the planet locked, and i cant start the mission......
CAN someone help me ?? pls. |
Cornholio93 From: (California) Joined: March 5th, 2009 Posts: 6 | Is there a Terrain Editor for this mod or how do you add the units to it??? |
Nick3889 From: Joined: March 5th, 2009 Posts: 3 | I did everything i was Suppose to do to install it (except extract the file s into the mod folder Because i extracted them somewhere else and just copied and pasted them into the mod folder) I REALLY want this mod to work so can somebody help me?? |
obliviousluke Joined: March 7th, 2009 Posts: 7 | This mod has some very good units in it and i value the maker but it has so many bugs in it it crashes my computer. It usualy happens on geonosis on anyside, rebel, zan or empire butit does happen on some other maps.
If he brings out a patch to fix the bug problems than this is an awesome mod.
Like i said lots of bugs in there. |
MasterMike214 Joined: February 19th, 2009 Posts: 5 | i've been playing the mod without issue since i switched from using an image w/ daemon tools to my actual cd.... granted there's a little lag, but I haven't had the same issue with my units getting stuck or disappearing in my orbital planet slots. I didn't take the time to note the game day those bugs hit(were that the issue) so I can't necessarily tell if I've progressed beyond that stage in the game or not. but I thought it might be worth noting, I've noticed significant improvement in gameplay with my actual disk in drive rather than using an image from the hard drive.
And thanks again to Mobbmann for robbing precious hours of my life away everyday, I totally dig this mod! |
Agrias From: Joined: March 8th, 2009 Posts: 3 | Great Mod...until the last few days. Game keeps crashing to the desk top after 10-15 minutes of play and I get a warning about "An exception has occured."
_logfile.text and _exception.txt |
MasterMike214 Joined: February 19th, 2009 Posts: 5 | bad bugs reoccurring again in late game, when I reach 1,800,000 credits and the game day reaches 300. my units become unselectable in combat and disappear or will not move from orbital slots in galactic mode.
any help to fix these issues would be sweet, i'm quite addicted to this mod |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
The mod works just fine for me! Mod not the issue for freeze problems; if you're machine does not have at least 4G of RAM and a somewhat impressive (current) CPU, then you may have freeze/bug problems. Also help to have a higher end graphics card. |
Mobius13 Joined: February 16th, 2009 Posts: 364 | my friend has this mod and has a vista laptop with 4g of ram... im thinking its vista that causes the crashes not the mod... although i never experienced the crash with any of the earilier versions |
MasterMike214 Joined: February 19th, 2009 Posts: 5 | running an awesome machine and still experiencing the issues listed in my previous posts
pentium dual core 2ghz
4gigs ram
nvidea gforce 9800 gtx
gigabyte ga-p35-ds3l motherboard
800 watts of juice
windows xp 32 |
Wooksta Joined: March 12th, 2009 Posts: 2 | i don't know if this is already a known bug, but after a brief scan i didn't see it
i have been playing the imperial campagin for a while and have finally managed to get to the big ships.
now however, there seems to be something wrong with the ships that are being produced. I cannot move or sell any of the ships that are built new on the galactic map, on the space battle maps they work fine
also, if i take a newly built ground unit and put it into space, it does so fine, however, if i try to move it, it won't let me. also, if i move it back onto the planet, it stays in space if i look at the planet zoomed all the way out, but if i zoom in to the planet i don't see it in the space slots but on the ground slots.
if i try to move it again the game crashes.
specs:
i7 940 intel 4x2,93
Nvidia 8800GTX 712 mb
3x2Gig 1066 ram
Windows Vista Business 64 bit |
Wooksta Joined: March 12th, 2009 Posts: 2 | now units are also not selectable anymore in combat, space combat at least since i havent had a chance to try ground combat since the error occured |
taz_vorny From: (Hobart Tasmania) Joined: August 26th, 2008 Posts: 3 | hey guys iv tryd heaps of times to download this mod again like others n it keeps stoping half way help is their another way to download it ? |
Silentdave Joined: March 13th, 2009 Posts: 2 | Only problem I'm having is with the Viscount on GC, 3/4 ish space battles will freeze when using the Viscount absolutely fine thus far with the MC104, trying the imps now, had 1 space battle crash last night with imps, but fog was still up so was unclear as to what exact ships were in use on the AI rebs at the time for me it was L5 station with 4 ISD mk1s (yup very early in the game).
(Vista 32, 4gb blah blah blah system) |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | like i said b4
alright i gotta say this is getting pretty annoying there is people coming up in here asking how to make mods? how to install it? even though the intructions are crystal clear. If you guys cant figure out how to drag and drop then we have a serious problem on our hands |
Fahgo Joined: March 14th, 2009 Posts: 1 | first off great mod. much better than vanilla FOC. 
getting the same problem as MasterMike214 but only for the rebs and zann (on medium). seems to happen if i attack aldaraan. the problem persists even if i reload to before i attacked. problems tend to focus on heroes (minor and major). AI tends to land up with duplicate heroes. once had a battle in space against 5 obi-wans and 2 solos 
played through as imps on easy (dont laugh. i was paranoid about keldabe spam from zann at the start) with no problems (day 704. over 2mil credits. 3 planets left to take).
no other mods installed/active though i do have the mod making stuff (source xmls, map editor etc). not sure if that would have an effect.
one minor prob. game crashed when a keldabe used its shield drain on my viscount. hasnt occured with any other ship (so far). not one to loose sleep over though 
other than that a great mod well made. |
BaBaness From: Joined: March 14th, 2009 Posts: 2 | Its not quite working, its trying to open C rogram fileslucasartsstar wars empire at war forces of corruption, but the file location on my computer is C rogram fileslucasartsempire at war forces of corruption
So it wont launch, how do i fix this?
(I appologize if this has been asked, but I just cant figure this out) |
BaBaness From: Joined: March 14th, 2009 Posts: 2 | "C rogram fileslucas artsStar Wars empire at war forces of corruption" is what it wants:
"C rogram fileslucas artsempire at war forces of corruption" is what I have |
wolverinetodd Joined: April 20th, 2008 Posts: 22 | Thanks Mobbmann for this mod. I've been playing it since its first appearance and I've truly enjoyed it. I have to admit that I've gone and tweaked a few of the land battles in my own files by adding more buildable turrets, mining facilities, removing buildable turrets from landing zones, utilized the unaccessible land at the bottom of the screen on Fondor by making it accessible, etc.. I've yet to play as the Rebels as I really like the corruption ability of the Consortium and I love the Pallaeon I & II of the Empire.
I look forward to downloading and then playing ACv2.5 when you post it. Keep up the great work. |
jojobe Joined: July 9th, 2007 Posts: 79 | the mod is good it has a lot of additions. the only negative thing i can say is that the ship skins are not good. |
DarthSpanky Joined: January 4th, 2009 Posts: 2 | hey mobbmann great mod but when i play as rebels or zann i will occasionally get a battle with the empire where my ships can barely hurt them to the point where i cant do anything i lost an mc 104 to a ISD mk 1 because my fighters couldnt hurt their bombers is this intentional or am i imagining things? thanks |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Ok, I've played all three factions, one starting planet, hard difficulty and I've got to say,...Awesome! Awesome! Awesome!
Currently replaying Zann, same settings; I'm fraking luvin it, ...the mod that is.
Intense land and space battles!
Mobbmann, U have a great mod here! I'll hold thoughts and comments on tweaks or improvements (for now) and just put it out there, that this mod is extremely fun on hard difficulty, GC, single planet start. Fun, fun, fun! Well done! |
wampa42 From: (Hoth) Joined: January 14th, 2009 Posts: 22 | this is the best mod around for galactic conquests ill say skirmishes could use something but this mod is still great
im running vista and the mod works fine for me all you have to do is save it to any where really and extract the file to the foc mods folder
ps anyone know when 2.5 will be realised |
Silentdave Joined: March 13th, 2009 Posts: 2 | Any changes you make to the mod after you have run it WILL cause crashes/glitches etc
Example: just changing the damage output of the eclipse or sovereign main gun will start causing orbital/spawned units that are not selectable, space/land battle freezes etc etc etc.
Point is - If you change ANYTHING then your best bet is to uninstall/reinstall the entire game to be safe (and take the option to remove ALL of your saved games and configs), it's as if the game caches/saves unit data to an immensely detailed level and the slightest change/mis-match then sets off all kinds of problems that cascade like mad.
Anyhow, here's to Mobbmann for 1 truely awesome mod!! (still gotta get around to trying Zann faction out in this mod)
tweaks i've personally done -
Eclipse and Sovereign - upped their main gun dmg
DS2 - upped main gun dmg and changed ISD1 escorts to ISD2s, also buildable on Endor
Executor - Added ability Increase Firepower (think Return of the Jedi) and made non-unique (for now)
MC104 - made non-unique
Viscount - max limit 2 instead of 1 (to compensate for 2x Emp. SSDs)
MC104 and Viscount - Added shield booster ability (nebulon B2 style, to counter inc main gun and firepower boosts on SSDs)
ALL Starbases - inifinte reserves until hanger destroyed
Colonel Veers AT-AT - Added shield (akin to AT-AT MK2)
AT-AT MK2 - upped health, shield strength and dmg output slightly, that build time and cost has to be worth something right 
Tinkering with an Imperial carrier with cloak ability with Phantoms on manual deploy - I'm toying with a 1st strike and decoy tactics idea eg - stealth in to close range then bring in the big ships rather than crawling across the entire map. Also gonna reduce fighters spawned by about 30% on all major ships |
the42jabberwock From: Joined: October 11th, 2008 Posts: 3 | not sure if this is a bug or not, but I noticed that the Mandalorian capital ship known as a (could be wrong here) Kadobe battle ship (its the one ship with the shield drain ability) didn't fire it's weapons as fast as all the other capital ships. It was fireing them at normal speed, this put it at a great disadvantage during skirmish mode (were I noticed this happening). Also, Zann's ship, the Merciless, didn't survive as long as the other Kryat cruisers. One more thing, the pirate space station in skirmish hasn't been re-sized like the other stations, I noticed that the rebel space station was bigger. Are these coding problems or bugs? If you could fix these little things (as I have no idea how to) that would be great. Thanks in advance. |
mountainman0916 From: (mountain home) Joined: September 7th, 2007 Posts: 19 | Battle of battles, Executor and Viscount went head to head at Fondor. I dropped in to do a surprise raid and bam it turned into a twenty minute battle between these two. Loads of lasers and my fighters were able to keep his bombers at bay but with the star base backing him up it became clear. Fall back and an inform high command smoebody dropped the ball on intel for the region. Great mod guys, I've been playing for hours and the ships are incredible. Take a bow guys this mod is a keeper. |
Sithpredat0r Joined: March 21st, 2009 Posts: 1 | Looks very good 
But every new unit or planets name is "[MISSING]" and the description too.
That's *****,i got the german version of the game i think i need the english GUIDIALOGUES.xml. |
Nickious From: (AR) Joined: July 11th, 2008 Posts: 161 | Modbman hasnt posted for a while. Um modman are you done with this mod or have just taken a break or are just in progress or something? |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | wow i haven't posted in a long time. i think i may be able to pull this of mobbmann! i'm crossing my fingers. the problem was the location of the mod folder. i made a new one and i'm trying this again. if that doesn't work, then i guess my comp is to blame. (it's a peice of crap) |
Brusselsisawesome Joined: March 22nd, 2009 Posts: 2 | when i click on "play ACM" it brings me to the regular FOC |
PhNxSamuraiJack Joined: March 22nd, 2009 Posts: 4 | I registered just to say i love the Mod it is great |
Peegee10 Joined: November 12th, 2006 Posts: 3 | I've got the same problem as MasterMike214 and Wooksta (posts #186 and #190/191). The units are unselectable and can't be moved to other slots on the galactic map.
Does anyone have a solution for this kind of problem? |
Nick3889 From: Joined: March 5th, 2009 Posts: 3 | I did everything i was Suppose to do to install it (except extract the file s into the mod folder Because i extracted them somewhere else and just copied and pasted them into the mod folder) I REALLY want this mod to work so can somebody help me?? |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | well i need to know what the problem is |
baxus Joined: September 29th, 2007 Posts: 83 | You install it in your mods folder, copy and paste is fine also. Then double click on the icon in the Aem mods folder. |
baxus Joined: September 29th, 2007 Posts: 83 | Also, I've got a problem of my own. Sorry for double post guys. Anyway, I have Vista a clean install of Forces of Corruption, Skirmish works fine. When I get to galactic conquest, after a few minutes, my computer would freeze, and it does this when something is usually wrong in the files, but I have no idea what. |
mountainman0916 From: (mountain home) Joined: September 7th, 2007 Posts: 19 | Great job on the mod guys. Do you plan on adding better laser/projectile later on. I've played this mod alot and the only suggestion I can give is add better lasers and projectiles with increased speed. The land battles are good but the space battles make up for it with the great assortment of ships you guys gave us. Thanks Again and keep up the great work. |
mobbmann Joined: March 10th, 2006 Posts: 198 | apparently filefront is shutting down at the end of the month... I will be uploading the mods to moddb as soon as possible... if this is an april fools joke im not laughing.... |
Peegee10 Joined: November 12th, 2006 Posts: 3 | Before filefront shuts down, isn't there anyone who can help with the bug mentioned before? Units become unselectable and can't be moved to other slots or simply disappear. Some other guys mentioned this bug, too. So it seems to be a general problem. This bug seems to occur later in the game, but not at the same day or at the same planet, but after a special amount of battles.
It's just frustrating, because on the other hand this mod is the best I've seen so far. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | ALCON,
I've not had any freeze or crash problems with this mod. Mod runs fine for me. |
Mobius13 Joined: February 16th, 2009 Posts: 364 | peegee just make sure you save every now and then, if u notice a specific unit or planet is causing a crash.. simpyl dont buy the unit or just autoresolve a battle on that planet.... i quicksave after every major fleet movement, just in case.
doing this has saved my games at least 6 times now... |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | We need another place to post your mods if you need some help or have found a place please e-mail at vrishnak92@yahoo.com please, your mods are the best out there and i would hate to miss out on any new ones. And didn't i suggest lucasfiles before? i coulda sworn i had. |
Nathaniel10734 From: Joined: January 10th, 2009 Posts: 9 | I swear to God if this is some sick twisted April Fool's joke there will be HELL TO PAY! MAY GOD HAVE MERCY ON YOUR SOUL FILEFRONT.COM!   |
mobbmann Joined: March 10th, 2006 Posts: 198 | I've speaking to a few people about what might be causing some of you to have the game lock up on you guys, unfortunatly it only seems to happen to certain people while most can play the game fine... I've realized it has something to do with something that is on some peoples computers and not others... I'm ruling out ram, vista and other things, but vista and 4 gigs of ram seems to be the nemesis of alot of people this game apparently does not like to use more than 2 gigs of ram from what I've been told on vista... the good news is that some one made a fix for it search the filefront downloads for foc vista fix...at any rate a lucky few still have issues on xp and I'm still trying to figure out why...I personally run the game on xp and it runs fine so did all 6 of the testers I had test the mod out...we ran the game for litteraly hundreds of game days (game days are not real days ) so if some one has SOLID evidence as to what might be causing this to happen on their pc pls let me know... foreign language might be a culprit.
I will say this though... the only time I was able to recreate the bug was when I had remnants of other mods mixed in with acm...thats it... I have a feeling that the bug is nothing more than that... mixxing mods... but I'm keeping my ears open to any other possibilities...
mobbmann |
Peegee10 Joined: November 12th, 2006 Posts: 3 | Thanks for the effort, Mobbman. I really appreciate it. |
Nathaniel10734 From: Joined: January 10th, 2009 Posts: 9 | Good bye Filefront!
|
Nickious From: (AR) Joined: July 11th, 2008 Posts: 161 | Seeing as i cant get on the Forums, what going to happen to all the wonderful mods of all these games? |
FlashedMyDrive Joined: January 1st, 2009 Posts: 1 | It really sucks that filefront is closing. Its been a good long run. Mobbman, where can I find this mod in the future; in order to check for updates and plugins? |
eculc From: Joined: May 18th, 2008 Posts: 89 | amazing mod. Love the music! |
scpk2000 From: (Arizona) Joined: September 24th, 2006 Posts: 46 | Ok, where do we need to follow you mobbman in order to keep up with you fantastic mods. Since apparently Filefront has tanked I know I would like to know. Thanks |
mobbmann Joined: March 10th, 2006 Posts: 198 | looks like it was in fact an april fools joke... F#$cking bs on filefronts part. |
Brusselsisawesome Joined: March 22nd, 2009 Posts: 2 | ya it was kinda d!*k but at least they are still online |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | mobbman i do thank you for recognizing the new eaw files and it would be nice to see you back on eeaw |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Whew, so glad this Mod series is still here at File front. FF, this was not funny!
Mobbmann,
Glad your still 'connected' to your fans here! |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | you know i dont know what to think but im not too happy |
Mobius13 Joined: February 16th, 2009 Posts: 364 | it wasnt an april fools joke... jeez dont you people read??
be glad their even online at all |
shike53d From: Joined: September 10th, 2007 Posts: 42 | If you check the official news FF was about to go down,but the founders of FF bought it back from the Ziff Davis company. So Filefront is here to stay!
I was wondering Mobbmann if you are going to add some of the new models that were recently posted here by Warb Null? |
mobbmann Joined: March 10th, 2006 Posts: 198 | I'll release a new version when I have some downtime... the only reason why I had time to release acm before was because I got injured and was in physical therapy for almost 2 months... I'll get back to acm as soon as I can... |
shike53d From: Joined: September 10th, 2007 Posts: 42 | WOW! I didn't know that. And I thought you were taking a vacation.
Take care of yourself and get well soon!! |
Cornholio93 From: (California) Joined: March 5th, 2009 Posts: 6 | How do you make this mod work on Map editor? |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well, i moved the mod to the correct place, have it installed right, and i am running XP, but it still takes me to foc |
Mobius13 Joined: February 16th, 2009 Posts: 364 | #241:
-make sure the acm folder is in your mods folder
- make sure you used the shortcut that came with the mod |
mobbmann Joined: March 10th, 2006 Posts: 198 | thank you for answering that mobius I'll try to check this page more often. |
Skywalker71 Joined: March 1st, 2009 Posts: 10 | when you do the new acm version can you keep all the same stuff you have for 2.4 and just add lando with the lady luck.and if possible these 6 planets tanaab,taspir 3 (i always wondered how they would do this one),renvar,vjun,chandrilia,nar shadda. thanks mobbmann for your time i hope these will become avaliable someday.
skywalker71 |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well, the acm folder is in the right place. i go into the lucasarts folder (on my C: drive) click on star wars empire at war forces of corruption, the click mods. i click on ACM2.4, and double click the "click to play acm2.4." is there anything i could be doing wrong? |
DarthTalon04 From: Joined: April 8th, 2009 Posts: 1 | When I want to read the description of the new Units/Characters or on some planets, there's only a [MISSING] .... is this normal or should there normally stand something? And how could I Change that? |
victorianum From: (Bucharest) Joined: April 8th, 2009 Posts: 5 | This mod works excellent. I've downloaded the mod yesterday and install it in 3 minutes. The explanations provided by the author were more than enough.
The mod is superb and I'm waiting for v.2.5 |
VADERRR From: Joined: January 20th, 2007 Posts: 2 | This is one awesome mod. There is still a few tweaks to work out, but overall this is one AWESOME MOD. Good job Mobb!!!! |
BPJon From: Joined: February 29th, 2004 Posts: 10 | This is a very good mod, clearly a lot of effort has gone in. What I don't understand, though, is why turbolasers have been replaced with standard lasers, and ion cannons seemingly removed completely. First thing I did after installing this mod was to put them back, the game just feels kinda lame without them, and huge capital ships firing tiny little lasers which do diddly squat damage seems pointless. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Been playing and replaying the mod. Some feedback:
1) New ground maps, having duplicates all over the place takes away some of the overall fun.
2) Suggest a cap of 10 jedi or sith (buildable; leave the temple garrison of one)
3) Restore the superships to their proper blasting power; perhaps keep recharge time long for some sort of balance.
4) If you can get a working General Grevious this would be an awesome add; same thing for Count Dooku
5) Need at least one supership for Zann; perhaps something that can be "stolen" from one of the other two factions (Major Payne might be a good source if you can work something out with him, he has some great Zann ships)
6) Have Rebels, Zann, and Empire start landing with random units. It's way too easy to kill infantry with AA turents at landing zones (I suppose one could just build the other turrents to allow for more intense GC?)
7) Increase power on Empire ground based space laser; it's pretty useless as is.
8) The AI is very good! If you could somehow make it even better (more human and more intense), this would be awesome!
Enough feedback for now for I'm going back to kick some Rebel scum and as an aside, put down the Zann like the dogs they are. Awesome mod, it can only get better from here...
6) |
SWJ345 From: (Baghdad) Joined: March 19th, 2009 Posts: 53 | Downloaded this for my friend and he loves it. It would say it's a pretty good mod myself although i can't rate it as i didn't see many of the units ( my friend sort of found out you can get AT-TE's and mass produced them) But looks very good. If i had foc then this would be a definite download for me. Guess i'll just have to stick with AEM......... |
TheBlueRabbit Joined: August 30th, 2008 Posts: 159 | Hey im not sure if here is the right place to ask, but how did you manage to change the corruption removal cost? |
eculc From: Joined: May 18th, 2008 Posts: 89 | I was slightly editing some things in the mod like particle damage and some buildings' bonuses, and when I came and re-ran the mod, I got an 'expect strange bugs' error, and my computer froze. I re-installed the mod, but it's still not working--although everything else works (all mods/original game). any ideas how to fix it?
great mod, by the way. love it!  |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | does anyboby have any help for me? at all? |
jojobe Joined: July 9th, 2007 Posts: 79 | If you have the mod in the right place and the game wont work. Know this mod guy generally you will have issue if you have use or altered the game previously. that means if you had been running another mod there and deleted the mod folder for another mod. some computer may work it out but some wont. Mine wont run mods right for some reason when i delete a mod folder. I have to delete everything and do a completely new instal. i remove the game go in the system and delete any left over folder and start from scratch. This solves all my problem 100 percent of the time. |
jojobe Joined: July 9th, 2007 Posts: 79 | when you renstall everything. dont forget to put the correct patch for both the game. I ve made that mistake before too. |
jojobe Joined: July 9th, 2007 Posts: 79 | Modman is it possible to make smaller map with key systems, like 34 planets size map. At least half the size of the current one. You really thought out your mod well. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well, my computer doesn't do that, but it might be the patch. i have it, but it just says star wars empire at war forces of corrution not found, please reinstall. i reinstallled it twice and it still doesn't work. |
mountainman0916 From: (mountain home) Joined: September 7th, 2007 Posts: 19 | Mobbman, I downloaded your mod with no problems and have played it for days without one single glitch. The AI is tough as it should be, the balance of forces is on par with Zann being just a weak but hey there scum pirates right not a Galactic Power House. Sorry Underworld Lovers! The game doesn't lag and the fight to get to other planets to obtain more upgraded hardware is awesome. Just a small suggestion if possible can you add laser and particles effects like the FX Mod in your next release? All in all you guys did a heck of a job and the community needs to thank you more. To you and all you Modders out there ,Thank You for making this game so much fun again and enjoyable. |
Mongo101 Joined: April 13th, 2009 Posts: 1 | a simply awesome mod
Just a request,,could there be more hero's for all 3 factions,,if not no biggie
Thanks for the time and effort to make this mod |
mobbmann Joined: March 10th, 2006 Posts: 198 | I'm starting work on a couple of suggestions and might have someone who can do a model of the maleavolent it's still in the drawing phase but I was really hoping imperial assault 2 's mod would be out making mine obsolete but I'm not sure they are ever going to release the mod... that being said I chose to keep working on this mod when I have time and even though I'm running out of things to add to this mod I'll keep working at it to make it better...as of right now the only new units are probably going to be lando, the maleavolent (if I can get a modeler to make it) and a few more hero units...
thank you to all those who helped one way or another...
mobbmann |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Great to hear (about 2.5). I've played many good mods for EAW/FoC, this one is simply the best GC to date! BTW, no problems with the mod yet and I've been playing it constantly since it's release. To sum it all up (in SW lore)...most excellent!!! |
homestar_runner Joined: October 23rd, 2008 Posts: 62 | this looks really good. im downloading. keep up the good work |
krissmus From: (kópavogur) Joined: April 21st, 2006 Posts: 255 | i love this mod, and i hope there will be more things in the next release |
PIEC3SxMENDED Joined: June 4th, 2006 Posts: 9 | I've been experiencing a lot of crashes once I get like, halfway through the GC. I'm on Vista, and I think it might be something to do with Vista's weird permissions thing, seeing as this was the error in the _Except file:
Exception in thread BB0 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Attempt to read from address 00000004
Exception occurred at 007CDD94 - Unknown code pointer
The rest is just random numbers. I'm not sure why this would happen with just this mod, but who knows. |
DarkHelmet43 From: (New Jersey) Joined: April 9th, 2009 Posts: 193 | This is definitely 1 of the best mods around. Just 1 suggestion, make all the ground soldiers ( Dark Troopers, granadiers, locals) normal size again. they look lost in the size of the vehicles and environment. Anyway this is a great mod.
KEEP MODDING!!! Mobbman |
Mobius13 Joined: February 16th, 2009 Posts: 364 | mobbmann, are we still allowed to use parts of your mod in our mod??
Im in desperate need of models and your mod have a crapload of them =)
if yes, then please contact me at: lucasmosele@hotmail.com
thank you, and glad to hear the 2.5 is coming.... i heard its the last version... is this true? |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | yep that is vista what you wanna do is download the unoffical foc vista patch thats lying around in tools somewhere |
deadmanliveon Joined: December 20th, 2008 Posts: 28 | well with vista it is porbably something wrong with the shortcut itself. Make sure when you go to properties make sure that it matched where to mod is located. I have to do that with every mod because my eaw is located in Program Files (x86) |
landak10 Joined: January 9th, 2009 Posts: 1 | mobbman,
first of all...IT'S A GREAT MOD, I enjoyed playing it and I hoped for the best for the next release, second...do you know how to return the voice of Tie Defender to the original, I prefer the original FOC version of Tie Defender.
thx, good luck with the next release |
DrekShran Joined: April 16th, 2009 Posts: 3 | First of all, the mod sounds great. But i cant find out how to use it. I followed the directions word-for-word, looked at the screenshot, but when i clicked on the mod to play it, it was the same old game :? I wondered if it was maybe because i have Gold Edition, and not the regular Expansion Pack? Any help would be extremely welcome. - Drek Shran |
isdahl From: (portland, oregon) Joined: April 16th, 2009 Posts: 2 | i just downloaded your mod a few days ago , and i must admit, its very impressive, and you've got raw talent no doubt...love it so far. But i think i ran into a small problem with it. I'm playing as the Rebels vs The Empire on the galactic conquest campaign, with out the Zahn Consortium (one of the options available for game play). The Empire has built the DS ( i asume it's the DS II) and are destroying planets, but i have no way to destroy it. Rogue Squadron seems to be unable to do anything about it ( i dont see Lucky Shot anywhere), and with the Zahn Consortium not in the game, there is no IG-88 to do the work for me. A suggestion for a patch/update (if u still work on your mods or are interested) could be to give R2D2/C3PO the same option as IG-88, or make IG-88 available for purchase as a bounty hunter/ assassin at a high cost of say 75,000c/100,000credits...etc. If there is a way to destroy the DS, i would be greatfull to know if there is something i missed or dont see that is available. Mod is great, please keep up the good work.
Ty for your time and patience |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #272
All that's needed to blow up the Death Star as the Rebels is to win the space battle with the Empire DS fleet but, you must have Wedge/Rogue Squadron with you and, they must survive the battle. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well, after a LOOONNNGGG time, i found the proeblem. it is the patch. i have the gold pack, but the FOC patch doesn't work for that. so i'm pretty much done until they make a gold pack patch. |
isdahl From: (portland, oregon) Joined: April 16th, 2009 Posts: 2 | ok ty, will try this, and ty for the quick reply. |
SJSF Joined: April 3rd, 2009 Posts: 11 | Has anyone else had a problem with the Viscount and the Keldabe?When the Keldabe Fires the shield leach ability at the Viscount the game crashes. |
Mobius13 Joined: February 16th, 2009 Posts: 364 | i think someone has posted about that already |
w0th Joined: April 17th, 2009 Posts: 8 | it says it cant find swfoc.exe and its right there... also that fix for vista 64 bit 4 ram thing only allows u to play the original ver or how to u incorporate a mod with that. thx for any help someone might offer... |
w0th Joined: April 17th, 2009 Posts: 8 | i also have the gold pack and i lost my cd so i have to use a no/cd crack so its really screwing me over now... so i cant get the patch to work either... |
w0th Joined: April 17th, 2009 Posts: 8 | ok i got it to work but the gameplay is contstantly on 2x speed and is very irritating dont know what to do. Also i can still click on the speed of gameplay thing making it like 3x faster or 4x faster... can anyone help. I put the droid mod in but i cant use droids.. |
Mobius13 Joined: February 16th, 2009 Posts: 364 | droids are located in specific planets in GC and can be found int the hutt palace in skirmish |
w0th Joined: April 17th, 2009 Posts: 8 | do u know how to fix the always 2x space battles? it causes my comp to lag |
Mobius13 Joined: February 16th, 2009 Posts: 364 | i have the gold pack and i have no problems... maybe its the cd crack thats causing it?
try going to game options then lower the game speed...
btw have you modified any xmls? |
w0th Joined: April 17th, 2009 Posts: 8 | naww just umm the xmls i get for this |
w0th Joined: April 17th, 2009 Posts: 8 | ok i see that the mod for unit pop is on that lowers it. |
drake1444 Joined: April 21st, 2009 Posts: 8 | Hey, has anyone noticed a bug where, during space battles, the ships you hyperspace in to replace ones that have been destroyed can't be touched? I try to move them, group them, and it's like they aren't even there. This didn't start at the beginning. I've been play fine for a few days on same game and then it just started happening. Anyone get this and solve it? |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | the FoC patch won't work with my gold pack though. i don't have vista, and i'm going to check the target. but unless i get the game patched, it won't work. (my gold pack came with EaW patched to 1.05, but FoC wasn't patched. |
StormTrooperGE Joined: July 23rd, 2008 Posts: 34 | truly an epic mod, the only thing that it needs now is visual aid, do you plan to sometime replace the standard ISD model with the better looking one? (i dont know if it had a name but its used in z3r0x 3.5 and many others) i also wish more people would replace the stormtrooper model with the one that has an E-11, balance-wise everythings great keep up the amazing work! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I'm amazed by this mod! AI is very good and at times, very random...in a good way. However, the AI for ground landings could be improved by enabling random selection of what shows up on the battlefield; infantry showing up first all the time is too easy to defend against.
Regarding selection of units: Both Space and Land are good in current form. If you decide to add more units, this can only increase the 'fun' factor, IMHO.
Would like to see better ground defence by all AI opponents; fully defenced planets would be awesome!
Recommend new or even totally 'uncannon' ideas suggested by others be considered for inclusion; you could really make this mod stand out even more than it already does by including some 'suprise' ideas. |
StormTrooperGE Joined: July 23rd, 2008 Posts: 34 | sorry but i just noticed, when i used the Death Star II on a Level 5 Space station it wasnt destoryed just lost its sheild and most of its health, i dont know if it was on purpose but was it ment to do that? (sence if it can destory a planet no problem a space station shouldnt be any different) |
Mobius13 Joined: February 16th, 2009 Posts: 364 | just go to projectiles xml and edit the death star superlaser =] |
sfamiliar From: Joined: January 9th, 2009 Posts: 1 | I to have the same problem as discribed in posts #83 & #137. As my pc is fresh from the store and the only game that I have loaded is SW:E@W & FoC with patched and ACM2.4 there is nothing on there to corrupt your mod. To make it more maddening this is not the first time to happen to me. I have played ALL of your mods and replaced all of the saves everytime you reeased a new version, on my old XP pc and now Vista, but I always get a glitch like this many days into the campaign. Currently have about 1/3 of the galaxy, 544,000 credits and on day 203. |
RepublicOffense From: (Minnesota) Joined: April 25th, 2009 Posts: 2 | Ok. I downloaded your mod and it dosnt work!!! i have spent 3 hours working on it and it just wont work. mobbman fill me in |
Mobius13 Joined: February 16th, 2009 Posts: 364 | stick it in your mods folder... if that doesnt work make sure you have it in the right program files folder in vista |
drake1444 Joined: April 21st, 2009 Posts: 8 | I can't seem to kill the death star. My forces keep retreating every time I win the battle. I'm pretty sure that I need red squadron to destroy it but Wedge's icon has disappeared and I think he was killed. When does he respawn? Or do I need to own a specific planet to get him back? Anyone know? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #295 You must have Red Squadron intact at end of battle with Death Star Fleet. If Red Squadron is 'killed', you're pretty much screwed! |
RepublicOffense From: (Minnesota) Joined: April 25th, 2009 Posts: 2 | Okay Mobius13. I've done everything exactly as told. I've checked that installation guide thats included. First I created a mod folder under "Star Wars Empire At War Forces Of Corruption". Next I took the data folder and dragged it into mod folder. Then double clicked on "click to play ACM2.4" and it says "specified path does not exist". What does that mean and why wont it work? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #297 Try this: Create a "Mods" folder in your FoC file directory; then, create a folder called "ACM2.4" in your "Mods" folder. Make sure you have your game patched and also, make sure your game start-up shortcut path looks for the correct 'target"; for example: "C rogram FilesLucasArtsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=ModsACM2.4
As for those with other problems, I don't know what to tell ya? I've not had any problems running this Mod to full GC completion with any faction. No freeze, crash, or any other problems! If you're having problems running the Mod, I can tell you in fact, it's not the Mod... |
Mobius13 Joined: February 16th, 2009 Posts: 364 | to kill the death star you need to retreat your fleet and send in rogue squdron by itself...it will have a blow up death star option |
leyte From: (Kisújszállás) Joined: April 30th, 2009 Posts: 3 | When I am with Rebellion several unist, mainly capital ships, are not available. What did I do wrong or miss doing? |
Skywalker71 Joined: March 1st, 2009 Posts: 10 | Mobbman
are you going to add new planets to 2.5 version,i'm glad that you are adding lando
how about new factions are they easy to create. because if it's possible i would like to help but what would i need to help create something because this is the only mod that is worth playing and if i can make 2.5 even better i would like to help.
new planets i would like to see;
Renvar,Tanaab,Taspir 3 (yeah i played Jedi academy),Blenjeel (with sand Burrowers),Ord Mandell,Nar Shadaa,Vjun (with Bast Castle)
So Mobbman Tell me i can help.
