STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Unofficial Forces of Corruption Patch (UFoCP)
268 Comments
Finn Jun 9 @ 8:11am 
It just doesn't work. I tried every step in help section, and nothing. Even launch option didn't help
Although for some reason, i can't set compatibility mod for StarWarsG and swfoc, only windows 7,8 and vista available
freddy fazfart  [author] May 31 @ 10:26pm 
@IndustryStandard - Don't worry about it; "Download ZIP" at the top right, then go to your [Star Wars Empire at War\corruption\Mods] folder, create a UFOCP folder, drop the files in (top-level folder in the mod's folder should be the Data folder). Then launch the game with "MODPATH=Mods\UFOCP" in command line options.

Have fun!
IndustryStandard May 31 @ 9:30pm 
Oh sweet

Maybe obvious question, but after downloading the zip and extracting am I supposed to just manually copy/paste over the workshop files for the mod?
freddy fazfart  [author] May 31 @ 7:30pm 
@IndustryStandard - Beta update is now available on the GitHub at https://github.com/AlyMar1994/UFoCP

If you have any issues, make sure to report them!
IndustryStandard May 31 @ 6:40pm 
Greatly looking forward to the next update for this. Still hoping someone makes a submod to rebalance the corruption or just adds more galactic conquest maps that don't feature them.
freddy fazfart  [author] Mar 23 @ 4:02pm 
A new, HD recreation of the main menu is apart of 2.0.0, so that shouldn't be an issue anymore.
freddy fazfart  [author] Mar 23 @ 4:02pm 
@Cyris - Yeah. I stopped for a bit on the new update since I was burned out on an AI issue. My changelog is in the EaW Community Discord under the #ufocp channels. I've received some help so I'll beginning work again at some point soon.
Cyris Mar 23 @ 2:37pm 
Also i have a suggestion to put a button on the main menu so that we know it loaded correctly.
Cyris Mar 23 @ 2:36pm 
Are you still Working on this?
freddy fazfart  [author] Dec 8, 2024 @ 6:09pm 
UFoCP came a bit too late in FoC's lifecycle for it to be as compatible with other mods like Arthmoor's patches. It may work with some, I'm sure the right files will be overwritten when necessary, but for now UFoCP is kinda on its own until more mods adopt it as a solid base.
freddy fazfart  [author] Dec 8, 2024 @ 6:09pm 
@MirrorPlaysVideoGames - I don't know, unfortunately I haven't tested. If you find any, let me know, however at some point in the future (post 2.0 release) once I find a way to make it prettier I'll reenable the EaW campaigns/conquests by default with this mod.
MirrorPlaysVideoGames Dec 8, 2024 @ 6:07pm 
Is this compatible with the EAW Campaigns & Conquests to FOC Conversion mod?
freddy fazfart  [author] Nov 16, 2024 @ 9:56pm 
@Commander Jarrod - UFoCP already partially covers this. Most Consortium stations face the proper way (or at least in the general direction of the enemy).
Commander Jarrod Nov 16, 2024 @ 9:30pm 
Is there a mod that fixes the direction the space stations face?
freddy fazfart  [author] Jun 25, 2024 @ 8:02pm 
@AppleJacks -- The mod is visually unintrusive so it's close to vanilla. You can tell very easy by hopping into any GC as the Rebels, or remove corruption with Thrawn as the Empire. If you do the former, R2 & 3PO appear as separate units in GC (accidental bug). For the latter, if you get Imperial VO for removing corruption, the mod is installed (vanilla uses Rebel VO for Thrawn).
AppleJacks Jun 25, 2024 @ 2:42pm 
After I launched from the mod menu how do I know it's running?
cha20202 Jan 6, 2024 @ 11:30am 
@AlyMar1994
Splendid, I look forward to seeing this updated again. My favorite vanilla mod of them all.
freddy fazfart  [author] Jan 6, 2024 @ 1:01am 
@cha20202 - I've *got* a working fix in but I'm still combing through the current files to see if anything else needs to be swapped or changed. In my infinite wisdom, I haven't updated the modpage yet (for some reason), but the main reason it took me so long was because I wasn't getting this on my end when running my UFoCP-OLD branch.

