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Thursday, March 31, 2022

Star Wars - Empire at War - FOC Alliance - Encyclopedia - Hutt Space Units

While you wait the upload from the new update (at just a matter of minutes), you can watch the new Visual Encyclopedia video 

I find this way much better than create a web page, pdf manual or other different thing. With a video, I can show all the units from a faction easily.

The new version is ready.

Check the list of changes if you want know them.

Monday, March 28, 2022

Star Wars - Empire at War - FOC Alliance - Improved Space Battles Performance

Let me start this news with a old EAW story. One year ago and few months more, Petroglyph and Disney released a new patch for the game made in combination with the modding community, adding some new features and fixing most of the problem in the game.

Before that, I had a much more solid mod with very good performance in space battles. The difference was how the reinforces from all AI's fleets destroyed by you were not showed in the debriefing screen after battles. 

After the 2021 January patch many things from the game started to run as they supposed to do, the targeting accuracy, the damage in more of one hardpoint for some proyectiles or many special codes as by example the code which it adds reinforces and shows these destroyed in the debriefing screen from the battles.

However, to find how use all these things at the same time in a huge mod as the FOC Alliance is difficult and it took time. Many tryouts and many pauses between these tryouts. But now I believe how it runs everything as it supposed to be running.

As always, any change take time and comparing to other mods, here there are a lot of different pieces, many different units, if I edit one thing, probably I will need edit a hundred more, many things are linked and there is not a fast shortcut.

Now I go to show you a good comparation. This is my last space battle video where I showed the last Defense Shield, you can note how at some points the game runs slower and it was because by a strange combination the AI breaks the pop cap and it spawns more of 45 points. More of that does not crash the game, at least not in my computer but it slows everything a bit and you will note it.

I could show the fps in the video but it has not sense. The game always will run at low fps but smooth while there was a bottleneck in the CPU and GPU where it does not use more of a 30%. 

It is not a failure from this mod or any mod, it happens in the original game and I hope so one day be fixed. It would be a good point for a EAW remasterization, not a mod, a true new version developed by Petroglyph.

However with a 30%, we can make good things and the game continues being very unique because no one other game has strategic galactic mode, space battles and ground battles. Most of the 4X games add the first two but with exception from the old Imperium Galactica games, I do not know others with ground combat.

I know what you are thinking, specially if you have not played the FOC Alliance. EAW is not a 4X game. Yes, it is more simple RTS but the FOC Alliance ups the game to the 4X level with new capabilities and a complete new game mode.

Now centering us again in the space combat, it is a video showing the previous showed battle at Chazwa, exactly the same in the same moment with the same enemy units where you can compare the performance.

You will note how with exception from the points where units are spawned, the game runs smoother. The hyperspace leave from new units in the battle always will add a small lag in the game, always.

Does it run better, no? well, it can be improved yet. In the next video you will note how the AI spawns more variety of units, always without up the population limit and it makes the game much more fun.

Other change in the moment that I recorded that video, it was the balistic proyectiles as missiles, heavy rockets or torpedoes from fighters and bombers, they fire more amount of them. Before I limited them but what is the point is they are alive few timeπŸ˜…. At the end, one thing compensate to the other.

Other change is the movement from these type of proyectiles, I do not go to lie, sometimes, they can add a bit of lag but it does not compromise too much the game.

I recomend you watch the last video carefuly and compare with the others because there are many differences.😎

Wednesday, March 23, 2022

Star Wars - Empire at War - FOC Alliance - Starbase Defense Shield

I want show you this today. It is an old feature but I have improved it with different and better colors. You can watch it in this video. 

Saturday, March 19, 2022

Star Wars - Empire at War - FOC Alliance - New Supremacy

Yes and no. I have not replaced the model from Warb_Null used by the Supreme Leader Snoke. Just because I had a model, a different model, I have added a regular Supremacy. 

Now the first Supremacy comes with Snoke and the new is builded as other ship. Thanks you this addition, you can build and deploy in battle two of these huge monsters. Have fun.

This new ship has not been added inside the mod yet but you can enjoy other improvements as the better reinforces from the AI in galactic mode, the improve from the reinforces at skirmiss, the fix from some heroes as Palpatine at ground and space battles, Obiwan & Anakin at skirmiss and other small improves. There were the things uploaded by the moment, more soon.

I have recorded as always a video showing at detail the new model and a few more things as a new model from the TIE Silencer used by Kylo Ren in the space battles.

Monday, March 14, 2022

Star Wars Empire at War - FOC Alliance - Space AI reinforces improved

It is true how the last week I have not made too much new things from this mod because I have been working in the Star Trek mod and I go to continue centering me in that mod for some more of time, I want finish it. However, I have been playing the Dark Empire GC and making different improves.