Skywalker 71 |
Poen From: Joined: May 1st, 2009 Posts: 11 | Hey, mobbmann, before I ask my question, I'd like to offer some advice to some of the people who are confused about the patching.
I noticed a few people getting the error message that their system couldn't find FoC and that their game could not be patched, but this is probably because they got the Gold Edition, which is already patched PAST 1.1. The way I understand it is mobbmann's mod needs AT LEAST 1.1, so the fact that you can't "patch" the game to 1.1 just means that. If that isn't the case....I don't know what to tell you 
So onto a few questions I have. There is some speculation as to when 2.5 will be released, and in the only plugin I see you've uploaded to filefront you allude to a "laser plugin", and I was wondering if there was another website you were hosting this mod and plugins on, or if there is some kind of forum that keeps us posted about these kinds of things.
I'm relatively new to this website, so forgive me if I may have missed something, but I don't see any other plugins than the droid and space cap one.
Thank you for your time, and my sincerest thanks for making this game much better than I could have hoped it to be. |
Poen From: Joined: May 1st, 2009 Posts: 11 | Playing through this mod, I've come to realize that ships like the Tartan Cruiser are RIDICULOUSLY strong. Even against Nebulon B's, which in the original version had the shield power to withstand it. The lancer class as well. SO MANY LASERS. 
Not a complaint, or even a question, I just enjoy blowing the rebels out of the water with my fleet of Tartans and Lancers.
Another thing I noticed during a few space skirmishes is that whichever faction I am, my fighters tend to dominate other fighter class units. Starvipers even without buzz droids can take on two x wing squadrons at once and beat them faily quickly, considering. TIE fighters against X wings as well. does this mean that the X wing is the weakest of the three?
I would object tot hat, because as it stands right now, the Rebels don't have big capital ships, and rely on guerilla tactics and small fighters to get the job done, and if a space station pops out a tartan cruiser and a couple of TIEs, there is no chance to draw enemy fire away from the Y wings long enough to make a bombing run.
Your emphasis on the space stations being much harder is noted, and i understand your reasonings behind this, but it's just frustrating starting a Rebels GC and having the deck stacked against you fromt he start.
One final question-I noticed you added a few hardpoints to the Space stations- i.e. Communications Array. I was wondering if you could detail how these affect gameplay.
Again, thanks a bunch. Sorry if the double post is breaking a rule, but I didn't see anywhere that this was the case. |
leyte From: (Kisújszállás) Joined: April 30th, 2009 Posts: 3 | How and when can I get answer to my question? It is not fair to play like this. The Rebellion has many type ships when I am against them but there are only a few when I am with Rebels. Guess it is very frustrating. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #304
I only play Galactic Conquest but I think the answer to your question is this:
In GC you must slowly expand your control (capture ship producing planets). As you capture more and more planets, more ship types (Rebel types in this case) will become available to you. Hope this helps! |
Poen From: Joined: May 1st, 2009 Posts: 11 | A little bit into the campaign mode, when you go to Yavin 4, if you have the huge Droid Ship (the one that is like an eyeball with a ring around it) Zahn will be in this fighter instead and will not be able to recover data pods. How annoying. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well i'm re-downloading, and giving this mod another chance. my FoC from the gold pack is patched to 1.01 (the same as 1.1) and maybe there was something i missed. |
rewman From: Joined: April 20th, 2009 Posts: 1 | If i gather armada larger then reinforcements window, not even i can acess all units in it, but in battle mode there jump out some empty panels, windows and unit icons, anywhere on the screen, and some icons can even apear in galaxy screen and then the game begin crashing. Is there some way to fix it? (without spreading the Armada?) |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | it still won't work what did i do wrong?? |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | :borg O you have a mod with World Devastators? Make a version with World Devastators. World Devastators are awesome! |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | DO YOU Have a mod with world devastators? (Sorry i made a mistake in my first comment.) |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #309 (Empire Guy),
Please provide some specifics regarding:
1) Your computer specs
2) Actions taken thus far to get mod installed and working
3) Problems you're having
I'll see what I can do to help based on your response. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | 1) i have the specs to play EaW/FoC, more than enough memory space on my hard drive,( about 100 something), except for my graphics card, i need a new one.
2)i have downloaded the mod twice, installed it in the right mod folder, and looked at the setup pic included.
3) the problem i'm having is the same as before, it takes me to regular FoC. the target for the shortcut is right, but the mod launcher doesn't work for me, and that solution has already been tried multiple times. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #313,
If you have a Apple/Mac system, you'll may have some problems running games. Is your system 32 or 64 bit? More system info would help...
Ok, let start a the beginning. You must have both EaW and FoC installed and patched. I can't speak to the "Gold Pack" differences as I don't have the gold pack.
Try a clean install of both games (save any Mods you may have in a separate folder somewhere on your hard drive) to include necessary patches.
Create the "Mods" folder in your FoC directory. Follow directions provided with Mod and you should be able to get Mod going. After you get Mod working, you can manually add back into your "Mods" folder any mods you want to keep.
Oh yes, ensure you have no "saved" games and, do not mix any other Mods with this one (tends to dork things up real good). After trying these steps you still cannot get Mod to work then, as originally requested, we'll need more specifics regarding your system, the steps you've taken, and what problems you've encountered. |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | i have a PC, a HP pavilion. i also have the gold pack, but there are seperate files for the games. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | EG,
What do you mean by "separate files"? |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | Will you please make some of the space units like the R-41 Starchasers,
E-Wings, Procurator, Legacy Star Destroyer, Praetor, Nebula Star Destroyer, Viscount Star Defender, Titan Star Destroyer, Bakura Star Destroyer, Mandator, Allegiance class, MC-90, Admiral Daala, T3-B Tank, and AAC-1 tank seperately as mods? That would be good. I will give great comments if you do that. GREAT JOB with the mod anyway!   Rock on! |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | But it's better than A Galaxy Divided Mod Group's A Galaxy Divided mod. THIS IS EVEN FUN-NER!   |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | Reasons why it is better than A Galaxy Divided mod with World Devastators:
1. It doesn't change the game completely!
2. It has awesome Star Destroyers. Love the procurator, and Mandator!
3. It has great starfighters. Love the E-Wings.
4. It will still have the Zann Consortium Side in the game.
5. Cool units.
6. Score: 10.0/10.0. AWESOME! |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | well, i meant that there are seperate game files, the ones for EaW and FoC,are not jumbled into one mass. it is almost like having the seperate games both installed. |
Seether Joined: April 12th, 2002 Posts: 3 | Hey the empire guy!
Maybe try this out to get ACM2.4 running:
1) Put the ACM2.4 into the Mods Folder like it's discribed in the Mod
2) go to your main FoC directory (where also swfoc.exe is)
3) create a new file (a simple textfile will do)
4) open the new file with an editor (notepad will do)
5) type the line "swfoc MODPATH=ModsACM2.4" (without quotation marks)
6) name it "ACM2.4 Mod.bat" (without quotation marks)
7) double click on "ACM2.4 Mod.bat" and wait ... it'll open the prompt and it should then load ACM2.4
This way helps me everytime to get a Mod loading, as any Modlauncher doesn't work with Vista and have to create for each mod a seperate <insert name> Mod.bat file. Hope I can help you with this. |
Seether Joined: April 12th, 2002 Posts: 3 | Looks like this comment box doesn't support backslashes. *sigh*
so the important line here again
5) type the line "swfoc MODPATH=Mods<<BACKSLASH>>ACM2.4" ( _BACKSLASH_ shall be replaced by the true symbol for backslash, somehow it's not displayed in my post before) |
ghostprime From: (Huntington, WV) Joined: May 22nd, 2006 Posts: 2 | Any chance we can see the Scythe Battle Cruiser in the next version (the one out of Legacy)? Please, pretty please? |
ghostprime From: (Huntington, WV) Joined: May 22nd, 2006 Posts: 2 | Sorry to post twice but also, maybe the tri-scythe and the others on the side of the Galactic Alliance in the Legacy series? |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | actually it does i will try to make that .bat file, i'm doubtful that it will work, ive had past problems with batch files opening mods......... |
gantois Joined: May 8th, 2009 Posts: 1 | Every time i have tried to start up the mod, it goes through the normal lucasarts and petroglyph things and then when it gets to the menu screen i get met with only the music and the word loading on the bottom of the screen. i even let the thing go for an hour to see if it would load and it didn't. i have tried using mod launchers and i know i did install the mod correctly. if anybody has any ideas that might help me to get it to work i would be extremely happy. |
drake1444 Joined: April 21st, 2009 Posts: 8 | I don't remember if I posted this or not but after I play for a certain amount of time I lose the ability to click on my reinforcement units during space battles. I click on them but it's like the game doesn't know that they are there. Has anyone had this and found a way around it? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #327, no such issues. I did have Leia disappear at beginning of one game (GC) never to return until new game started. |
woodywoodpecker84 From: Joined: May 14th, 2009 Posts: 5 | so is this mod unplayable without the patch for foc installed? i have the gold pack and apparently you cant install the patch for it, ive managed to get 2 mods working for foc and they were both terrible, but havent been able to get any other mods working for it so far, i was hoping to get this mod working as ive played the AEM mod on empire at war and it was the one i enjoyed most apart from one major bug i encountered which i wll post on the relative thread. |
drake1444 Joined: April 21st, 2009 Posts: 8 | No one's had it? Hmmmmm, maybe I didn't have the FOC 1.1 update installed when I tried it. I have a problem with the AI with another mod and I tried installing the update and it worked fine after that. Let's see how it works now. |
woodywoodpecker84 From: Joined: May 14th, 2009 Posts: 5 | well i had the same problem with it loading the original foc game instead of the mod, i have the gold pack, ive not installed the patch as it wont work, but i have managed to get this mod working without the patch (unless the patch is already pre installed), it seems to be the same problem as what i found for AEM5.1 with the double barrelled folder which makes the path wrong, i'm not going to write it all out again in this thread but if you dont know what i mean look at my reply on the AEM5.1 thread, hope it makes sense. 
now for my stupid question.. when i start a galactic conquest as imps, why is vader not there?
also i agree, vader should have the executor, after all, it was given to him as his flagship by the emperor.
thanks for these great mods though, definetely the best ive found |
Poen From: Joined: May 1st, 2009 Posts: 11 | #302
#303
#306
Response plz D: |
mobbmann Joined: March 10th, 2006 Posts: 198 | 302,
I used the gold edition as a base for modding...m,k?
303,
as far as balance goes, it's supposed to be challenging and the corvette class is supposed to be more lethal to fighters.... corellian corvettes have the speed boost and tartans have a firepower boost.
306,
I never saw it happen is someone else has it happen I'll look into it. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
First, glad you're back! Regarding your mod, I do enjoy it very much! Some more feedback:
If you can get Grevious & Dooku for Zann side, this would be awesome! Since I only play GC, my feedback only pertains to this portion of the game. New ground maps would be awesome! Fully defenced planets on hard difficulty would be awesome! Darth Kyrat or Kryat (not sure how its spelled) would be a cool add for Empire! More heros all around (could be Major or Minor) would be awesome! Please restore Eclipse super lasers to proper blasting power; this would be awesome! Empire ground based laser needs more power. Zann needs at least one "Super".
All in all and hands down, ...this mod is the BEST one currently available from this Website and, it's number one on my list of favorite mods! I can't wait to see want you do in your next version but, I suspect it will be something special! Thank You for making this mod and bringing much joy to this gaming experience.
Very Best Regards! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sorry for double-post. Oh, yes, meant to say "what" not "want" and...
10/10 !!! |
omarcrysis From: (Isla Mujeres) Joined: May 9th, 2009 Posts: 1 | hey can anyone tellme where i can find a tutorial on how to make the SSDs and the viscount non unique? i already found the xml that sais its unique but i dont know if i should just delete the part that sais its unique or if i have to add some more text |
Mobius13 Joined: February 16th, 2009 Posts: 364 | the "build_unit_lifetime string" has to be edited as well as the "Can_only_be_one" string |
mobbmann Joined: March 10th, 2006 Posts: 198 | Mobius...
NO incorrect...
omarcrysis,
all you have to do is chance the line from 1 or 4 or whatever I made the limit for how many you can build and change it to -1... thats an infinite value....thats all. |
Cool_man123 From: (California) Joined: May 19th, 2009 Posts: 6 | does the mod work |
Poen From: Joined: May 1st, 2009 Posts: 11 | Great to see you posting again MM 
I just tried the Empire vs. Rebels 1 planet as the rebels, and I got shafted >.<
The first time I saw the huge 45000 credit mon cal cruiser, my jaw dropped. that is a gorgeous ship. Somewhat upsetting when the eclipse, 2 SSDs and the executer wiped me off the map though :/
Anyways my question to you is I was playing Empire galactic conquest and was attacked by some lucrehulks. When I aimed for the shield generator it didn't look like the lasers hit it, and it didn't take any damage.
Now, It's a strong ship so i'm not sure if that is just a texture issue, but if it really wasn't hitting the shield generator might be something to look at :/
Also, the massive battlecruisers have retards for movement AI. half the time they just stop, and the other half they turn around or go in an **** backward direction.
in addition, when a lot of those big star destroyers are near each other they freak out and end up all turning around and moving erratically, which i guess is them all trying to move around eachother. Any way to fix that?
Lastly, if you have 3AT-TEs somewhat close together and ask them to move they will get stuck together and be unable to move.
Great work MM cant wait for 2.5 |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | the .bat file doesn't work for me, im running XP and it just opens the text document, not another file. |
Commander165 From: (Kamino (preparing to eliminate the CIS)) Joined: April 30th, 2009 Posts: 222 | The texture for Jedi Secura is incorrectly named.
Could you tell me the exact name for it so I can fix this on my computer?
I'd really appreciate it!
By the way, nice mod! |
wolfo97 From: (schafstädt/sachsen-anhalt) Joined: May 25th, 2009 Posts: 1 | Can you speak german because i can only speak a little bit english.
Falls du Deutsch sprichst hier das problem
ich hab alles genau nach plan gemacht(ich hab Empire at war forces of corruption in dem programm ordner un nicht in program files)un ich habs über den button play acm 2.4 gestartet hab auf einzelspieler galaxie eroberung geklickt die neuen galaxie eroberungen stehn so ungefähr da text_single_campaign_66/67/68/69 is das normal?Un bei den meisten neuen planeten,gebäuden,einheiten etc steht Missing da
und ich weis nich warum .Ich benutz glaubch die deutsche version.When you don`t speak german please write to this e-Mail adress:wolfo97@web.de
danke im vorraus
i hope you can help me |
bouncer1098 From: (Louisvilee, KY) Joined: March 13th, 2009 Posts: 142 | Whenever I try to do campaign with this mod on, I get an exception after a few minutes into the game. Any ideas how to fix it? |
Edward5331 Joined: May 5th, 2009 Posts: 4 | hey mobbman,Your mod is great! but can you send me the at rt bit of this mod? |
icarus17 Joined: April 24th, 2008 Posts: 1 | Hi..
I'm playing GC, E vs R, start with 5 planets, all seems to be ok until now..
today I've loaded my last save but I've encountered a big problem on some fleet slots.. the units in these slots disappear (in planet view), in galaxy view.. are visible but don't move.. this bug affects also any other new unit produced.. let the game not playable.. 
Any idea to fix? |
spacetrooper Joined: December 15th, 2008 Posts: 40 | I played it and the only thing it added was the title screen |
spacetrooper Joined: December 15th, 2008 Posts: 40 | and four new units |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I'm still playing GC, mostly as Empire or Rebels as they're the most fun. In your next or future versions, please consider fully defenced planets for GC; at least on the more important planets.
Also, more defensive/offensive ground units and structures; this would add to the overall fun of this mod (although, it's pretty dang fun as it is...!).
Also, a few more mega/super weapons would be very cool; things like the Galaxy Gun, Battle Moon, etc, etc. You could make them very expensive or, obtainable only after XXX amount of GC game days, etc, etc.
Would luv to see Hapes added with of course, the Hapian forces; i.e.- Battledragons, etc.
Also, would luv to see the AI attack (ground battles) with Jedi or Sith/Hero characters and, in force. Would be fun to defend against those little buggers.
Enough for now, I have Rebel scum and Zann dogs to put down so I'm off to play your incredible mod to do just that! |
Poen From: Joined: May 1st, 2009 Posts: 11 | The rebel Carrack cruisers, the counterpart to the lancer frigate on the empire side, SUCK in comparison to the lancer classes. maybe add a plugin that copies the lancer and just retexes it for rebels, or at least tell me how to mod the xml so I can do it myself! Also, my email is Valient_dragoon@yahoo.com
It's somewhat difficult to get ahold of you over this board here, and I'd like a better way of communicating if you could. I have most of the messengers too. Thanks 
please get to this, it would make my rebels campaign so much sweeter. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I've been re-playing Zann, GC, 1-planet (Hard). What happened to all the cloaking abilities with Zann units? Transport = No Cloak? What about the ships?
Why is cloaking tech removed? Was this for balance or, other considerations?
Please consider restoring cloaking abilities to Zann side. Thanks! |
jojobe Joined: July 9th, 2007 Posts: 79 | you dont have to be a roket scientist to know what that means as applied to this game. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | ??? Not a mind reader, no matter how hard I try |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, I'm in a real bad situation here, and I need help bigtime!!!
My laptop crashedabout a month ago, and the hard drive needed to be replaced. However, the computer repair people couldn't recover my game. Here's my problem: my game needs to be re-installed, and I don't have an assumptuary secncond disc to FoC nor the codes to install the game. However, I do have some good news about it: there was no disc number on the first disc (which I do have), which leads my to think that there might be only one disc.
What I need from you guys is two bits of info: If there is a second disc to Empire at War Gold Pack, and what the installation code is. Thanks alot!
By the way, the ACM 2.4 is AWESOME!!!! In the time I have played it, I enjoyed it immensely and I would give it an 11/10. However, there is one thing I would like to see changed. I would like to see some improvements with the LAAT. Maybe you could increase the price of it, but in the movies, just four squads of them could take out an army single-handedly almost. Basically, what I'm asking is for these three additions/changes:
-rocket launchers
-beam cannons
-heavier of more rapid-firing lasers
I know you're trying to keep the balance, but these are some things that absolutely frustrate me! For example, I first used them when I invaded Correlia. Instead of owning using only the four LAAT squads I had w/out using the rest of my army, it took me five minutes just to destroy a single Turbolaser tower with all 8 LAATs!
I understand your purposes, mobbman, and I'm not saying you HAVE to make these changes, but I would suggest them.
Sorry if my message as a mouthful. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | My last message was a typo, "as" should be "was".
But still, please help me! |
Triple6Heretic From: Joined: November 18th, 2007 Posts: 5 | how can i fix the mod so that artillery can not pierce through base shields? cuz as it stands now the base shields are useless as it doesnt stop bombing runs and such... |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | please contact me |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | im havin trouble reaching ur e-maill |
Wooddavers Joined: February 17th, 2008 Posts: 13 | Have we remedied the problem with the game glitching out (not being able to select/ move certain ships) after about 250 game days in GC? I'm finally starting to get bored of Supreme Commander, and would like to get back to this mod a bit ^__^ |
wolverinetodd Joined: April 20th, 2008 Posts: 22 | I really enjoy this mod. The changes in scale where needed and increases/decreases in units are perfect. Great going, Mobbman.
But there for a while you were putting out updates every couple of weeks and there hasn't been an update to this one in a very long time. Any word on the rumored AC 2.5 or has it become AC 3.0? In any case, any signs of an update coming out any time soon? |
mobbmann Joined: March 10th, 2006 Posts: 198 | Look,
I need you guys to tell me the following when you get the the unit stuck glitch:
Planet units stuck on
Unit that is stuck
How many game days you are at
How many population points are you using
Which scenario are you playing
Which side are you playing
I need this info to better pinpoint what the issue is... tell here in this format and I'll better address it... if you do get the bug just load a previous saved game and it should be gone... It seems to only happen to certain people and I'm not sure why although I have some Idea, I'm not 100 percent sure... if you are getting this bug, and think you might know what is causing it... please test your theory out and tell me here, I'll include the fix in 2.5 and upload it the minute I know for sure... thank you... |
Wooddavers Joined: February 17th, 2008 Posts: 13 | Ok, so.... it's on Galactic Conquest. roughly day 200 (I tried using the "freeze game day" trainer trick somebody suggested, and it didn't work, so I have no exact day), and I changed the planet caps all to 50 to allow for bigger fleets. On Kuat (and only Kuat, apparently), the first fleet slot (the one newly built ships go into) has nothing but a Pellaeon 2 in it. If I try to move said star destroyer, he says "order confirmed" or, "we shall be there shortly", and the noise goes as if he's moving, but he doesn't. Also, I can't scuttle the ship (though, if I try, it makes the noise, but I get no money back). And also, any ship or unit I put into the fleet disappears, but my population cap doesn't go down >__> |
PDQAg Joined: June 18th, 2009 Posts: 5 | As with the previous post, the problem I have is in Galactic Conquest, and I have the larger 50 pop cap as well. I have encountered the bug playing as both the Rebellion and the Empire, in both Rebellion vs Empire and R vs E vs Zann. The problem always begins when I am in the middle of a fleet battle when any new reinforcements stop taking orders and cannot be selected. Any new enemy units that arrive cannot be targeted either. After the battle ends and I go back to the galactic map, my current units are still able to move around the map, but any new units cannot. If a new unit joins an existing fleet, the entire fleet becomes unable to move. For me, the problem begins when I have conquered approximately a quarter to a third of the map and is not dependent on what day I have reached. I have tried to go back to previous save games, but they always end up with the same problem, but at a slightly different time. Hope this helps find and fix the problem! |
Mobius13 Joined: February 16th, 2009 Posts: 364 | didnt someone say the crash has something to do with loading autosaves? Try playing a GC without using autosaves and make a new save file everytime you save.
That could be it. |
mobbmann Joined: March 10th, 2006 Posts: 198 | hmmm... I've never used the autosave myself I've always made files and backed up as I play... numbering the files 1, 2,3 ,4 ... ect...keeping them in numerical order...
Well believe it or not the following info helps alot to narrow it down... We now know it's not faction specific or day specific, one common denominator is the fact you both have the 50 pop cap limit mod installed... did you guys use auto save? ... once again... when reporting this bug please use the following format...
Planet units stuck on
Unit that is stuck
How many game days you are at
How many population points are you using
Which scenario are you playing
Which side are you playing
If you have time to investigate the issue by all means give it a whirl I'll gladly give you credit in the readme, I could use all the help I can get... thanks again...
MOBBMANN |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I've been looking through the chats, and after looking through them, there seem to be two culprits to units not responding to orders:
-Windows Vista(from earlier chats)
-ACM Plugin Pack 1.1(from the latest chats)
I have no idea why Vista would cause it to crash, as I have no experience with it, but like mobbmann said in either the earliest chats or the readme (I can't remember) having a space cap over 35 would disrupt the flow of the game, and the 50 cap granted by the ACM Plugin Pack 1.1 seems to be proving just that.
Also, I still don't have the info I need to re-install my FoC game. It would be great if you guys could tell me:
-whether there is a second disc to SW EaW Gold Pack and whether it is neccesary to install the game
-what the installation codes are (they can be found on the back of the instruction manual) |
mobbmann Joined: March 10th, 2006 Posts: 198 | simple starwarsfan,
outstanding splash screen... I will definitly use it... thank you much...
Tyler,
unfortunatly I think this is beyond vista... I really think I am starting to figure out what the issue is but I'm going to exhaust every avenue...I think it might be a couple of different things actually ... number 1, this game does not use ram properly over 2 gigs... I might incorporate a fix for that since petroglyph cant seem to pull their thumb out of their collective @sses to fix it. Second, because of the ram limit all the additional planets and unit count might use it all up ... when it reaches the ram cap data starts falling off... it's a just a guess right now and I'm following up making sure that is not the case... if someone who has had the bug in the past please try downloading the ram patch for this game that someone already made and see if that helps... it lets your system use 4 gigs of ram for the game...while I'm on the issue please include how much system ram you currently have on your computer... if someone only has 2 gigs and has this bug then it isnt the ram usage... once again heres the bug submission format and pls note the changes for ram and Operating system.
Operating system
How much ram do you have installed
Planet units stuck on
Unit that is stuck
How many game days you are at
How many population points are you using
Which scenario are you playing
Which side are you playing |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I am currently not playing your awesome mod. Like I said earlier, my laptop crashed and the game was irretrievable. I'm still looking for information in the hope that I can continue playing my favorite game, FoC, as well as your mod. But one idea that might help with the problem for units not responding would be to issue a 1.2 plugin that has the droids for everyone but leaves the space cap at 35. Like I said earlier, you said that if the cap was over 35, the flow of the game would be disrupted. Also like I said earlier, I have no experience with Vista and I was just mentioning that due to its "role" in the problem earlier (it was a big topic of conversation a few months ago). I understand your purposes, and I'm just trying to throw some ideas out. I personally never had the problem, but then again, I never got that far either. I hope for everyone else's sake that we can find the problem quickly, and something keeps telling me that the 50 pop cap is the culprit. My reasoning is because of reasons not only mentioned earlier, but because every person who had the problem seems to have the plugin installed. |
Vears123 Joined: June 21st, 2009 Posts: 1 | I've been playing your game for a fuw weeks and i don't have the ACM Plugin Pack 1.1 and everything works fine for me.
But after playing for a while i get tigherd of fighting station after station i was wondering if there was a way to make most planets not be able to build stations make the ones that can more like base planets. this would give the game more ship to ship battles, than fleet agenst station. |
Darth_RexC25 From: Joined: June 22nd, 2009 Posts: 17 | Jeez, I just looked at this and I was speechless. I don't have EAW FOc, but I'm getting it like soon. I really want to get this. : |
Darth_RexC25 From: Joined: June 22nd, 2009 Posts: 17 | Why is the empire, CIS, and the clones Fighting together?  |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I highly doubt that you will be able to find an FoC game, Darth Rex. I checked LucasArts's website and they aren't selling the Forces of Corruption game anymore. And if LucasArts isn't selling it anymore, I highly doubt anyone else is. This also might be the reason why Petroglyph isn't willing to help you with a fix for the mod, mobbmann. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I have a great idea for the MDUs (at least I think I do). Why not make a Mobile Reinforcement Point that doesn't add any bonus cap, but gives you another place to spawn units? Of course, to make it fair you would need to give it to all the factions, but I still think it would be a neat idea.
To everyone else: I am still looking for my information about the FoC game. I desparately want this information so I can continue playing my favorite game, FoC, as well as mobbmann's awesome mod! You can find the information I'm looking for in post #367. Thank you lots in advance! |
mobbmann Joined: March 10th, 2006 Posts: 198 | Look, I'm not going to answer any questions other than those directly involving the units freezing or locking up issue that a few people have been experiencing, I only have a little time to address this right now so I'm going to make the most of it... I'm going to ask a few people for help regarding this issue, Like I said I think it's one of a few issues, unfortunatly it will take a little time to trouble shoot and find...pls be patient, btw if you ask me a question other than the above mentioned be ready to be simply ignored...sorry. |
Moniketo Joined: February 9th, 2009 Posts: 3 | where r da hardpoints on dis mod almost all the big capital ships hav da same hardpoints? |
mobbmann Joined: March 10th, 2006 Posts: 198 | moneketo,
learn to read... |
mobbmann Joined: March 10th, 2006 Posts: 198 | I have some good news and some bad news. the good news is I think I know what was causing the lock up or frozen units for some people... it may have to do with how autosave works..at any rate, the bad news is I still need to confirm it... it would be nice if you guys would play the mod and not use the autosave file whatsoever if possible and tell me if the game still locks up units for you...it apparently is a known issue with the game itself... not the mod... rather odd I found so if nothing else I will try to find a work around or fix if that is indeed the problem...
BTW, the sooner I get this fixed the sooner I will expand the mod... so all help is appreciated... I only have a month to do all this at most...
mobbmann |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I am setting up a journal to record specifications concerning those who have experienced the "unit freeze". Over the next month (or 25 reports, whichever comes first) I will be recording specific information on computers that belong to those that have experienced unit freeze. In addition to the information mobbmann has requested whenever you report the unit freeze, I will need the additional folowing:
-Are you using the 1.1 Plugin Pack?
-Are you using the autosave function?
At the end of the month, if I believe that there is sufficient data, I will post to mobbmann my findings as well as what I believe the problem is. If not, I will go for another month and another 25 reports. |
Poen From: Joined: May 1st, 2009 Posts: 11 | So, just tell me you'll fix these three things in the 2.5 update.
1. The larger battlecruisers movement scripts. (maybe something like in Total War, where you can click to position it a certain way or to rotate it)
2. The formation limits. As it stands you can have like 30 TIE bombers, and they will cluster together into a group of 30 but units like the E wing and such only clump into odd groups (I think it's something like 19 or 18.)
3. Give the Rebels and Consortium the Lancer Frigate, or update the Carrack to comprable quality.
JUST SAY YES Q.q
As for the freezing thing, both my friend and I got it playing the Rebels.
CAMPAIGN: We were doing the Absolute challenge, the one with all the planets, E/R/Z and we start with 1 planet.
FACTION: We are testing the Empire right now. The Consortium does not have the problem at all, and of course the Rebels have the problem.
PLANET STUCK ON-UNIT(S) STUCK-LAND OR SPACE: It doesn't matter what planet, and it doesn't matter land or space. The units arent "stuck" I just can't select them. And that's ALL units. Even when there are heroes on the battle if I click their picture in the top right and nothing. All i get is the "Ready" voice clip you get when you click on them, but they are only selected for a small moment before going unselected again.
AUTOSAVE: I tried loading from the autosave but that doesn't work either.
DAYS INTO THE CAMPAIGN: It was well into the campaign. maybe.....I'm not sure a year? I'll try to double check.
OS: Vista 32 bit
RAM: 3 Gigs
POP CAP: The original 35 in the mod.
Also I'd like to note that I'm pretty sure autoresolving all conflicts from that point on will be ok. Don't know how much fun that would be but still...
TWO MORE BUGS THAT MAY BE CONFUSED WITH UNITS UNSELECTABLE:
1: If you right click alot you'll see some green arrow pointing to your cursor. I have no idea what this was intentioned for, maybe it's a positioning cursor but it never worked for me. anyways if that shows up you can't select any more new units until you right click again.
2: Sometimes on the galactic map you lose the ability to click on planets to see the building options, extra data, etc. You can rectify this by either using the middle mouse wheel to zoom in or finding a planet with units on them and selecting it.
Anyways, Mobmann, keep in touch man. if you need any more info just let me know.
Valient_Dragoon@yahoo.com
Don't hesitate to E-Mail me. |
Poen From: Joined: May 1st, 2009 Posts: 11 | Turning off autosave after it's happened doesn't work, I'll run a Rebels campaign without autosave to see what happens.
I'm not sure what you mean by the 1.1 plugin pack, but I am running off a clean install and Mobbmanns mod. I do not have the ACM plugin for the 50 pop cap, nor do I even know where to find it. Q.q |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | How many people have played this mod once or twice all the way through and not had any problems? If there are any what type of operating system do they have and have the tweaked the game in anyway. The only reason i ask is because we are hearing from the people with the problem which must be done but at least could help to elimanate operating systems and the plugin as possible problems right . Anyway love this mod just got my comp fixed so now i can play it now and see if i get the problems people are having also.
