STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Tournament Edition Mod for FoC (Re-Release)
   
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Game Type: Multiplayer, FOC
File Size
Posted
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678.037 MB
20 Nov, 2024 @ 6:28pm
1 Dec, 2024 @ 12:47pm
8 Change Notes ( view )

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Tournament Edition Mod for FoC (Re-Release)

Description
Tournament Edition Mod:

FoC TEM has been re-released to now support Petroglyph's 64 bit update to Star Wars: Empire at War!

This is the version for Forces of Corruption Star Wars: Empire at War
Looking for EaW TEM?

Current Version: v0.18.2

Mod ID: 3369379199

Join the Empire at War Community Discord to join tournaments and win prizes![discord.gg]


Index
  1. Mod Description
  2. Notable Features
  3. Additional Tournament Maps
  4. Bug Fixes and Balance Changes
  5. Planned Post-Release Content



Mod Description:


The Tournament Edition Mod is the culmination of a long history of competitive play, of clans and tournaments, of players that pushed the boundaries of the game, formed a Community[discord.gg] and didn’t give up on the game after the GameSpy servers were shut down. Now, with the steam version having restored multiplayer, old veterans of this game joined by new blood learning the ropes of how to win this amazing game full of strategies, mindgames and risky moves.

Forces of Corruption Tournament Edition Mod is a continuation from EaW TEM that focuses on the balance of Empire at War’s expansion Forces of Corruption. FoC TEM provides a full rework of FoC’s skirmish balance, bug fixes that have plagued the vanilla game and competitive scene for years with the addition of adding new mechanic changes in an effort to enhance the multiplayer aspect of EaW & FoC all while staying true to the vanilla feel of the game.

Our innovation of a full-fledged spectator mode with fog of war reveal has made this game worth spectating; you can find replays of casual as well as tournaments and challenges either on the Empire at War Community Discord’s Twitch Channel[www.twitch.tv] or YouTube Channel.


Notable Features:

Spectating Features
  • Space: Spectator Faction added which reveals FoW on all skirmish maps.
  • Land: Spectator faction added that reveals FoW on all skirmish maps.
  • Spectator mode in FoC TEM is linked to Team 3. Team 3 can see the credits of competing players to a limited extent. (Currently it displays 6 digits as the spectator’s own credits, with 3 digits for team 1 followed by 3 digits for team 2.)
  • Spectator mode in FoC TEM can see both competing teams purchased upgrades which despawn when structures are killed that contain said upgrades.

Lobby Features
  • All map count increased to 8 (for spectator purposes). Three way maps can still be played however they are separately listed as 9 player maps.
  • Default credits adjusted to 8000 for competitive FoC ruleset.
  • Singleplayer and Multiplayer skirmish: Starting credits range from 8-20k for convenience and sandbox testing.


Quality of Life Improvements
  • Fighter & Bomber units Mouse-Over radius sizes have been reduced (to make it easier to see specific fighters HP values and still easy to click them)
  • Space: Ion Nebulae are visually distinct in-game.
  • Space: Enemy Starbase locations visible at the start of the game.
  • Space: Turret and mine locations visible at the start of the game.
  • New Multiplayer team ping minimap icon showing the player color more clearly.
  • And many more.



Additional Maps


FoC TEM comes with custom maps which are approved by the community for competitive play and set to appear in the “Official Maps” tab in-game. Additionally, many of the classic maps have seen tweaks and reworks to them, which are applied automatically!


Additional Space Competitive Maps
  • [1vs1] Corellian Breakout
  • [1vs1] Devastation of Honoghr
  • [1vs1] Manaan Downpour
  • [1vs1] Mustafar Takeover
  • [1vs1] Purge of Mandalore
  • [1vs1] Rumble Over Nal Hutta
  • [1vs1] Shadows of Korriban
  • [1vs1] Standoff at Fondor
  • [1vs1] Wayland Crusade
  • [2vs2] Advance on Bestine IV
  • [2vs2] Balmorra Run
  • [2vs2] Bonadan Confrontation
  • [2vs2] Byss Breakthrough
  • [2vs2] Dantooine in Dismay
  • [2vs2] Illum Meltdown
  • [2vs2] Ralltiir Occupation
  • [2vs2] Showdown at Mon Calamari
  • [2vs2] Sullust Ignited
  • [2vs2] Taris in Despair
  • [3vs3] Eriadu Domination
  • [3vs3] High Point Felucia (Variant of 3-way map)
  • [4vs4] Muunilinst Extortion
  • [4vs4] Saleucami Unseen (Variant of 3-way map)

Additional Land Competitive Maps
  • [1vs1] Bonadan Engagement
  • [1vs1] Eradu Shakedown
  • [1vs1] Felucia Gardens (Variant of 3-way map)
  • [1vs1] Mon Calamari Submerged
  • [1vs1] Ryloth Garrison (Variant of 3-way map)
  • [1vs1] Secrets of Korriban
  • [1vs1] Wayland Infiltration
  • [2vs2] Alzoc III Incident
  • [2vs2] Byss Entrenchment
  • [2vs2] Dagobah Rush (Variant of 3-way map)
  • [2vs2] Duel on Mustafar
  • [2vs2] Kashyyyk Beachhead
  • [3vs3] Carida Offensive
  • [3vs3] Crisis on Atzerri
  • [4vs4] Muunilinst Exploited


Additionally to the new competitive maps we have also added maps we refer to as [XL] maps which are much larger and provide more income to attempt to provide more competitive gameplay at higher tech levels while keeping the feel of official-like maps.

