+ This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
+
+ This item is incompatible with STAR WARS™ Empire at War: Gold Pack. Please see the instructions page for reasons why this item might not work within STAR WARS™ Empire at War: Gold Pack.
This mod adds a significant amount of units, Heroes, Planets, Missions and gameplay features to Forces of Corruption. It Includes a number of Easter Eggs and also contains a number of other new items.
Space: A9 Interceptor TIE Advanced TIE Droid TIE Raptor Scimitar Assault Bomber Tyrant Missile Cruiser Star Galleon-class frigate Legacy Class: Star Destoryer Venator Class: Star Destoryer Procurator-class Star Battlecruiser Mandator I-class Star Dreadnought Sovereign Super Star Destroyer
*V3.5* 2 New Units (Mediator Cruiser and Scimitar Assault Bomber) 3 New Planets (Bakura, Bastion, Belkadan) 1 New Space Skirmish Map "Duros Assault" 7 New Maps Re-Worked AI for the mod.. Vong added in as a true faction. 11 New Props
*V3* 3 New Galactic Campaigns (Classic Matchup- Just Imps and Rebs, Humble Beginnings - All factions start with 4-5 planets, Humble Beginnings Fulll - Rebs and Imps only start witth 4-5 planets) 4 New planets Rendili, Ord Mantell, Mygeeto, and Mechis III 6 New Maps 7 New Props New Skydome added for Zhar. Each faction has Major production planets. Where Companies like SorroSuub, KDY, Sienar Systems, etc can be built. New Structures for all factions
Sienar Fleet Systems Empire (Corulag)* Kuat Drive Yards Empire/Rebels (Kuat) * Hoersch-Kessel Driveworks Inc Underworld (Mechis III) Huppla Pasa Tisc Shipwrights Collective Underworld (Geonosis)* SoroSuub Rebels (Sullust)* Corellian Engineering Corporation Rebels/Underworld (Corellia)* MandalMotors Underworld (Mandalore)* Rendili StarDrive Rebels (Rendili)* Mon Cal ShipYards Rebels (Mon Calimari)* Casino (Underworld) Gladiator Arena (Underworld) Cantina (Underworld) Brothel (Underworld) Imperial Intelligence Agency (Empire) Imperial Prison (Empire) Bothan Listening post (Rebels) Empire Advanced Vehicle Factory only buildable on certain planets.. LAAT, Lancet, AT-AT, AT-AA, Juggernaut buildable at Empire Advanced Vehicle Factory Golans 1-3's are buildable on most major planets as additional defenses. They do not replace Space Stations. How and where ships are built has been completely re-vamped. Space Battle Pop Cap increased for all sides Executor buildable only on Fondor Many new sounds for units
Space: A9 Interceptor Assault Gunboat TIE Advanced TIE Avenger TIE Droid TIE Raptor Guardian Class Patrol Ship Bayonet Cruiser Carrack Cruiser Strike Cruiser Tyrant Missile Cruiser Dominator Cruiser Escort Carrier Lancer Frigate Star Galleon-class frigate Legacy Class: Star Destoryer Venator Class: Star Destoryer Procurator-class Star Battlecruiser Mandator I-class Star Dreadnought Eclipse Super Star Destroyer* Sovereign Super Star Destroyer
Special: Golan 1-3 Hero: Baron Soontir Fel w/181st Squadron* Hero: Admiral Ozzel w/Nemesis Star Destroyer* Hero: Mara Jade Added in for ALL GC's Structure: Imperial Intelligence Branch*
+ You know nothing if you think I broke 3.5, given it is a 1:1 upload from moddb of the original. Any bugs in 3.5.3 could be caused by me, but unlikely if it occurs in 3.5 as well. Gotta remember, this mod dates back to 2007, Empire at War has had several large updates since, including changing from 32 bit to 64 bit. Many things have become broken that weren't originally
+ Nope, Still broken, Fondor defiler mission causes black screen and many other issues plague this version of this mod witch was fine before someone used it as a test of their lack of abilities.
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diff --git a/test/PG.StarWarsGame.Infrastructure.Test/ModServices/Fixtures/workshop_2508288191.html b/test/PG.StarWarsGame.Infrastructure.Test/ModServices/Fixtures/workshop_2508288191.html
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+ Steam Workshop::Empire at War Expanded: Deep Core 3.1 (Updated October 26)
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+ This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
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+ This item is incompatible with STAR WARS™ Empire at War: Gold Pack. Please see the instructions page for reasons why this item might not work within STAR WARS™ Empire at War: Gold Pack.
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Empire at War Expanded: Deep Core 3.1 (Updated October 26)
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Description
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Empire at War Expanded: Deep Core
This is a modding resource and not intended to be played by itself!