Here's to u mobbman and good luck |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | What I mean by plugin pack 1.1 is whether or not you have the plugin installed. I still believe that the 50 cap granted by it is still a factor in the unit freeze.
I still need the following information from the following people
-Wooddavers: Population cap, Scenario, Faction, Did you use the autosave, how much ram do you have installed.
-PDQAq: Planet, Population cap, Did you use Autosave?, How much ram do you have installed?
It is critical that I get this information from you. Whether or not I get this information can be the deciding factor on how soon I can submit my information. Please contact me with your information ASAP. |
mobbmann Joined: March 10th, 2006 Posts: 198 | I'm watching this post area every day and using this info... thank you all very much keep up the good work it helps alot...
mobbmann |
kartyan From: (Bandung, West Java) Joined: June 25th, 2009 Posts: 7 | Mobbmann, will you update your AEM? I can't play ACM because in my computer, FOC DIDN'T WORK. I'm trying to install it again and again but it stil won't work..
So please, Give all of the ACM units to AEM, because your mod is totaly cool!! 
At last, make it a plug in pack, so i'll just need few minutes to download it, maybe half hour... |
kartyan From: (Bandung, West Java) Joined: June 25th, 2009 Posts: 7 | Oh yeah, I forget one thing. IF you can do it, please add the models of Eclipse, complete with the animation of the superlaser and controllable laser system to your mod. Because there is still many people that can't install FOC in their Computer... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | With LucasArts not selling EaW anymore, I doubt anyone else is. So to everyone who is trying to get any version of an EaW game: you might as well just give up. also, the Absolute Enhancement Mod is at level 5.1, above and beyond what the Absolute Corruption Mod will be able to match in the immediate future. So requesting ANOTHER update would require mobbmann to put in ships from ACM that aren't even there yet (a.k.a. predicting the future, which is by nature a near impossibility). |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | In my quest to find a replacement game for my FoC, I found a whole bunch of EaW games! If you are interested about it, go to amazon.com. Perfect timing too, my birthday's coming up in TWO DAYS! Now I get to re-load your mod for my birthday, mobbmann!
P.S.: I would recommend buying the gold pack. You get both EaW and FoC for $30
less than you would if you got either or. |
kartyan From: (Bandung, West Java) Joined: June 25th, 2009 Posts: 7 | Mobbmann, can you make it? Please, I really want it.... That's gonna be great mod... |
Mobius13 Joined: February 16th, 2009 Posts: 364 | kraytan, alot of things from foc dont work in EAW, it would be a pain in the **** to add everything to it. |
Wooddavers Joined: February 17th, 2008 Posts: 13 | I meant in my earlier post that I made the population given by planets equal to 50 (so I could have more units in total. Except Coruscant, which I made 100).. however, I increased the space cap for a battle up to 70. I was playing in Galactic Conquest as Empire, I did use autosave once or twice, and I have 4GB of ram. I figured the increased number of units that can be built in total / deployed in combat wouldn't be a problem, since I got no slow-down on my system.
The only other changes I made to the game were pretty minute.... I made the Hypervelocity Gun's damage a good deal higher (because you guys didn't change it and it was useless on most ships because of that ), as well as make the starbases a bit tougher, and give all starbases and super star-destroyers (Eclipse, Executor, Sovereign, MC104 and Viscount) infinite garrison units to replenish destroyed ones.
Hope that helps.... even more |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I still need the following information from the following people:
-Wooddavers: Please be specific on which galactic conquest
-PDQAq: Planet, Population cap, Did you use autosave?, How much RAM do you have?
It is critical I get this information from you. Whether or not I get this information could be the deciding factor on how soon I can post my information. Please contact me with your information ASAP. |
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50 | make iT for foc Mobbmann |
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50 | scratch that |
PDQAg Joined: June 18th, 2009 Posts: 5 | Tyler Ziemba: Doesn't matter which planet. After it freezes on one planet, I go back to a previous non-auto save and it then freezes on a different planet. After doing that several times each with a different planet, I give up. I was using the 50 pop cap add-on and autosave. I have 4gb of RAM and am unfortuately using Vista. I was going to try a new GC game with autosave off to see if that helps, but I am leaving on an extended vacation for a few weeks and will be unable to play. Hope that info helps and perhaps when I get back the problem will have been found and fixed! Good luck! |
Naimster101 Joined: June 27th, 2009 Posts: 3 | The mod is great, lots of fun. That being said if you try to play multiplayer conquest there is a problem. Namely all the new planets that are needed to make some of the unts that would balance things out, don't exist in multiplayer. I tried to inport the ones from single player, but I must not be doing something right. If you do make a 2.5, please include the planets, and/or the same 5 planet game for the E/R. Besides all that, it's been a blast |
Wooddavers Joined: February 17th, 2008 Posts: 13 | It was the GC scenario with all the planets present, Rebels Vs. Empire only, wherein empire starts with only 5 planets.
Hope that helps.....enough that I can stop helping |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Mobbmann, today I think I'll be able to reload your mod on my computer, which is GREAT news for both you and me. In between my laptop crashing and today (my birthday), my dad got one flip of a computer. I don't know how much RAM I have, but with a base score of 5.9 (out of 5.9), it has to be a heck of a lot. My CPU is also souped up, at a score of 5.6. I'm going to run your mod as soon as I can, and I'm telling you, if my computer gets the computer freeze, I don't know what WON'T. It's also good news for me because when I do go onto the origonal FoC to play multiplayer, I'll be a heck of a lot faster. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | computer freeze should be unit freeze. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
There is a known RAM issue with FoC, VISTA (32 and 64 bit OS). I have two computers, a 32 bit Vista with 4 GB of RAM (Desktop). It runs FoC and this incredible mod with no issues; this is because other computer applications 'soak up' some of the RAM. BTW, in GC, I'm able to run any faction to full completion with no problems.
My other computer is a dedicated gaming laptop, Vista 64 bit with 6 GB of RAM. FoC would not even run on this computer until I downloaded the unofficial VISTA RAM patch available on this site. So far, FoC with this mod installed seems to run ok; however, I've yet to complete to full completion any faction in GC. |
Naimster101 Joined: June 27th, 2009 Posts: 3 | I know what the GC game is, but it is not available for mutliplayer, if there was a way to port over the single player GC map to multi it would be a great help. I don't know how to do this, so any help would be appreciated. So I guess I still need your help Wooddavers |
Nede Joined: June 29th, 2009 Posts: 3 |
Hello,
First thank you for your wonderful mod, I discovered it recently and have played a lot, I love it. Got a couple remarks and things to point out, I played the rebel side in GC so far:
1) The rebel MPTL artillery range is way lower than that of the Empire/CSI artilleries, not sure if it's a bug or by design - ACM 2.4 readme says artillery range was increased, not sure if rebel MPTL was as much as others ?
2) In space after fighters spawn from capital ships they no longer "auto-follow/guard" them when the capital ships move, also ordering fighters to guard capital ships doesn't seem to register, fighters just sit, it worked fine in AEM 5.1, not in ACM 2.4 though.
3) Some planetary bonuses descriptions have been changed, some seem wrong (Wayland would give rebel T4B speed bonus in AEM, now in ACM it says damage bonus, different bonuses from eaw>foc, any chance to reintroduce some eg. fighters shield increase or rebel trooper health to vary a bit ?)
4) I wonder why you changed the shield generator placement on most land maps ? May I suggest going back to the original shield location for maps such as Hoth, Corellia or Tatooine where your shields don't cover the base anymore ? (the point of shields being to prevent bombardment on buildings/base, I lost my base on Hoth to pirate bombardments the other day , shields there only cover the generator, not the base...?)
-Planets with imho problematic shield generator that need looking into and could really use the original placement: Corellia, Hoth, Tatooine, Mon Calamari
- On most other planets, I must say I preferred the vanilla eaw/foc shield generator placement, would always cover the base buildings, in AEM/ACM its location always "feels" off to me.
Again thank you for your great mod ! Will add comments as my game progresses. |
xanx12 Joined: June 29th, 2009 Posts: 1 | i click the spot to download yet it re directs me and say the page not found. did it get removed? |
lxperron Joined: May 9th, 2009 Posts: 24 | hi first off i love this mod. ol umm this is for people who rember halo did u notice the bothan cruiser kinda looks like the piller of autum from halo 2? i love it |
Nede Joined: June 29th, 2009 Posts: 3 |
Hello,
I was struck by the "unit selection bug" during my game as well, I'll try to describe the best I can in the last part of my post.
-OS: Windows 2000
-Ram: 2gigs
-Planet units stuck on: depends on how I reload previous saved games, seems to only happen in space zones (never happened on ground to me) it did it over Kashyyk, Dagobah, Vergesso
-Unit that is stuck: Fighters first, Capital as well - see below
-Game Days: 250+
-Population points: high 900s total, possibly 1000+ at time the bug happens, will check
-Scenario: Absolute Conquest - 5 planets Reb/Emp/Zann
-Side I'm playing: Rebels
-note: problem free system, clean EAW Gold pack install with no other mods, also I always make new saves, never used autosave or loaded from it, the bug happened to me in AEM/eaw as well, this is for FoC/ACM
*Description: I managed to reproduce the bug several times in different space zones (Kash,Dagobah,Vergesso) by going back 2 saved games (one before last).
The bug seems to get triggered in space combat, I always make my fleet 34-35 pop total, the AI attacks me with more ships (40-50+ pop), bug happens after a few AI (capital) ships are down and the AI respawns capital ships with their escort, at some point a few of my fighters/bombers in the space zone can't be selected anymore when I click on them (others can still be, or if they're in groups).
As note: If I win or the Empire retreats, when back on the galactic map, any newly created ship (that was in construction and appears after that battle) can't be moved / sold, instead the game "selects" the planet where I try to move it and does neither add credits nor remove that ship when trying to sell it.
Also, after the "ship selection bug" started in a space zone and the Empire loses/retreat, whatever next space battle happens doesn't let me select any ships (capital or fighters) at all from the start of that battle.
Please let me know if you need addiotional info. Good luck ! |
Nede Joined: June 29th, 2009 Posts: 3 |
follow-up from my previous post #405:
After reading Poen's post, I tried a raid on a planet after being hit by the selection bug in space.
Once the Raid / land zone is loaded I can't select any of the units on land as well indeed.
While I can notice this bug "starting" in space when it starts affecting fighters/bombers then once that battle is over everything from galactic map to the next land/space battle gets messed up, I can't say I have seen it "start" on ground, although I don't use large ground forces, others may have different experiences.
Once that bug has been triggered, if I try to move land units on the Galactic map from the ground slots of a planet into that planet's space slot, only the first unit gets into the space slot, others after that just disappear.
This bug has only hit me if I play AEM or ACM, doesn't do it with vanilla EAW/FOC or with other mods. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Maybe a day late, but who cares. Alright, I have good news and bad news. The good news is I have solid, complete information. The bad news is we only have four examples, not a very big range. If you have experienced the unit freeze, mobbmann and I need you to speak up!
I believe that it is a combination of autosave and RAM issues (please refer to post #400) I would say that it was purely autosave, but the last report mixed it up. Here is the information I have gathered so far.
Wooddavers: Planet: Kuat, Unit: Pellaeon 2, Game Day: roughly 200, population cap: 70, Scenario: Absolute conquest RvE, Faction: Empire, plugin: yes, autosave: yes, RAM: 4 gigs
PDQAq: Planet: all, unit: new units, game day: N/A, roughly conquered 2/3rds galaxy, population cap: 50, Scenario: RvE, RvEvZ, faction: rebels and empire, plugin: yes, autosave: yes, RAM: 4 gigs
Poen: Planet: all, unit: all, game day: roughly 365, population cap: 35, Scenario, Absolute Challenge RvEvZ, Faction: Rebel, plugin: no, autosave: yes, RAM: 3 gigs
Nede: planet: all, unit: all, game day: 250+, population cap: 1000+, Scenario: Absolute conquest RvEvZ, faction: rebel, plugin: no, autosave: no, RAM: 2 gigs
Although the unit freeze isn't faction specific, it does seem to be most common in the rebels with the consortium not getting it at all. It also happens pretty late in the game, and the unit freeze isn't 100% caused by autosave.
Good work people, keep it up! |
Aladarbob Joined: July 1st, 2009 Posts: 1 | Hello, love this Mod!
I also have had the unit issue, I have an XP system with 1 gig of ram.
I do not think it is OS or memory related at all. In every case it has happened to me it was at a point when the AI was calling in reinforcements. And at the point of the breaking every unit going forward that was spawned, in both the Galatatic map and any type of combat was Borked.
It really seems to me to be some kind of Break in the game AI when it is attempting to call in reinforcements. its like when it happens, the players side is switched from being a player, to being an inactive AI. The units all still react if attacked, and deploy auto spawns, but the player is no longer given acccess to them, its like a dead AI has taken over.
I dont know if that makes any sense. But this really feels like some kind of scripting failure, rather then a external memory or os issue.
I wanted to thank you for all your work on this Mod and I truly hope you keep moving forward with it and expand it even more. |
Naimster101 Joined: June 27th, 2009 Posts: 3 | My friend and I are trying to get this mod to work for multiplayer with all the new planets In-game, however they are not present. We are playing "equal footing" and we have access to the new units, but with some of the new planets missing it destroys balance. Rendilli is a major one missing, and the Rebel player is hard pressed without this valuable planet. I know the secret lies in the .xml files, but I am unsure where to change it. Please help! |
Poen From: Joined: May 1st, 2009 Posts: 11 | With some of #402.
The shield generator placement is fine imo, and the planetary bonuses are fine too.
But there are some things that just don't balance well, like the MPTLs, the Carrack, and such.
I was also wondering about space stations. I like what you've done with them, but #391 rang true to me too. The space station ships should respawn. It would make capturing planets harder, but more realistic, especially in ship building planets like kuat. If not the bigger star destroyers, at least the fighters.
Isn't that what the hangar hardpoint is for? Not saying for other ships, that would be silly. but space stations yes.
Hyper velocity gun should be stronger too, especially for the money.
Hope these issues are dealt with in 2.5 |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, you know the computer I talked about earlier? Well, it's so new that the explore page (which I used to "pathfind" mods) is a COMPLETELY new format from what I'm used to, so I have no idea where to install. If you got a new computer in '09, can you tell me where I could please find the link I'm looking for? |
kartyan From: (Bandung, West Java) Joined: June 25th, 2009 Posts: 7 | 1 last things,, is it possible to move the unit from ACM to AEM,, at least I can play with the units from ACM,, like the Pellaeon Star Destroyer,, Hailfire Tank,, S.T.A.P.S.,, and many other things... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | What did I tell you last time?!? To quote:
"The Absolute Enhancement mod is at level 5.1, above and beyond what the Absolute Corruption Mod will be able to match in the immediate future. So requesting ANOTHER update would require to put in ships from the Absolute Corruption Mod that aren't even there yet (a.k.a. predicting the future, which is in nature a near impossibility)"
Before you ask, it already includes ALL the units from ACM minus Zann units, all droids included. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Something I've noticed while playing GC (Rebels), 1 planet, hard:
The AI is very aggressive in first 1/3 of conflict; then, the AI seems to go on vacation? Even a beaten back enemy can be resourceful (in real war) so, is there a way to make the AI stand up a bit better for the remaining 2/3s of the game? |
kartyan From: (Bandung, West Java) Joined: June 25th, 2009 Posts: 7 | Thanks for answer my question,, Tyler Ziemba...  |
corr390 From: (pennsylvania) Joined: July 6th, 2009 Posts: 2 | somebody help me please |
corr390 From: (pennsylvania) Joined: July 6th, 2009 Posts: 2 | how do i activate this |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | "How do I activate this?"
Step 1) Learn how to read
If step 1 fails, try step 2:
Step 2) Reach between legs, grab top portion of body, yank real hard |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, I finally got ACM downloaded. So I hit the shortcut that says "click to play ACM 2.4" and it says no such path exists. So I'm like "Ah, want to do this the hard way, eh?" I download the petroglyph mod launcher, run it perfectly, except when it comes up, it says I don't have ACM installed! Any ideas, guys? |
Poen From: Joined: May 1st, 2009 Posts: 11 | Firstly, for a visual explanation, see if the .jpeg in acm 2.4 can help you.
You need to make sure you have a mod folder, then move the acm 2.4 folder in it so it should be C:/Program blah blah/mods/Acm 2.4/blah blah
Secondly, if it doesn't double start when you open it from there and you are using vista, try your usual suspects, run as admin, etc etc.
Anyways, hope i was some help. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I sure hope your continuing this work! I truly enjoy this mod and it's various GC 'phases', tactics & overall gameplay.
10/10 !!! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | There is one thing that I realized while I was on vacation. It's not "entirely" in the Programs folder, if you get what I mean. It's actually in a folder called Programs (x86). I didn't know that it would be a big problem, but now I see how it could. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | After looking thriugh the data again, I found something unmistakably common: The unit freeze ONLY HAPPENS on the custom galactic conquests (absolute conquest and absolute challenge) As of now, that seems to be the problem. Mobbmann, what I would consider doing is removing the custom galactic conquests. However, there may be another culprit to this! If anyone has ever had the unit freeze and wasn't playing the absolute challenge/conquest map, YOU MUST SPEAK UP NOW BEFORE MOBBMANN MAKES A MISTAKE ON 2.5!!!!!!!!!!! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Please do not remove your custom GCs as suggested by #423. I have never had any issues with freeze or lag with any faction all the way to full GC completion.
Tyler,
I'm of the opinion that the problem lays somewhere between the plug-ins and peoples individual hardware. FoC does have a known VISTA RAM issue and for those with more than 3.3 Gs of RAM running VISTA, I suggest downloading the unofficial patch (available from this Web Site).
I can tell all, that with my hardware, this mod gives me very little to complain about; no freeze, lag, or exception issues; problem is not with the mod! |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | have to agree with #424 on this.
If ur still reading these i hope u add the sith destroyer for the empire that would be freakin awsome
Thanks |
Jewface From: (KS) Joined: July 15th, 2009 Posts: 17 | Greatest mod ever. Simply amazing.
I hope you know how much people appreciate the work you put into this.
Keep 'em coming! |
Poen From: Joined: May 1st, 2009 Posts: 11 | Problem is with the mod, it's on multiple computers with multiple performance levels.
but mobbmann, don't take out the GCs, cause I love your new planets....
also, jsut read my previous posts with things to fix for 2.5. sure would make me happy if you'd consider them. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Poen,
While I respect your opinion, a thought:
If problem is with the "Mod" itself, why do I and many others not have the problems encountered by some?
May I again suggest, that the problems some are having are likely due to individual system hardware in combination with the plug-in(s) and/or the known FoC RAM issue? |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | Look i dont have any problems with the mod and i dont have a great computer either. 2 gigs with a below average graphics card but enough to play this game pretty well.
So Mobbman i hope u release 2.5 soon and if people still have problems then somebody neeeds to ask other people in other forums for help. There are a lot of main star wars modding groups who im sure can help them if asked nicely. Such as the people at everything eaw ect. ect. So my two cents.
Well it been almost a month since ur last post hope ur still reading these best regards
Admiral Nemesis |
Jewface From: (KS) Joined: July 15th, 2009 Posts: 17 | Some of the Corruption missions need to be looked at. Since you changed a lot of the Zann Consortium's ships, and made them weaker, some space-corruption missions just can't be done with the units given. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | mobbmann in ACM 2.5 will the eclipse and the soverign be a litle stronger because when i had them both use ther enhanced targating on the MC104 it didn't really take out much of the MC104's hull/health whatever and how come the eclipse has a white strip on the top and does not have a charging effect |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | the frezeia planet has no text put in is that a problem on my computer ? |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | When i use darth maul he has a long lightsaber is that what a bug or a problem on my game ? |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | also when i load my game that has the eclipse and sovergin built the game has an exception |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | try to reinstall make sure u have patch also |
Jewface From: (KS) Joined: July 15th, 2009 Posts: 17 | Megatron, that same thing happens to me with Maul's lightsaber every now and then.
And also, i played about halfway through GC with the Empire, and then some fleets started dissapearing, and i couldn't move half my units on the Galaxy Map. I'm trying it with another faction, to see if the same problem happens. |
kosta87 From: (Schaumburg, Illinois) Joined: July 25th, 2009 Posts: 56 | hi there i just want to say this mod is the ***** but one thing that really bugs me is the actual model of the eclipse i dunno why but i really dont like it? It looks like a shiny pyramid with no windows either. i like petroghlys eclipse better so i took the liberty of doing it myself with some few coding skillz i managed to make it work perfect if ppl want the files on how i did this let me know |
Lost56 Joined: February 9th, 2009 Posts: 3 | hi
I was wondering if you are going to do an other Plugin Pack or even a 2.5 if you could improve the models of some of the ships and units and add realistic hardpoints to the imperial star destroyers as well as the victory star destroyers and the Venator star destroyers as well as the mon calamari MC80 Cruisers and the Assault Frigate MK 2.
as i think this is the best mod i have ever come a cross. |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | i would like the files for sure |
kosta87 From: (Schaumburg, Illinois) Joined: July 25th, 2009 Posts: 56 | sure here's my email k its kosta87@sbcglobal.net
I'll include 2 files k
One is the Eclipse normal FOC size
The other is sized down to fit on the map same size as the Executer maybe a bit bigger if u like |
Klimtog_7 Joined: July 26th, 2009 Posts: 1 | Hey Mobbmann,
I've encountered a problem with obtaining the larger, more intimidatig rebel ships, such as the viscount or mc-104 seen in Empire GC's. I opened the mod with no initial problems, and tried the imperial GC on equal footing without Zann consortium, and it worked flawlessly. Then, when i started the same rebel GC, I noticed it only let me be at tech 4, not 5. I dismissed it, and went on playing. conveniently, i was already in control of Rendili, a planet capable of making the larger ships. However, when i got to a level 5 space station, i found that only a few of the ships (MC-80's and some frigates, along with basic units) were available, almost like there was a ech level i needed to pass before i got new ones. I stole all 4 research techs from a nearby planet with C3PO, but still was still at tech 4 couldnt buy the ships. I even trudged across the ga;axy to mon calamari, and sill nothing. I'm wondering if its a problem with tech level, or the game didnt install correctly.
Thanks for your time guys, |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
Yesterday I had one of the most enjoyable space battles ever! I was playing GC, one planet, all, hard setting as Rebels. I had built up a decent Rebel fleet; both Super ships, and about 10 each of most smaller units. The Empire attacked with a massive fleet, all three 'Supers', numerous (about 20) 'big' Star Destroyers, and about 30-40 smaller (various) ships.
I had a space station at level 3 tech; now on paper, I should have got spanked by the Empire and it was nip and tuck most of the battle. I frequently thought I should abandon the defence and save my main Rebel space fleet for another day but, I decided to battle it out.
Man, after about 3 hours of intense space combat, I finally achieved victory; I only had a few ships left in my reserve 'pool' but managed somehow to 'save the day'!
It was the most fun! Perhaps even ever with this game so, ...Mobbmann, just wanted to say (again)...well done!!! |
iceship Joined: July 28th, 2009 Posts: 174 | well i cant get this mod to work and i know how to install mod's i wonder wy |
iceship Joined: July 28th, 2009 Posts: 174 | you know i extraced the file to my mod foler then i draged the short cut to my desktop dose not work its says when i click on the shor cut that the file is not there, im not a noob wy is it not working |
iceship Joined: July 28th, 2009 Posts: 174 | could some one tell me wy i cant het this to work i downloaded the mod then extracted it to my mod folder, witch has another mod in it but i did not mix them together, then i dubble clicked on the short cut did not work then i draged it to my desk top dubble clicked did not work, then i tired extracting it to a mod folder with out a mod in it and i druge the short cut to my desk top and dubble clicked and did not work, PKEASE HELP ME WITH THIS WY IS IT NOT WORKING |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #445, see my post #298, it might help. |
Onasaki From: Joined: June 14th, 2007 Posts: 15 | I'm not sure if I have an older version, or if it's my game. But I can't side scroll up! Is this meant to be? Or is something wrong? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Just experienced a reare exception error; GC, 1 planet, hard setting.
Exception occurred in Space with many units & fighters/bomber units in play; lower half of GC conquered. Unclear why, will restart at last save point and try alternate chosen path.
Otherwise, having a blast with this mod! The AI is quite good! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Meant to say ..."rare" |
Onasaki From: Joined: June 14th, 2007 Posts: 15 | Can anyone PLEASE tell me why I can't scroll up on the game, while in a space battle? It's annoying as hell. |
Avallone Joined: August 3rd, 2009 Posts: 3 | Great work my friend.This is truly required to enjoy the game.I tried zErox's mod but i think your mod is way better.I also made some modifications to the xml's and made it the way i like it.Thank you again for this mod.I look forward to your next release |
iceship Joined: July 28th, 2009 Posts: 174 | well this look's cool but maby you could make a installer for next one becouse i cant get this to work, and i have got some mods to work so its not me, im not saying it does not work i just think the download has a bug in it becouse i have downloaded it 3 time and does not work, SO PLEASE MAKE A INSTALLER FOR THE NEXT VERSION |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I have a great idea for promoting the mod.
Since the fighters have so much more firepower, why not snap a photo of a ****load of fighters destroying a lvl 5 space station. I or someone else can say that it was from this mod, and violla! A bunch of new fans and downloaders. My example captions: "Death by fighters" or "Who knew that something so tiny could pack that kind of punch?" |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Have it run for PotD or even PotM! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
Your idea is ok but, not really needed. I say this because in a relatively short period of time, this mod (in the 2.4 version) has climbed to #3 in downloads from this site! If this download rate continues, in due time it will become #2 and then, #1.
Unless of course, Mobbmann releases 2.5 or whatever new version he may be working on; then, the number count starts all over.
Now, "Z"s mod is certainly a fine mod; however, I don't like to compare the two because, we'd be comparing "Apples" and "Oranges".
Bottom line, this mod does not need anything to "promote" more downloads; this is because it's one heck of a fun mod and has strong re-playability factors (As does "Z"s 3.5).
My two cents... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | First, what the heck are you talking about by saying Z's?
Second, wouldn't it still be cool to have a PotD or PotM from this mod? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
1. Z3R0X's mod
2. Yes, it would be cool to have either. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Where did you come up with Z3ROX's mod? I didn't even come close to either mentioning it or implying it in some way. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler, Et Al,
My bad, let me connet the dots:
"I have a great idea for promoting the mod." now, couple this with,... " A bunch of new fans and downloaders"
1) Promotion of this mod = more downloads = "...in a relatively short period of time, this mod (in the 2.4 version) has climbed to #3 in downloads from this site! If this download rate continues, in due time it will become #2 and then, #1."
2) Should #1 occur, this mod will replace or supercede Z3ROX's mod (currently #1 for number of downloads from this site)
I too want to see this mod get more downloads and of course recognition as it is one heck of a fun mod (as I've already mentioned). The key word or phrase in all of this, is "fun"!
This mods balance and fun factor keep me playing it constantly! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, thanks.
But by the way, I still need help getting the mod to run. It doesn't appear when I use the mod luancher. Just so you know, it's "halfway" in the Programs folder. It's actually in a folder called Programs(x86) Any ideas? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
Sounds like your operating system is a VISTA 64 bit machine [Programs(x86)]. If this is the case, FoC will not run on these systems if they have 3.3G of RAM or more. It's a known issue with no official patch 
However, an unofficial patch is available from this site which allows FoC to run on VISTA 64 bit machines. Do you think this is your issue? If not, please provide your OS basics; from there, perhaps someone can help you get it going. |
foreverrussia1 From: Joined: August 8th, 2009 Posts: 114 | Hi, please help me.
I downloaded this map but I don't have some of the planets in the screenshots. Hapes doesn't appear. Nor does Commenor. What happened? How do I fix that? |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I have absolutely no problems playing the original game. In fact, on multiplayer, I'm one of the fastest around at 50 fps.
Do you mean the actual OS or the CPU? If it's the OS, I can't find it just yet, but my CPU is a Intel Core 2 Duo with 2.8 gigahertz |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
I had to go back and read your prior posts to get some feel for your computer issue. Since your Dad bought you a new machine in '09, it's likely a 64 bit operating system (MS Vista). These operating systems have the regular "Programs" folder and the new "Programs(x86)" folder.
Your mod launcher will not 'see' ACM 2.4 because it's looking for it in the "Programs" folder. Also, you mentioned you have FoC installed, "halfway" and how it works at all in this situation is beyond me?
My recommendation is to save all your downloaded mods to your 'desktop', then, completely uninstall FoC (to include any saved games). You can then manually install to either "Programs" or "Programs(x86)". If you install in the latter, you'll likely still have the mod launcher issue; but, you should be able to run FoC and all your mods just fine. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MuchTooLearnUSH, thanks for all your help.
But why would there be a Vista RAM problem? I read in an issue of Maximum PC I bought that Vista handles RAM more efficiently than any other OS. They mentioned that it was "something Windows did right with Vista".
Also, why would there be a programs(x86) folder when the programs folder acts the exact same way? I'm starting to think that with 64-bit, Vista has a new method of organizing things with pre-installed programs and major consumer-installed programs and my games (EAW/FOC, Civ. 4, Sins) and other minor consumer installed programs in the programs (x86). Like I said, I'm still trying to figure out all the new settings and stuff like where can I find computer vitals and why am I troubling you with my thinking aloud?
Again, thanks! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MuchTooLearnUSH, I'm so sorry for asking so much from you but I have a BIG problem.
I just uninstalled the game, rummaged through my room, only to find that I lost the installation codes! Again! Can you please help me out? I so hate myself now... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
The RAM problem is actually with the FoC game engine. Souped up machines with more than 3.2 Gs of free RAM cause a major glitch with FoC. Most newer machines today are running Vista, that's why it's known as a 'Vista' problem.
Why MS split the Programs folder into two distinct folders is beyond me? Probably so they could say 'it's newer/better' and therefore make more $$$?
Regarding the game install codes, I'm sorry, I cannot assist you in this matter 
I hope you find your install manual so you can get back up and running. Since our last few post have been getting off the topic of Mobbmann's ACM, I think we should try to confine our posts to the subject at hand; namely, this wonderful mod!
P.S. - Try not to "hate" yourself ... |
mobbmann Joined: March 10th, 2006 Posts: 198 | I'm still here and I do check the posts every few days, I just havent seen anything really relevent to the issue at hand... speaking of which, I'm really starting to think it's just an intermittent problem with certain systems due to ram... so next version I might remove 4 or 5 planets... so far 2 people with the issue havent had any lock ups after I did that...
otherwise I'm pretty disappointed not more information was divulged in helping to fix this issue...at any rate I'll try to release an updated version by fall... I've got alot going on and my time to fix this ran out... so I have to wait for my next break to get the next version up...
I was really hoping that IA2 would be up and downloadable but I honestly think that mod is dead in the water...so I will release another version... just have to wait a few months...thanks for being patient. |
mobbmann Joined: March 10th, 2006 Posts: 198 | thank you much to learn for holding down the fort and answering questions while I was out of the country... literaly...it helped alot for everyone. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Your welcome and, glad your back! |
AForestFan Joined: July 1st, 2006 Posts: 9 | Tried playing Galactic Conquest. Why does it take 37 years to reach the space station in space battles? This is not an enhancement. I guess I won't see the other amazing improvements in the mod, when every space battle takes an eternity just to get started. |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | they are not to big. they give u plenty of time to get ur forces in there and plan ur attack plus if u thought about it u can always speed time up to get ur fleet to the enemy spaction faster. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | #471,
While I respect your opinion, agree I must with Admiral Nemesis...
I find that the extra time it takes to engage the 'enemy' gives you the ability to attack/defend as necessary. |
mobbmann Joined: March 10th, 2006 Posts: 198 | exactly why I made the maps bigger...if you thought about your tactics nemesis youd realize you can drop one ship in to scout... then once you see the space station warp in all your ships on top of the space station...plus with all the new ships and increased pop cap youd have no room to maneuver...think before you post padawan... |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | i said i like the bigger maps not dislike them please read all the post like number 471 before u call somebody who likes ur mods a padawan |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Have you considered any Vong units for this mod? Might be something to consider if you haven't yet.
I'd luv to see a GC with either a Vong invasion comes in full bore, taking about half to two-thirds of the Galaxy or, some sort of 'peace' among the factions in order to turn the Vong invasion back. Would be fun me thinks... |
mobbmann Joined: March 10th, 2006 Posts: 198 | admiral nemesis,
that was directed to aforestfan |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
Had a most enjoyable Space battle over Kuat as Empire. Here's the scenario: I had the Zann under wraps after concentrating on their holdings; had top porting of 1 planet 'hard' locked down (Rebels holding top 6 planets). The main Rebel fleet trapped at the prison planet just off the Maw. Now the lower 1/3 of GC was still in Rebel hands (with their main space fleet trapped as mentioned). Then, I started to pick on rebel held planets not under my control; I knew the main Rebel fleet would have to fight their way back into their 'lands' so I positioned strong fleets all around the prison planet.
