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Canon Mod v3.

2 ReadMe To install, delete all old versions of the mod and simply extract the .rar file and place the "Canon_Mod" folder into the Mods folder of your Forces of Corruption folder. If you don't have one, just cre ate it. You can then run Canon Mod by right-clicking on your normal FoC icon and clicking "Create Shortcut". Right cli ck on your new shortcut and click "Properties". Where it says "Target", simply add [MODPATH=Mods\Canon_Mod] to the end. *Make sure to put a space between what is already there and what you are adding or the shortcut wil not work!!!!!* Four desktop icons are also included in this version. To use one, first save it somewhere where you can find it, then ri ght-click on your "Canon Mod" shortcut, click "Properties">>"Change Icon">>"Browse", and then select your new icon and c lick "Apply". There! Your shortcut now has an awesome new icon, enjoy! ________________________________________________________________________________ __________________________________________________________ ----------------------------------------------------------------------------------------------------------------------------------------I also want to give a special thank you to Atrum, JBJF14, Adm_Stinger, Lord_Oden 1234, Joey5452, lex33, and thufir for beta testing this mod and some of the numerous bugs that were hopefully ironed out for this releas e. Thanks guys, you were a big help. -p*a*t*t*o*n ________________________________________________________________________________ __________________________________________________________ ----------------------------------------------------------------------------------------------------------------------------------------ChangeLog -Removed Corruption particles from GC -Increased the amount of escorts for the Death Star to the size of an Imperial A ssault Fleet (6 ISD, 2 VSD, 12 Carrack) -Darth Vader has been removed from GC, to be replaced by Death Squadron, under t he command of Vader in the Executor. It is a fleet of considerable size and power, consisting of the actual ships of Death Sq uadron: Accuser, Adjudicator, Avenger, Conquest, Devastator, Stalker, Tyrant, Vengence II, and Firewind, in addition to a number of support ships.

-Added Imperial Superiority Fleets, Rebel Lines Of Battle, and ZC Assault Fleet s to production in GC. -Re-scaled the Juggernaut, it was twice as big as it should have been. -Re-sized fighter and bomber squadrons. There are now more per squadron for most fighters and bombers. -Regular infantry squads have been broken down into smaller groups, so infantry combat doesn't look like a Civil War re-enactment. The only groups which remain in large groups are the survivors of buildings and indigenous groups, since in real combat those types of combatents would be more likely to stick together in combat. -Executor Class Star Destroyers can now only be built at The Maw, Death Squadron can only be built at Fondor (the construction site of the Executor), and the Death Star can only be constructed at Endor. -After much trial and error, I finally semi-understand how to use the particle e ditor. Therefore some slight changes have been made to the scaling various particles in the game. This means that lasers will n o longer be, as someone put, "frigate-sized", and engine glows will no longer be abnormally large on certain ships. The missiles a nd the fighter lasers also look a little better. -The Y-Wing has been worked-over so that it is no longer simply a dedicated bomb er, but a multirole workhorse capable of both shooting down TIEs and destroying larger vessels. -The Noghri and Mandalorian Indigenous people have been re-worked so that they a re far more formidable to an invading force. In addition to possessing long-range blasters, the Mandalorians also possess long-r ange disruptor rifles which will be more effective in taking out vehicles. The Indigenous Noghri will have the ability to cloak themselves like the Imperial versions, so they will be lethal to infantry. -Expanded the ground reinforcement point radius so you can call down reinforceme nts with greater freedom than before. This is similar to what is used in the FX Mod, except that base shields can prevent you from calling reinforcements over a certain radius,