Formatted my computer recently, I'll get the Workshop Uploader started tomorrow and see if anything changes.
cha20202 Jan 5, 2024 @ 12:09am 
@AlyMar1994
I am not sure what your plans are for updating the mod, but I fixed the turrets issue on my end that includes your mod files. I only changed one file, GroundTurrets.xml, which I fixed by only adding the new lines created in the update. That seems to be the source of the problem for why turrets cannot be built. I'd be happy to provide my support and fix if you need.
freddy fazfart  [author] Dec 14, 2023 @ 8:03pm 
Just wanna get 2.0 out before adding new contribs, it's a private repo rn.
freddy fazfart  [author] Dec 14, 2023 @ 8:02pm 
@Pharao000 - It is (at least or so I say) but real life is getting in the way alongside some burnout on my end. Still doing updates locally for UFoCP 2.0. I am including German language fixes, if you have a MasterTextFile or some input on bugs, please contact me on the EaW Discord and/or leave stuff on the UFOCP-OLD GitHub.
Pharao000 Dec 13, 2023 @ 11:28pm 
Is this still being worked on?

I have a German unofficial patch!

Do we want to do it together?
freddy fazfart  [author] Nov 21, 2023 @ 8:03pm 
@Skynet Costa/Zach - One of the fixes the testers pushed through to help with the "load looping" problem nuked compatibility with old mods. I've got a hotfix in progress, turret files were reorganized as a part of the "fix" so right now they're messed up.
Zach Nov 21, 2023 @ 7:19pm 
I'm not able to build turrets (as consortium at least) in skirmish nor GC
Skynet Costa Nov 20, 2023 @ 9:01pm 
Hello AlyMar:

After the update i can't build any turrets, at least in skirmish mode. Is this a conflict with the unnoficial patch?

Glad to see the game now is 64bits, thats awesome.
freddy fazfart  [author] Nov 20, 2023 @ 8:01pm 
Riekopo - Yeah. A good chunk of this patch's fixes are included but not all of them. I didn't feel the current update was representative enough to be fully merged so I still have a lot of AI fixes and whatnot in here.
Riekopo Nov 20, 2023 @ 5:03pm 
Is this mod still needed after the official update today?
freddy fazfart  [author] Oct 9, 2023 @ 8:20pm 
@yellow.pride -- Unfortunately you really can't unless they match the current version's filestructure perfectly. Since I made this mod very late into EaW's lifecycle I haven't had the same pleasure of having every mod built off of this/having it be compatible. Unless something specifically says it's compatible, don't try to run it with other mods.
yellow.pride Oct 9, 2023 @ 4:12am 
How do I run this with other mods?
Ridley12, Knight of God Aug 2, 2023 @ 8:19am 
Gotcha. Thank you for the brief explanation. :jawagrin:
freddy fazfart  [author] Aug 1, 2023 @ 3:28pm 
@Ridley12, Knight of God - grafik desgin is my pasion

Third image is the dueling system being fixed because Petro added a new version of Darth Vader into GC. I swapped everything out and pushed the FoC changes so that one version of Vader is consistently used throughout GC and Skirmish Land - so now he duels properly with Obi-Wan.

Space Mandalore is pretty self-explanatory, Petro messed up a direction flag where you spawn, so you'll spawn facing backwards from the space station. This mod fixes that.

First image you can see plenty of green spots that coincide with solid objects or environment materials so large amounts of units (as you snowball easily) will clip through things, and there's an unnecessary red patch blocking movement in the empty space next to the dead bodies. That is fixed, and all maps I managed to get in the mod up to the current release has had the passability brushing smoothed and fixed so it's far more sensible and less buggy.
Ridley12, Knight of God Aug 1, 2023 @ 11:41am 
I don't really understand the second and third images from the left (it doesn't look like any units are walking through walls, and I'm not sure what's going in in the Mandalore space battle), but the second image from the right looks like it makes sense.
freddy fazfart  [author] May 6, 2023 @ 11:03pm 
@GELW - No. RaW was made far before this, and RaW changes a ton of stuff on its own.
GELW May 6, 2023 @ 10:27pm 
Is compatible with Republic at War?
freddy fazfart  [author] Apr 26, 2023 @ 8:07pm 
@[Jedi] AsherSwitch -- Thank you, and thank you. Hopefully once I've stopped procrastinating I'll get the new version out and you'll like it even better!