Walla! As expected, the Rebel fleet attempted to high-tail it back in order to prevent more planetary losses and where did the Rebels try to break free from? Yup, Kuat, where one of my stongest fleets sat in wait.
Man o'live was it an epic battle! Took about 3-hours to completely wipe the Rebel scum from my shipyards at Kuat...it was awesome!!! I then proceeded with my plan and built the Death Star at the MAW installation...tonight, the Rebel scum will cower wherever they're at (as I blow up every planet that will not surrender and bow to the will of the Emperor!).
Much fun I expect this to be! Long live the Emperor!!! |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Mobbman are you going to add your custom GC maps to multiplayer ? and Admiral Nemsis what do mean by patch becasue i use the 50 pop cap add on. |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | the patch for the game its self foc 1.1 i think it is |
Darkulan From: (Lexington / Kentucky) Joined: August 16th, 2009 Posts: 2 | Before I go any further, here is my information.
I'm running the dreaded Windows Vista 64-bit / 4 GB Ram, I have already patched the game with the FoC 1.1 Patch as well as the fix by Mike.nl which has allowed me to play thus far. Here is my current issue, also if it has already been solved in the comments then sorry for asking again, I'm running on 5-hour energy and frustration at the moment so I stopped reading the comments past about comment #250
I've downloaded the Mod and for the past few hours have been trying to get it to work, with the game patched properly (I think...) and the mod in the correct place with the correct path (Changed the target and start location from Program Files to Program Files (x86) Amazing how they made two, one of those flashy new vista 'upgrades' people so love.) however when I start the Mod, I am once again confronted with the horrifying EXCEPTION! which has come to me in nightmares (Well, not yet since I have yet to sleep but I am sure I will close my eyes tonight and wake up to a giant pop up exclaiming I cannot sleep due to an exception.) To be exact, it is the following.
"An exception has occurred. See _Logfile.txt and _except.txt for details."
I'm not a computer guy nor do I have that great of an understanding on how these things work, maybe I need to put the mike.nl patch -in- the AcM.2.4 folder? If so... where? Any help would be appreciated, this sounds like an awesome Mod and I am looking forward to enjoying it if I can. Curse Microsoft / Activision for making this frustrating. |
Darkulan From: (Lexington / Kentucky) Joined: August 16th, 2009 Posts: 2 | If I need to post the logfile.txt for more info, let me know... also, let me know how to find it Like I said, not a computer buff |
Onasaki From: Joined: June 14th, 2007 Posts: 15 | Still no up-scroll on space battle fights..I have the function turned on. But it doesn't work. |
Jedi_Jettson_21 From: Joined: April 11th, 2009 Posts: 354 | Can you add the TIE Droids to Skirmish? Or are they in Skirmish already |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Darkulan,
I too had the VISTA problem with FoC and ACM 2.4
I downloaded the unofficial VISTA RAM patch you mentioned. Ensure both EaW and FoC are patched up, then install (replace the XML file) included in the VISTA RAM patch.
If this doesn't work, try a clean install of everything (make sure you have your game install codes prior to doing this) and it should work.
My VISTA laptop has 6 Gs of RAM and FoC wouldn't even fire up until I installed the unofficial VISTA/RAM patch; now, everythings work just fine. I've been able to run ACM 2.4 to full GC completion; albiet, without the ACM plugins. Hope this helps get you up and running...good luck! |
Onasaki From: Joined: June 14th, 2007 Posts: 15 | Alright,
I've said this, about 5 friggin' times. And I'm getting tired, this is about as close to a forum we can get as far as I know. And I say this again, WHY. Can't. I. Side-scroll up? It's REALLY annoying. I'm getting annoying, because people will happily help ANYONE but myself. I really like the mod. I'd really like to -play- the mod, but I cannot so long as I cannot up-scroll from the sides on a space battle map. It just doesn't work that way, you hear me?
I dislike having to right click every time I want to side-scroll the map. And it also seems that extremely long posts are the only ones that every get looked at. So I'll keep talking, can someone please help me? PLEASE? Help me? Anything. The options are set, but I cannot do it. I want to play. I want to kill. I want to corrupt the galaxy. I want to do EVERYTHING I want to do, but I'm limited to the fact that I do not have a side-scroll. I've checked my settings, and everything is set to on. I've tried reseting, reinstalling, redownloading, re-playing, and all sorts of -re-'s but NOT A DAMN THING IS WORKING.
So I ask again, can someone PLEASE help me out here? |
Australis Joined: June 11th, 2007 Posts: 17 | This mod has a lot of beautiful new models (although many function just the same) and shows polishment. I like that a few of the GC maps allow the player to start with 1 or 5 planets so they can plan their advancement step by step.
Mining facilities are incoporated and no longer wastes too many land slots.
The AI is very aggresive and will handily wipes out the Black Sun Pirates in about five minutes. If the AI plays Empire, it thens starts building the Death Star II.
Among the good, some issues need to be resolved. First, what is those Battle Cruisers about? Each of them are easily five times more powerful than a Star Destroyer yet each only count 7 units? With the maximum 35 pop. cap, the AI can overwhlem the player with four to five Battle Cruisers. Perhaps the modder should restrict the number of Battle Cruisers and reduce the pop. cap so the game is less harsh. On Easy (I normally play Normal), I came to surviving that only when I have Lv 5 Space Station, Ion Cannon and a even larger Battleship.
Moreover, does anyone know realism hurts gameplay? Infantry units (heroes included) are scaled down and move no faster than snails. Now I only use vehicles (the powerful AT-TE can destroy everything, both land and air; infantry and vehicles). Fighters are scaled down too but that did not matter as much as the land infantry problem because capital ships are not good at destroying them. Fighter against fighter vise, it is even.
PLEASE lower the laser firing rate. I know it is realism again. But hey, my PC was built only a year ago and I play the Vanilla FOC on 1920 X 1200 with no problem. The faster turbolaser rate, however, add a HEAVY burden on the CPU and GPU so I have to play the game on 1440 X 900. Can you call the cost for realism justified? No way! I honestly cannot imagine what the game is like for mainstream gamers.
If these problems are gone, this mod is going to impress everybody. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Onasaki,
First, calm down. We (all who visit here) are not your 'beck-and-call' slaves!
Second, have you tried buying a new or different type of mouse? (Ever consider the problem may reside with your hardware?)
I have no problems scrolling up or down in 'Space' or 'Land'; this tells me, that your problem is...your problem... |
mobbmann Joined: March 10th, 2006 Posts: 198 | onaski,
did you ever think for one minute maybe your game got corrupted? before coming in here flipping out why dont you try reinstalling the game and the mod...common sense. |
mobbmann Joined: March 10th, 2006 Posts: 198 | australis,
actually the way the lasers work now reduces lag...believe it or not also the battle cruiser and easy to take down... just not with capitol ships...two heavy desroyers or two heavy cruisers are equivelent to one of them... use your power to weapons or shield abilitites... however, ship to ship is not ideal against a battlecruiser...fighter bomber assaults are lethal against them though...remember the ion attacks of the bombers? a couple of bomber squadrons can stop the bc from shooting ... meanwhile your ships blast it to bits... it is very possible and every thing is in the mod for a reason... |
mobbmann Joined: March 10th, 2006 Posts: 198 | I determined that the unit hang bug is in fact caused from the ram issue same as vista...if you have over 3 gigs of ram... funny thing is it only happens to very few people... wierd. |
Onasaki From: Joined: June 14th, 2007 Posts: 15 | I tried reinstalling. It didn't work. And I know my mouse is fine. It's brand new. |
Australis Joined: June 11th, 2007 Posts: 17 | To Mobbmann,
It is all fine. I figured to guard each planet (border) with one Battle Cruiser and a Level 5 space station. When I engage, I tell my fleet to guard the space in front of the capitals (fighters will move ahead of capitals and defeat hostile fighers). Usually I can just sit and watch the bombers attack and annihilate the enemy while the capitals also fire at the enemy in safety. But you can also command bombers to take out the shield generators of their Battle Cruisers as well.
In short, at least on Easy, it is suffice to just counter enemy Battle Cruisers (even Battleships) this way.
But I'd suggest that Death Star II , the Eclipse and the Sovereign have a stronger super laser and shorter reload time. Their laser should take down any ships in one shot but the Viscount Star Defender's shield completely blocks the super laser and Battle Cruisers ONLY take heavy damage. The reload time is too longer as well. As the Empire player, these shortcomings are not fun. To balance for Rebel players, perhaps add a hardpoint for the super laser (Eclipse/ Sovereign). The DSII is already vulnerable to Rogue Squadron. Zann, forget it. They are already unstoppable. It does not hurt to make the Empire as strong as it should be. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Onasaki.
Ok, recommend you run a diagnostics test on your mouse and your system drivers.
If this doesn't produce any info, recommend your next troubleshooting step be to substitute (switch) your mouse.
I can verify, that problem is not with the mod (you seem tobe the only one with this issue?) |
ceasar1234 From: Joined: August 19th, 2009 Posts: 1 | Hi people
I have been playing this mod for months now and watching these posts to find out when it is going to be updated. Great work Mobbmann keep working on it please.
Onasaki...... I have had the scrolling problem but only twice. I only play the game in GC mode on a LAN connection on two very different systems one being a laptop with a touchpad which i assumed to be the issue however all i did was clean the keyboard and restart the game(stuck key) .......dont know if this helps but it worked for me.
This mod is awesome against a human opponent. Bigger galaxy please |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | First, this is a fabulous Mod! Now, for how I think it could be improved:
1. Missile Ships (broadside cruiser etc.) make space stations irrelevant. This is OK because it forces the defender to attempt to sortie out and destroy them, but they should be more expensive, and require a higher tech level
2.The Imps, Zann and non aligned planets start with too few garrison units on land when playing as the Rebels, allowing you to snarf up far too many planets too quickly using the Raid option with just 2 T2b units and Leia (I Vaporized 7 Level 5 Space Stations incurring 0 losses in almost no time this way)
3. Infantry are almost irrelevant. Making them weaker was a definite improvement, but it is a little too far. I suggest that they should hit just a little harder and be given a slight chance too deflect BlasterLaser fire too simulate their ability to use cover and keep a low Profile. (the Take Cover Special would be equivalent to Crawling) (Please note Zann infantry HAVE NO TAKE COVER SPECIAL they simply charge mindlessly in parade drill fashion!Please give it to them! Battle Droids shouldn't have it though)
4. If you can improve the AI it always helps:
Once again NEAR PERFECT MOD. Superb!!
Can't Wait for next edition. THANKS ALOT!!! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Farce Sensitive,
Are you playing GC, one planet, hard? To quote your comment, " The Imps, Zann and non aligned planets start with too few garrison units on land when playing as the Rebels, allowing you to snarf up far too many planets too quickly using the Raid option with just 2 T2b units and Leia (I Vaporized 7 Level 5 Space Stations incurring 0 losses in almost no time this way)"
You may have a valid point if playing GC "easy" or "normal". I think the game is well thought out and balanced on "hard", 1 planet. I find I need the quick strike grab of a few planets in order to establish an economy and, industrial capacity.
In short order, the other two factions, (Zann & Empire) will assuredly attack you and in force. Also, you can only 'quick raid' grab for only so long because the Empire will build turbo laser towers (which are extremely deadly) and the Zann will provide planetary defence sufficient to defend against "2 T2Bs and a hero". Additionally, if you grab too much to quickly, you'll have a problem building a stable infrastructure as you will face repeated attacks in Space and on Land. If you haven't tried '1 planet, hard', I highly recommend it...it's great fun!
I do agree with you however regarding the desire for greater defenced planets; however, the initial 'grab' planets should'nt be too heavily defended; otherwise, the Rebels could never get out of the starting gate and would be easily confined to their 1, 2, or 3 starting planets. If Mobbmann would make the more important planets and 'out-layer' planets heavily defended, then,...much fun this would be!!!
My two cents... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I was on 1 planet medium and already planned to try hard.
(however I had already changed MPTL's to Tech4 because they made it even easier)
But I was only suggesting somewhere around an extra factory or 2 (so that the defenders would be garrison and not increase the total land forces)
|
mobbmann Joined: March 10th, 2006 Posts: 198 | I'm thinking for 2.5 to make the super laser kill anything with the super laser... but it will only fire once per round... fair? balanced? and I mean it not the fox news version of fair and balanced if you catch my drift |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Yes, you have my vote!
Please consider an increase for empire ground based laser also. Thanks!
BTW, have you seen some of Warb Null's latest models? |
shike53d From: Joined: September 10th, 2007 Posts: 42 | Hmmm well I guess its fair since the Empire has worked hard to become powerful.
And about Warb Null, I think he has proven himself to be a modeling GOD so far.It would be interesting to see more of his models in ACM and maybe AEM. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I was Playing Zann, I landed on Nal Hutta, the empire fired the magnapulse canon and it DESTROYED my M.A.L. units |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I would like to suggest 2 new Zann ships:
1.The boarding shuttle. Lightly armed but with shields rivaling much larger vessels this ship is equiped with a cloaking device and carries a boarding crew if it can survive for a set ammount of time after targeting a ship smaller than an ISD with it's special the target ship is converted to Zann alliegence (perhaps a longer amount of time could be required to hijack ISDs or larger)
2. The Hiwayman Frigate. A modified Pirate Frigate that has 2 Ion canons a tractor beam and a cloaking device. Designed to incapacitate cargo ships without damaging their cargo it's use in fleet action as an auxilliary shield remover was pioneered by Tyber Zann.
(P.S. Shouldn't a ship as large as the acclamator 2 have a shield generator hard point) |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Just had an amazing land battle as Empire...I attacked a planet heavily defended by Rebel armor and anti-air units. It was great fun but, I did lose the Emperor, Vader, Mara Jade, and 3 each Sith Lords; those anti-air units in large numbers are deadly against everything, including, hero characters. The AI played just like I would have and AMBUSHED me! lol!!!
Now, I have to wait for my 'Dark Siders' to re-spawn and re-build |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | This is my favourite mod. Especially seeing that Phoenix Rising is so slow in GE. Only prob I've got with this mod is that when I try to add better projectiles, it crashes when I do a land battle. It'd be good if it didn't do this.
Need moar
10/10 |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | i hope this get put into the mod id add it my self if i knew how but owell still a great mod to play |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Had to take a break from this amazing mod. I just finished defending Byss (Space), Zann hit me with around 15 large BBs along with smaller ships; took awhile to defend.
Meanwhile, the Rebels are 'hit and running' my level 5 space stations all over the place...
Then, the Zann hits me (again) at Sullust (Space) with another very large fleet! Much fun this battle will be but, it will have to wait as my brand (and fingers) need a rest-bit...
People, if you haven't played single planet, ALL, on hard setting...you don't know what you're missing!
Mobbmann,
I hope any future mods you do for this game keep this kind of intensity on 'hard' setting; I FRAKIN LUVIN IT!!! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Opps, meant to say brain not brand... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I have been thinking that the stim pack should be re-done to be one time use and not cause any self damage |
mobbmann Joined: March 10th, 2006 Posts: 198 | well, I got all the models I wanted I'm doing some work here in the next month when I get a break and will put th new units in the mod... including the tie neutralizer and malevolent. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Great! Very much looking forward to your next version...very much!!! |
shike53d From: Joined: September 10th, 2007 Posts: 42 | What?! I know Warb Null hasn't made the malevolent model yet.
So how did you find the malevolent model? |
microjump From: Joined: August 27th, 2009 Posts: 1 | I don't know if this is possible or not. But, how about adding tactical micro jumps in space battles (i.e. jumping from one visible point in a space battle to another, perhaps with a timer or one jump limit per battle) for ships of a certain size with engine hard points. Maybe allow single ships to jump out of battle completely, if they still have their engines intact.
Anyway this mod is awesome mobbmann! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I've been playing this mod consistently since its release and had never experienced any unit freeze 'bug's as others have; that is, until just now.
Bug happed in GC, 1 planet, Hard setting. I'm playing as Empire with unit freeze bug showing up at Eraidu. I have two Sith Lords above the planet (in planet move slots) and cannot move them anywhere.
I've saved and closed out the game and will re-enter later. I'm hoping when I re-enter the game, the unit freeze problem will go away (not be an issue).
Mobbmann,
As an aside, I must say, 1 planet, All, Hard is the most fun I've ever had with this game; the A.I. is very, very good and keeps me on my toes; additionally, the A.I. and game itself is almost perfectly balanced!!!
I'd like to see the ground based laser be given at least double it's current power and, would like to see cloaking tech be made available for Zann (when Zann is played); the A.I. uses cloaking tech but the human opponent cannnot?
Lastly, I'll say it one more time... this mod is FRAKIN AWESOME!!! |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | First, I say again THIS MOD IS NEAR PERFECT.
Now a few ideas I had.
1 Let Zann buuild the cantina units (they are the underworld)
2 Zann has no 6th turret (because they don't need AA turrets). Give them a small shield turret (like the one on the reb MDU)
3 Halve the price of defilers and take away all bunuses or abilities except spread corruption, Zann can use hero's or command droids. (they cost too much to have the enemy remove their handiwork for a mere 150)
4 The AT-TE Needs transport cappacity. I think 2 per unit should be about right. (one set could carry one infantry platoon)
5 Make Pirate Fighters available to Zann as a cheap alternative to the starviper (and possibly as garrison for lvl 1 spacestaions)
6 Give Zann swamp speeders (Mk2 version with really crummy shields ?)
7 More GC maps so you can start at different locations or tech levels
8 Decrease the fighter/bomber escort for large ships if I use 7 pop points for a Battle Cruiser and get 7 fighters and 7 bombers why would I use 7 pop points on just 7 fighters
9 Adjust prices so that I would have a reason to buy the T-Wing etc. when all they are is a chump version of the A-Wing etc. (if they were a better bargain I might consider it and pay for my cheapness with reduced quality)
10 consider giving Zann Ion cannon towers in lieu of Turbo laser towers
11 Give the Pirate Asteroid Base Arc Bombers (all they have now is fighters:confused
12 Make the Imp Probe Droid useable on the ground. armed with 1 chump laser and a sensor ping
13 Zann should have a second money building with a dual use (Not much income but speeds production or removes fog of war when defending etc.)
14 Give Zann droid tanks the shield leach (since very few land units have shields this would not be too big of an edge)
15 Use the IG-88 model to make Assasin droids
16 Let the Rebs build weak versions of the Gargantuan at tech level 5
17 build a Zann ship with the plasma cannon from their spacestations
18 Make a Bomber base ground structure to give the defender bombing runs
19 Make Kamakazi Bomb droids for Zann
20 Give Rebel Infiltraitors a short duration cloaking device
21 Give Zann smugglers (perhaps less efficient ones who skim off the top) |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I can't build a cantina on tatooine. Is this because I have one on another planet? |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 22 Create mine layers for space/land (perhaps Buzz droid layers)
23 Some planets should be economically worthless except for mining an have no banking centers (I don't think swamp slugs use money)
24 Create heavy bombers with side and rear mounted guns (about as powerful as as really weak fighter) these would be safer from fighters but more vulnerable to frigates etc. because they would be slower.
25 Create a weak slow firing really long range missile squad for the Rebs (would need to deploy) |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
For the first time, I had to start the game over (see post #514) as the unit freeze bug kept showing up. I'm hoping it was just a one-time deal and I've never experienced it before.
I did a recent defrag and file clean-up on my computer which included a registry clean-up. I also uninstalled some other programs that were soaking up some of my 4 Gs of RAM; this is probably why it occured? 
Now playing as Rebels, hopefully bug will not re-occur. However, if it does I already know that some other mods have also experienced this 'bug' so, I know it's not specific to this mod and is likely due to the FoC game engine in combination with user specific hardware. |
mobbmann Joined: March 10th, 2006 Posts: 198 | like I said... it's a ram issue so I'm going to drop a few planets off the galactic map so there is less ram demand... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Your mod, your call on dropping some planets. Although, on souped-up machines with 3.3 Gs of RAM or more (and usually VISTA O/S), I'm not sure dropping planets will fix this issue? More of a FoC game engine and individual hardware issue me thinks.
Your call though... 
If you do drop some...can you add Hapes with the Hapian forces in lieu of? |
PDQAg Joined: June 18th, 2009 Posts: 5 | Until recently I have always experienced the unit freeze bug after 1/4-1/3 of the map is conquered (doesn't matter which faction). However I just installed the Vista RAM fix by ScifiStud and my units are not freezing anymore. I am over half way done with one full Rebel GC campaign and have not found any other problems. If you have not installed this patch yet, try it out and perhaps it will solve your problems too. 
But now that I've gone and said that it works, the units will start to freeze again just to spite me. |
darthnagus Joined: September 1st, 2009 Posts: 3 | i just downloaded this mod, i have unzipped it and double-clicked on the play link but i don't think it is working |
DK340 From: Joined: February 21st, 2009 Posts: 5 | on the mod i get an exception every time i try and use a driodeka or gunship or even when the com uses them. any suggetions on how to fix this??? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | DK340,
Both EaW and FoC must be patched. If you're using the "Gold Pack" CD the game includes those "Official" patches already. Your issue sound like a 'patch' concern. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | If you must drop planets could you please have one map with and one without. (like your no Zann map) 
For those of us without the unit freeze bug the more planets the better |
DK340 From: Joined: February 21st, 2009 Posts: 5 | i am useing the gold pack but the exception only comes up when using this mod |
PDQAg Joined: June 18th, 2009 Posts: 5 | Oh well. So much for the Vista RAM patch working. After playing just a little more after my last post, the unit freeze bug returned. I knew that once I said something it would come back...
Hope you can find a way to fix it mobbmann (without removing planets). |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | PDQAq,
Sounds like you installed the VISTA RAM patch and then continued your saved game (after the unit freeze bug)? If so, try deleting all saved games and starting a new game.
I've tried this and unit freeze issue has not re-occured. |
PDQAg Joined: June 18th, 2009 Posts: 5 | No, I started a whole new game after installing the patch. Though the bug occured when I had a huge fleet vs fleet (50 units on each + starfighters) battle and AI reinforcements had just arrived. Previously it had occured in smaller battles, but always when reinforcements arrive. I am going to try again but see if I can avoid those huge battles. |
nasty6 Joined: September 4th, 2009 Posts: 5 | First of all... This is a great mod!!! I love playing it! Takes the game to a whole new level! Thanks so much for making it! Hope you continue to expand it....ACM 2.5? 3.0?... Please!?
Just checking in to see if anyone has found a fix to the dreaded "unit freeze bug."
I'm having the same issue that's been described above. I like to play on "hard" level. You spend an eternity getting your butt handed to you by the game... After a few epic(and fun) battles, you begin to turn the tide in the Galactic Conquest mode. Gain control of a number of systems, start building huge fleets/ and ground forces... Just as you begin to kick butt, you lose control of all units on land & space. I can start the battles but can not move or control any units. It's enough to drive you crazy!!! Has anyone found a fix?
One other question.. My main PC is 64 bit Vista, 8GB RAM, AMD 2.4 GHz . I've already installed the XML fix that allows you to play the game on a 64-bit vista sytem, but I can only run the original version of the game. I can not play ANY mods!
I have no problem playing mods on my very old XP PC, or on my newer laptop wich is also still XP. I would love to play this on my newer systems.(faster, better graphics cards ect.) Does anyone know of a solution; fix, patch, xml... anything that allows you to play mods on a 64-bit vista sytem?
Sorry for the long comment. Thanks for any answers to my questions!... And once again, thanks for all your hard work in creating and releasing this over the top great mod! I've had a blast with it!!!! Keep up the great work. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Nasty6,
To quote you so I stay on your question: "I've already installed the XML fix that allows you to play the game on a 64-bit vista sytem, but I can only run the original version of the game. I can not play ANY mods! I have no problem playing mods on my very old XP PC, or on my newer laptop wich is also still XP. I would love to play this on my newer systems".
Ok, I'm sure you don't want to read through 500+ comments in search of answers so, I'll provide you a little of what I've learned.
1) Ensure your game and any mods are in the same main branch folder. The newer 64-bit VISTA machines usually at two; the regular "Programs" and the new (mo better?) "Programs(x86)" branches. If any of your game and/or mod files are split between the two main branches, you'll have issues.
2) Ensure EaW & FoC are patched to 1.1 and 1.5; if using "Gold Pack" this shouldn't be an issue since the patches are supposedly included.
3) Ensure you have the RAM/VISTA patch created by Mike.nl; other unofficial patches do not work as well as his; it's available to download from this site.
4) Do not use the old mod launchers to try to start up Eaw/FoC mods on souped up newer machines. Those work based off the "Programs" folder and will not 'see' your mods in "Programs(x86). In other words, you'll have to ensure all your mods use their respective (designed) mods folder shortcuts.
5) Any shortcut must be looking for the exact target. Any error in the 'target' path, and the mod in question will not work.
6) If you try these things and you still cannot get any mods to fire up, then (ensure you have your game install codes prior to doing this) completely uninstall ALL EaW/FoC files (to include saved games) and then, start all over with new installs.
Please remember to follow (read very carefully) the various mod install instructions and, you may have to read various mod forums for updated material on how to get the respective mods working properly (or 'mo better'). Hope this helps...
If you still cannot get any mods to fire up on your newer computer, then, it may be that 'newer/better' (hardware) is your issue... |
mobbmann Joined: March 10th, 2006 Posts: 198 | working on some new stuff... |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | if all possible could u add shadow troopers for the empire |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Ok,...care to share what kind of new stuff?
As an aside, I asked Major A Payne if he would consider giving permission for use of some of his Zann ship models (see recent BSG thread). He has some great Zann models and one of them could be used as a Zann 'Super'. I think he'll give permission, just have to ask (me thinks?). I'd love to see that ship modified into a Zann "Super".
Please give this idea some thought... 
Time for bed now as I'm pretty drunk... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, wtf is going on with filefront? I was browsing last night and four different trojan horses attacked me at the exact same time. WTF FILEFRONT?!?!?!?!?!?!?!? |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Mobbman could you make the ecpilse Recharge thing go faster becuase it take a really long time to charge up and like I can only use it once per battle which kind of suck and could you add the charging up of the beam like in the orginal game so it takes longer to fire instead of fring when you choose the target |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | mobbman why do you just put one of the tradefedration fighters from starwars starfighter but not all and the droid scrab would look awsome if it was in the game |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | can you also add the big maps to multiplay if you can i would be |
iceship Joined: July 28th, 2009 Posts: 174 | i like the mod but i dont like how you changed the lasers they look like the ones on gun boats, other than that nice mod |
Imperial_Tex From: (Texas) Joined: September 1st, 2009 Posts: 40 | The Eclipse has to be fixed like big time when you make a new add on for this game make the Eclipse waaaay bigger no rebel ship or Mon cal ship should be bigger, the MC 104 should not be bigger same with any other ship and the Eclipse needs its Super laser to kill any ship with one shot like instant not it shoot and it just hurts the shields that makes the Eclipse worthless... what needs to happen is get the Eclipse from the last misson of Zahn but completed but that would be the right size and color since the Super laser shouldn't have a big white streak on it. But it does look like a re Eclipse just way to small and weak. please fix it soon.. because i can't take over the galaxy on meduim with only stating with one planet and the dam rebels and zhan have bigger azz ships than the Empire...the Empire was known for its giant azz ships. |
nasty6 Joined: September 4th, 2009 Posts: 5 | Thanks a lot MuchTooLearnUSH ! I simply copy and pasted the LucasArts folder from program files(x86) to the regular programs file. Then added the mod. Works beautifly!!! Thanks again for the assist! |
Imperial_Tex From: (Texas) Joined: September 1st, 2009 Posts: 40 | Also bad idea on making the Super laser fire once per round that would go against everything, on medium its hard as f*ck to keep planets from falling the rebels once attacked me with NOTHING other than Battlecruisers so i need the Eclipse to have way faster reloading time and infinte shooting smf more hardpoints which goes back to making it biiiig just like the DS2 hell i haven't even gotten my money over 100,000 credits...because im having to spend it all on building Battle cruisers to defend my planets. And like some of us are saying make the Empire like its be foretold in all of the Star wars series..the Empire is basically unstoppable. Thats how it should be.
and both comments for Mobbmann. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Imperial Tex,
At first, I too thought as you do regarding the Eclipse class blasting power. After playing this mod for quite some time now, I understand why Mobbmann set the power on those ships the way he did. The A.I. in this game is very, very good. Fully enabled Eclipse class ships would totally unbalance the mod as the A.I. would completely dominate the other two factions (In G.C.). See Mobbmann's post at #499, I think his proposal is a good compromise.
Nasty6,
Your welcome! |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I would like to see somebody add the C.I.S. spider droids (like in Republic Commando)
Also if you could add more factions it would be great (even if they weren't playable it would help make the gameplay less predictable to have the Hutts/Black Sun etc. trying to attack and expand) |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Farcesensitive are you talking about the Dwarf Spider Droid and that would be awsome
Mobbman I have Noticed when a Sith Lord fights a Jedi knight they die I thought they were supposed to be balance.
Will the first Death Star be buildable ?
It would be awsome If there was the World Destoryers in this. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Yes the Dwarf Spider Droid |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Ahh don't drop planets. Make a version which has the same amount, and one which has less...
It's a nice balance for me, especially compared to the other large conversion mods out there which really lag on the GC map. Don't ruin the fun!
Also, for some reason I feel the Rebels are a bit weak. Though, I do think the SSD needs more turbo lasers on it, it would make the battles more epic when it's there.
Oh oh, is it possible to work out a way to have better projectiles? I tried using a small one from here, it crashes in land battles. |
DK340 From: Joined: February 21st, 2009 Posts: 5 | im still gettin an execption when i try using the ground tie fighters and other land units. it seems as those it is just 3 or 4 of the units that cause my game to crash every time i try to select them. plz tell me how to get this fixed |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | DK340,
We need more info. Please provide some basic info regarding your O/S, amount of RAM installed, graphic card info, etc.
From there, somebody might be able to assist; I'll help if I can... |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | I keep noticing that Rogue Squadron sort of sucks. They aren't as strong and as decent as they used to be. Also, I see two RS hereo icons when I have a space battle with them, in the top right hand corner. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
The primary purpose of Rogue Squadron in this mod is to provide a way to destroy the Death Star; not, to be the bad 'mother-fraker' fighter outfit of Star Wars lore.
Yes, they're a 'hero' unit in game but, in the case of this mod, they're primary purpose is to take down the Death Star. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | It would be cool if The Zann Constosion or what ever could build the Dark Reaper From star wars Clone Wars and to Balance it the Empire could have the World Devesators and the Rebels uhhhhhhh I don't know.
I don't know but I have a Problem with the Eclipse haved ing a white line in the middle of it and how do i fix it cause it looks weird |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | and the Dark Reaper would be buildable on Raxus Prime |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Why does the Star Destoryer Mark 2 look just like Mark 1 maybe to show the difference you could make one look like the movie one |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Droidekas should be about the size of a man, when you re-sized the people you forgot to shrink the destroyer droids. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Ok everybody, open call for what you think of this mod; yes, I'm drunk 
However, after 500+ comments, surely all who have played this mod can opine; either for the first time or, again...
Those who have followed this thread already know my thoughts on this mod; however, for those who have not followed this mod thread or, are discovering this mod for the first time...in short, I believe this mod to be the absolute best (strategy wise and, balance wise) FoC mod available (from this site).
Now, let's here from you all... |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | When I said that My game won't load when I built the Eclipse and the Executor while I was playing as the Empire and Tried to load the game an Exception had appeared but I will check again Cause the Work when the A.I. builds the Executor |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Can you give General Veers the ability to also reduce the costs of the At-ATs Mark
II and Mark II AT-Sts |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | In the time I have played it, it ROCKED. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Oooh, my head hurts (bad part of drinking). In my post above, meant to say "hear" not, "here".
Tyler, thanks for input. Were you ever able to get back up and running? |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Unfortunately, no. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | I have suggestions for the Zann faction these are all from Starwars jedistarfighter the sabaoth frigate, the obital gun, the TF missile frigate, the TF Crusier, Hex Deployers, and the Sabaoth Destroyer
For The Death Star if you make the Enhance Targeting do an instant kill then it should just fire and destory the target instead of waiting a while for the target to die and also put the instant kill for the Eclipse and the Sovereign. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | what is the problem with the eclipse have a white line and the engine thing being somewhere else on the map and the engine problem with the viscount |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | the ship is suggest for zann is for balance of big ship cause the empire has the SSDs and the Rebels have the MC104, Medidator, and the viscount so I was thinking why can Zann have a big ship and sense he is using CIS ship it would make sense if he use big TF ships and weapons |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | the rebel need more ground units and a friend of mine says that is would be cool if clone units and ships were add to Kamino so like the faction could rebuild the republic ships to fight the Trade Federation ships |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Mobbman can you change the escot fleet of the Death Star to Star Destoryer instead of tartan patol ships and victory star destoryers
Another ship that would be cool to add is the Doom Giver to the Empire from starwars jedi knight outcast |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | wow I am spamming but also another ground unit could be the Harbinger tank tranporter and the protodeka droid tank both of these are from Starwars the Clone Wars game |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | the Dwarf spider droid is called the Advanced Dwarf Spider Droid or the A-DSD |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MegatronG1,
Please try to post fewer messages. Two or three is tolerable, seven is inhumane. By the way, it would be cool to have the dark reaper and harbinger and protodeka and all that other stuff, but it would just give the ZC all that much more ground power, something they have plenty of already ( I pawned everything I came across with only Tyber, Urai, and Alema [yes, I know how to use my units, and how to use them well])
Mobbmann,
Thanks for upping the superlasers! I was thinking, why the H-E-double hockey sticks did the description for the Allegiance SSD (I think, I know it was an SSD with a superlaser, it wasn't the Eclipse, and that it started with A) that it was capable of blowing up a planet with it's superlaser, while the exact same weapon couldn't even take out the shields on a Correllian Battlecruiser!