once again making them an important target to take out for a sucessful land inva sion. -New, more difficult AI courtesy of Dark_Lord's AI Mod. -New lasers courtesy of Filo's Laser Beam mini-mod. -Disruptor rifles have been fixed for this version, and are now quite devastatin g to all but the heaviest armour and shields. These weapons are capable of reducing infantry and light vehicles to slag within seconds. -Dark Trooper, Nebulon Frigate, Interceptor 4, Vengeance, etc. targeting issues have been fixed as best as possible. There are still problems however. For whatever reason the game just does not like certain ships. -Fleet population values have been increased to 35, so they max out whatever bat tle they participate in. They give you more than what you pay for them so it really is a decent trade-off. -Several new unit icons have been added along with a few more detailed unit desc riptions. -MC-80 Cruisers, Liberty Cruisers, Kadelbe Battleships, and Imperial Star Destro yers have both gained the power to weapons ability. -Hypervelocity Gun projectile no longer penetrates shields but does significantl y more damage. It now is not available in skirmish until Level 4, and takes longer to recharge in between uses (the build time is l onger). Other special weapons have had their recharge times adjusted as well. -Heavy Stormtroopers have been added to regular Stormtrooper squads. These units have a secondary grenade launcher in addition to their blaster rifles and can be used with great effect against infantry and l ight vehicles. Canonically, the E-11 Blaster rifles used by the Stormtroopers had the ability to fire a wide variety of ammunition i ncluding grenades. They no longer have to be set in Grenade Stance in order to use their launchers, they are instead used as a secon dary weapon.

-The number of speeder bikes in a Scout squad has been increased to six. -All Sith and Jedi health has been reduced, but have an increased ability to blo ck or absorb incoming fire in a large radius about themselves, making them more realistically difficult to kill from the fron t but less so from the rear. -All Hero Units' (infantry only) health has been reduced significantly, so they aren't unrealistically impossible to kill. -The V-Wing ground variant for the ZC has been replaced with the Skipray Blastbo at, as the V-Wing was not canonically a bomber and carried no missile launchers. -Land fighter squadrons are no longer victory relevent in battle, and must be su pported by ground units to win a battle. This is to reflect the fact that aircraft can neither take or hold ground. Air units als o can no longer be included in raid attacks. -Canonical price scaling. Ships and ground units have been scaled according to t he price data I was able to find online. Based on the approximation that 1 ingame credit is equal to 1000 SW credits all units, in cluding ground units and fighter squadrons, have had their prices adjusted. Planetary income has been doubled for GC, and asteroi d income has been doubled in skirmish. This is done to first give the feel that you are actually collecting the income of a planet in GC, and to make sure that space skirmishes still allow you to get to the bigger vessels. It will also give you the incentiv e to go out and quickly take as many asteroids as you can. Now, if you fall behind, the difference in income will quickly becom e apparent. -AI combat power. The combat power of all space units has been tweaked so that n ot only will the AI use them more effectively, but when you autoresolve, you won't lose half of your fleet of star destroyers t o a squadron of fighters. *update* the autoresolve still is buggy and it is always better to fight your battles in person, unless y ou have overwhelming numbers and don't mind losing a certain vessels. -More new and upgraded units courtesy of the Farseer (A Wing, Y Wing, Century Ta nk, Marauder, Corellian Gunboat, T2B,

Skipray Blastboat, Mandalorian Infantry, Jedi Luke, Imperial Landing Craft (and AT-ST Variant), AT-PT). -Canon Century Tank replaces the TIE Mauler, it is slightly better armed and arm oured than the Mauler, but is still relatively weak vs. vehicles and is best used against infantry and lighter vehicles. -Old CIS Armoured Assault Tanks will now be requisitioned from abandoned factori es instead of Pod Walkers. Tank model courtesy of Keeper_of_Faith. -The AT-PT is available to the Empire as a low-cost alternative to the AT-ST. It is equipped with laser cannons and grenade launchers and is extremely effective against infantry, but vulnerable to vehicles and turr ets. It is most useful when used in conjunction with the AT-ST or Century Tank. -AT-ST barrage special ability has been replaced with the Hunt Ability and it no w fires anti-personnel grenades in addition to its lasers. The grenade launchers, like those on the AT-PT, are shorter ranges best used clo se-in against infantry and fortifications, while the blaster cannons are used against heavier targets further away. -All ground turret health has been increased, and some of their ranges have been increased. -Starbase combat power has been tweaked so they won't kill your entire fleet in auto-resolve. -Artillery ranges, both on the ground and in space, have been increased drastica lly. Now artillery can destroy your pretty, expensive fleet or formation of tanks long before they are able to see their attackers. Th is makes artillery a very nice thing to have firing from under your base shield where the enemy can't get at it, or hidden behind your cr uisers while it pounds the enemy space station. -FOW ranges have been increased for almost all ground units, so it doesn't feel like you're bumbling around in the dark in land battles. -The Pirate Fighter (Rihkxyrk Heavy Starfighter) has gained missile launchers as a secondary armament.