So far, no. EaW is a pretty watertight game, considering it got a full development cycle. There are inconsistencies like in FoC, but the amount of proper bugs or glitches in EaW is pretty small. I'm sure there's some magic to work there, but my friends over at the Tournament Edition Mod and others have already got the EaW department covered for me.
[Jedi] AsherSwitch Apr 26, 2023 @ 7:10am 
Ready for a standing ovation. Great patch, especially the modular XML file system. Will there be something similar for the original EaW?
freddy fazfart  [author] Mar 23, 2023 @ 1:13am 
np, have fun
freddy fazfart  [author] Mar 22, 2023 @ 11:21pm 
@cha20202 -- The map editor generates an image preview in the map file when saving/autosaving. If it exists, you can't use base layout, the preview will brick the UI. You'll need Mike's Map Preview Extractor from Petrolution to extract it, then use the Debug Client to re-take a map screenshot. Then put the map screenshot texture in the data\art\textures folder under the map name as .dds, and you're good to go.
freddy fazfart  [author] Nov 9, 2022 @ 5:58pm 
@Admiral Gary - It should be compatible with the new patch out of the box - there was only engine updates for the latest patch, no file updates so far.
Admiral Gary Nov 9, 2022 @ 5:32pm 
Will you be updating this after the new official patch? I haven't tested it yet to see if everything is still running properly. I would love for someone to make a patch like this for the original base game that makes the Empire and Rebels build their capital ships in hard difficulty on galactic conquest.
freddy fazfart  [author] Aug 19, 2022 @ 12:19pm 
@†MLS† KIRINAS ';,†,;' ;,,; - I have not noticed that myself while playing. Although, that issue can happen at any time for any reason. This mod does fix a lot of bugs, but it also could be an engine issue that only Petroglyph can resolve. If you do get any recent crashes with the mod, post a bug report to the UFoCP GitHub.
†MLS† KIRINAS ';,†,;' ;,,; Aug 19, 2022 @ 5:29am 
Several years ago with this mod was a bug when you play as Consortium - in random missions you could crash at anytime for whatever reason or game not responding. Does it fixed now?
freddy fazfart  [author] Jul 5, 2022 @ 9:07pm 
@Sargon The Grape -- I'm in the progress of a functional rework for the mod on a separate GitHub rn. My main fix in the mean time is just to remove the map and have it auto complete. It's a sanity check that was removed with the map and how it deals with the starting markers of the map.
Sargon The Grape Jul 5, 2022 @ 8:52pm 
Since it doesn’t look like we’re getting a patch for the Corellia piracy crash issue anytime soon, would you be willing to put in some kind of workaround instead? I know there’s at least one mod out there that straight up skips corruption missions, which bypasses the crash entirely.
freddy fazfart  [author] Jun 16, 2022 @ 12:42pm 
If there's code changes then likely no. You should see the other creators reapobse to your question.
Zach Jun 14, 2022 @ 6:24am 
Can I use this patch mod and enable another mod along side it like : https://steamcommunity.com/sharedfiles/filedetails/?id=1249022440

I would like to have the fixes of your mod and the content of that mod along side it if possible
freddy fazfart  [author] May 16, 2022 @ 8:36am 
@Dragontamer247 - No, that's not really in the scope of what I wanted to do. However, if you'd like, you could make a submod for UFoCP with a couple 1 planet starts.

Theoretically all you'd need to do is create your campaigns, then copy over UFoCP's main campaign file, edit it, then launch the game with "STEAMMOD/MODPATH=[Submod] STEAMMOD=1548018187" and it should work.
Dragontamer247 May 16, 2022 @ 4:32am 
This mod is amazing and I truly love the incorporation to fix all of the bugs of the game. One question I ask is there a way to incorporate a 1 planet mode into the mod?
freddy fazfart  [author] May 8, 2022 @ 7:52pm 
Enjoy!
Booki May 8, 2022 @ 5:40pm 
Ooooo nice thank you! I can't wait to see the executor. I plan on replaying the vanilla game a little with this mod so that's nice :)