The Empire starts with Byss, Coruscant, Despayre and The Maw and the Phoenix Rising Movement/Rebel Alliance start with Dantooine. The Galaxy Far, Far Away campaign is set to start at 20 BBY as the Clone Wars is starting to draw to a close. Some heroes are getting ships that previously did not have them. Hutt Spice Refinery or Imperial Customs Station). For better performance all independent units have been turned into garrisons in buildings instead (Eg. Some new buildable units (AT-AP, LAAT, SPMA-T, MPTL) and unit variants (ISD I and VSD I with V-wings) Turbolasers and turboions fire twice as far. The Core, Mid Rim and Outer Rim are better separated. Overhaul of some units to become more canonical or better serve their role. Overhaul of unit and building costs and build times. Starbases with stronger autoresolve (overwrite the one in the XML folder with this)Ģ) Backup your Star Wars Empire At War Forces Of Corruption/Mods/Phoenix_Rising_1.2/Data folder (in case you wont like my tweaks, you can easily change back)ģ) Extract the contents of the rar into Star Wars Empire At War Forces Of Corruption/Mods/Phoenix_Rising_1.2/Data For now only the Galaxy Far, Far Away campaign has been touched, I have no idea how the other campaigns play out! But it is in a playable and stable state.
The mini mod still needs a lot of work, balancing and fixing. If however you like a slow game with a strong Star Wars feel to it, you probably might enjoy some of what I've done! If you're into fast paced campaigns with quick gameplay, my mod is not what you should be downloading.
The main priorities I've had when tweaking has been performance, Star Wars canon and an engaging campaign. I first only wanted to try to improve the performance of the Galaxy Far, Far Away conquest, but eventually ended up messing with a lot of things. Phoenix Rising EnhancementsThis sub mod originally started as a personal mini mod for Phoenix Rising 1.2.