MuchtolearnUSH and Mobbmann,
I am pretty much dead on Foc, meaning I probably won't be playing it anymore (I'm not about to shell out ANOTHER $35 for a THIRD copy of FoC). I will, however, use the best of my knowledge with computers, filefront, the original game, and the mod itself to assist in any way I can. I still like coming here anyways, because A: I have virtual friends here, and B:I like participating in the polls and having heated conversations with others .
all,
Good luck getting the problem fixed, as well as taking over the galaxy in this most awesome mod!
Sincerely,
Tyler_Ziemba
P.S.: MuchtolearnUSH, we know you love this mod and want to share it with others, but don't you think it's a little crazy to put that ten times in each post? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
It's a shame you're giving up FoC 
I've been playing this most, most, most, most, most, most, most, most, most, most EXCELLENT mod all weekend and, no, I'm not crazy |
ShadowFoxRZ From: (Jersey) Joined: September 13th, 2009 Posts: 2 | Im a huge fan of the mod, but i have a question. Is the Viscount Star Defender only in GC? |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | i tried to post fewer one but i forgot to add somethings |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | The AT-AT Mark 2 in my opinion is kind of weak it sucks against turbolazer towers.
General Veers should have a Stronger AT-AT with shield because he is like the AT-AT leader.
The L.A.A.T should have the carry troops ability.
The A-DSD could be weak against rocket rebel troops and Imperial I don't know
The Dark Reaper could be weak against Anti-Reaper Jedi/Sith unit from Rhen Var who trained in the ways to resist it's effects
Can the Emperor Electrucute Luke Skywalker ? |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Can you give Darth Maul his ship from episode 1 for space or does he have it ?
And why was catain Piett's Proton beam taken away it was good |
lexico From: (fddg) Joined: March 21st, 2006 Posts: 2 | Hey, been playing this mod for a few days now and I find it awesome, but what I miss on Zann's Faction is more ships. The variation is pretty boring so I actually added some new ones myself, but it would be awesome to see some more pirate frigates or cruisers but anyway keep up the good work! |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Uh, no, that's pretty stupid reason. They should at least be able to have some skill. They're pretty useless. I never implied they need to be serious buttkicking stuff, but they need to have some qualities which really make them stand out. That said, when I used them against the Death Star they couldn't destroy it. I guess they're supposed to prevent the DS from actually firing? If not, they don't do anything when you don't do auto-resolve.
The AI needs to be fixed. All Zann do is hammer me usually with the droid battleship things. I barely see any of the Zann ships other than the droid stuff a few weak frigates. Same goes for the Empire, they seem to spam me with heavy-duty ships and that's it. I'm barely attacked by ones with variety or ones which aren't solely composed of 'this ship is massive and it has loads of guns' fleets, which is around four ships sometimes.
Another personal note, the Hoth map. I wish it had a better one. I can understand a shield protecting the shield generator which powers my defences, but I was expecting it to cover more of my base. Maybe replace the map with one of the decent ones on here? I dunno, just expected more from it. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
"They're pretty useless", ...may I suggest you intentionally lose R/S in a non-Death Star fleet battle and then, when the Empire builds the Death Star and starts blowing up all your planets (because you no longer have R/S) then, do tell us all how they're "...useless".
You must have R/S with you when you battle the Death Star fleet (as the Rebels) and, they must survive the battle in order to take down the Death Star.
"The AI needs to be fixed", ...may I suggest you try 'Hard' setting, 1 planet, ALL; you'll see plenty of ship types, I promise; yes, you'll see lots of BBs (as well as other smaller ship types) and in most cases, you'll have to 'think' out your GC strategies very, very carefully. To do otherwise will lead to serious losses and perhaps even a 'spanking' from the AI. (Just the way it should be!!!)
Now maybe you prefer just a Command & Conquer type of game with plenty of unit variety but, I can assure you that on 'hard' you'll begin to experience much fun and will have to employ your superior "AI" in order to take GC to full completion.
P.S.- This AI currently set on 'Hard' is very, very good and IMO, does not need to be "...fixed". Yes, there are some things Mobbmann could do with this mod and perhaps he will even tweak the AI? Perhaps you are playing on 'Beginner' or the mid-level? If so, I cannot speak to those as I do not play on those levels. |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Useless in combat, yes. Against a DS? No they aren't, and I didn't imply that either. Nice.
Could have asked before assuming I've never played on hard. regardless, I am on hard, and I have started out with one planet after finding medium and the outer-rim campaign too easy. To end this, no I haven't seen much variety in unit type usage at all. I've had to hammer my way into Geonosis and Mechis III just to halt how many they can produce and throw at me, so I see some variety and actual difference, instead of sending in around 10 Lucrehulks(?) along with a small droid fleet. Funnily enough, their attacks have become so much less. Now I'm getting hit mostly with the Empire's primary heavy-duty ships the most. They also follow the same pattern as Zann. So I'm on my way to rid their control of a few more planets, mainly Corellia.
It does need to be fixed; tweaked, you understand my point. If they keep using the same ships over and over, where's the fun in that? I would like some variety. You're thinking in terms of strategy, how I dislike what it's doing when I'm in a combat battle. I'm not. I'm fine with that. I'm on about what it keeps bringing to combat, repeating the usage of Lucrehulk battleships along with a few Zann ships here and there. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Dark_Diablos,
Believe me, the ONLY cotton-pickin' reason that Zann keeps spamming droid ships is because they're the most powerful ships the Zann has. Velieve it as much as you can, but Zann's ships aren't as powerful as battlecruisers. So mobbmann gave Zann droid ships to bolster their firepower. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
My apologies for the assumption 
I've played 1 planet, 'hard', 'ALL' too many times to count. The more I play it, the more I like it! It's never the same exact path and it's always fun! Perhaps in time, you too will find this to be the case? I hope so... 
If Mobbmann makes R/S the bad mother-fraker fighter unit of Star Wars lore, players are likely to use it and then, lose it in battle before the battle with the Death Star fleet.
If/when a player loses R/S prior to taking on the Death Star (because they want to use it in battle as the 'bad mother-fraker fighter unit of Star Wars lore'), there only remains the hope that IG88 (Zann faction) will take down the D/S before you lose all your 'lands'.
I've also discovered (after many games) that the more you progress in game, the more unit types you'll encounter. |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Tyler:
Wait, that's all they have? I thought they had more than that. Well that's really annoying. I hope that changes and they get a few more ships, and possibly that Lucrehulk is toned down in strength/durability.
MuchTooLearn:
I dunno. Zann does seem to use the same old stuff. But from I just understood now, it's all they really have in terms of power.
I'm not asking for Rogue Squadron to be seriously bad (in the good sense) but I just think they should have some more skill in battle. They don't even feel close to Darth Vader's squad. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
I've had many battles against Zann/Empire. Yes, they come at you with their powerful units but, the A.I. will also build large fleets of smaller ship types (usually as garrison forces). I've had many, many outstanding fleet battles with Zann/Empire where the space fleets were well balanced.
Recommend you continue to play and in time, you'll discover what I have... |
Admiral_Nemesis From: Joined: May 23rd, 2009 Posts: 18 | I've been playing one planet with all factions on hard. I play as the Imps and its day 200.The rebs attack me with nothing but Mediator Heavy Cruisers and the mc 104 witch they never bring the 104 into battle and once i defeat there fighter and bombers they take off and attack me again about ten days later witch is cool.
The cons attack me with Lucrehulks and Praetors only witch i under stand is all the have thats cool but i have not had to fight a ground battle to defend any planets i have great defence fleets i control that being said to the people who play this gc a couple of questions.
1. Do the rebs raid your planets they have not on mine yet?
2. Do either rebs or cons attack u with a varity of ships if so how many days because i would like to destroy some smaller ships as a change of pace battle cruisers get old after awhile
Thanks |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I LOVE this Mod and i don't expect that all my suggestions will be good, but I want to contribute as a form of gratitude so here are my latest thoughts.
1 could you add Dash Rendar and the Outrider
2 I would like to see the Trandoshans added as a faction. I envision them having ships/vehicles with low firepower, mediocre/no shields, cheap production costs, and immense amounts of armor. Plus 3 main types of Infantry, (1)slaver pack[large cheap group not much better than b1droids (2)Trando Mercenaries [midway between Stormtroopers and shock troopers (3)Trandoshan super-commando [an individual minor hero with heavy armor and vehicle like firepower
3 I think the AI should be tweaked to try and keep its enemies balanced so that they play against each-other
4 all Infantry/Indigenous units need to be given a little more health/firepower
5 Smugglers and Bounty hunters need Space/Land Combat abilites
6 Clone Commando "Pods" should be available at Kamino. I think they aught to consist of 4 Individual Minor heroes with shields and upgraded blasters (1) 38 with Boost shield and Capture vehicle specials (2) Sev with Swap weapon to sniper rifle and Boost weapon power (3) Fixer with Control turret and Throw thermal detonator (4) Scorch with Swap weapon to anti armor [perhaps a short range version of the Plex Missile] and Plant remote explosives
7 could you make Geonosian Elite (they could fly like speeers) {maybe you could make all geonosians fly like speeders?}
8 make astro-mech droids (like R2-D2) with control turret/fix vehicle
9 The M.T.T. needs to produce droids FASTER
10 Battle droids should be given he hunt for enemies special
11 Please give someone the Zann shotgun from the Vanilla FOC it was cool 
(perhaps the bounty hunters{see above})
12 Sprint needs to be made faster
13 all people need to walk just a little bit faster
14 The Hailfire droid is artillery not a tank and needs its AI adjusted to make it stay put. I have lost too many because they tried to charge the enemy
15 there is no Mandator I, perhaps a degraded version of the Mandator 2 could be made and given to Zann as a cheap Battle Cruiser
16 the Remote bomb needs to be bigger
17 Thermal Detonators need to go off faster
18 Give Space Stations and customs platforms a tractor beam |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Admiral Nemesis,
In GC playing as Empire or Zann, I've never had the Rebels "raid" me.
Yes, all factions will eventually build balanced battlegroups; however, initially the A.I. comes at you with the strongest ship classes. If you allow your enemy to hold/retain the capital ship producing planets, you will be faced with repeated attacks from BB fleets (with some minor ship units in tow). I find this quite fun as I win some and lose some...
So, plan your GC carefully and smartly |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | I do wish they wouldn't always hit you with the strongest. I think the Home One could do with some more power and some more weapons, or at least more durability. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 19 The AA units/turrets make ground fighters nearly useless, I think they should be more expensive and possibly have less range. And the ground fighters need more health
20 lots of maps have too many turbo lasers after you make it through the first line the battle needs to be about units not more static defenses
21 turbo lasers are too common their price needs to be raised so they are only worth building on important planets
22 Ion cannons/Hyper velocity guns are also too common (but not as severely) they should be more expensive and more powerful
23 large land weapons are too accurate (There is no way a turbo laser tower should be able to pick off scout trooper going full tilt ) Infantry should be 100% accurate and progressively powerful guns should be progressively less accurate
24 Scout bikes, swamp speeders, infiltrators etc. should be given a little bit more line of sight
25 when you buy a better unit you not only purchase the increased performance over a cheaper equivalent but you gain lack of loss (i.e. a T-4bs may take enough hits in a battle to destroy a T-4b but when the battle is over it is automatically repaired and nothing is lost) because of this it is too cost effective to purchase only the best units available. I suggest that the price of better units be slightly increased too make it more likely that I or the AI will decide to purchase a number of cheaper units and use them as expendable fodder
26 B1 battle droids should be cheaper than clones (the cloners of Kamino don't work cheap and clones need to be fed, clothed and trained) the clones need to be more expensive and the droids need to be cheaper
27 the cloning vats special of Kamino needs to be replaced with standard clone units available there (it took 10 years for the first generation of clone army to be ready so why can Zann capture Kamino and turn-out Merc assault squads immediately. a ready crop of standardized units could be explained by constant production)
28 all Infantry units but especially B1 droids need their group size greatly increased
29 all Infantry need their rate of fire increased
30 Make some ground buildings with weapons hard points
31 give swamp speeders, pirate skiffs, and similar units drop thermal detonator
32 give Pod walkers a more powerful gun (right now they are fragile and they don't sting hard enough to make up for it)
33 give droid fighters AND bombers buzz droids (in the movie it was the C.I.S. that used them on Obi-wan) |
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309 | remember me? wll im going to try this AGAIN. |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | The turbos and the turrets should stay as they are. Range, damage and price. Nor are there too many on a map. They are in good quantity. If you can't handle them, then that's your problem. Easily solved by artillery and air attacks (when no AA is around). |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Agree I must with #589.
Regarding post #584 and #587:
"3 I think the AI should be tweaked to try and keep its enemies balanced so that they play against each-other" RE: On 'hard' , GC, they do.
"14 The Hailfire droid is artillery not a tank and needs its AI adjusted to make it stay put. I have lost too many because they tried to charge the enemy" RE: Agree
"19 The AA units/turrets make ground fighters nearly useless, I think they should be more expensive and possibly have less range. And the ground fighters need more health" RE: Disagree, that what AA turrents are for 
"23 large land weapons are too accurate (There is no way a turbo laser tower should be able to pick off scout trooper going full tilt ) Infantry should be 100% accurate and progressively powerful guns should be progressively less accurate" RE: Disagree, in this mod the primary weapon to use are Jedi and Sith; especially against those pesky turbo laser towers.
"26 B1 battle droids should be cheaper than clones (the cloners of Kamino don't work cheap and clones need to be fed, clothed and trained) the clones need to be more expensive and the droids need to be cheaper" RE: ? Where do you find "clones" at in this mod? Agree with your premise though...
"27 the cloning vats special of Kamino needs to be replaced with standard clone units available there (it took 10 years for the first generation of clone army to be ready so why can Zann capture Kamino and turn-out Merc assault squads immediately. a ready crop of standardized units could be explained by constant production)" RE: Huh? Must be another part of this mod?
"30 Make some ground buildings with weapons hard points" RE: Awesome idea!
That's all I'll comment on; my two cents... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I can Handle them it just makes the battles repetitive and monotonous |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | If the saboath destoryers were in the game they should have a self destruct like explosion when it dies
Why are the Sith lords unit/hero weaker than the Jedi knights unit/hero ? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | MegatronG1,
I do not think the Sith Lords are weaker, they just have different abilities; in fact, I think you'll find strengths and weaknesses with both...
Use them in packs and you'll see what I mean |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | i tried it against my friend and they died against 4 jedi knights and i had 10 10 sith lords !!!!!!!! |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Honestly, I have to say tough. They shouldn't change for that reason. They're there to defend and to be of annoyance. They live up to their job well. Try going for the power generator if possible, cuts down the work needed. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Farce_Sensitive,
The Hailfire Droid WAS a tank and highly mobile, if I might add. This is most notable in Episode 2 where the speed demons were put to great use against the AT-TEs
If you are having problems with turbolasers, I will suggest three ideas:1)use aerial units if there are no AAs around (TTs can't target them on their own despite their effectiveness against air units), 2)Use field commanders, as they greatly increase your units' sight range which is invaluable for spotting TTs before they spot you. and 3)use Jedi/Sith characters, as they can see and attack TTs without them seeing and attacking the jedi/sith even w/out the aid of a field commander. But I do agree with your logic.
If you are having troubles with AAs, I will suggest two things, 1)use a spotter unit to call a bombardment on the turrets IF AND ONLY IF there are TTs around, otherwise 2)use ground units
How in Hade's name can the MTT be improved?!?!?!?!?!?!? With firepower greater than a T-4B, shields and armor comparable to an AT-AT MK2, and the ability to deploy a droid squad every five seconds, this vehicle is overpowered enough as is.
I agree with the logic on the B-1s, smugglers/bounty hunters, hypervel. cannon (not ion cannon, as they're not designed to cause damage), and defilers, but mobbmann's mod mobbmann's rules I guess.
I think that the size of the infantry squads are perfect. To maximize their potential, take advantage of good ground and bunkers when provided. But you just reminded me of something. Mobbmann, can you reduce the size, firepower, or armor of the ZC's grenadiers? Their grenades give them a HUGE advantage over every other type of infantry.
If you pay attention in the movie, only Tri-Droids used Buzz Droids, and only when they were destroyed.
There is NO reason that a Space Station should have a tractor beam. What'ld it do with it, anyways? Hold the enemy in place so they can get more shots off on it?
I have no idea of a single building in the Star Wars universe that has a building with built-in weapons. And let's not forget the fact the nobody has come anywhere CLOSE to making that. That'd be one H_E-double hockey sitcks job for even Warb_Null! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sure would be nice if the AI in this game series would not march artillery into certain death; this applies to all factions and all artillery types. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | what is the difference between the Eclipse and the Eclipse II ? Serously I need to know |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | Anyone who wants a special unit in this mod post it under me.
I am just asking cause I am curious about it.
Me: Saboath destoryers, Hex deployers, Trade Federation Crusier, Dwarf Spider Droid, Dark Reaper, World Devastor, and the Obital Gun |
mylife47 From: (California) Joined: September 21st, 2009 Posts: 1 | AWESOME MOD !!!!
Alrite i have some questions and requests -
Can you make a Cheat Mod to Go with your Absolute Corruption Mod 
And Is this mod better than Absoute Corruption ? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | "AWESOME MOD !!!!"
followed up by:
"And Is this mod better than Absoute Corruption ?"
mylife47,
Did you mean "Advanced Units" Mod? (Your post would then make sense) |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MegatronG1,
The Eclpise II was built after the first of Palpatine's clones destroyed the original Eclipse with a Force Storm after Luke and Leia used a wave of light-side energy to make Palpatine lose his control over the storm, at the Battle of Mon Calamari. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1 if the AA stay the way they are there is no point to having the ground fighters in the game, I know that they need to be powerful against air targets but I think they should be rarer (that is why I said more expensive) and have less rang so that they become an oasis for units to huddle around not just a pay to shut down all air units button
And the fighters need more health so they have a chance to retreat i f they see an AA emplacement
2 I guess we will just have to disagree about Turbolaser towers, I just think that sometimes land battles should consist f something other than: find turbolaser use artillery/jedi/bombardment etc. (while other units hang back and protect artillery). advance. repeat.
3 I haven't gotten to Kamino yet so I apologize if I spoke in ignorance about clones. but I would like them added back with my suggestions if they have been removed. (ESPECIALLY the clone commandos I suggested)
4 I did not want the hailfire droids wings clipped I just want it to stay put until i say. and if it is supposed to be a tank instead of being obsolete in that role i needs more health and firepower
5 the b1 droids like all infantry in this mod are nearly useless except in huge numbers and it takes way too long to accumulate sufficient numbers at the MTT's current deploy speed (perhaps it could deploy more at a time instead of faster)
and if you think it is already overpowered then I suggest it be made more expensive
6 I meant the Ion cannon should remove more shield/stun more hard points longer
7 a space station would use a tractor beam for the same thing an ISD does and would have one for the same reason the death star did in Episode IV
8 if weapons on buildings is too hard then it will never happen but if I didn't suggest it it would never happen even if it was easy |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
"if the AA stay the way they are there is no point to having the ground fighters in the game"
Respectfully, if you run aircraft into enemy territory without first having scouted out the 'lay of the land', i.e.- what defences the enemy has...then, you take the risk of losing your aircraft to AA turrents. My recommendation is to use Field Commanders, Bothan spies (as Rebels), Jedi/Sith and other 'scout' vehicles to ascertain where the enemy AA reside. This approach makes for more fun also.
BTW, I really enjoy the way the AA currently is...when I bring airpower, I use it very carefully. Additionally, I think the placement and power of turbo laser towers in this mod are one of the fine points about the mod; if it were my choice, I'd even add more to some planets... |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Indeed, the AA is good. It's helpful and of annoyance, which it should be. Especially if the Empire decide to attack me with like 20 TIE's... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1 please give the scout troopers power to engines (I always liked the scene where the ewok set the scout bike to hiper mode in episode VI)
2 corvettes should have hunt for enemies
3 I think the Pirate Skiff should have a weaker gun but fire faster, also it should have a higher speed, and power to weapons (in episode VI Luke blows one up by setting the gun to overcharge)
4 Perhaps you could give the AT-AT Mk2 power to engines
5 S.T.A.P.s should have their movment type set to air I did this and they still only hover just off the ground but they now fly up cliffs and other terrain obstacles (This IS Canonical. In STAR WARS:THE CLONE WARS the movie Anakin steals one and flies straight up the side of the monastary)
6 Scout bikes, S.T.A.P.s etc. need to be re-done to be cheaper, faster, have less fire power and be harder to hit (I have given the S.T.A.P.s a small chance at a lihgtsaber block in all 360 degrees)
7 There is a major bug with the 2-m repulsor tank. rather frequently it will be stopped exchanging fire with my units and all of my shots fly right through it until it or my units change positon (this is not a terrain issue as it has happend under a wide variety of circumstaces and only a minor movement to a virtually identical position is needed to restore the ability to hit it)
8 Guri is supposed to be a bionic woman she should walk as fast as her B3 droids
9 I thought perhaps you could make indvidual wookie vehicle thieves
10 sprint is a nearly useless special those who have it should be given something else in its place. The same goes for EMP although it might be salvageable if its range were increased by several orders of magnatude (in case you didn't notice this means that Han Solo and Guri are both without and good specials |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
Where in this mod do you find Guri? |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Sprint isn't useless. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | More Viscounts should be buildable because it is called the Viscount Class ship and there should be more Executer class ship |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | The SSD? Not sure. Either way even though I haven't made my whole way around the galaxy, I think the Rebels are lacking in kick-a$$ ships compared to the Empire. They need some more. |
mobbmann Joined: March 10th, 2006 Posts: 198 | still here... still listening to the comments...I have lots of new models to choose from so everyone sit tight...I'm busy with work but and update will eventually be released |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Great to hear from you! I for one, can hardly wait... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Have you tried the Mandator II |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Compared to the space battles the ground battles seem rather anemic. I know there are only 10 unit slots for the defender, but he does get garrison from his structures.
Perhaps you could raise the ground cap and then increase the garrison from each building or make a more expensive extra-garrison variant of each building.
Also have/could you made/make the sensor node turrets worth something. I haven't tried them in the mod yet because they were so stupid in the vanilla FOC. (any turret revealed the fog of war so why pay for one that doesn't do anything else) Maybe they could get sensor ping, or reveal a much larger area. |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | I think the MC-80 should be a bit bigger and have that shield option most of the Rebel ships seem to have. Mandator II? If you can get that on Rendli, then yes I most likely have. They need more variations, the Empire has quite a few in comparison. |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | if anone has a white line on their eclipse it is because you need to change the game quality thing |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MuchTooLearnUSH,
I think I finally decided to re-re-buy the game (and I swear if I lose this copy...). And, if I don't lose the game codes while uninstalling and reinstalling (though someone did mention the copying and pasting worked) I'm going to try the mod on my computer. And, unlike the first time, I'll play the one planet, hard, just to see what it's like. Though I might have to tweak my strategies a little bit (as I don't think the computer will let me play defensively anymore). Any general playing tips? |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | The different Mon Cals in this picture would be a nice addition, and I would Ackbar's ship to be close to this size in the next version of ACM, hopefully with a few more weapons. Ackbar's ship actually looks different too, so maybe that would be an idea. I'm not a big fan of the Rebels, which is odd seeing how I keep suggesting improvements, but I want them to be better.
http://empireatwar.filefront.com/potd/78935x#1867593
On a side note, the AI. Okay I've made my way to the center of the galaxy and smashed through to most of the planets which have the ships the Empire/Zann usually spam me with. Now their attacks are much less. I looked at the military graph, after the Empire created one last massive strike fast (again, mainly consisting of strong ships) and their military power has dropped dramatically, even past my military strength. The Empire, Zann and the Rebels (I assume) do need to stop building only strong ships, because this is what happens. Their attacks become less and not as strong, because they lack the special ships they get on planets such as Kuat, Corellia and Mon Calamari. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
I agree with your first paragraph; those ships look 'cool' and would add some more 'flavor' to the Rebels.
In your last paragraph, to quote you: "The Empire, Zann and the Rebels (I assume) do need to stop building only strong ships, because this is what happens. Their attacks become less and not as strong, because they lack the special ships they get on planets such as Kuat, Corellia and Mon Calamari."
Respectfully, I disagree with, "...The Empire, Zann and the Rebels (I assume) do need to stop building only strong ships".
The fact that the AI does build strong ships (and some small ones too) makes this mod so much more challenging! If the AI didn't build as it does, the fun factor and challenge would be too low, making the mod not worth playing (IMO).
Also, as you capture the major ship producing planets from your 'enemy', the AI will attack less but, will still build strong 'defensive' fleets comprised of the units available to it; in short, you'll see some large fleets made up of the 'smaller' ship types; this makes for some entertaining and fun battles as you begin 'mop-up' operations.
The AI on 'hard' is just as it should be (IMO)... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
My bad, I should have mentioned the game install code thing in my earlier commets. I'm glad you're giving this game and this mod another 'go'!!! I think you find many, many hours of enjoyment with this mod; well worth the re-re-purchase. (smile)
Regarding advice, ... ...There are many paths to explore with this mod on 1 planet, 'hard', 'ALL' and I'm continueously AMAZED with how the different paths and strategies 'play-out'! I don't want to spoil your fun or anyone else's so I'll hold off for now with strategy tips.
Glad your back and this time, lock your game install codes up in a safe |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | But if that's *all* they build, strong ships, it's a bit irritating. It does come down to variation, again. Yes it's fun to deal with, but being hammered with the same ships over and over again is annoying. Their attacks have remained minimal thus far, until they've recently got hold of a planet which allows them to produce the strong ships again, now their attacks are becoming more frequent doubled with the strong ships again. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
Yes, in real war, it can also be, "...a bit irritating" (to say the least...!)
Recommend you continue on your journey with this mod; in time, you will find that the AI builds more than just the strongest ship classes.
Please keep in mind that each path you travel will unveil different types of 'play'.
Also, do not be irritated by having to attack/defend against strong ship classes; look upon it as a challenge (unless of course all you want out of this mod is to be able to produce very strong fleets while your AI opponent is limited to smaller [weaker] ship classes; I don't see any fun in that however...).
Use your superior AI (and perhaps the "Force" to bring on victory 
Oh yes, as previously mentioned, the AI will build smaller vessels and, in large numbers (you'll discover this as you continue to play, if you haven't already). |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Yeah they've started, but the minute they get hold of a planet with extra strong ships, they just keep hammering them out. I just think they should at least do a few small-time attacks from time to time, and *then* hit you with the big strong ships combined with smaller time ones. That would make it more interesting.
But anyways, yeah MC models could do with some updates. Maybe some scaling here and there? Either way, looking forward to the next version!
Maybe the Episode III Republic fighter (whatever it is called) model could be updated. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MuchTooLearnUSH,
I would lock the codes away, but then I would lose the safe |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | The AI is fine as far as building big Ships. But I do agree it should try to probe weak spots with cheaper fleets.
P.S. I have changed my mind somewhat about sprint/ emp but they need to be made more effective |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
The AI does probe for weaknesses. It does this usually with hero characters but also does it, by throwing easily reproduced ground units into the space lanes.
I understand the desire to battle weaker fleets as:
1) It's human nature
2) The battles are shorter in duration
3) The outcome is assured
However, I'd like to point out two things regarding war:
1) No General or Admiral worth their salt would ever handicap their forces by procurement of weaker forces or unit types IF, they had unlimited resources to bring the BEST forces or unit types to battle. This of course makes war, "irritating" for the opposing forces.
2) Only when deprived of full resources will a General or Admiral use 'weaker' forces or units (or, when losing the conflict). To do so intentionally would be foolish and, derliction of their duty.
Now, back to this mod and the AI issue. ACM is a wonderful mod because, the AI utlizes the above two points very well!
If players think it's too 'hard', because of all the intensity, they can always play on beginner or mid-level.
P.S.- When feeling the intensity of this mod's AI on 'hard', take a break...come back to it after your fingers and your brain can enjoy the battles! Might even want to come to this Web site and this mod thread to post more about this wonderful mod? |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | The best units would take longer to produce however, that's what you don't understand. And they wouldn't in be such quantity and thrown around so easily.
And commanders *would* use raids and hit-and-runs with slightly weaker forces, whether they had better ships or not. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,

I have real life experience and have been to war (23+ year Veteran*) so, I know of which I speak. Yes, Commander's will use raids when appropriate to their strategy; however, if they have the resources to procure the best forces/units, ...I assure you, they will.
ONLY when the military is handicapped by 'other' considerations will lesser or weaker forces/units be used and only then,...reluctently... 
Now, back on topic of ACM. Mobbmann has created a superbly balanced and FUN mod; it's not "Cannon" as some mods strive for but, it is FUN! Recommend you continue on your journey with this mod. In time, you may find it to your liking or, ...not. Please stop complaining about this or that and realize the time and effort it takes to make a great mod. |
Darth_shraider From: (Bergen) Joined: November 1st, 2008 Posts: 7 | Have anyone tried this mod for lan? i love this mod and me and a friend want to play it on lan but we cant se each other in the lobby. does anyone one know how i can fix this? |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Darth_shraider,
1)make sure you and your buddy are on at the same time
if 1 fails,
2)check your LAN connection |
admiralpat From: (new port richey florida) Joined: May 17th, 2009 Posts: 58 | hey does anybody know how to make a mod for republic commando or company of heroes please tell me ive been very madcause nobody would answer my question and nobody has toturials for it so if you can tell me i would be happy to make mods JUST PLEASE DONT SAY FIGURE IT OUT BY MYSELF THAT GOT ME REALLY MAD I WANTED TO GIVE OUT VIRUSSES AND SEW THEM SO PLEASE JUST TELL ME OKAY
 |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | admiralpat,
This thread is for Mobbmann's Advanced Corruption Mod not, I repeat not, for:
"hey does anybody know how to make a mod for republic commando or company of heroes please tell me ive been very madcause nobody would answer my question and nobody has toturials for it so if you can tell me i would be happy to make mods JUST PLEASE DONT SAY FIGURE IT OUT BY MYSELF THAT GOT ME REALLY MAD I WANTED TO GIVE OUT VIRUSSES AND SEW THEM SO PLEASE JUST TELL ME OKAY"
Please take your question elsewhere. Thank You |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Seriously? Na.

Nothing is wrong with pointing out flaws. This isn't mindless banter either. Just because I'm saying the AI needs fixing it means I'm implying I'm ungrateful and misunderstand the work put into this mod? No, not at all and nor have I implied that. If I didn't appreciate it I wouldn't be spending time writing my thoughts and still playing it over and over. I've done mods, still do in some ways, I know an element of the work required.
Regardless, the AI needs more strategy than throwing the same one at you, it is that simple. Yeah, they'll produce them but not SO much and then *always* throw all of them at once. Move on from that way of warfare, it needs to move away from continuously using the decisive battle approach. Where the hell is the ****ulative? Where's the manoeuvre approach? Barely anywhere. It needs variety in it's tactics instead of constantly, and I mean *constantly*, throwing the largest and heaviest fleets it has in its disposal at you. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I was thinking about the MAW installation. Perhaps you could 'spice' it up with more 'cool' stuff (unit procurement). After all, it's supposed to be the place where the 'top-secrect' stuff is made.
It's currently a key choke point and if it had lots of special 'goodies', the factions might fight over it more intensely?
Just a thought... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1 could you add Dooku's bodyguard droids?
2 Te S.P.M.A.T. should not penetrate shields, I know you wanted balance but I think it would be better to give it some other advantage and then give the Imps a single MPTL unit to go through shields
3 I think that the pirate planets should slowly build more ships to improve their defenses
4 I think you should add the Dark side Adepts from the Zann Campaign and put them n the emperors bodyguard and make them available to the Imps or Zann at byss. they could be a weak version of sith lords
5 give the Rebs the treasonous Moff from the empire campaign in eaw
6 PLEASE make force corrupt not kill it targets hey don't last long enough to be useful
7 could you make larger diamond boron missile ships
8 consider giving the canderous tank Carbonite projectiles
P.S. MuchTooLearnUSH I already think this mod is near perfect and I absolutely appreciate that I could not even come close to it but the point of the comments section is so mobbmann can crowdsource and take Ideas from us. and I said the AI's habit of building big ships was fine I just think it aught to hit weak spots with proportional fleets so it can use its power units at the same time somewhere else either as an attack or to protect a vital spot. and as I said earlier I think the the better units should cost more so that like real life it is not always cost effective to use them all the time |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Zann's pirate ships, the defaults, can be cut through like a hot life through butter. I hope more ships are given to them, especially so they don't build over 20 of the same ship. |
Darth_shraider From: (Bergen) Joined: November 1st, 2008 Posts: 7 | i have don both this i have even tried to take the exact same copy just whit different cd-keys and it still dont work. and i got another question has anyone tried this mod on lan? and did it work? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
Recommend you continue to explore the mod on 'hard' setting. You'll find what your looking for, "...I just think it aught to hit weak spots with proportional fleets so it can use its power units at the same time somewhere else either as an attack or to protect a vital spot."