The most important was fix and improve the reinforces spawned by the AI. As you know the AI builds ships with the class fleet, these units spawn in the battles other units and even if it looks strange, it is a very important feature because it avoids the huge lag produced by one AI building all the type of different units from each faction. It was a problem in the past and even if there is some of lag, the amount is a lot less than before.

Of course, with one game running with only a 30% from a single core from the CPU and a 30% from the GPU, a good performance with this mod is impossible, always there will be lag at some point. My unique concern is avoid problems producing a CTD and get everything running so fast it can be.

In the first versions where I added these new AI reinforces, there was a problem, the AI builded a lot of these units and battles could be very long. The improves in the code prevent it. The AI will not use the 100% from all the possible units but it will be enough fun and there will be different units in the battles.

In this video you can note the changes in battles, I hope release this update soon.

Other changes, important changes are the Probe Droid, Long Range Y-Wing and other generic units being builded now with the Advance Command Center. People ask me many times because I added that building, the point is prevent the massive build from some of these units by the AI. Before you could see how the AI builded 100 or more Probe Droids, it made lag. The build from a lot of ground units produces lag.

In the Dark Empire GC, I fixed the unlock from the Research Station III after you conquer Coruscant. There were some trouble with it and it was a good addition. 

Other improves are as you know several changes in ground maps but I will release these things later, the main priority are the AI improves. Stay tunned, I will post more sooner or later.😎

Saturday, March 12, 2022

Star Wars Empire at War - FOC Alliance - Palanhi

Palanhi is one of the new planets added in the Dark Empire Galactic Conquest.  

This planet probably will be added in other GCs as the New Republic trilogy because it is original from it. 

I remembered it looking the Dark Empire map from the old Star Wars Atlas. However in the old Star Wars Atlas that map mixed several episodes that I had painted divided.

As you can see in this image, it joins the all the parts from the Dark Empire, the trilogy of the Jedi Academy and the Dark Saber in one single map. Of course the reader can difference them but it is a bit messi.

Anyway, this Atlas was a very good thing published many time ago. It was perfect, better than anything published by Disney.

Returning I have added a curious map where the enemy attacking can be targeted from many positions. Probably you think how it is very easy but this is a planet in a main trade router where you can receive many attacks in a GC where you can not defend with fleets your planets in the begining.

You can watch the new Rebel Advance Command Center. In time I will replace all the versions made by myself with the original from the old Star Wars Commander game, they much better. My versions were not bad because I made them looking a single and very small screenshot but by that point these are better. 😎

Tuesday, March 8, 2022

Star Wars Empire at War - FOC Alliance - New changes in ground maps

Yes, it is not a new ground map but I have made several changes in the ground map. First remove the stupid landing zone in the town from the Ewoks. 

Second, I added a bigger and with less obstacles zone left side of the map. Endor has two versions, one before the Episode VI and other after Episode VI. In one the primary landing zone is in the left corner of the map and in other in the top corner, closer to the simulated Imperial bunker zone .

Other ground map with changes is Dolomar where you can see several changes in the passability avoiding strange situations.

Mist is another of these maps with changes in the passability zones and now the way of to defend and to attack is completely different from before.

The changes in this another ground map, from the planet named Xa Fel, they are bigger, I have added a better initial landing position where the units deployed be not stopped by the lack of passability. 

Yes, it is true, there are many ground maps with this problem and I am workin the them. Other ground maps improved are Polus, Abregadorae, Arkania, Chandrila, Das Soocha, Manaan, Nubia, Onderon, Pallaxides, Qat_Chrystac, Thyferra, Yinchorr. Not only I improve the landing zones, there are changes in other things as the defending positions or building positions.

And in the space maps I am improving the brightness making them less darker. A lot of good changes for the closer future.πŸ˜€

Thursday, March 3, 2022

Star Wars Empire at War - FOC Alliance - Dark Empire improve

Lately I have been playing a lot the Dark Empire GC with all the planets and I have made several improves and fixes.

First I have added new trade routes making more difficult to get planets far from the enemy.

Of course, I have fixed Ilum, all these changes are from the galactic conquest with more planets. The smaller will be without too changes. 

Other changes are Bonadan and Yavin gets trade routes.

More additions, new planets, by the moment I have added Nespis VIII. Probably it will replace Korriban. There is not need from to add more planets. Just replace some of them. There will be some planets more as Vjun from the Empire.

Other changes are in several ground maps.

Many of the improves are from the terrain improving the landing zones. 

More improves are in weapons and ground vehicles. There are changes in the AI and how it runs in that conflict. In general the GC is more difficult now but more fun. πŸ˜…