-Battle Droids, Super Battle Droids, and Destroyer MK. 1 Droids are purchaseable from the Consortium Droid Factory and the Skirmish Hutt Palace. -Land skirmish population values have been significantly increased. I mean, 10 w as just ridiculous. Expect to build and lose a lot of ground units in skirmish. You will NEED to expand to more resources to be compet etive in ground skirmishes, otherwise you will be outproduced and overpowered by massive numbers of tanks and artillery. -Mercenaries now use blasters as their primary armament; grenades are now an abi lity similar to stormtrooper grenades, but shorter-ranged; Their ability to lay mines has been commented out for now. -You comments have been heard, and AA ranges and health have been redone, so tha t you can quite easily establish a no-fly zone over your base that few aircraft will be able to violate. Also, turreted AAA will be more powerful and fire more deadly projectiles than mobile AAA, as it should be. -Land Fighter Squadrons now come with more fighters. -As requested, new GC Maps from the Original EAW have been added, without the ZC . Courtesy of Jon McClane of Filefront. -Removed the period of vulnerability for units exiting transports or spawning fr om hyperspace, they no longer take bonus damage from enemy units. -Rebel Orbital Bombardment is no longer useless and fires turbolasers. Right now the Green is just a placeholder; I am trying to change it to Red. -The MC-30 Frigate now carries heavy ECM similar to that of Skipray Blastboats t o allow them to safely deliver their payloads against enemy capital vessels. ECM Ability time for the Blastboats has been decreased. -Scout Biker Troops no longer have the Deploy Bomb ability, and it has been repl aced with the more useful Hunt ability for scouting.

-Those nice pretty explosion FX for the lasers now has a purpose: they now do sp lash damage when they explode, making them even more deadly to fighters. -The Juggernaut can only garrison infantry and scout bikes, but its carrying cap acity has been increased to approximately canon specs. It can now carry approx. 450 individual soldiers or 15 speeder bikes. -Starbases and fleet flagships now grant a slight command and control bonus to y ou units. -New Juggernaut Death Clone courtesy of Kalo of FX Mod. -New Lucasfilm/20th Century Fox intro video. Much higher quality than the older one used as a placeholder for the Betatest version. It has been slowed down partly because it is high quality and partly because it sounds really cool slowed down. -Darktroopers have been altered in that they now carry their correct armaments a nd are more difficult to destroy. Phase 2 troopers can now fire missiles in addition to their cannons, and Phase 3 troopers now possess anti-infantry cannons. Phase 3 troopers now no longer possess shields as they did not canonically and their armour is more than enough to protect them from almost anything save heavy weapons. DTs are now exponentially more expensive, however, and take a long time to build . -Numerous bug, graphical, and balance fixes. ----------------------------------------------------------------------------------------------------------------------------------------Changes from v3.1:

-Created new splash screen, looks much cleaner now than it did before. -Added Home One Class Cruiser to Rebels as a tech 5 heavy cruiser. It is nearly the equal of a Star Destroyer, but costs almost as much, and can only be built on Mon Calamari. -Changed the radar icon for the Victory 1, 2, and Venator; they now look like sm aller ISDs on the radar.

