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
6 Jul, 2024 @ 1:15am
6 Mar @ 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
7 May @ 2:24am
Bug reports
vjeko1701
24
18 Apr @ 3:49am
Submods in development/talks
vjeko1701
3
31 Jan @ 11:00pm
Balancing
MoriKaizerr
447 Comments
harrisonkscot 7 hours ago 
This is an absolutely beautiful mod. I absolutely love it. That being said, I do have one small gripe with it. every faction has some sort of sniper infantry unit except for the empire. If possible, is it okay if you guys would consider giving the empire faction a sniper infantry unit of their own, just for balance purposes. It can either be the scout troopers (Who are, canonically speaking, excellent imperial snipers) or storm commandoes. either one works.
calzadilla.travis 12 Jul @ 5:51pm 
Hi Author/Authors i would like to start with i love this mode so much. But as i was playing the original campaign for the Rebels. when you get to the Kessel Rescue mission. you can not collect the prisoner Shuttles with the Sunderd Heart. 2nd if you don't put the Y-wing bombers in the first spawn slot before the start of the space battle. it will cause the mission to fail. if you can look into this and fix it, it would be awesome. of course when you can and are able thank you. This mode is Amazing work!
Kin-andybird 11 Jul @ 8:59am 
Tried playing all of the factions and i liked it. Tho, the major problem i am having is that the Death star wouldn't fire on the enemy space station. Nor would it fire at any of their fleet either? If you play as another faction going up against the Death star, it still wins and destroy the planet at the same time. Seems there is no way for you to defeat it. All ready lost 7 planets as Zann. Dispite it all, i really like the mod, hope there would be a fix to it in a later future! I hope ;)
Darman1128 21 Jun @ 8:38pm 
Mandalorians aren't playable?!....Shame.
Hungry Lion 26 May @ 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 23 May @ 2:09pm 
Rebel quasar carriers spawn only a single Y-wing squadron, they are not helpful at all for 3 population.
GeneralMacek 4 May @ 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] 29 Mar @ 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 25 Mar @ 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 25 Mar @ 10:39pm 
How do you research as the black sun pirates?