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4 enhanced
* Table of contents
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_enhanced.
DO NOT MIX MODS OR USE OLD SAVED GAMES, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD
IF YOU DO THIS!!!
If you dont have a mod folder already, go into windows explorer and click once on
the directory "C:\Program Files\LucasArts\Star 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
Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods". 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 Files\LucasArts\Star Wars Empire at War Forces of
Corruption\Mods\ACM2.4_enhanced"
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_enhanced, 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.
* 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.
- AT-TE (with custom walk sounds) ---------- (All:Requires ground cantina, See
cantina locations)
New Buildings:
- and more...
- 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.
- 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.
- 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.
- 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 :)
- 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.
- 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.
- 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.
- T4Bs now come in a pair of tanks but are much more powerfull and have greater
range
- 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
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.
If you dont have a mod folder already, go into windows explorer and click once on
the directory "C:\Program Files\LucasArts\Star 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
Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods". 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 Files\LucasArts\Star Wars Empire at War Forces of
Corruption\Mods\ACM2.4"
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:
* 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:
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.
I also got every update for ACM2.4 out there even unoffical
It may have a lot of bugs that i can not fix so if you want you can make a patch
for this to make it work right.
This mod crashed a lot for me but it was fun while it lasted so enjoy
thank you,