EAW Campaigns & Conquests to FOC Conversion
A simple conversion to bring Empire at War’s Rebel and Empire Campaigns and Galactic Conquest scenarios into Forces of Corruption. Allows players to experience the original campaigns simultaneously with the QOL improvements and units made in FOC, along with related bug fixes. This mod can work as a sub-mod to existing vanilla mods (See relevant section below).
– Both Rebellion and Empire campaigns restored to their full functionality, accessible via GC menu.
– All 8 previous Galactic Conquests found in Empire at War base game (Rebels and Empire only scenarios) restored to FOC expansion.
– Slew of bug fixes to the campaigns as in their existing state within FOC they were unplayable.
– Death Star AI is now fully functional. You can face against the Death Star II, if playing as the Rebels or Consortium, against Empire AI.
– Previous Rebel Hero: Red Squadron, restored to EAW conquest maps.
– All expansion QOL features (i.e. Ability autofiring, orbital bombardments, choosing which unit hyperspaces into battle first) fully functional in the campaigns and conquests.
– All expansion units: B-wings, MC30 frigates, TIE Defenders, MDU’s, Executor SSD, Gallofree HTT Transports, Juggernauts, Lancet Aerial Artillery (Dark troopers unavailable because they require a special hero unit not found in EAW)… All available in GC and campaigns to build and use.
– Darth Vader is available in two forms within EAW conquest maps: TIE fighter and SSD. Purchasing his SSD variant will remove the TIE fighter variant Vader for the rest of the GC playthrough.
– EAW pre-destruction Alderaan restored for Conquest and Campaigns. (Funnily enough, the land map was already updated in the files for use within FOC, it just never made it into the final game)
– Bespin’s land map created in the expansion available within Conquest and Campaigns.
– Original end cutscenes play for both Campaigns and all EAW Conquests
– **Added Darth Vader into the Rebel Campaigns final battle. Yes, this wasn’t in the original game, but it only felt right to include him. He accompanies the Death Star fleet with 3 Star Destroyers.
– Restored EAW Alderaan in files. Listed as AlderaanEAW in all files. The destroyed Alderaan still exists as is for the FOC GC’s. AlderaanEAW takes its place within EAW campaigns and GC’s.
– Added land units to GC’s and Story for Bespin, as it used to not have a land map.
– Added traderoutes to connect planets that moved significantly from EAW to FOC (the most egregious being Mon Calamari). This should result in the flow of gameplay being similar to the base game, without changing the planet locations.
– Death Star AI did not work due to failed version control from base to expansion (Death_Star_II vs. Death_Star). Now fully functional. Full credit goes to AlyMar1994 and his mod UFoCP for the fix.
– Original ending cutscenes for Rebels and Empire play at the end of every EAW campaign and conquest
– Original icons for 1st Death Star and Black Sun Pirate Frigate restored
– The alarm sfx for RM01 was deprecated in the expansion. Replaced the deprecated called sfx with the one from the expansion, and added a new loop to help it loop properly.
– RM02 always froze at the start of the mission, due to a perception error. Fixed.
– RM02 landing area was too close to tree line, resulting in units getting stuck if they landed close to the trees. Fixed by adjusting tree line.
– RM02 ending cutscene did not properly account for expansion units (duh), which in this case is the MDU’s. It looked strange when they were left behind. Added duplicate scripts in .lua file that handle collecting the MDU’s.
– RM03 .lua file was mostly deprecated. Credit to DarthT’s fixes in their own mod for getting this to work in mine as well.
– RM03 map passability listed water areas as steep, making it impossible for repulsor vehicles to traverse them when they should in theory. Fixed by changing steep areas to water.
– RM03 could become impossible to complete if R2D2 was brought along and hacks the final AA turrets instead of destroying them. Fixed this by making it impossible via map passability for infantry to get close to the turrets, they can only shoot at them.
– RM09 referenced an ATAT variant that was removed in the expansion. Fixed by adding their main game counterpart.
– Originally in Rebel campaign, the Empire AI could advance their tech to max far before it was scripted to do so. Fixed by removing the ability to construct Research Facilities for the AI opponent.
– Originally in Rebel campaign, the Death Star immediately started attacking the Rebels before the dialogue from the story caught up and gave you the hero necessary to defeat it, resulting in the possibility of planets being destroyed unfairly before the player can defend. Fixed by adding a new function that waits on a story signal from the dialogue to start moving the Death Star from Alderaan’s orbit.
– EM06 had an irritating texture glitch caused by an object. Removed the pesky object.
– EM06 referenced units that were removed in the expansion. Fixed by adding their main game counterparts.
– EM10 .lua file was mostly deprecated. Credit to DarthT’s fixes in their own mod for getting this to work in mine as well.
– Deprecated tags existed for GC scenario wins and losses. Replaced the tags with the ones from FOC.
– Missing commas in "Empire Surrounded" GC prevented special case wins from occurring.
For those who wish to sub-mod this with their own preferred mods: Check the existing files in this mod and make a list of any of those files you have changed in your own, then PM me on here and I will be willing to guide you on what parts from my files go in your copies.
Hit the subscribe button and choose this mod from the Mods section in-game. To play the OG campaigns, you must open the Galactic Conquest menu, select the appropriate campaign and appropriate faction (i.e. you must be Empire to play the Empire campaign) and click begin. The tactical battle screen will start up, but don’t worry, just hit begin and the campaign will continue as you remember it. Then, simply enjoy!
If you want to directly launch into the mod, go to the properties for Empire at War in Steam and paste the following into launch options: STEAMMOD=3117300873
– For their fixed .lua scripts for RM03 and EM10 within their own mod, DarthT’s Enhanced Campaign Mod was incredibly helpful after a long period of deadlock trying to get those missions to run. Go check out their mod if you desire more than the vanilla campaign!
– For the fixed Death Star AI behavior, full credit goes to AlyMar1994’s mod UFoCP (Unofficial Forces of Corruption Patch). The mod is a great addition to the base game!
– Credit goes to Discord user Wordsarecool on the Empire at War Discord channel for pinpointing the cause of the freezing glitch for Wayland. Thank you for helping make this mod bug free!
Required DLC:
These DLC should be installed in order to use this item.
STAR WARSu2122 Empire at War: Forces of Corruptionu2122
Revisions:
Old revisions of this mod are available below. Click the link to download.