-Increased the shield strength of all starbases by 50 percent, to reflect their role as a major plantary defense. -Increased the shield power and weapons of the Hutt and Pirate Asteroid bases. -Removed death glory cinematics for capital ships as it gets boring after a whil e to see ships dying instead of combat. -Fixed error where Tyber Zahn's flagship had more than double the health and shi elds of a normal Krayt Destroyer. -Fixed bug where LAAT Gunship had no FOW reveal range. -Gave the Venator blue turbolasers like in the movies, they shoot the same dualstyle projectiles as ISDs. -Increased the size of land battle Acclamators Slightly. -Slightly reduced the size of the LAAT, it was almost half again the size of the MAAT. -Executor no longer takes asteroid damage or is affected by ion stun effect. -Fixed icon issue for the ISD where it didn't have a large icon when zoomed in o n a planet in GC. -Increased firing range of ground turbolasers, and allowed targeting of aircraft . -Made AT-AA's unable to attack ground targets; it can now only attack air units, but has greater firing range. -Darth Vader now appears with a large ground force in GC with the Executor, sinc e it was ridiculous to be able to kill Vader in ground combat to kill the Executor. -All factions can now launch raiding parties against enemy planets. -Was unable to sucessfully increase shield protection radius, and will be unable to do so unless someone can edit the shield mesh of the model. So the shields haven't changed at all from vanilla FoC, they just look that way on the minimap. If I am

able to get the models edited, the radius you see on the minimap will be the act ual in-game radius. They do, however, deny the use of special weapon strikes within their minimap radius, so there is some ince ntive to take them out. -Increased the FOW reveal range and targeting distance of missile defense turret s for space combat. The laser turrets were left as they were since they were adequate for dealing with fighters, bombers an d corvettes. -New Venator Cruiser model (Evillejedi), looks much better and deploys 6 squadro ns of X-Wings, 3 at a time to reflect its carrier role. -New Home One and Liberty model from FiloVanWela's FX Mod. I was unable to conta ct him about using this, so if using this model is a problem, please have him contact me and I will remove it at once. -Adjusted the speed of projectiles in space combat. -Adjusted the speed of ground units, walkers have been slowed down to more canon speeds. -Space units speed reduced by 25%, size increased by 25%. Hopefully this will ma ke targeting easier for some of the smaller ships. -Corrupt militia has been removed from the majority of planets. The exceptions a re those which omit heavy weapons and thus have a viable chance to overthrow the ocupying force (only Jabiim meets this requirem ent), as well as the campaign planets. -Rebel Gallofree Transport in ground combat now flies higher and faster and has better weapons, shields, and armor protection. -The rather useless B5 Juggernaut has been replaced by the more powerful and, fr ankly, much cooler A5 Juggernaut as seen in the third Star Wars. -Toned down the LAAT and MAAT Gunships so they're not quite so invincible anymor e.

-Missiles and torpedoes now no longer pentetrate shields. -Slightly increased the amount of damage ships hulls can take.

----------------------------------------------------------------------------------------------------------------------------------------Changes from v2.0:

-New space unit, the Dreadnaught-class Cruiser. Replaces the Interceptor Frigate for the Empire and Rebellion. Credit for the new unit goes to Keeper_of_faith@gmx.de -New model for the Mon Calamari Cruiser. Re-named to MC-80 "Liberty" class cruis er. Credit goes to Shakky from the SOTE-Mod team (sote-mod.com) for the model, textures, rigging, etc. -New ground units: X-Wing and LAAT Gunship for the Rebels, and the Acclamator As sault Ship I, TIE Fighter, and MAAT Gunship for the Empire. There are two variants of the Acclamator: one spawns MAA T Gunships, the other TIEs. They are not buildable otherwise. The Rebels can build the LAAT individually. Credit for the LAAT and MAAT and all sounds, textures, projectiles, etc. goes to Bailknight and Nomada_Firefox. -Many ground units and turrets have been rescaled, trying to reflect actual size . -Ground base shields are now much larger, allowing them to protect not only the majority of your base but also your units out in the field. This requires them to be taken out before surface bombardment or bombing runs can be used. This also makes the shields a more critical part of your base defense than it was before. There is an issue, however, where the shield animation does not reflect the shield's actual size. I haven't been able to resolve this problem yet. This feature has also not been fully tested so I need feedback on how well this works, if at all!