About this mod
This is a standalone version of DeepCore, the Lua framework that powers most of the mechanics found in Empire at War Expanded. It is not intended to played by itself, but rather to allow other projects to use the DeepCore framework in sub mods without having to install it into their mods directly. This mod does not include the mechanics from Empire at War Expanded. It only provides the framework these mechanics are based upon.
Capabilities of DeepCore
DeepCore is primarily designed as a framework that allows the definition of plugins that get loaded and updated at specified times automatically. This allows for fast implementation of new mechanics without having to modify existing code. DeepCore also includes an alternative implementation to PGStateMachine with a focus on transitions between states. States can be setup using a specifically implemented internal domain specific language. Last but not least, DeepCore also provides the crossplot library which allows for communication between isolated Lua scripts via means of GlobalValues using a publish-subscribe pattern.
+ @Bennettopolous DeepCore is intended for people who write new mechanics with Lua, so it requires programming knowledge. If you're interested in adding new units, planets, etc. it's not really what you're looking for.
+ I suspect advanced users... I have NO clue how to (personally) use this. lol But with a little bit of study, I'd imagine it would make modding quite a bit easier.
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+
We don't use a lot of cookies; you can see and manage them at any time on our Cookie Settings page. If you click 'Accept All,' you consent to the use of cookies on Steam websites. Learn more about cookies in our Privacy Policy.
+ This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
+
+ This item is incompatible with STAR WARS™ Empire at War: Gold Pack. Please see the instructions page for reasons why this item might not work within STAR WARS™ Empire at War: Gold Pack.
This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded.
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Description
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================================== EAWFOC Mod Template by CNKommander ==================================
IMPORTANT NOTE: This "mod" project is not intended to be run as a mod! This is just a mod template and does not cover advanced modding topics!
This project is a mod template aimed at helping new modders to Empire at War get started on new mod projects in a quick and easy way. This mod template should be compatible with both Empire at War and Forces of Corruption
+ @StarGhostss have you checked to make sure you have launched your mod correctly? Assuming you are trying to run the workshop version, the right ID should be STEAMMOD=XXXXXXXXXX (X is the string of numbers), otherwise the MODPATH=Mods\modname is used
+ quick question, ive used this template but when i upload my mod to the workshop it just uses the base game and doesnt use the tweaks ive made to the game
+ @crono900 For questions about FotR modding, folks over at CoreyLoses Discord will be a more suitable place for that. I am not a FotR dev or submodder, so I can't really help with that specifically.
This is geared more towards having a good mod template to work off of
+ How do I edit the crew cost? I've been playing the FotR mod, and am getting into the modding to make it more lore friendly. I am working on a way to get the ships to resemble that of the SWRPG D20 game. The Venator should have ten times the crew that of the Acclamator has, but they cost the same crew of 10. This is why I'm asking for how to mod it.
+ @McCorny all good. The GitHub link is really just to highlight the open source nature of the project. And of course as an optional way to download a copy of the project.
It is possible to make use of models and textures from other mods, but permission for use has to be obtained before usage in publicly available mods.
also, depending on the mod the assets came from, it can be tricky to get the model working in game.
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+
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diff --git a/test/PG.StarWarsGame.Infrastructure.Test/ModServices/OnlineModGameTypeResolverTest.cs b/test/PG.StarWarsGame.Infrastructure.Test/ModServices/OnlineModGameTypeResolverTest.cs
index 27e06965..b49b5289 100644
--- a/test/PG.StarWarsGame.Infrastructure.Test/ModServices/OnlineModGameTypeResolverTest.cs
+++ b/test/PG.StarWarsGame.Infrastructure.Test/ModServices/OnlineModGameTypeResolverTest.cs
@@ -12,6 +12,12 @@ namespace PG.StarWarsGame.Infrastructure.Test.ModServices;
public class OnlineModGameTypeResolverTest : ModGameTypeResolverTestBase
{
+ protected override void SetupServices(IServiceCollection serviceCollection)
+ {
+ base.SetupServices(serviceCollection);
+ serviceCollection.AddSingleton(new FakeSteamWorkshopWebpageDownloader());
+ }
+
public override ModGameTypeResolver CreateResolver()
{
return new OnlineModGameTypeResolver(ServiceProvider);
@@ -20,7 +26,7 @@ public override ModGameTypeResolver CreateResolver()
public static IEnumerable
Any bugs in 3.5.3 could be caused by me, but unlikely if it occurs in 3.5 as well.
Gotta remember, this mod dates back to 2007, Empire at War has had several large updates since, including changing from 32 bit to 64 bit. Many things have become broken that weren't originally
use the newer version
I suggest trying this newer version