STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Rise of the Crime Lords
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File Size
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5.824 GB
Jul 6, 2024 @ 1:15am
Mar 6 @ 11:40pm
60 Change Notes ( view )
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Rise of the Crime Lords

In 1 collection by vjeko1701
Rise of the Crime Lords Collection [Official]
4 items
Description
Status: Full release
Version: Steam-1.05
Last update: 07.03.2025.

IMPORTANT: Save game corruption (planet ownership) bug fixed. Pre-fix save games might still be affected. Starting fresh is recommended.

Rise of the Crime Lords is a mod for Forces of Corruption that focuses on expanding and augmenting the vanilla experience. It features five playable factions: Rebel Alliance, Galactic Empire, Zann Consortium, Black Sun Pirates and Hutt Cartel. Along with the five playable ones, there are four minor and unplayable factions: Separatist Holdouts, Mandalorian Clans, Ohnaka Gang and Pyke Syndicate. Among other major features, the mod contains fully playable original EAW and FOC campaigns, all EAW, FOC and 5 brand new GCs as well as a fully functional skirmish mode.

Discord server of the mod.

https://discord.gg/chRdxHS

If you like the mod and wanna thank me with some coffee

https://buymeacoffee.com/vjeko1701

Thank you!

Best way to run the mod is the following:

1) Go to your Steam library and select "Add a Game"
2) Select "Add a Non-Steam Game"
3) Click "Browse..." and navigate to your library folder "....\Steam\steamapps\common\Star Wars Empire at War\corruption"
4) Select StarWarsG.exe
6) Click "Add Selected Programs"
7) StarWarsG should appear in your library.
8) Right-click on it and select "Properties"
9) You can now rename the Steam Library item any way you like, change its icon...etc (Suggestion: name it "STAR WARS Empire at War: Rise of the Crime Lords" then click on the icon and replace it with the included modicon.png located in "...\Steam\steamapps\workshop\content\32470\2361944372")
10) Under "LAUNCH OPTIONS" paste this code
STEAMMOD=2361944372

Important stability notes (use only if having stability problems):
1) This mod was made for the x64 release (nov. '23 and newer), make sure your game is fully updated.
2) If you have any other mods directly implemented (not trough workshop or the "Mods" folder) I cannot guarantee compatibility or stability. Best way is to keep your base game clean and play all mods trough alternative launch methods.
3) The game has indexing problems when you have a larger number of saves, clean them up regularly for improved stability. I recommend never having more than 10, even less is preferable. This is mostly affecting multiplayer saves.
4) Mods are most stable on English versions of the game, localizations tend to cause unexpected problems.
5) Turning off cloud saves may improve save/load stability/speed.
6) Regularly update the mod to get the latest fixes and improvements. Sometimes Steam fails to autoupdate, verifying game files will force update all mods and submods. Both the main mod and submods should be updated to the newest versions for best player experience.
7) Follow the implementation guide above, all internal testing is done trough that launch method and it should be most stable.
Popular Discussions View All (3)
90
May 7 @ 2:24am
Bug reports
vjeko1701
24
Apr 18 @ 3:49am
Submods in development/talks
vjeko1701
3
Jan 31 @ 11:00pm
Balancing
MoriKaizerr
443 Comments
Hungry Lion May 26 @ 6:17am 
Ok there are some problems with the Quasar but they are not consistent, some times it spawns Z wings some times it doesn't, went to the .XML and changed it to 2 X-wings and I haven't come across the problem anymore.

Played Zann Campaign. Here are some thoughts. I have played it 100 times, so how about spicing stuff up with the new units to have fun? I went and added Mandalore_Story to all Mandalore units. But it should be a tougher fight in space to get the Planet at start and it only has some ipvs defending it. I would give the Scyk, Dunelizard etc too(Mandal motors craft) but it would get cluttered. And then I did the same with some of the Hutt units and Nal Hutta.
Hungry Lion May 23 @ 2:09pm 
Rebel quasar carriers spawn only a single Y-wing squadron, they are not helpful at all for 3 population.
GeneralMacek May 4 @ 8:41am 
I ran into a problem that Rebels have access to N1 Fighters on Ground (in Empire campaign) and Empire on Tech Level 1 has no response to them besides building AA emplacements. Could that be remedied?
vjeko1701  [author] Mar 29 @ 4:16am 
I'm currently away so my responses will be more sporadic.

Hutts and the Black Sun advance tech via "Black Market connections" upgrade object available in galactic UI. Special structures are required.

Hero squadrons serve as superweapon killers for both the Black Sun (Ace Squadron) and the Hutts (Blood Dagger)
Killerbannana_1 Mar 25 @ 11:17pm 
(Playing the From the Ground Up Scenario with friends, friend is wondering how he researches)
Also how can they kill my death star?
Killerbannana_1 Mar 25 @ 10:39pm 
How do you research as the black sun pirates?
vjeko1701  [author] Mar 12 @ 1:12am 
Thank you!
merpaderp Mar 12 @ 12:41am 
I love the mod. Truly I enjoy playing with vanilla mechanics but still have access to new units and planets. My PC kills itself when I try to run thrawns revenge (need to purchase new GPU) but this mod is awesome no matter how many times i play it or what faction.
vjeko1701  [author] Mar 12 @ 12:09am 
In general, I would like to redo ground flyers to act better and be more effective but most of the things I tried made almost no difference.
GenericUsername Mar 11 @ 6:50pm 
still the best mod on the workshop icl. perfect balance of new content with vanilla feel.