-All reinforcement points for land battle have been doubled, but be careful! The planets still only hold 10 units apiece. This means some units will have to be left in space after the battle, so make su re you have empty slots available on other planets for them. -All ground projectiles have been altered to better reflect actual damage. Expec t to see infantry get blown away by heavy weapons, but will be able to damage hero units much more easily. Hero units are the exception to the almost "insta-kill", just consider their health bar to be a "character shielding" bar instead :) Heav y weapons are particularly effective vs. heroes. Disrupters in particular are very nasty. Also, the stupid ZC attack dogs are no longer impossible to kill and die just as fast as infantry. -Infantry squad sizes have been altered. Rebel and Mercenary squads have been re duced to 6 per squad, while the Empire retains its previous number of troops per squad. This is to help reflect the act ual numbers of the forces involved in the conflict for each side. -Infantry health now reflects the armor they wear. Rebel and ZC infantry have ar ound the same HP, While pirates have slightly less. Stormtroopers have slightly more health. -The AT-AT now has the anti-infantry lasers seen in the Battle of Hoth. -Most land companies are mixed together with other units to give a more realisti c "combined arms" feel to battles. So no more single unit rampages, use your units different strengths together to cover weaknesses. -Added air squadrons composed of Z-95 Headhunters and V-Wings to the ZC ground f orces. -Fixed error in scaling of transport units and Ewok bombers. -Added 2 extra AT-AT Walkers to Gen. Veers' ground company, 4 Imperial Guards to Palpatine's company, and 2 Noghri Assassins to Vader's company.

-MC-80 Cruiser now spawns X-Wing and Y-Wing fighters. -Fixed Acclamator Ground Assault ship so it can participate in space combat (as a transport) as well as land combat. Weaker than the Acclamator 2, but able to hold its own and better than the stupi d transport barge. -New landing clone for Acclamator, it now appears to drop itself off, instead of being dropped off by a shuttle. Credit for the rigging of the model goes to . Tony /Damned Machine. Model is from Petroglyph

-Infantry and heroes now fire in bursts of fire instead of one shot at a time. T his goes for indigenous people as well. Infantry will annihilate one another depending on who opens fire first, making c over and defensive positions critical, especially since anti-vehicle units are now much more dangerous and need to be s uppressed. -New model for the Empire's Victory Cruiser. Credit for the new model goes to Sh akky of the SOTE mod team for rigging and texturing, and jedi_consular for his model pack. The old Victory mod el from Petroglyph will be the Victory 1, available to the Empire at the Hutt Asteroid as a replacement for the Venator. -New turbolaser models by Shushoni, based on the ones used in the FX Mod (Double and octuple lasers). These have replaced the old turbolaser and large ion cannon models so they are not, as it was pointe d out, "frigate-sized". -New ISD models for the Empire, as well as for Admiral Piett and Admiral Thrawn. Credit for the models goes to Evillejedi and his Warlords Pack for Homeworld 2. -The dreaded Tartan Cruiser has finally been replaced by the canon Carrack Patro l Cruiser!! Credit for the model goes to Evillejedi, and credit for rigging the model goes to Nomada_Firefox. The skin is not theirs, it is the one from vanilla FoC because their model had an Old Republic skin which was a little out of place on an Imperial ship. It still uses the