Dark Diablos,
"Zann's pirate ships, the defaults, can be cut through like a hot life through butter."
1) BBs tend to cut cruisers (heavy & light) & any other lesser unit (frigates/corvettes, etc) to shreds. Did you expect otherwise?
2) You cannot have it both ways. First you say the Zann ships are too strong and now, you say they're too weak.
Apples to apples, Oranges to oranges. I find the Zann cruisers (Heavy & Light) do ok against their counterpart units. Against BBs, they're simply outclassed and outgunned (as it should be). |
D3thsmsg From: (Golden Valley, MN) Joined: September 29th, 2009 Posts: 2 | I just downloaded this mod and made a mod folder and downloaded the mod luancher, but when i used the shortcut i got this:
Expect Strange Bugs...
xml parse error - File .DataXMLGUIDialogs.xml: file has syntax errors, see log file
I searched for this file and it doesnt exist >.<
I also used the mod launcher and that didnt work, and now i cant even get the game to play at all! Did i do something wrong in the installation that could have made this happen? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | 1) What is your operating system?
2) How much RAM does your machine have?
3) Did you patch EaW & FoC to their required patchs?
4) Did you follow the mod install instructions? |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | Learn to read...
*Defaults*, the default Pirate/Zann (whatever you call them) ships. They get easily owned, not the droid ships. I never said droid class, are they default? No, don't believe so. Default = base = vanilla. I hoped they could hold a little more out against most things in general, especially seeing how Zann lacks variety in what it can build, made evident by what its fleets are mainly composed of. I find smashing them to pieces fun, but that still doesn't deter me from trying to think of possible ways to improve them.
And no, you do not find what you're saying in Hard mode, hence the reason I keep bringing it up. They hit you with everything they have at one point, weak or not. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
I'm getting old so my eyesight isn't what it used to be; this said, I can read just fine. The only ship type the Zann faction needs in ACM is a "Super", at least one.
The "defaults" stack up just fine against their counter-part units (other "vanilla" .
Respectfully, you will find what FarceSensitive is looking for IF, you continue to play and explore this mod on 'hard'.
I can tell you after playing many different paths on 'hard', that the AI will probe for weaknesses and, will attack your strategic weak points (Space). Additionally, the AI will use more balanced fleets as you progress while using it's stronger fleets to hit or hold the weaknesses it can find.
Lastly, you will find, that the AI does not throw "everything" it has at you (if it did, it could not hit or hold strategic points all over the GC map while, simultaneously holding/defending against the 'other' faction.
Recommend you continue with this mod experience on 'hard' setting. In time, you just may re-think some of your past commentary... |
Dark_Diablos Joined: April 17th, 2006 Posts: 965 | I've got half the galaxy under my control. Their attacks, are far less seeing how I've consolidated my grip on the 'capital' planets. Like no different, they still do throw the strongest units they've got at me, combined with everything else they can waste their credits on. As a result? A few weak ships, maybe one or two, left on a few planets of theirs. Nothing else, then they start building up everything they have again.
Zann on the other hand, hits me with as many default and droid ships it's got available and strikes. I attacked that fleet head on instead of waiting for it to attack me. Military graph went way down. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Dark Diablos,
Ah, the nature of war...seems you are discovering it (albiet, only in video game form). Sounds like you're beginning to 'mop' your enemy up. For me, this stage is still alot of fun (depending on how you play it) but not as much fun as the first 1/3 - 1/2 portion of 'hard'.
Once you are totally dominating the other two factions, it can become boring. This is where I like to explore different end-game strategies; this keep the remaining conflict somewhat interesting and entertaining.
For example, as 'Empire' I like to save building the Death Star until the final stages of game; then, as the all powerful Empire...I show the Rebel scum and Zann dogs what true power is... lol
Once firmly in control of game, you can really mix things up in both 'Space' and 'Ground' as far as tactics go; the possible paths are end-less...that's why I keep playing this mod.
When Mobbmann completes the ACM upgrade with new ships and other stuff, I think all of us are in for a great many hours of gaming enjoyment and, for many years to come!!! I for one, can hardly wait. ...much drinking I forsee when he release the next version. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1 Could you add more bunkers to the maps
2 I think the buildings should provide more types of units as garrison instead of just one or two
3 can you give the locals a bonus if helping defend the planet (Like the faction they are friendly to supplied them arms) (perhaps Zann could give a bonus to friendly locals when attacking a corrupted planet).
4 all force-sensitive units should reveal cloaked units
5 I think the Non-Aligned planets should have some AT-TEs and Pirate Speeders
6 Perhaps you could use the speeder cars from he civilian desert houses to make a Plex Missile car
7 When I take a fleet composed only of units with galactic stealth I can not attack they need a special slot like corrupt planet etc. to let them attack |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
Some good/interesting ideas. While the premise is good regarding, "all force-sensitive units should reveal cloaked units", I'm thinking this would negate the purpose of cloaking tech to the point that it would be useless (in GC). After all, you can build endless "force-sensitive" units in this mod (Zann being an exception with only 2 [3 if you count Silri]). |
lxperron Joined: May 9th, 2009 Posts: 24 | hey i am sorry if something like this already there but here goes.
1: i LOVE this mod its one of my favorites.
2:if you do make a 2.5 is it possible to add the Yuuzhan Vong as a playable faction or is that to much? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | All,
Was playing on my laptop as Empire, GC, 1 planet, 'hard'. Galaxy half conquered and the dreaded 'freeze' bug showed up (major bummer as I was really enjoying the mod).
Bug occurred around day 250 on Korriban, 'space'. Many, many units in play.
Now starting over on my desktop computer. I'm wondering now, because until recently, I've never encountered this bug. Now, I've encountered it three times, twice on desktop 32 bit VISTA with 4 Gs of RAM and once on laptop 64 bit VISTA with 6 Gs of RAM (VISTA RAM patch installed).
If if occurs again, I'm going to delete all my game files and mods; then, only install EaW/FoC (with patches) and ACM. If bug never re-appears, this would be a good indication that some other game/mod files are dorking up this fine mod.
If it does re-occur after this approach, then, I'm resigned to the fact that I'll just have to deal with it... |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | could the star destoryers be buildable on all planets cause the mon calimari cruiser wingless are build able on all planets and the Mark II and III can stay the same cause like it makes the mon calimari seem weak (I don't like rebels much) and it seems that mon Calimari can reproduce there ship on all planets which is weird. ock |
MegatronG1 From: (San Diego California) Joined: July 24th, 2009 Posts: 90 | my mistake |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Was thinking about the "Nightsisters" of Dathomir. Would be cool to see them defending their home planet against invaders (ALL). Perhaps with the nasty dog units, Rancors, and other force 'beasts'?
They would also need some sort of better static ground defences...perhaps more turrents and/or turbo lasor towers. In short, Dathomir should be a mother-fracker to 'crack' open.
Perhaps some strong mechanical units also... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sorry for double post... had to tell of amazing DS event on 'hard', 1 planet, ALL.
Now I've had the AI (DS fleet) show up with the Executor and many escorts before but this time was different.
Why? This time the DS fleet terrorized my few and sparce 'lands' over and over.
After it destroyed Eradu it 'glee-fully' and non-chalantly went from planet to planet, forcing me to evacuate all ground forces (except for one plex trooper unit) including the forced selling of all but one ground structure (barracks). [When you do this, the DS fleet does not blow up the planet, it leaves to repeat this terrorization over and over].
Why didn't I intercept the DS fleet? Because, my ONLY Rebel fleet was not strong enough yet (still waiting for my first 'Super' to finish building). Meanwhile, the terror campaign continued...that is,...until my fledgling Rebel fleet could take on those Empire S.O.B.s
Man this event can be fun! I thought the Empire was going to skunk me... lol!
As it is, my fledgling 'Rebelion' will now have to face repeated attacks in a very weakened state...this should be fun!!! 
Mobbmann, simply amazing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Zann has the Night Sisters on rancor mounts, can get Vornskers, and I have suggested that they be allowed to train dark force adepts.
Also there are very few units on land that can use stealth anyway so it shouldn't change much.
In space this would give you an extra reason to buy eta2 squadrons. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
Yes, your points are valid. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | also you could make the cloak reveal ability have a short range. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. please give the skipray an Ion shot like reb/imp bombers
2. Zann has no mobile AA unit. I know there should be differences between faction but this seems a bit much. (perhaps you could give them one that has to deploy)
3. could you give ground X-wings a proton torpedo shot?
4. I think he hutts etc. should have the lay mines ability
5. I think the Supers should have the repair ability from space stations
6. Carriers need more squadrons (this fits well with my earlier suggestion to take some from the other ships)
7. could you make a droid carrier so Zann can have a carrier
8. could you take remove corruption away from fleet commanders etc. so that corruption has a chance to last long enough for me to buy a few things at the black market |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Ok, picking up from the destruction of the Death Star.
Both factions sensed the weakness of the fledgling Rebellion and immediately sought to crush the Rebel HQ based at Hoth.
Good thing Master Yoda and a full ground defence force was ready. Under their protective shield, all forces huddled and fought off the many attackers.
With the Executor in orbit, the Empire brought in their heavy ground units, including the mighty AT-AT. Although losing all gound factories and defence buildings, the wisdom and great leadership of Master Yoda brought the Empire attacks to nothing.
Next up, the Zann pirates would try their hand. Again, the tiny Rebel cause would end up losing all ground factories and defence buildings, Master Yoda would rally the troops once more. Would Admiral Ackbar be able to break the blockade of Hoth and rescue this small band of Rebels? Would the Rebellion be able to survive to fight another day?
Stay tuned for the exciting answer... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. The MDUs are not that useful (except for the Rebel shield generator) I suggest that the be made to have no pop cap value and then have the cost to build on them greatly increased as well as their initial cost and/or have their build time increased and their turrets health reduced.
2. Could you make ground A-wings etc.
3. I think the Rebs ought to be able to buy Mandalorian units on Mandalore.
4. The Rebs ought to be able to build freindly indigenous units on their home planets.
5. Perhaps you could use the civilian cars from the desert planets to make tow-cable cars for Zann
6. Can you make the Security air speeders from cloud city in episode V
7. I think the IPV should have a switch weapon to Ion canon special
8. I think that customs platforms should have an Ion canon
9. Somebody above has suggested that yo add the Naboo cruiser from episode I, if you do it should have an "Astro-Mech Droids" special that slowly heals damaged hard-points
10. Zann Light-vehicles should get the disruptor up-grade
11. I think the MZ-8 should have a sonic-stunner to help keep infantry off it's back
12. Pirate Fighters should be available at cantinas
13. Please take away IG-88's infection special and give him stealth instead
14. I think Guri should have to be purchased
P.S. If the Empire builds all of its factories on a planet then when the Arc-Hammer is in orbit only Phase 1 dark troopers show on the build bar please make them show on the bottom line |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I think you should do the following.
1. Move Zann HQ back to Ryloth
2. Give Zann a Cantina on Ryloth (or Hypori if you don't move them back)
3. Give Hypori to the Hutts
4. Make Zann do Piracy or own Mandalore to build Mandlorian units
5. Let Ryloth build the Kedalbe BB and the Mandator I (see previous)
6. Give Zann the IPV |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Ok, so Yoda and Rebel HQ forces are trapped at Hoth and under contineous attack from the Empire and Zann. Admiral Ackbar is called upon to break the blockade above Hoth and effect a rescue. Timing and tactics will tell the tale...
I build up a sizeable Rebel fleet however, I only have the one 'Super' because ALL my other planets are under constant attack (Exception at Sullust). So, I had to time a strike at Bespin to clear the space lane to Hoth (while keeping losses small). Then, I smashed into Hoth in order to rescue Master Yoda and company.
Space battle was epic! I lost half my fleet! However, the Rebellion survives to fight another day... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. Could you add more abandoned factories etc? (Perhaps with different units) (and maybe abandoned Droid Works on Geonosis etc.)
2. If you zoom in on the pod walker it appears to have secondary and tertiary weapons could you add those?
3. Might you give a weak version of Blast to all aggressor destroyers?
4. I think there should be a Sensor array build-able Structure. (somebody has to build them if there re abandoned ones)
5. The worst units need their prices radically reduced. ( this is he reverse of the "lack of loss" principal I explained previously)
6. Maybe you could give the Hutts or Pirates a turret that uses Zann's old shotgun projectile.
7. The side benefits of corruption to the host planet need to be bigger, so that I might leave it for a while.
8. The Zann AI tends to waste money sabotaging random buildings, this not only handicaps it's progress but makes it exceedingly unlikely that I would leave corruption, this in turn reduces Zann's income further retarding their progress
9. OOM command droids have no real reason to be used. I have solved this by taking away their escort, weapon, and unit cap cost and sightly reducing their commander bonuses and cost.
10. The encyclopedia notes for everything should tell if build-time is reduced by multiple factories
11. I think the Battle Cruisers and supers should spawn some corvettes
12. I would like the Magnapulse canon to cost more (and therefore be rarer )
13. Please give Zann the repulsor-lift jammer back
14. The cost of corruption removal needs to be increased (It was too much but has been reduced too far)
15. Could you give Infantry a weak sprint |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I have reached Kamino and the cloning vats special is still operable.
So I re-emphasize what I said before. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
What faction are you playing and on what GC scenario?
I'd like to check out the cloning vats... |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | It is the planetary special of Kamino. so it will work for any faction or scenario.
I was using Zann 1 planet.
You can also look in the planets xml in your mod folder |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, MuchTooLearnUSH, I have my new copy of my game, I have both EaW and FoC installed, and I moved them to the regular Programs folder [and NOT Pregrams (x86). I also still have my install codes in case something goes wrong. Now I'm ready to download the mod! Wish me luck! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, right now I'm downloading... except it didn't ask me where to download. hope I didn't do something wrong, and pray that I'm not going to make updates about my download every second... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Congradulations (to me)! I downloaded the mod into the regular Programs folder, and it worked like a charm the first time I tried it! Thank you for all you implied hints, mobbmann's fans! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
Your welcome 
Great news! In time, I think you'll find 1 planet, 'Hard', ALL a friggin BLAST! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I have tried 1 planet, all, hard. At first, I thought it was exactly like easy; I got to tech level 5 no problem and I kicked Zann off of Dagobah. But then, Emps attacked Rendilli. Before that, I always relied on garrison units to defend planets, and so I went to defending Rendilli with the mind set that I was going to clean house against only a couple capital ships.
How wrong I turned out to be.
After getting my *** handed to me at Rendilli, the Emps break out the Sovereign at Dagobah. Good thing I re-took Rendilli recently, or else I would've lost (I only had Hoth after Dagobah).
After failing at an attempt to capture Duro 4 or something like that, I decided I needed more practice, so I saved that and went back to easy. On that, I have the Executor, Daala, and twin Palleon 2s (under construction) ready to take the Maw. Meanwhile, I have a Sith Lord build and a fleet worthy of a Sith Lord is under construction to capture Sullust to take away those annoying dauntlesses, and then taking a couple other key planets.
You're right, this is pretty fun. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Was thinking about how the ground defences could be made 'mo better'. How difficult would it be to create, code, and add laser or telsa type ground defences similiar to those found in the Command & Conquer game series?
Your turbo laser tower improvements are awesome and should always be the 'primary' ground defence in your mod. However, you could perhaps add different 'secondary' laser/telsa type ground defences? Would be fun to fry my enemies! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright, I don't think this is extremely important, but I found a small bug with the Tartans. Every time I order them to attack something, if they aren't already in attack range of their target, they do nothing... it isn't a big problem, and it can be worked around, but it is just persistent enough to be annoying and for me to start calling it CTLS (Chronic Tartan Laziness Syndrome). |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Rebel Moon has posted a new ship model called the Bothan Heavy Capital ship. IMO, this would be a great add to supplement the Bothan cruisers; it even has a cool looking hangar deck. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. I think that capital ships should spawn half as many light-craft squadrons as they do and be charged pop points for each (except CVs, they should have a pop cost f 2/3ds their squadrons) , then the space pop cap should be doubled, and light-craft squadron prices greatly reduced.
2. Could you make it so hat when corruption is removed the Zann defiler has a percentage chance to escape/re-spawn?
3. I think the interceptor/interceptor IV should only cost 1 pop point.
4. AAT tanks need to be a little faster, have the same or better shield refresh rate as a t-2b/2m and cost a little less.
5. Persuader tanks should cost just a little bit less
6. I think the MZ8 needs a little more power for its projectile and maybe have 3 in a group.
7. I realized that the remote bomb special takes both special buttons so if you make the clone commandos I suggested please give scorch throw thermal det instead |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
"I think that capital ships should spawn half as many light-craft squadrons as they do and be charged pop points for each..."
Respectfully, I disagree (at least in GC). The numbers spawned are perfect as is... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Farce_Sensitive,
First off, just where do you get all your ideas from?!?!?!?!?!?!?
Second, to answer your questions:
1)Disagree, otherwise there would hardly be any fighters in the battle and only one ship could be on at a time because of its fighter compliment.
2)Nice logic, but, yet again (I'm sure your sick of this by now) Mobbman's mod, mobbmann's rules
3)Disagree, their population is fine as is.
4)Disagree, AATs are already stronger than those.
5)Disagree, if anything, they're overpowered.
6)Never used them yet. No comment.
7)No comment.
Hope I helped!
-Tyler_Ziemba |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. If you doubled the space unit cap then just as many big ships could be used. And then you would have a reason to bring individual squadrons (as it is I have never even tried the N1 fighters etc. because I an get all the light craft I need from my capital ships and they are expendable because they regenerate every battle
2. I know I just hope he likes some of my ideas
3. they are about the same as a correllian gunboat and it only costs 1 pop point
4. I think you misunderstood me the only stat that I meant relative to the 2m/t2b was the shield refresh rate. The speed and cost I just meant relative to itself
5. They are inferior to T3bs because their stats are nearly identical but they don't have a 360 degree turret and can't turn nearly as well, the only advantage is that they are a little faster but they cost the same (plus all droid units should be slightly cheaper than their non-droid counterparts,[and slightly inferior] that is the point of war droid technology)
Re: my Ideas: I and my brother talk a lot about the game and how to perfect it
P.S Re:675 :"The numbers spawned are perfect as is..." as is what? I like feedback please feel free to let me know what you think |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
My comment stands. I only play GC, 'hard' so ANY other portion of game I cannot speak to.
BTW, is your brother Dark Diablos? |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I just downloaded z3rOx mod, and when I was playing galactic conquest, I got an idea for the Eclipse.
Why don't you fully enable the superlaser, but remove all its other weaons and special abilities. That might make it weak enough to offset the fully enabled superlaser. |
Fireyone Joined: May 17th, 2006 Posts: 136 | Are the Imperator Star Destroyers model changed, to more of a Canon appearance? |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I was just wondering what you meant by "The numbers spawned are perfect as is..."
it sounds like you had more to say.
Re Dark Diablos : No |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1 I think someone already mentioned this but many of the new infantry units and heroes (and the Mk1 Droidekas) can't board the land transports etc. this needs to be fixed
2 The t-2b/tie-mauler/swamp speeder shouldn't be able to board the land transports
3 I would think that all factions would have a map of the Galaxy, please make all the planets visible to start
4 Could you please make LAN Multi GC able to have 3 players?
5 Averam is supposed to be a core planet near Coruscant Please move it there
6 Could you use the jet-pack special to make jump-jet infantry for Zann
P.S. Could someone PLEASE tell me what I need to open the Mastertext .DAT file.
if this isn't the place to ask please tell me where I should ask |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
(681)
The numbers of fighters and/or bombers spawned by all classes of ships in GC are just fine in this mod, no need to adjust.
(682)
1) "I think someone already mentioned this but many of the new infantry units and heroes (and the Mk1 Droidekas) can't board the land transports etc. this needs to be fixed" RE: Agree, also some new hero units cannot board land transports (Zann)
2) "The t-2b/tie-mauler/swamp speeder shouldn't be able to board the land transports" RE: I had to think hard about this, conclusion: Agree (although, it's kinda fun and brings a new tactical element to this mod and game)
3) "I would think that all factions would have a map of the Galaxy, please make all the planets visible to start" RE: Agree with premise however, for this mod, respectfully disagree. (Makes for more enjoyable GC, fog-of-war and all...)
5) "Averam is supposed to be a core planet near Coruscant Please move it there" RE: Agree
6) "Could you use the jet-pack special to make jump-jet infantry for Zann" RE: An interesting and good idea |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Re 2 If Mobbman wants them to board transports then he should let the 2ms etc board them, I don't think they should be able to but at least that would be consistent
Re 3 Perhaps a plug-in for a pre-discovered map could be made so you could play whichever way you prefer |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Are you working on a decent amount of ground combat improvements or, is your main focus on Space?
FarceSensitive,
Re2: Agree
Re3: Mobbmann's mod, his call. We (fans of this mod) do not want to overwhelm with our 'creative' thoughts the genius of this mod. If it's changed too much, it might change it for the worse (break the current excellence and balance of the mod). |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I think the structures category fire restriction on infantry/vehicle turrets should be removed. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I had another amazing fleet battle (this morning before work), here's the scenario:
I'm playing Zann with a level 3 space station above Korriban, 4 Trade Federation BBs, 2 large BBs (made at Mandalore), 4 Kadalbes and 4 Aggressors. Most of my land structures built but no ('0') ground units.
The Empire comes callin with 16 large BBs of various design. I decided to 'defend' to the last man (i.e.- Ship) and this is why this battle was special.
After about an hour + all I had left was 2 ea Crusader gunships, 1 ea Starviper fighter, and one severely damaged BB. It was literally, "down to the last..." with the Empire losing all its BBs (I lost my Space Station and everything else listed above, except as noted).
Geez O' Pete is was fun! |
Corusca_Fire From: Joined: February 17th, 2009 Posts: 128 | Goodness gracious, it took me forever to scroll down here.
Anyways, i found a little bug. Leia does not load into the Galforee HTT wing. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | The stats of the jedi need to be reworked, Luke, Yoda, and Obi wan are all chumper than the generic jedi, and all jedi except two of the new named ones swing their lightsabers almost twice as slow as any sith.
Also I have borrowed the "required units in orbit "line from the dark-troopers and made you need a jedi or sith (named or unnamed) in orbit to produce jedi , sith or dark adepts (in order to train the new padawan) or to build the jedi or sith temple. In order to do this you will need to create a special transport ship for all the units you wish to be able to train the new units because the function from the dark-troopers only works with ships, also Darth Vader cannot train new units because if you put multiple ships in the required line it will require one of each in orbit to produce and I am not about to give all sith Vaders star-destroyer. (I gave all jedi except Kyle Katarn Lukes X-wing, and all sith except Vader a custom tie phantom, I also gave Silri a special crusader gunship and the 2 dark jedi available to zann a custom Z-95 [this means that both Silri and a dark jedi are necessary for zann to produce dark adepts]) you will also need to copy the "build initially locked No" line and I think the can be unlocked by slicer line or the units will not be available. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Can you make the ground fighters avoid aa units/turrets unless forced to go near them by active user control ? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | FarceSensitive,
I started your 689 post and got lost. Regarding your 690 post, what purpose would AA serve then? |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Re: 689: That was mostly for Mobmann, I hope he understands me, I'm sorry but it is coplicated to summarize I have made it o that you need a sith/jedi in orbit to build the sith/jedi temple or produce sith/jedi and I was suggesting this to Mobmann
Re: 690: their purpose would be to prevent the fighters from entering their fire radius and thus protecting friendly units from air attack. No pilot in his right mind is going to hang around thick aa, so this is what generally happens in real war, the defender places his aa to prevent air incursions and the attacker has to soften the aa with ground units or a wild weasel or stick to undefended targets |
mobbmann Joined: March 10th, 2006 Posts: 198 | farcesensitive,
be very careful altering the named hero characters... you might end up with two or simply the one that wont respawn if he dies...keep that in mind before you change any of the hero settings... as for the heros... they are more influential strategicaly for some and tacticaly for others... they are set up in that respect second to balance... youll notice zann can start the fastest but tops out quickly, rebels are in the middle and the empire actually starts off the weakest and tops out formidably but everything they build is expensive and time consuming...reflecting the doctrines of each faction was rather Important I thought in concept...
I want everyone to realize that there is a very cautious balancing act I had to make while creating this mod... if I stuck to canon then it would make the game suck beyond measure... but I also thought there should be a lethality to warfare so that is why when your ships in combat are out of position they get picked off...flanking works, fighter screens work and bombers work... but all have thier own place and strengths...combined arms are lethal in this mod... mixing artillery with armor, with airpower as a react force works wonders... but if you go top heavy with one or the other and the ai spots it youll notice defenses popping up to counter you...
Im sorry the update isnt out yet but I'm currently using windows 7 and all future releases will be made with windows 7 in mind... I will take advantage of windows 7 64 bit as the ram issue with xp is quite annoying... 16 gigs of ram anyone? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
No need to be "sorry" |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | OMFG, Mobbmann, 16 GIGS?!?!?!!?!?!?!? Holy cow! I don't think that the RAM problem should occur with THAT much RAM. Holy ****. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I have been watching Star Wars: The Clone Wars (just out on DVD) and I thought perhaps you could make the commando droids from the "rookies" episode.
Also I thought maybe you could add Toydaria as a planet |
Corusca_Fire From: Joined: February 17th, 2009 Posts: 128 | one more thing, mobbmann. it seems that in addition to leia, the Spec Force troopers dont load into the HTT wings either. I would guess that this means the shock troopers dont load into the Juggernaut, but i havent tried it yet.
And a small suggestion; the AT-TE should be able to carry a few squads of soldiers like Iblis's battle platform can. Since the AT-TE is not as tall as the AT-AT, you wont really need to make a loading animation.... |
obest411 Joined: November 10th, 2009 Posts: 2 | I have Vista 64 bit, can not get ACM or AEM mods to work. All patches, updates done. Had to use file from Mike nl to get FOC to open. Can not use LAN or Online. Can find nothing to help any where. Thank you ahead of time. |
darthjacob12 From: Joined: November 13th, 2009 Posts: 2 | The galactic conquest view works but when I try to start a land or space battle the computer closes the mod and says there is an 'exception' . Is there any way I can fix this? Please help. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | obest411,
"I have Vista 64 bit, can not get ACM or AEM mods to work. All patches, updates done. Had to use file from Mike nl to get FOC to open. Can not use LAN or Online."
Recommend use of shortcut in lieu of mod launchers. Also, it's critical the shortcut is looking for its correct target path; any error in that, and 'no workie'. Also, ensure the mod and game folders are located in either the main "Programs" folder or, the "Programs(x86)" folder. In other words, if any game (EaW/FoC) & MOD folders are split between the two main branches, you'll likely have issues.
darthjacob12,
"The galactic conquest view works but when I try to start a land or space battle the computer closes the mod and says there is an 'exception'. Is there any way I can fix this?"
Sounds like a hardware issue? Do you or have you run any other mods for FoC?
If hardware is too old (weak), you'll have issues running mods. I had an older computer which would run EaW/FoC but, when I added large mods to the picture, it would lag and eventually "exception" out on me. To fix that problem, I had to buy a better machine. If you have a fully up to snuff monster mega machine, it could be that the hardware is too good! I've also run into that problem.
Recommend you try new (clean) installs of everything; this should fix any file corruption problems. Hope this helps... |
darthjacob12 From: Joined: November 13th, 2009 Posts: 2 | MuchTooLearnUSH,
Okay, thanks for the help. Ive tried re-installing foc before to see if it'll work and it didn't, but I've used a couple of mini-mods and they worked just fine. But every large mod I tried didn't work for me and I wondered why. Har har, I spent about a week trying to get this mod to work. I think my computer just might be too slow |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. could you add the vulture droids in land (walking) mode
2. the big spider droids would be nice too
3.it would be nice if the oom command droids were modeled on the tactical droids from star wars: the clone wars
4. the crab droids from star wars the clone wars would be interesting
P.S. while going through the xml files I noticed the Zann Assault Mercs were not squash-able that's not right |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | MuchTooLearnUSH,
You little bugger! You stole my 700th post! And just when I was on vacation, also! You little bugger... Oh well, I guess I have to wait until post # 800 
Farce_Sensitive,
Those are all neat ideas for units. And yes, Merc Assault Squads not being able to be turned into roadkill is DEFINITELY not right... as if they weren't over-powered already. If their disruptors had any effect against shields, well, then, they'd pretty much be invincible. Mobbmann, please consider weakening the Zann infantry. I find that they are extremely overpowering...
Tyler_Ziemba |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
lol... I'll try to refrain from using post 800; it's all yours 
Since this thread is for ACM, I guess I'll ask: Have you gone back too 'Hard' setting yet? I find it most enjoyable (1 planet start).
Mobbmann,
I think all the capital ship producing planets should have more options for heavy defence (both Space and Land). Perhaps some unique defences also... |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | No I haven't; I've been busy managing my own clan in the original game. Thgough, on easy, I got BOTH reb supers. "Rebel scum this!" -Rebel soldier

P.S. It's still not fair that you took post #700 while I was on vacation. You would to
-_- |
maxdo Joined: November 18th, 2009 Posts: 4 | hey first off i just wanted to say this is one of the best mods i have played in a game in a long time. Now i do not know what i am doing wrong but i can not seem to get rebels to tech 5. I have stolen every thing i can. Is there something in need to build?i would love to use the tech 5 units since i'm slowing starting to get worked over by the empire now lol. Once again thanks for this wicked mod. and sorry bought my grammar my English kind of sucks |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Due to technical bugs I have had to make jump jet infantry that come in companies of 7 individuals who then spawn 1 more each (you will need a variant that does not spawn or you will get a feedback loop), and since that makes a total of just 14 they are each about twice as tough as a shock trooper. Any attempt to give them a container caused separation from container bugs when the jump jets were used or produced a unit that either couldn't walk or couldn't fly |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Could you please give force strength back to Byss, Dagobah, Korriban etc.? |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I also remembered I need to tell you, for some unknown reason if you use the boba fett model (as I did) then you must leave the category mask "ground hero", if you change it to "infantry" then the "death fade time" line does not work and they take forever to fade |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | 705 (1) Tyler... 
706 (2) maxdo, need a little more info to go on; such as, are you playing GC, on-line skirmish, or regular in-game skirmish?
707 - 709 Farce Sensitive: Regarding 706, I find 'Force' strength is not really needed in GC; perhaps you have valid point regarding skirmish, I don't know?
707 & 709: I can see you're really giving the jump jet infrantry idea a good go...hopefully, you can improve and perfect your idea to the point that Mobbmann can use... |
maxdo Joined: November 18th, 2009 Posts: 4 | I can not seem to get the rebels to tech 5 in GC |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | maxdo,
What version of game? i.e.- English, German, etc.? |
maxdo Joined: November 18th, 2009 Posts: 4 | oh sorry its in English and it does not matter what day it is in the campaign iv tried to start at tech 5 and normal only have a hand full of planets |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | maxdo,
Two possibilities here:
1) Game and or Mod files are somehow 'corrupted'
2) Eaw & FoC are not properly 'patched'
To fix (1), try clean installs on everything (make sure you have your game install codes before doing this)
To fix (2), ensure you have the proper (required patches) installed. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | 1. Force strength values for planets gives tactical benefits to dark / light force-sensitives on appropriate planets. I don't see any purpose to this in skirmish unless you want to handicap one side or the other, in GC it would provide a strategic difference between planets strong with the dark side and those with the light side or those not strong with either side. To a point, the more strategic / tactical complexity the better. Right? (Of course right!) 
2. I can't perfect the jump-jet infantry any further as I am not programing savvy enough to make a new container type. No existing container types can handle a switch to jump-jet locomotor and still keep the members of the unit with the group, however if you do as I explained then I feel that they are satisfactory for the following reasons:
a. because there are only 14 of them it is easy to select them all and order them to do whatever you want as a unit even if they are individuals.
b. because there are only 7 original troopers it doesn't take eons to disembark from their transport
c. the 7 spawned garrison troopers are not likely to be used without the originals in an attempt to keep the originals out of harms way because it isn't worth a whole pop point to jet-pack only half of an infantry unit behind enemy lines to get creamed.
d. I have moded the originals to take the point when the group is given movement orders, so they tend to take damage first, so the unit is counted as a casualty when you lose enough of them.
e. they are only about twice as tough as shock troopers and you get far less of them, so the unit is not overpowered for an elite infantry unit. |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | Hey Mobmann, have you checked out the omg model pack, it has some cool models! |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I suddenly realized it wasn't the skiff, it was the sail-barge that Luke set the gun to overcharge and blew up |
maxdo Joined: November 18th, 2009 Posts: 4 | Thanks Much I'll try that |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I think our community needs this mod and more mods like it! Canon is all well and good for storybooks, but in video game arenas, it wouldn't work out so good. For one thing, the Empire once up and running 'full steam ahead' would crush all other factions, including the Vong. Mods like ACM are so good, because...balance is truly achieved, something which is very hard to do.
There are many good mods and IMO, only a few 'Great' mods. ACM is a Awesome Mod!!!!! |
FarceSensitive Joined: August 18th, 2009 Posts: 49 | I think Zann should be able to build the ssd from the final campaign mission at Kuat |
leyte From: (Kisújszállás) Joined: April 30th, 2009 Posts: 3 | What can I do when all of my units I can not make move?! I cklick on them but nothing!!! |
c_freman Joined: November 28th, 2009 Posts: 1 | First of all... GREAT MOD!!! I'm loving it 
Now, sorry for the stupid question, but how do you build/get Vader with the empire? I already have all the techs levels and I have built most of the available ships, but I just can't make him appear :S
Thanks for the mod! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Leyte,
You're experincing the dreaded "Freeze" bug. If you take a little time to read this thread, the information contained within will answer your question. For now, try clearing out any saved games and start over.
C Freman,
To get Vader in GC, the Corusant Space Station must be upgraded to tech level 5; then, you may purchase the Dark Lord at Corusant. |
fallen_angel_1880 Joined: June 14th, 2004 Posts: 7 | hi! Love this mod and play it all the time... wanting to know how to increase starting credits in GC above the max... i know that you have to usually edit a file.. any help appreciated |
modlover101 From: (California) Joined: December 4th, 2009 Posts: 26 | I am new to ACM and modding! Thank you so much for showing me how fun it is! I have a request! Maybe you could add the Mandalorian Militiamen. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Been thinking about the Rebel Torpedo Frigate in GC. Suggest just a tad longer range and a tad more umph to the damage they can cause. As they are now, they seem a bit weak. My two cents... |
mobbmann Joined: March 10th, 2006 Posts: 198 | HI all,
actually I'm looking at ACM right now... as promised, after my little hard drive crash I decided to go with a solid state drive this time around, also upgraded to 8 gb of ram and windows 7 64 bit.
that being said, I will start releasing versions of acm that are compatible with windows 7. I will be starting work tomorrow on ACM2.5 (again) from what I can tell with the ram fix released by Lucas Arts for 64 bit systems the dreaded unit lockup bug is fixed... It indeed looks like it was a ram issue after all...
So in short, I know I was gone for a while but there was a reason...
#1. My hard drive was dying.
#2. I had alot of things going on at the time personally.
Now that I have the time and capability I will fine tune ACM one last time as requested... starting tomorrow... you can easilly expect a new version of ACM by 1/15/10 or sooner.
I always made the ACM series with 4 to 8 gb of ram in mind now with windows 7 64 bit I can fully utilize that. Just FYI 2.5 will be mainly a fine tuning/polishing of the existing mod and compatiblity for windows 7 adjustment... I might remove 4 to 6 planets to help aleviate the lockup bug for those with less ram installed, most people wont notice 4 to 6 removed as large as I made the current Galaxy... of course I will be adding some new units, but the new units will not be the focus as before...
see you guys soon |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
Great to hear you haven't given up despite the computer issues! I've played most of the major mod efforts out there and to date, yours is still #1 IMHO.
If you need a GC tester before release, just let me know.
|
penguinhowe Joined: December 15th, 2009 Posts: 2 | This mod, while making shirmish potentially awesome, also breaks it. I find that the ai will use its initial money to buy a bunch of ships and rush you. If you survive that initial rush, the ai then has no money and never gets any to go anywhere. In the original game, the first thing the ai did was to upgrade its space station, from there you would battle it up all the way to level 5. Now its more, survive the initial wave then do whatever you want because the ai kills itself.
I think it may have to do with the fact that there are better units available at level 1, so I might try to play with that and see what happens. |
penguinhowe Joined: December 15th, 2009 Posts: 2 | Nevermind on the last post, i managed to fix it by changing how much income the stations generate. Made it so that level 1 station is the same as 1 mining facility, level 2 is the same as 2 mining facilities, and so on. Now it seems like the ai takes advantage of the extra money and will keep up with you in upgrading the station. Makes for nice large scale battles when you throw in 3 ais and hold off attacking until you are at level 5 station. |
fallen_angel_1880 Joined: June 14th, 2004 Posts: 7 | I posted earlier about how to increase the credits that GC starts with; but i was thinking that i could just alter the mines and trade stations themselves but i dont know how... help plz |
Darth_shraider From: (Bergen) Joined: November 1st, 2008 Posts: 7 | to fallen angel 1880: to get more income in GC go to planets file and edit the base income of the planet. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann/All,
I'd like to suggest that in GC, 'hard', that any loss of Mon Mothma, the Emperor, or Tyber Zann be an automatic loss. This would add a new element to game play IMO. |
Naimster From: (Kansas) Joined: October 26th, 2004 Posts: 1 | Mobbmann, before you release 2.5, make sure the planets that are needed for making the mc104 and the Viscount are available in GC. In 2.4 if you play as the rebels in multiplayer, rendilli is not there and it really cuts into the balance for a rebel player |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Regarding my #733 post, a little clarification. Suggest automatic loss for the faction you're in control of, i.e.- if playing Rebels and Mon Mothma is killed,...game over. |
Mr_Bobert Joined: October 8th, 2007 Posts: 321 | Firstly, I'd like to say that this is one awesome mod. I love it. Secondly, there is one very very tiny thing that bugs me. The menu. Not the entire menu, of course, just the MENUBACK_OVERLAY.dds part. Compared to the rest of the mod, which is again, awesome, it is, no offense, not so great. It just doesn't look as... professional as the rest of the mod, in my opinion. Also, the splash page is kinda boring. So, if you're going to release another version, if you'd like, you can use these. Whipped 'em up in a few minutes. http://www.filefront.com/15227355/ACM-Graphics.zip/ |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I'm going to give a few negatives regarding GC play, please take this as constructive critique, ok?
1) 'Ground' can be very repetative; recommed beefed up defences on all the factions 'home' worlds/bases; in addition to, more hard-core unit defence. Some worlds, the AI (even on 'hard') does not utilize intense ground combat like in 'Space'.
2) Where does the Zann get so many defilers from? I can understand it when they have many planets and are strong, but when I have them with only a few planets left, the defilers keep coming and in strength? I've even eliminated the Zann completely and still get planets corrupted? This is very annoying...
3) The AI marches all artillery types to certain death? These units should be the 'Queen' of the battlefield, not common fodder?
4) Some ground units (in battle) do not stay put when ordered to a fixed spot; then, when you're busy elsewhere in ground combat, you can loose your fielded units because they don't stay put? It's like they have a mind of their own? I'm supposed to be 'in-charge' of my own units, not the AI?
5) There are some 'weak' units in both Space and Land that I never use...ever. Your could reduce some of these 'non-players' and replace with game units players are likely to utilize.
Overall and IMHO, your mod is still the most fun despite these minor flaws. It really is!!!!! Can't wait to see what improvements you've come up with when your next release comes out.
|
CX33 From: (Utopia, Ontario) Joined: February 16th, 2008 Posts: 10 | Long time since i last posted... i've been playing ACM 2.4 again, and was having a lot of fun with it. But i'm still having performance issues with large scale battles. In most large scale battles, (1) the game begins to lag significantly, but it is noticable. However, i just ran into the (2) shutter bug frame rate issue on Mustafar, where the game slows to one frame every 3 seconds.
(1) One such instance of this was a space battle above etti 2 (near bespin), which involved in my fleet: Lvl 5 space station, garrison, a mandator II, one corellian corvette, two corellian gun ships, 3 bakura class destroyers, two CC-7700's, two marauder corvettes, rouge squadron and admiral ackbar. The enemy was using the executor, Piett, Thrawn, several battlecruisers, a Few VICTORY I's, Death Star two and a couple escort frigates. Loads of fighters on each side.
(2) Bug occurred mid way through the battle. All the enemies fighters where destroyed, and i was pounding the crap out of 3 battlecruisers (two were the special sith battlecruisres with Eta- 2 fighters and one was the black version of the allegiance with red engines) and one Venator frigate. My fleet consisted of: a mandator II, one corellian corvette, two corellian gun ships, 3 bakura class destroyers, one CC-7700's, two marauder corvettes, and admiral ackbar. Loads of fighters for me. I had an ion cannon on the planet, but it was not working in this battle or the one previous where i got my **** handed to me above mustafar.
What is interesting about (2) is that when i window back to desktop (while the game is running), there is little slow down; but when i go back into the game, it takes forever to get back in, and the problem persists. But when i go back to the main menu, the game is fine... every time i try to reload the fight to where i save (after the bug occurred) it loads and is still plagued by the framerate glitch.
My computer specs:
Pentium (R) D 2.8ghz processor
2 gigs of ram
Nvidia Geforce GTS 250 1 Gig ram
adequate power supply
Windows XP SP3
.NEt Framework 3.5 Sp1
Gold pack w/ up to date patches
These bugs were encountered in a new game. Any help you guys could provide would be appreciated. Thanks. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | CX33,
What you are experiencing is not what has been plaguing most players of this mod, but I do believe that the cause is the same: RAM problems.
Don't worry, your RAM isn't from the wrong vendor and it's corrupted and nothing is wrong with your RAM... but it's just how the game interacts with RAM that makes things screwy. What I would suggest is to, if possible, upgrade to like, maybe, 4 to six gigs of RAM? I don't exactly know, but that should fix things. But you don't listen to me. I'm only an computer-nerd-in-training, not a hard-core computer-nerd. It might even be your video card. I don't exactly know. I'm just guessing here.
So my REAL advice is to ignore what I just said and wait for someone that actually knows what he's doing to help you 
Tyler_Ziemba, soon to be (BotB)Ziemba
Best of the Best Clan, and Empire at War and Forces of Corruption clan that is the best in both skill and friendliness! |
CX33 From: (Utopia, Ontario) Joined: February 16th, 2008 Posts: 10 | My motherboard will only allow 4 gigs total on my system. I have 3 gigs in use right now, so... |
Brybow624 Joined: December 31st, 2009 Posts: 2 | I have been trying to set up this mod for days to work with the game and obviously its not working. Would somebody give me detailed instructions on how to set it up? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Brybow624,
What seems to be your mod install issue? Please provide some specifics... |
Brybow624 Joined: December 31st, 2009 Posts: 2 | After extracting the mod into a new folder, I tried clicking on the icon that said "click here to play acm2.4" and instead it loaded up the orginal foc game without the modifications. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Brybow624,
Ok, did you put the downloaded mod into the "Mods" folder? If you follow the mod install instructions or, read through this thread, you should be able to get this mod up and running. On other thing, if your OS is too old, you have problems and if your OS is too new, same applies. |
Calbrenar Joined: April 7th, 2003 Posts: 2 | I love the mod but I have a balance question. if for example a hero SD is 4 Cap and gets 2 super tech fighters and 2 bombers, that's basically 8 cap at a cost of 4. How do rebels compete with that ? I've been slaughtering my friend in space battles because I bring in a bunch of star destroyers and battle cruisers and end up with the equivelent of something like 70 cap worth of defenders/avengers/predators and missile/gun boats + 35 cap worth of star destroyers and he can either bring a bunch of ships OR a bunch of fighters and either way he can only reach 35 cap. |
sloder Joined: January 9th, 2010 Posts: 2 | i have another problem. I've done everything like in guide but when im lunching mod(with mod launcher or manually no matter)i havr loading then i have credits movie with lucasarts and the other 1 and i have again loading but in this loading im dropping to deskop. i dont have this problem with any other mod. My game is patched to 1.1 and if this matter i have polish version. on 99% there is solution in comments but checking 745 comments is just creazy. im patient but please aswer quickly czu i really wanna test this mod. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | Alright... mobbmann, you either really need to beef up all space units that aren't Battlecruisers (BCs), or either severely weaken the BCs. Their power is just ridiculous. Recently, I took a single Pelleaon 2 versus an MC104, about 10 Caps, and 20+ frigates and corvettes. The pelleaon should have been owned within 5 minutes. Instead, it took out the entire enemy fleet by itself (I didn't even use the fighter/bomber compliment) without its shields even going below half strength!!!! I don't know about you, but I see something seriously wrong with this picture. That Pelleaon 2 is so overpowered, it could probably take on all 5 supers in the game and still win. If you don't, then you might was well swap the prices of the supers and the BCs, because there is no way that a super is equal to a BC. Even in a custom map I played, I took out all three executors on the map (and the stock executor appears that it could whip the mod's executor's @$$ in its sleep) with a single Titan!!!!!! And the Titan isn't half of what the Pelleaon 2 is.
Please change this very disruptive factor in 2.5. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
Quote: "That Pelleaon 2 is so overpowered, it could probably take on all 5 supers in the game and still win. If you don't, then you might was well swap the prices of the supers and the BCs, because there is no way that a super is equal to a BC."
If you're talking about Skirmish or some other portion of the game, you may have identified a good point. However, in the GC portion of the game, I think the big battleships/cruisers are balanced just right. The key to Space combat is use of combined arms and with regard to the power of the 'Supers' in this mod, I find they can usually hold or take down 2-3 of the big Battleships or Battlecruisers with no problem. (Utilizing their fighter/bomber spawn)
In WWII, most navies of the world with large fleets would rarely send their finest BBs out without some sort of 'combined' arms. To do so would place their heavy assets at great risk. When big battleships were sent out on their own, they usually met the bottom of the ocean due to combined arms tactics.
Good to see you're still playing this mod! I've been playing around with a few others but have come back to this one because: No lag, no exception issues, it works, and its so much fun! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I know that combined arms is crucial to the mod. If you read what I took on, then you will know that the AI had a well-balanced, combined-arms force. The fact that a BC can take that fleet on without its shields ever going below half strength is wrong. There is no way THAT should happen. Mobbmann has altered the BCs and supers so that they aren't what they're supposed to be; the BCs are the supers and the supers are the BCs. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
I guess I would have to experience what you did to understand. All I know, is if I take on any 'Super' in GC with only a Battlecruiser...I'm toast 
Hey, on a side note, only 50 more any you have the 800th post |
sloder Joined: January 9th, 2010 Posts: 2 | I'm sorry that im writing it again but i really need and answer to my question. Last time i forgot that to say my problem is with swfoc.exe file and please aswer me. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sloder,
Quote: "...I've done everything like in guide but when im lunching mod(with mod launcher or manually no matter)...I have credits movie with lucasarts and the other one...but in this loading, I'm dropping to deskop...My game is patched to 1.1 and if this matters, I have polish version...
1) Both EaW and Foc must be patched (1.5 and 1.1)
2) If you're system is VISTA with approximately 4 Gs of RAM or more, you need to also install the FoC RAM patch.
3) Recommend use of shortcut ".exe" in lieu of mod launchers; especially, if using VISTA O/S (64 Bit). Same applies if using Windows 7 O/S.
Try checking these things first. Also, if your problem persists, please provide more specific information regarding your O/S, RAM, Video Card(s) etc.
Hope this helps... 
P.S.- "Polish version"? |
JediMaster09 Joined: March 5th, 2009 Posts: 10 | Yeah the eclipse can't move???? Um yeah you should really try to make the eclipse move, cause this is a great mod and I would hate to see that happen... ): |
nasty6 Joined: September 4th, 2009 Posts: 5 | Is Guri playable in GC? What planet does Guri build on? I've played GC as the Empire a million times, and have never seen her.
Thanks! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Guri is a Zann hero in this mod (GC). Try playing the Zann |
The_Stealthmaster From: Joined: January 18th, 2010 Posts: 3 | Hey everyone. Does anyone know if this mod works on a 64-bit computer? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Yes, the mod will work on a 64-bit system. However, you'll probably need to install the RAM patch. |
matthew1 Joined: January 20th, 2010 Posts: 4 | loooks asome
  |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | It appears I'm finally getting the hang of this mod. I'm playing all, hard, as rebs. I'm still only in my little 5- or 6- planet circle, but with both reb SSDs built I'm ready to start putting the hurt on the emps... especially now that they can't get to my shipyards at rendilli Once I get home from school, I'm gonna clean the cons off of Dagobah and get me some Jedi and really start threatening the empire. Once that happens it's pretty much a matter of time before either I beat them or the emps break out all three of their supers at once...
But I think they hate Mandator 2's though. Battle at Gerod 4 or something like that (I can never remember the name...) with my Mandator 2, 2 MC90s, and several supporting corvettes. Emps bring in Piett, Thrawn, and Moch (as always), as well as the Executor, a Peleaon 2, two Praetors, and a couple supporting frigates. That battle, as well as many I have fought, I owe to my big group of little friends that I like to call The Horde (I just gather every single garrison fighter I have and put them all into one big group. They make very short work out of even BattleCruisers).
So, my gaming tip for you guys for today is... Hordes are very effective so long as you take out all the corvettes and most of their fighters first. After that, there's almost no stoppig them, depending on how many fighters you have. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
In time, you'll find many exquisite delights (battles) on 'hard', 'All', one-planet start. No matter which faction you choose, you'll have fun. After you find paths/choices which work well, try mixing things up by selecting alternate paths/choices; this keeps ACM fun and on top of my mod play list! |
sageorion417 From: (Missouri/Norwood) Joined: January 23rd, 2010 Posts: 84 | mobbmann i have emailed you and forgot to say if you are at all interested email me beck or leave a comment sayin yes or somethen thanks for listening. |
moggie1989 From: (Grimsby) Joined: April 30th, 2009 Posts: 1 | when i go to extract the zip file there is one file that is corrupted and its the CIS MTT please can you sort this because i love playing your mod because it makes the stock game much more enjoyable thanks |
nasty6 Joined: September 4th, 2009 Posts: 5 | What happened to 2.5? I thought it was coming last month.... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Nasty6 & all,
I would assume that Mobbmann is still working it; after all, he has over 760 comment/suggestions to consider not to mention, his own desires for this mod. As wise Yoda would say,...quiet your mind and patience you will find... |
Arkalen Joined: February 5th, 2010 Posts: 1 | How do you add units to the skirmish mode? I've tried messing about with the SpaceUnitsFrigates XML, but nothing I've done has changed anything. |
dandyrur Joined: May 13th, 2008 Posts: 1 | I had a big battle with lot of super capital ships on both sides, and in one moment when the empire brought reinforcements the game just slowed to a crawl. I'm talking one frame in two seconds, and extreme slow motion. My computer is pretty powerful, and I don't think that it's a performance issue, it could just be some bottleneck in the game itself.
Needless to say, I never finished that battle, cause at the speed it was going it would take about 20 hours to see it to the end. I have a save game if it's needed for testing.
Another thing. Why is removing corruption so cheap? Corrupting a planet is a costly operation for a Zann player. It doesn't seem fair to have it removed so easily.
Waiting for v2.5.
Cheers! |
Grand_Moff_Ace From: (Washington) Joined: November 3rd, 2009 Posts: 46 | can i have a file for the first song when you enter the menu with the battle going on? |
Grand_Moff_Ace From: (Washington) Joined: November 3rd, 2009 Posts: 46 | what i mean is the techno star wars music or you can give me the music files to your mod just so i can listen to cause it's so awesome! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Mobbmann,
I know this idea is probably late however, I'd like to present it anyways. In your mod, the first Death Star event is much fun! (GC)
I'd like to see something similiar late in the GC 'war', perhaps the second Death Star makes an appearance after alot of game days/time has elapsed.
Reasoning for this is:
1) In GC, late in the "war", the Empire is frequently low on 'Power' and the Zann and Rebels usually fair well. (I've had many games with Rebels or Zann, mostly Rebels where the Empire is pushed back to the point of being impotent.)
2) Would provide another 'scare' to the Rebel and/or Zann side. (Imagine, the Empire is pushed back, things are going well, and then...wham, here comes another Death Star event. (Rebels and Zann factions start crapping their proverbial 'pants')
3) Would bring a new and fun element to your GC game-play.
The only issues I can think of are:
1) If playing as Empire and first Death Star is intact, having two Death Stars at any given time would be,...too much (unbalance the game). You could code is so that only one Death Star is in-game at same time or something along those lines of thought?
2) The opposing factions, especially the Zann, would need a second way to take down the second Death Star (IG88 is no more if used on the first DS).
Man O'live this would be a cool add! Just like the Germans came up with their 'terror' weapons at the end of WWII (V1 & V2), it would be like that or the suprise Battle of the Bulge (where a dying Empire throws in one last power punch) in an effort to save the war effort. Would be great fun me thinks...! |
Sullen_Socrates Joined: February 17th, 2010 Posts: 2 | I hate to bring bad news, but in contrast to #727, it would seem that the unit lockup bug is still present. I am using Vista 64bit, 4GB Ram, with the Ram fix provided by LucasArts (without it, FoC wouldn't even start), and it happened to me in my recent game: GC, Absolute Conquest, Empire, 5 planets, medium, day 86, about half the galaxy conquered, 3xx unit cap used. I don't know if a specific event triggered the bug - I did not notice it in the previous space battle, but it shows up in any battle I initiate now.
A shame, because a big battle involving the Sovereign on my side and the MC104 on the Rebel side was about to occur :-(
(I did watch the battle once without being able to issue any commands. The Rebel fleet came one by one, first the small craft, then a battlecruiser plus some escorts, then the MC104, then some reinforcements. The Sovereign (+fighter/bomber escort, as well as an ISD Mk3 on one side) wiped the floor with all of them)
Random remark:
- The AI has no clue on how to use fighters and bombers. Sending all bombers charging into a waiting swarm of enemy fighters or sending all fighters/bombers in squadrons of 2-4 is not really that effective... |
Sullen_Socrates Joined: February 17th, 2010 Posts: 2 | This is probably irrelevant by now, but anyway:
Operating system: Vista 64bit
Ram: 4GB, official ram fix installed
Planet: Last normal battle was at Tatooine (space battle; no bug noticed during that battle, but of course it may have occurred near the end), after that, it's everywhere
Units: all
Game days: 86
Population: 291
Scenario: Absolute Conquest E/R/Z, 5 planets
Side: Empire
Side notes:
- I recently tried out several mods, so in my case, it might be related to "mod mixing". I was under the (maybe misleading) impression that different mods usually do not interact - each having its own folder with all data stored in it.
Post #405 further diminishes my hope for a freeze-free game if I do a clean reinstall, use no autosave etc.
- After the bug has triggered, the usual "cutscene" at the beginning of a space battle, when your units jump in, does not play. It just happens in the standard isometric perspective.
- It seems quite a few people observed that the bug occurs when the AI is bringing in reinforcements (capital ships, in particular). Maybe something bad happens when it does... (I gathered from several forums that EaW/FoC's code is, in many ways... let's politely say "not optimal"
- Assuming the information in this thread is correct, it is not surprising that the official ram fix doesn't do anything to solve the problem: http://forums.revora.net/index.php?showtopic=76230
Apparently, it does not change RAM usage at all... (this coincides with my observations: only 600-700 MB RAM are used by FoC, even with the RAM fix) Combining this with the fact that FoC seems to use only 1 processor (from what I can see monitoring the 4 cores), I guess new hardware and/or operating systems won't help much with the problems at hand. A rewrite of some (probably large) parts of the code would likely be the most efficient solution, if only Lucas Arts would release the source code... |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sullen Socrates,
A very informative couple of posts. Yes, I too can confirm the RAM fix does not fix the unit freeze bug 
I also believe the problem lays within the EaW/FoC game engine.
I've noticed using the mouse to select units quicker than one 'normally' would seems to also trigger this bug. Why? I have no ideas on???
The bug does not happen to me often but when it does, I'm resigned to the fact I have to start all over. If the fun factor was not very high in this mod, this would be a total turn-off for me. Thank goodness the fun factor and balance are high, as this keep me coming back for more ACM! |
The_Stealthmaster From: Joined: January 18th, 2010 Posts: 3 | Alright I downloaded to RAM fix and the game runs now, but whenever i try to run this mod it starts the game without the mod running. Should i just download the mod again or is there something else that i need to do? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Cool handle Stealthmaster!
Ok, EaW and FoC must also be patched with 1.1 and 1.5 in addition to the RAM fix patch.
Also, make sure you follow the mod install instructions. Try these basics and if you still have issues getting this mod going, then, provide us more specific information as to the steps you've taken, the problems encountered and so forth.
Specifics help narrow down the problem(s) to the point where we can usually provide help in short order. Good luck! |
bobafett314 Joined: April 27th, 2008 Posts: 3 | i just got new system with win 7 how do I get mod to work  |
ImperialRule2442 From: (Independence, Iowa) Joined: October 26th, 2009 Posts: 6 | hey ummmm i have a very important question.
how do i get the ACM to work. I reinstalled my gold pack to try and get the games sound file to work. and when i opened the ACM after i finished the reinstallation the ACM just launched the original game. And i have reinstalled this mod 4 times. each time i tried to launch the mod after reinstalation of it. it launched the original game. can u help me (not an installation question)  |
Skywalker71 Joined: March 1st, 2009 Posts: 10 | Mobbman
When are we going to see 2.5 i can't wait to see it.
Skywalker71 |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I'm currently playing Rebels, 1 planet, hard and for the first time ever, there was not Death Star event?
It appears the Zann captured Corusant very early on. Does anyone know if the Zann faction controls Corusant before the Death Star event triggers, if this will eliminate the Death Star event for the whole game or, if the Empire regains control of Corusant, the event will eventually trigger? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Sorry for double post, meant to say "no" in lieu of, "not" |
CTD_Again From: Joined: March 5th, 2010 Posts: 1 | I Have recently Downloaded this mod and find it really great.
Mobbman has put alot of work into this piece. I played it for the first time on easy just to see what was there and the new ships are great, but the ships smaller than battlecruiser become less than desirable very quikly. So I started playing a new game with the tech level at 4 max. It makes for a diffrent game, but many of the new destroyer class ships aren't avialable and this is dissappointing.
In 2.5 (if something doesn't stop it from coming out) could only the BC,BB and big super ships be tech level 5 and everything else be tech 4. This would be great becuase then you could use all the new ships.
Also I have read in earlier posts about a RAM patch for Vista. I have XP w/ 3 gigs RAM and was wandering if a RAm patch For XP was avialable and would it improve the lag problems I experience with this mod?? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | The RAM patch to my knowledge is for rigs with 4Gs or more of RAM.
If you're experiencing lag on an XP machine, this could be driven by a number of issues. Need more info to go on. |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I'm playing Land skirmish (NOT land control), i'm emp vs. a hard reb ai and a hard cons ai. I have completely obliterated the con base and have 3 phase 3 darktroopers guarding it. However, even after 5-10 minutes of this, the cons are STILL landing hordes of MALs, canderouses, and mz-8s. WITH NO VEHICLE FAC. OR PALACE!!!!!!! Explain how this can happen. This is very annoying, and has repeatedly been my downfall. Also, I know you wanted the T-4Bs and the Canderouses to be equal to AT-ATs, but you've gone too far beefing them up. They're impossible to kill without vader's Force Crush, Veer's maximum firepower, or artillery. And they cut through an AT-AT like a hot knife through butter. I mean, c'mon! The AT-AT's supposed to be THE most powerful ground unit in the history of the galaxy! Even if you weren't trying to stick to canon, this is unacceptable. |
Gojin From: (Wisconsin) Joined: July 14th, 2008 Posts: 22 | if you ever decide to do more with this mode you should edit the ship population numbers for sure. after all most cis ships were cost effective when it came to pilots because they were nearly automated so they should be lower population numbers so you can swarm your enemy. but i know u need it even so they dnt spam super ships. if you need an evening factor how about making it so each ships advantages or disadvantages work towards the factions. imps r heavily built slow but powerful. rebels are hit and run. weakness for imp is most of their ship design triangular ships have the weakness of being vulnerable behind the two laser cannon angles meaning anything in a small area behind them is untouchable. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Just took a break from ACM to say the AI for the Death Star Event is amazing! I'm currently playing Rebels, '1 planet', 'ALL', 'Hard' and its around GC day 86. I have both 'Supers' built, 4 ea mandators, and about 10 each of the small ship types.
The Empire just finished building the Death Star and sent it toward my territory. However, this time I have a very strong fleet ready and what does the AI do?
Instead of attacking my 'lands', it waits at the border of Empire territory. The AI recognizes that if it attacks me, it will lose so, it waits and baits me to attack it on Empire (AI) territory where it has strong chances to defeat my fleet.
This is quite amazing because, it almost plays like a human opponent would! I can't really attack other planets and try to expand with a very strong Death Star fleet hanging at the edge of my territory and I can't really attack it on its 'terms'. This AI on 'hard' is just incredible! 5 of 5 Stars there Mobbmann!!!!! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | This is a novice tactician's work. Obviously, you create a second fleet and army (assuming you have enough pop. cap., that is) and attack a planet the Death Star is not at. Then, when the Death Star leaves to engage your second fleet, move that second fleet away and attack with the first fleet the planet that the Death Star was originally guarding.
Like I said, a novice tactician's work... I could do it even (assuming I even got that far lol) |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Hi Tyler! lol! This is what actually happened:
So I wait, moving my fleet to match what the Death Star fleet does, so both sides are now playing a 'cat-and-mouse' game. Eventually, the Death Star fleet leaves Duro, goes to Corulag, then over to Fondor and around down to Endor. I match its movement with my one (1) and only Rebel fleet. At Endor, it waits...I wait. Then after it (the AI) has collected nearly ALL of its fleet strength (from around the GC arena) and combined it into one mega HUGE fleet, it attacks me at Atzerri.
When the battle starts, I have the one 'Super' that's mega long in length to start, along with my level 5 space station and various smaller ships classes. I position the 'Super' across the front of my space station, send all my bombers behind the station, collect and gather my fighter hordes, position my smaller support ships and wait.
The first wave includes the fighter/bomber spawn, numerous smaller ships, a few Star Destroyers and the Executor. After clearing this first wave, the AI sends in its second, then third, then fourth, then fifth, then sixth waves. I defend by replacing my losses with the Rebel torpedo frigates and placing them at/slightly behind my big 'Super'. In come the various ships, my fighters deal with all newly spawned fighters/bombers, my bombers deal with the Star Destroyers and my 'Super' with 5 each torpedo frigates deal with anything that comes within range (those torpedo frigates are very powerful if used in this way). So after 2+ hours and much, much fun, the Empire (AI) decides to send in its big battlecruisers/battleships. This is where it gets hairy (up to this point, I've suffered losses but my basic strategy, and space station are still 'intact').
However, being swarmed over and over by the big ships finally takes its toll and I lose the space station, my defending ships and all I have left is a 'run' around the map strategy (remember, if I retreat, the Death Star blows up my planet so, retreat is not an option!).
So I take my Red Squadron, my remaining fighters and bombers and hightail it to one of the corners where I can hopefully regroup. On the way there, I have to fight the various Empire Battleships, the fighters, etc. (I lose about have my fighters/bombers during the 'run').
Once I get to some open space, I bring in my big Mon Cal 'Super', one mandator, and one smaller vessel. I collect up my bombers and put them behind the super (where its safe), then gather my fighters to protect/defend the fleet.
One by one (and sometimes by two) I defeat the Empire battlecruiser/battleships until finally,...victory is achieved. This battle lasted about 2.5 hours!!!
I looked at the standings after the battle and the Empire went from the top (most powerful) down to below the Zann (so from about 100% to about 30% military strength; a major drop!) I was great fun!!!!! And therefore, I drank much...
|
bobafett314 Joined: April 27th, 2008 Posts: 3 | no help for win7 user ??? |
DarthRavadge From: (mead wa) Joined: March 24th, 2010 Posts: 6 | The Good- tons of new units
The Bad- A lot of these are completely made up. Many units are EXTREMELY overpowered. It shouldn't take five minutes for several ISD's to destroy anything! The scaling is WAY off!! Use the ISD as a reference, not many ships are as massive. Future star destroyers actually get smaller. Example - the pellaeon class is supposed to be about 3/4 that size. There is no pellaeon 2, the updated version is called the imperious class and its the exact same size, just a little better sheilding and guns.
Still a fun mod but it really irks you if you know anything about the actual strength of all these vessels. Future modders would do well to look at the role playing books for a sense of balance. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | DarthRavadge,
To partially quote your post (so the points I'm about to make will resonate):
"The Bad- A lot of these are completely made up....Use the ISD as a reference, not many ships are as massive...Future star destroyers actually get smaller. Still a fun mod but it really irks you if you know anything about the actual strength of all these vessels. Future modders would do well to look at the role playing books for a sense of balance."
1) You do realize that the whole Star Wars 'Universe' is also,..."made up"?
2) You speak in your post as if everything Star Wars is 'real'? Remind again I must, all those who think this way, that everything Star Wars is,...is fiction; i.e.- not real.