Tartan Cruiser's SFX as well. -New ZC unit; the Providence Class Cruiser. A Clone Wars-era battlecruiser, not quite as good as the Venator, but garrisons a small squadron of Z95s. Available at the Hutt Asteroid as a replacem ent for the Venator. This means the only ones still able to build the Venator are the Rebels. Credit for the model, death clone, etc. goes to Keeper_of_faith@gmx.de, and to Evillejedi for his meshes. -Reduced Empire and Rebellion space and land retreat times to 5s, as there is no good reason for the ZC to have half the retreat time of the other factions. If anything, the Empire, with its superior r esources, or the Rebels, who have had to specialize in running from the Empire, should have half the retreat time of the ZC. -Later-level space stations will now fire the same kind of heavy anti-ship missi les that the Victory 2 fires instead of concussion missiles or mass-drivers. -Various minor tweaks to various unit prices, weapon power, projectile speed, an d firing ranges.

-NOTE: there are still various bugs in the game that have yet to be resolved, su ch as engine FX being too big and bugs with the space turrets in GC mode. These will hopefully be ironed out eventually , so don't worry too much :).

----------------------------------------------------------------------------------------------------------------------------------------Changes from v1.0:

-New particles, projectiles, and textures courtesy of the_Farseer. -New splash screen, faction colors, background battle scenes, background music, and battle loading music.

-Projectile damage has been greatly altered, starfighters that are hit by a turb olaser will now be instantly vaporized instead of taking multiple hits, and smaller ships will be almost usel ess against more powerful capital ships, but very effective against smaller vessels. in addition, shield p entetrating weapons have been dialed down versus capital ships and space stations. this will help to prevent "shield gener ator sniping", as bombers generally did not carry torps or missiles strong enough to pentetrate their heavy armor. -The ZC Krayt Megaweapon no longer bypasses shields, and relies on the Ion shot that comes before it to take down the shields first. -Hardpoints have been altered, with most big ships now being equipped with point defense weapons for use against fighters. hardpoints are now more realistic towards canon armaments, or at least as realistic as the models will allow. (the star destroyer is canon according to the isd 1 layout, not the later model with 60 turbolasers, sorry!). -The super star destroyer is now available to play in skirmish mode, but you can only build one, and it is expensive, which will help to balance it out, as it is very strong now. -The ssd no longer has the deploy fighters ability, the fighters and bombers now leave automatically like they do for other Imperial ships. -Prices have been altered to somewhat reflect the availability of certain ships to each side. -Recharge times for planetary bombardment and bombing runs have been lowered, gi ving those with a fleet orbiting a greater advantage, as canonically orbiting fleets would almost guarantee victory against un-shielded ground forces. this also makes the shield generator and anti-aircraft units more important in g round battles. -Home One now has a fighter bay which spawns a-wing and b-wing squadrons. --------------------------------------------------------------------------------

---------------------------------------------------------Known Bugs: -All Fleet Units (Death Squadron, Superiority Fleets, Lines of Battle, Assault F leets) only spawn the unit Flagship when called in as reinforcements. They should be used as the initial wave, and n ot held back as reinforcements, or else you will be stuck with a 12,000 or 15,000 Credit Cap-Ship that takes up a large number of population points. -Text bugs with the names of some ships, most notably Death Squadron. Been work ing on it for some time but no fix yet, so right now y'all are just gonna have to deal with it, since this mod has already been put off lon g enough. -When the Arc Hammer is above a high-level planet with lots of building options, the Phase Three Dark Trooper build icon goes off the screen. Not sure what to do about this, right now the solution is to par k the AH above a less upgraded planet. -There are a few instances where a ship will continue emitting death particles a fter it dies. Not sure how to fix this because it never happens regularly enough for me to see what causes it. <> IMPORTANT NOTE!!!!! <> This mod was designed on and optomized to run on a mid-range rig, and running it on anything faster while at full settings will cause the game to run too fast. If you run this mod on a higher-end computer, there is a s eperate patch with reduced game speed to achieve approximately the same effect as the system it was designed for. <> IMPORTANT NOTE!!!!! <>

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