Also, if you continue to explore this mod, one thing you'll notice compared to almost every other major mod currently out is its,..."Balance". When I say this, one caveat, I'm talking about GC only as I do not play any other portion of the game. In short, its balance and fun factor makes this mod stand above the rest. |
Logan5000 Joined: March 27th, 2010 Posts: 1 | OK, finally got this mod working using windows 7 64 bit. First, download the vista RAM fix for FOC (it is under offical downloads). Then download the CrosuS mod manager (see the link a few posts up, and thanks for that link!). This will only recognize FOC so you can't play EAW mods but you should be able to play this great mod. |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | I want to start by saying this mod is amazing. Actually, no words can describe the awesomeness of this mod.
As for suggestions, I agree with many of the above comments (reading 790 comments took FOREVER). The cost to remove corruption has been dropped way too far. I'd suggest raising it to around 1000 credits, or back to the original. As for the Consortium's need for a super, Id love to see this added: http://empireatwar.filefront.com/file/Arcturus_Maximus_Primus;108139
It's not Star Wars, but that works with how the Consortium is composed of unique units.It would also help with MuchTooLearnUSH 's suggestion of the DSII event, because it also has the ability to defeat the death. I would however suggest you tone down its power, as it has the option of DESTROYING PLANETS. I've been trying to get it into ACM 2.4, but as I have little to no experience or knowledge of modding, my efforts have been in vain. I made a copy of the ACM2.4 folder and copied the contents of that into the copy, then renamed the folder and corrected the shortcut. That alone didn't do anything, so I went in and messed with the XML files so that the Arcturus was on the same file as the other hardpoints and such. Still a no go. I noticed a couple of the files are different (such as mastertextfile_english.dat), at least in size. Being that I don't know how to edit them together or even know what they do, I have to assume that's the problem. Any help would be appreciated; I hope that one day I can build the custom mod of my dreams...
On a different note, how's the progress on 2.5 going? Even with just discovering this legendary mod, I eagerly await its arrival.
Sorry for the super long post... |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Oh I forgot one thing: like someone mentioned above I'd love to see Urai have his own custom flagship. Maybe give him the Merciless and give Tyber a custom battlecruiser or super. Or perhaps just give Urai a modified Kedalbe that's much stronger than a usual one. And what happened to Guri's ship?
You should also fix some of the planets. Mutiple one say they should be located in he core or inner rim, but they are way out on the outer rim (?). Its not a big deal but it is irritating enough to be annoying. More variety on the maps (rather then just copying old planets with would descriptions) would be extremely welcome.
Am I asking too much? Of course, no where near as much as FarceSensitive |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Zander,
"The cost to remove corruption has been dropped way too far. I'd suggest raising it to around 1000 credits"
RE: In the middle and later stages of the GC 'war', this idea is good! However, in the beginning stages, when the Empire or Rebels are just starting out, the expense in removing the corruption would tilt the 'balance' too much towards the Zann. Perhaps Mobbmann can find/make some compromise with this issue?
"As for the Consortium's need for a super, Id love to see this added: http://empireatwar.filefront.com/file/Arcturus_Maximus_Primus;108139"
RE: An interesting idea!
"...like someone mentioned above I'd love to see Urai have his own custom flagship. Maybe give him the Merciless and give Tyber a custom battlecruiser or super. Or perhaps just give Urai a modified Kedalbe that's much stronger than a usual one"
RE: Great ideas! The modified Kedalbe idea can be found in the FoC Additions mod and is a very good idea. I also think that Tyber Zann should have a more powerful ship rather than the stock 'Merciless'. (Mobbmann is likely to add some new ship models so, we'll see what he comes up with in this regard).
Good posts and did you really read through all 790 posts? |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Yep. I wanted to see what had been said before posting any comments. I didn't have much else better to do. It was the most time I've spent not playing this mod since I got it. I haven't even been sleeping that much! But I'm starting to get into a good rhythm, so going back to school Monday shouldn't be a problem... hopefully. |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Yep. I wanted to see what had been said before posting any comments. I didn't have much else better to do. It was the most time I've spent not playing this mod since I got it. I haven't even been sleeping that much! But I'm starting to get into a good rhythm, so going back to school Monday shouldn't be a problem... hopefully. |
Jaahb From: (Portstewart) Joined: November 1st, 2005 Posts: 264 | very good mod, but the Empires superweapons seem very underpowered.
I found that neither the deathstar, eclipse, or soverigen could take down any of the shields on large enemy ships. |
vinccenzzo Joined: September 4th, 2009 Posts: 12 | God day Mobbmann:
I most say that this one excellent mod, the only thing that makes me want for this, more and bigger ships for Zann, i love the faction but they really dont have any chance to fight the numbers of the empire or rebel forces, also the less cost of taking down the corruption makes it harder for those who enjoy corrupting planets like me, i really dont know how to create the models for the foc program, butt i would like to learn, i am disigner in México and i will be pleased by doing ships for evry one, if some one wants to take me as apprentice, Congrats for your dedication paitence and habilities Mobbmann and to evreyone for the comments that helps us all. |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Jaahb: I did not come to the same conclusion. I found that they can easily destroy any space station, and they completely remove the sheilds and cause some damage on battlecruisers, while destroying any smaller ships. However, they do need to be strong enough to destroy the BC's (as previously stated).
Could anyone tell me where to find the xml to increase the speed on the executor (it hardly moves if it does at all) and the super laser strength for the eclipse and sovereign? I know from the above comments that it's been done, but those that did it did not specify how.
A speedy response would be greatly appreciated, as I'd love to fix these "problems" soon. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler, where are you? 800 is next... 
RE: #797
"more and bigger ships for Zann, i love the faction but they really dont have any chance to fight the numbers of the empire or rebel forces"
Respectfully, I have no problem using what's currently available (Zann) to own the other two factions (On 'hard' difficulty). Recommend you keep playing the mod and in time, you'll find this is so...
|
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | 1. Technically, this isn't breaking rule number 1, since this is the 800th post and not the first post.
2. MuchTooLearnUSH... you don't want to know. But I'll tell you anyways since I'm in a tortuous mood... I was sick from food poisoning. Don't worry, I'm fine now, but I swear... worst seafood in Florida. The worst Spring Break I've ever had. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | RE: #800 Tyler, congrats on the 800th post; however, you forgot to mention anything regarding this Most Excellent Mod (M.E.M) 
Sorry to hear about the food posioning. When that does happen, I think most people can relate...
Mobbmann,
If you're still out there, I'm running out of things to discover in ACM 2.4; may I ask when we (your loyal and humble fans) can expect a new, 'mo-better' version of this fantastic mod? |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Never mind about the movement, I didn't know that they only move if you click a visible area of the map. Still want to know which xml for the superlasers... |
Zeta1127 From: (A galaxy far, far away) Joined: November 5th, 2008 Posts: 54 | I have figured out how to add units into the merchant space dock and hutt asteroid base for skirmish, get a a copy of the SecondaryStructures.xml and add the ships as you see fit to the entries for those structures. I would recommend adjusting build times and costs to reflect equivalent units.
Note: adding units into AEM v5.1 just took adding entries in SpaceBuildablesSkirmish.xml |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | My Jedi senses are tingling (or sith, depending on how you look at it), and I sense that 2.5 is coming soon. So, mobbmann, this is my personal checklist of what to improve in 2.5. I know you mentioned earlier that 2.5 will be more tweaks to existing units than adding new units. So, here are the changes I recommend (not that they HAVE to be followed, they're just recommendations):
MOST IMPORTANT
-Increase lethality of Eclipse, Sovreign, and Death Star 2. Here's my way to balance it out:
Fully enabled Eclipse, however, its a structure buildable only at Byss (it did essentially become a structure there for 15 yrs... look it up on WookiePedia), 500,000-1,000,000 credits, 15 min - 30 min build time
Sovreign: Same as eclipse, except not a structure, 1,000,000-1,500,000 credit cost, 50-100 pop.
Death Star 2: Fully enabled superlaser, a $hitload of turbolasers with half the map range (it did have stuff other than its superlaser) (essentially, make it unbeatable), BUT, a hefty 2,000,000-5,000,000 credit cost, 30 min - 1 hr. build time
MORE IMPORTANT
-Increase lethality of other SSDs. I don't care what MuchTooLearnUSH says, no BC should be able to take on an MC-104 with 20+ frigates and win
LESS IMPORTANT
-Give Zann Turoblaser Towers or something on par to. They might be overpowered on land, but land defenses are lagging behind offensiveness...
LEAST IMPORTANT
-Fix typos in unit descriptions. Not too big, but in a mod where so much is right, it really stands out.
Hope 2.5 gets done soon (but not so soon that you rush it), and thanks for reading/listening! |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
"Increase lethality of Eclipse, Sovreign, and Death Star 2" RE: Agree, these units do need more lethality! Your ideas for balance have merit and are good!
"Increase lethality of other SSDs. I don't care what MuchTooLearnUSH says, no BC should be able to take on an MC-104 with 20+ frigates and win" RE: The big battleships and battlecruisers do not require more lethality (There very 'strong' as is). However, if Mobbmann does increase the lethality of the Empire Super ships, then, I would recommend a plus up for all other 'Supers' in the game.
BTW, I don't recall saying anywhere that a battlecruiser should be able to take on an MC-104 with 20+ frigates? Perhaps you misunderstood a previous post somewhere?
Mobbmann,
Tyler idea for turbo laser towers for the Zann is interesting; perhaps, at least the core or most important Zann planets should have some sort of intense ground defence? Hipori (did I spell that right?) comes to mind immediately, it is one of the largest maps in game and yet, it is always poorly defenced?
While on the subject of ground defence, I'd like to recommend MORE turbo laser towers and, MORE hard core (unit) defence; at least on the more important planets.
I'm currently testing out severel other mod efforts but, ACM is still my favorite. |
superstarwarsnerd Joined: April 22nd, 2010 Posts: 1 | I just have to say, this is the best mod i have ever played. I do have one suggestion though. You could make it a little more realistic cause every time the empire is about to invade( im the empire) some huge Rebel fleet comes out of hyperspace on one of my planets and in reality, the rebels didn t do that so if you could make a mod that focuses more on the empire's dominance that would be awesome. Oh yeah by the way i know there were a lot more SSDs than are in the game but heres the list i have so far
1)Executor
2)Lusankya(Isards ship)
3)Knight Hammer (Daala's SSD)
4)Reaper (Pellaeon's SSD)
5) Vengeance (Jerec's SSD)
6) Guardian (GR SSD)
7)Ecclipse and Ecclipse 2 (Palps SSDs)
8) Soveriegn (U have that)
9) Iron Fist (Zsinj's SSD)
10)One more i forgot the name but it is confirmed
You could also add the Galaxy Gun since that is also a Super Weapon but im not sure that might make it unfair because you just could destroy every single planet and win so |
keonisan Joined: April 18th, 2010 Posts: 224 | 
If you get the chance to make another version, i really wish that hapes could be included, with the hapes battle dragons.
and one thing that sort of irked me is that if the empire captures bothan they should get the bothan cruisers also, and the same if zann captures bothan or corellia they should get the specialty ships of that planet, or say if zann captured mon cal also.
since you have the pellaeon I and II what about adding the scythe class cruiser to the rebel side? and what about the bloodstar battleship, crimson axe and lichtor prison ship for corruption?
some other suggestions would be like adding more planets:
Falleen, Ziost, (sith lords with different abilities) Bastion (and make the imperial knights the specialty of bastion) Telos and with the ability to make hk47 droids. |
mobbmann Joined: March 10th, 2006 Posts: 198 | Ok, just wanted to clear things up here. the reason why I've been so flaky... here goes... the whole reason why I made this mod was because I developed a really bad allergy to grasses and tree polen where I live which means I couldnt breath worth a damn all year... on top of that I injured my soaz/ hip flexor muscle on my left side so I was imobile going through physical therapy and immunotherapy... a year and a half later I recovered fully from the injury and no longer have any allergies thanks to the immunotherapy/ allergy shots and went from 230 pounds back down to 190 pounds being back in the gym... thats why I havent focused on the mod... oh yeah and during my recovery my wife thought I wasnt very entertaining anymore and divorced me. farewell to another fareweather freind i suppose it was for the best...
I say this because I want every one to know why I am no longer focusing on this mod or even playing video games at all any more...sure I might play casually but this whole ordeal has been a wake up call for me... and dating chicks left and right can be rather exhausting also |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I'm sorry to hear about the divorce, that's very sad 
I'm glad about the alergy and physical problems if these were the reasons you could focus on the creation of this fine, ...no, most outstanding mod 
Regarding, "I say this because I want every one to know why I am no longer focusing on this mod or even playing video games at all any more...sure I might play casually but this whole ordeal has been a wake up call for me... and dating chicks left and right can be rather exhausting also"---- so, does this mean no future version of ACM will ever be produced? If so, this is truly a sad day |
gendeath2010 Joined: May 2nd, 2010 Posts: 1 | Mobbman,
Sorry about the info. However, I'd like to point out that chicks really dig people who finish ACM 2.5. Think of how well pointing out you are a modder works on the dating scene......
I'm just sayin' |
kosta87 From: (Schaumburg, Illinois) Joined: July 25th, 2009 Posts: 56 | im sorry to hear about your divorce mobbman good luck with everything |
chevchillios From: Joined: May 6th, 2010 Posts: 1 | Hello I have tried to install this mod every way I can posibly think of including the instructions that came with the mod someone please help me, I have windows vista and my programs is called prgrams(x86) and the installed says just programs and i have changed the target and source but it still doesn't work please help me. |
silverjoe190 From: (Coruscant) Joined: January 17th, 2010 Posts: 166 | mobbmann. can i use the shipyard and xqstation models from your mod in mine, i want to use them as part of a shipyard system |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Chevchillios,
There are many posts throughout this thread which could be of assistance. I'll try to help anyways, here goes.
1) If your rig has more than 3.3 Gs of RAM, you'll need to install the FoC RAM fix (available from this site) AFTER all other install procedures are accomplished.
2) Delete EaW & FoC from your rig. (Make sure you have your game install codes before doing this...)
3) Install EaW & FoC to either the 'Programs' or 'Programs (x86) but not to both (ensure no game files are split between the two main branch locations), to include the associated official game patches (1.5 & 1.1). You might have to do this manually when prompted by the install 'Wizards'. In short, ensure you have a clean (fresh) install with the official patches.
4) Download a clean (fresh) ACM 2.4 (to your desktop)
5) Create a "Mods" folder in the FoC main game directory (folder).
6) Follow the Mod install instructions provided by Mobbmann.
7) Use a .exe shortcut in lieu of ANY mod launchers. (With VISTA, Programs (x86) rigs, the mod launchers will not find or recognize the installed mod because they work (are looking for) based off the 'Programs' folder. (Hint: Can manually install to the 'Programs' folder if you desire to use mod launchers)
Now, as previously mentioned in step #1, if you have a high powered RAM machine, make sure to install the VISTA RAM fix. Hope this helps... |
Jake_Danger From: (Ottawa) Joined: April 18th, 2010 Posts: 1 | I have the 1 Second 1 Credit mod.
Should that work together? Or will it crash the game? |
tanman2710 From: (Georgia) Joined: January 18th, 2009 Posts: 28 | Yeah i love the ACM and AEM mods they were the first i got and i was wondering if and how i could take the jedi/sith and there temple and put them in other mods in GC just for my own personal use thank you for your time |
WooZIE997 From: (Minnie, KY) Joined: May 28th, 2009 Posts: 486 | was wondering when this would getfile of the week! great mod |
Airaviper From: (in ur base, PWNING n00bz) Joined: August 3rd, 2009 Posts: 793 | May I suggest adding kotor era units on stuff like the merchant space dock? That would be awesome! |
sevicson Joined: January 31st, 2007 Posts: 308 | awesome mod, but only 1 executor class can be build wtf? Atleast 6 executor class excisted. ive us the freedom to build these classes. That's my only criticism at your awesome mod. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | RE: #820
Just a note, per the various stories, there are at least 12 SSDs... |
OriginOFPain From: (Pennsylvania) Joined: January 22nd, 2010 Posts: 27 | This looks sick! I'm definitely giving it a download! |
Winston77 Joined: April 4th, 2010 Posts: 11 | I've noticed when playing as the Empire the difficulty is extremely steep. Land units are useless as can be, AT-STs are completely pointless, AT-ATs fall apart, and Rebel T3B tanks have more health than a Command AT-AT. |
AllSeeingEye From: Joined: April 11th, 2010 Posts: 35 | Does this mod modify the game files, or does it just open a separate version of the game alltogether? I read that this mod has its own shortcut, so that confuses me. If it is a separate game, is it safe for other mods? |
Darth_Trog From: Joined: July 28th, 2009 Posts: 3 | I understand how playing may remind you of things you would rather forget.
I do some modding myself, Men of War is what I am working on right now, as a long term project it is more a work in progress, I just want to say that the only other Mod or game would be ACM 2.4.
If you ever want help, or want to allow anyone to pick up where you left off I would be willing to do what I can to help out.
It is not often that a game, or a mod comes along with vision or scope such as yours..
Thanks. |
SLB1 Joined: December 23rd, 2007 Posts: 11 | Thanks for the mod - great job.
Being new to mods - I would like to increase the cost of removing corruption and need some assistance. The current value of 150, seems a'bit low - which file and line contains the value? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Darth Trog,
I echo the thought in your first sentence and I hope that Mobbmann will eventually re-focus some attention back to ACM. Mods like this one are few and far between however, there are some very good ones; my personal favorites are:
Alliance 2.3X, ACM 2.4, z3r0x 3.5, FoC Additions, AotR, BSG, Clone Wars III, Rise of the Mandos, RotC, FotG, and perhaps a few others that escape me at this moment. There are several epic mods still in-work and I hope to add them to this 'hollowed' list. 
ACM 2.4 is certainly an awesome mod as are the others I've listed. |
coldcarp1 Joined: May 28th, 2010 Posts: 2 | I have the game downloaded for steam, but it doesn't seem to work. If someone can please help me with this that would be great! Thanks.
-Cold |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I've been playing several other games over the past several weeks such as Sins of a Solar Empire and Sid Meier's Civilization 4, as well as going back to running my own clan in the original game, however, I still felt the urge to come back to this awesome mod! I've started a new game, Zann, 5 planets, Easy (since it's been a while) and while coming back to this mod I've run into several things...
1) Before my GC adventure, I was playing skirmish, and before that, I was messing around with the Rebel MDU's XML files to try and add the Empire's and Consortium's build options to the Rebel's MDU. So, I typed all the info in, and I tried to save, anticipating creating an impenetrable base with these new uber-MDU's... except that my computer won't let me save it. It says that the pathway or file name is incorrect and I need to double-check this, that, and the other. I never changed the name, and the file type was still the same, so I was left scratching my head and leaving the uber-MDU project for another day.
2) MKII Droidekas are powerful! I've conquered four (4) planets using nothing but two squads of them! They could easily take on an AT-AT on their own (then again, with the right strategy, a single soldier could easily take down an AT-AT, that flawed design. Emps should have stayed with the AT-TE )
3) Epic 'battle' at Mandalore! Not saying that defenses were huge, far from it, however, quite a few build pads there were! I counted at least fifty... and spent at least 7,000 credits building turrets on them! Background knowledge: to prepare for future battles, I always build turrets on every single build pad on the map before conquering it. Building all those turrets stretched a five-minute battle literally five times as long!!!!
4) Was going through the read-me...
"Space Stations are much tougher, they're now in face strongholds in space (Readme)."
So... strongholds are supposed to squish like ketchup packets? Then again the strongest station I've encountered was a level two. About to go against a level five at Bothawui... I think I'm going to need more than just IG-88, Bossk, a Kedalbe, and two Aggressors on this one .
Well, I guess I'll be hearing from you guys later!
-Tyler_Ziemba |
caleb3000 Joined: April 29th, 2009 Posts: 2 | will this work on vista |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | @caleb: yes, it will work on Vista.
Wow, this AI is pretty confusing! Once again on easy, both of us have mega huge fleets this time. I have DS, all three SSDs, Vader, Daala, Piett, Thrawn, 6 dreadnaughts, 2 nebulon MKIIs, and 10 Deflectors (interdictor/ISDIII hybrid). Enemy had both SSDs, 10 BCs, and a crapload of frigates. Even with DS and the supers, I knew I would have a hard time pulling this one off. The AI should have known it, but instead, as soon as I focus my SDs at their MC-104, they retreat, which was stupid of them as I took out the engines on the MC-104, thus destroying it. It knew that it would win, so what's going on? It's probably because difficulty's on easy.
But during the battle, I made what is unarguably the dumbest mistake one could make. I'm fighting on Coruscant with two big fleets (see above), with full ground base... and then I destroy the planet. I must be the biggest dumb@$$ n00b around here to do that! On easy too! |
Tyler_Ziemba From: Joined: June 13th, 2009 Posts: 199 | I was in control of Coruscant, not the AI |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Tyler,
I had to chuckle to myself when I read your last post...
Regarding the AI...yes, this AI will do some amazing things and sometimes, will do things which are hard to understand (at the moment). However, I've found this AI to be the absolute best of any mod produced thus far; in short, when the AI does something, it's almost always for a reason. For a machine (the AI), especially on 'hard', almost plays as a human might; it's somewhat scary...reminds me of the Cylon, Borg, Terminator thing...soon, we will be running from the machines... lol |
caleb3000 Joined: April 29th, 2009 Posts: 2 | so i have vista and i followed the instructions and everything but it still wont work any suggestions please and thank you |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Caleb3000,
There are numerous posts throughout this huge thread which could help.
You mention you are running Vista; this mod runs on Vista however, you may need to install the Vista RAM patch (available from this site). |
D3thsmsg From: (Golden Valley, MN) Joined: September 29th, 2009 Posts: 2 | When I double clicked the short cut to play the mod it said it was missing the short cut and the computer did a search and couldn't find it. How can I fix this so I can play the mod?! |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | i think i just found another glitch, idk if anyone else has had it. i was using my viscount and it got hit by the shield draining beam thing from a Consortium Keldabe. then i got an exception and had to exit the game. just thought id mention this so that others can avoid getting it.
is the AI harder in 1 planet all? because i mostly play equal footing and i haven't had any massive battles like i want. the enemy doesnt even build large ships. playing as the empire, the rebels only build a single mediator. its pretty disappointing. once i finish my 3 current GCs ill go into one planet hard |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Zander,
I find the AI on 1 Planet, 'Hard' setting & starting on lowest tech level to be the absolute best AI of ANY currently released mod! Of course I'm talking about GC as I don't play any other portion of the game (i.e.- Skirmish, etc).
Regarding the exception you reported above...I find the only exceptions I've ever experienced with this mod are due to:
1) Large numbers of units in play
or,
2) Moving the mouse/selecting units very quickly
In short, I find exceptions to be very rare...!
Good luck with 'hard', I think you'll enjoy it! |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | yeah im pretty sure its the only one i've encountered. in starting a GC on 1 planet all hard im hoping i can get the massive battles u and tyler are always speaking of. I'll be playing empire: i really hope the rebels build the viscount and mc-104. when playing equal footing as the consortium i observed that the empire is more aggressive than the rebs, hopefully that wont be an issue |
nasty6 Joined: September 4th, 2009 Posts: 5 | (Darth Vader voice) It was alive! I felt it!Nooooooooooooooooooooooooooooooooooooooooooooooooo!!!
|
odorofdeath Joined: July 5th, 2010 Posts: 5 | Hello I am new here and I've been reaing through the comments trying to find an answer to a problem I an others have been having: after extracting the mod to the program files/lucasarts/empire at war/forces of corruption/mods folder the mod refuses to start. I have 64 bit Windows 7 and have both FoC and EaW patched up including the Vista "4GB" memory patch. Any insight at all would be awesome, thanks |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Odorofdeath,
Check to see where your ACM batch (bat) file is (folder location). If it's in the Mods, ACM folder, you may have to move it to the main FoC folder. This is just a guess so if this doesn't work, move the batch file back to it original location. Good luck! |
odorofdeath Joined: July 5th, 2010 Posts: 5 | Um by "bat" file do you mean the data folder or the whole damn thing? |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | I've played the mod and I have to ask, where are all the ship mounted ion cannons? The only ones there are on the Victory and the Aggressor. And the only other ions are on the higher level consortium space stations, the rebels planetary ion cannon and the ion shot ability shared by most bombers. Other than that it is an awesome mod |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | Odorofdeath,
Please disregard my erroneous last post. Some mods require the .bat file in the main FoC folder for the respective mod to work. However, this mod isn't one of them.
Have you tried following Mobbmann's install instructions? If you do, it should work although,...I'm not sure about Win 7 rigs? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | White Star 90,
I can only assume Mobbmann set the game pieces up as they are for 'balance' purposes?
The ships in this mod may lack all the 'trimmings' of some mods but, you'll find this mod is extremely well balanced! |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | MuchTooLearn
I agree on that point. The mod is well balanced which probably explains why the eclipse and sovereign super lasers aren't as powerful as they originally were in the books and comics. |
Vrishnak92 From: Joined: December 20th, 2008 Posts: 13 | The main reason the mod is not working for these platforms is apparently a graphical error between the game and system, the one thing i found that works is an unofficial patch using an XML file to fix the graphics error. Since its already on filefront, might as well as give you a link to where its located
--> http://www.filefront.com/12955025/FoC-Vista-Patch-Unofficial/# <--.
It doesn't conflict with the Mod in any way since Mobbman didn't place any files of the same name in his mod, just place it in your default XML folder and it should work. The default folder is located in ("...Star Wars Empire at War Forces of CorruptionDataXML" . |
op_ares Joined: May 12th, 2010 Posts: 10 | one of the imperal heros is a blank, the desciption is missing so is the name same with the shadow troops you buy with him but other than that great mod |
DirkDiggler76 Joined: February 26th, 2007 Posts: 90 | can someone please tell me which file and what i need to change in the xml file to make the superweapons destroy anything the target..thanks |
Loexthered Joined: July 20th, 2010 Posts: 1 | Im really new to this game and i've been looking everywhere for some information about EAW and FOC and this site seems to be the only one still active with knowledgeable people regularly, so if this sounds like a retarded question please take no offense to me asking and if you would, patronize me with an answer and I'll happily take any flak this might incur down the road...
LIke i said im really new and im just now getting into seeing the various mods when i realized something that kinda struck me as odd and since i cant find an answer anywhere else regarding my question so i figured i throw myself at your mercy.
When i was trying to play this mod i had no luck getting it to work despite looking all over the forums and the other comments here. I started looking at my own files when i realized that i had 2 different directories in my program files, one for Empire at War and another one for Forces of Corruption and that the two were completely independent of one another. In game, i could only play the rebel & empire campaigns through the EAW .exe and the Zann campaign with only the FOC .exe.
My question is this, Is empire at war and forces of corruption in fact meant to be independent of each other in this way?
If they aren't any ideas on why would be great |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | This game/mod will not run when EaW and FoC are in two separate main branch folders. Make sure you have your game install codes and then remove both EaW & FoC (basically, start with brand new 'clean' installs). Be sure to include the required patches (1.5 and 1.1) and possibly the VISTA RAM patch if needed. Then install a fresh ACM and enjoy this wonderful mod.
Hope this helps! |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | has anyone but me noticed that there are files missing? if so, what is going on? |
darklord5 From: Joined: December 16th, 2008 Posts: 22 | Yah i have missing files to on some planets it says Missing |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | Loexthered: Yes, they are supposed to be separate. In the lucasarts folder they should appear as 2 folders: Star Wars Empire at War and Star Wars Empire at War Forces of Corruption. As MuchTooLearnUSH stated, you can not play FoC without EaW installed. And yes, normal EaW is only the Rebellion and the Empire. FoC was made primarily for the Zann Consortium.
Man, 1 planet all is even harder than I expected. I started on hard, then switched to easy to buy me enough to build some strong units, but the AI is still as powerful (not quite as agressive) as it was on hard. The Consortium keeps pounding me, and I'm back down to 2 planets: Kuat and Byss. And, since they aren't directly linked, I can't send reinforcements from one to the other. AND I can't rebuild any units I lose because my Galactic population cap has dropped way lower than what I have. Luckily I have the Death Star II roaming the galaxy, wiping out enemies, but not capturing the worlds after destroying them since I can't defend them...sigh. If I did'nt have the Eclipse I would've been wiped out by the Rebels' MC-104 and Viscount (which it seems they started with and can instantly rebuild). |
Kreia001 Joined: August 2nd, 2010 Posts: 1 | I like the mod very much, I played it, but I miss some things. Perhaps an idea to create things like the Galaxy Gun, and the Eclipse II? More things from the legacy era would be cool to see in this mod. Just an idea |
Ubaid From: (Islamabad) Joined: April 9th, 2008 Posts: 2 | Rogue Squadron |
Ubaid From: (Islamabad) Joined: April 9th, 2008 Posts: 2 | Ooops it went fast, I meant what was this.
I lost a space battle with Death Star+fleet. Rogue dudes got killed.
Now i came to know they r not respawning. So What shuld i doo. I need them to Take DSII. |
TheGameGuy21 From: (Toronto,Ontario) Joined: July 29th, 2010 Posts: 14 | The best mod for empre at war i mean it.
Gooddd worc man. I love it dude!
SUPER!!!!  |
Darthrevan1127 From: (Eindhoven) Joined: August 18th, 2010 Posts: 6 | This is the Best mod ever!!
|
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | I've noticed that the Vengeance is off. It's supposed to be a Super Star Destroyer, the same size as the Executor, Eclipse, and Sovereign. But it's set as a Battlecruiser, so the scale is off (it's about half the size it's supposed to be). This is why it looks so wierd (being thinner than the Interdictor, even though it's set as a Battlecruiser). So does anyone know which XML it is in so that I can coreect the scaling factor and price and such to match the actual Vengeance? Because it is really starting to annoy me. |
zander11893 From: (Colorado Springs, CO) Joined: March 26th, 2010 Posts: 111 | So I found out almost all of the new space units are in SPACEUNITSFRIGATES.XML
No idea why. Hopefully this works. |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | I was thinking about all the various mods out 'there' and thought, 'what if someone took the best ideas/stuff from the 'best mods' and combined into one big, "Best of the Best (BoB) mod?
If one could get the permissions from the various creators worked out, the BoB mod could be an epic work of art from this community! Not to mention, it would be great fun!
There is incredible talent within this community and if these folks could get over their IP (creations) and come together to create BoB...one can imagine a work of art (product) which would never get old and would be played by fans of Star Wars until the end of time (or humanity, whichever comes first). |
cwb3 Joined: August 28th, 2010 Posts: 1 | Why is it, that at a certain point in galactic conquest we can no longer select units and order them to do anything at all????
It's the same problem with AEM 5.1 abd ACM 2.4 |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | I got a new laptop and I have a small problem. My Empire at War gold pack installed into a Program Files (x86) folder. Will this mod play or am I going to need a change somewhere? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | WhiteStar,
Yes, it will still work but, you'll need to ensure any mods (mod folder) is in same location and not in the regular 'Programs' folder. Good luck! |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | Ok will try it. Here's to hoping. |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | Ok it's not working it says the specified path doesn't exist. What do I do? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | WhiteStar 90,
There are numerous threads throughout this main one which could help. In lieu of that, try starting all over with new (clean) fresh installs.
Install to either the Program or Program (x86) but not both; you'll probably need to watch where you put things very closely.
Oh yes, don't forget the required patches and if necessary the RAM patch also. Good luck! |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | I made sure that it went to the right folder and I had recently re-installed the game. Nothing works in the regular program files folder. And how would a ram patch help me with this? And before you suggest it I already tried changing the path and it didn't work. |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | Is it possible that a batch file could help? And if so, how do I make one? Or would that cause more problems? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | White Star 90,
Creating a seperate bat file is not needed. Recommend a fresh download of ACM 2.4 |
white_star_90 From: (Oshkosh, Wisconsin) Joined: May 28th, 2010 Posts: 487 | I tried the fresh download and it didn't help. What's next? |
fire77 Joined: September 15th, 2010 Posts: 1 | 1 By far and away the best mod [so far]
2 Would love to see new factions in your mod
upgraded Hutt's to full, maybe some exotics like
BSG, Star Trek, B5 or others
3 What are you up to now? |
hatredshadows From: (Curitiba) Joined: August 11th, 2010 Posts: 4 | The AI is not building anti-aircraft turrets next to the power generator, giving me the opportunity to destroy it. It makes the game too easy. Also, the AI send his troops one by one, instead of attacking with them together. |
wambat001 Joined: April 25th, 2003 Posts: 7 | I have had the same problem as cwb3, after a certian amount of time or a certian point I can no longer select any units, either in battle or in the GC map. The hardpoints vanish and they make the sound that they have just been selected but you cant order them anywhere. Anyone else having this problem? |
MuchTooLearnUSH Joined: January 3rd, 2008 Posts: 434 | It's the dreaded 'freeze' bug, spoken of throughout this thread. |
Thrawn46 From: (Enrichment Center) Joined: August 2nd, 2010 Posts: 261 | This mod ROCKS!!!
 |
| |