[XL] Maps
  • [XL] Carnage at Aeten II
  • [XL] Corulag in Havoc
  • [XL] Fresia Onslaught
  • [XL] Jabiim Obliteration
  • [XL] Terror Above Myrkr



Bug and Balance Changes

FoC TEM has made a long list of changes and fixes to help improve the balance of the vanilla game. Due to the limitations of Steam Workshop changelogs section, all changes to our mod can be found here[docs.google.com].


Planned Post-Release Content

While the mod is released there is still unfinished business and we want to continue providing more content with FoC TEM to support the competitive scene of the game. Here is a list of things currently planned to be added into FoC TEM.

  • Additional competitive maps.
  • Additional skirmish balancing.
  • Additional three-faction maps.
  • Additional XL maps.
  • Galactic Conquest balancing.
  • More in depth tool-tips for upgrades and units.
  • Petroglyph cut content added.


    If there’s anything you’d like to see added to FoC TEM you can always check out our discord community[discord.gg] and provide your input. Also be sure to check out Empire at War Tournament Edition Mod for the base game as well for competitive play and tournaments.
10 Comments
InsertUsername 21 Jan @ 7:33am 
Cam someone tell me how to put myself into spectator in skirmish
Death&AllHisFriends 22 Nov, 2024 @ 10:35am 
where to start*
Death&AllHisFriends 22 Nov, 2024 @ 10:35am 
Hey if you dont mind me asking since your so in-tune with Empire at War, could you make a video or point me to video on how to mod this game, I've been wanting to make a Vanilla+ addon of sorts for this game just using stuf in the game but I dont know we're to start. Mainly just stat changes and what not and adding a few new units like giving the empire and consortium rocket infntry as one example
Death&AllHisFriends 21 Nov, 2024 @ 10:26pm 
Thank you for the lesson Dalzk-sensei
DalzK  [author] 21 Nov, 2024 @ 9:30pm 
@Death&AllHisFriends


AT-ST, AT-AA, SPAMA-T, Veers, 2M's, Maulers, DTP2/3, Emperor are all viable options for late game and they all serve a purpose, the difference between Empire and the other factions is that Empire has to have a diverse unit composition to be successful using a mix of the units (SPAMA-T & Veers are the most important, you mix the others in as needed) I mentioned while at tech 3 ZC rely on Canderous/M.A.Ls/Bossk and Rebs rely on T4B/Heroes. Also mind you everything is matchup & map dependent. A map such as Alderaan or Shola is more of an AT-ST map where as Polus or Salucami would favor 2M's. Bothawui which was played in the video is a rare map where both can be viable due to water at both big mining facilities allowing 2M's to pressure easily unless the ZC player is hunkered down hard.
DalzK  [author] 21 Nov, 2024 @ 9:30pm 
@Death&AllHisFriends

2M tanks were heavily weak against T4B in vanilla due to the armor upgrades of the T4B since at double upgrades T4B's didn't care about anything, we did nerf those in FoC TEM while giving 2M tanks a slight buff against missile damage so the T4B's don't shred them completely. Empire tech 3 is so strong due to having so many options for units, they play very defensively at tech 1 but tech 2 and 3 allows them to be more aggressive with the units they get at those tech levels which forces the other factions to play more defensive (specifically at tech 2).
DalzK  [author] 21 Nov, 2024 @ 9:30pm 
@Death&AllHisFriends

AT-ST's are a better unit overall vs ZC than maulers due to barrage area. They are tanky and can survive vs M.A.L's and barrage area nukes ZC tech 2 units & Infantry if the ZC player doesn't micro. Maulers do kill Grens/any infantry faster but when it comes to the M.A.L's or Assault tanks unless they land all 5 self destructs which isn't reliable at high levels. This makes maulers overall less efficient in the matchup compared to AT-ST, maulers shine more vs Rebels. DTP2 is a unit that you can build if you're ahead, but if you're behind in units right when you hit tech 2 it's hard to fit them since their main purpose is to apply pressure to structures (which all of ZC base units are shielded so they only kill the mining facilities fast in that matchup) and they kind of get nuked vs ZC tech 2 units if you don't micro them well.
Death&AllHisFriends 21 Nov, 2024 @ 5:55pm 
If you dont mind, how come the empire player in the vid didnt go for maulers over the AT-ST to counter all that infantry, or the phase 2 troopers in tech 2? I dont mean to argue you guys are alot better than I'll be but it looks like four 2M's take 3 bursts to kill one M.A.L, probably more for the Assault tank. It takes one burst from T4B but 2M's do no dmg against them. Does this empire T3 you speak of rely on phase trooper micro?
DalzK  [author] 21 Nov, 2024 @ 3:42pm 
@Death&AllHisFriends

2M Tanks serve a purpose, they are better in the Emp vs Reb matchup before Rebels hit tech 3 and get large amounts of T4B's, however still viable in ZC matchup depending on the map (they perform better on larger maps due to their mobility compared to Assault tanks & M.A.L's), AT-ST are more viable vs ZC on smaller maps even at tech 2 due to them being able to clear grenadiers quicker with barrage area which also shreds shields very fast too.

I do think in the future I will consider giving them a upgrade at Empire tech 3 to help them not fall off as much, but even without it Empire's tech 3 is the most dominate with the right unit composition, Empire just requires the most micro compared to the other factions which we've aimed to improve in our mod by making Reb & ZC tech 3 harder.

Empire overall has the best tech 2 & tech 3 to compensate for them being the worst tech 1 faction in competitive land.
Death&AllHisFriends 21 Nov, 2024 @ 8:18am 
Even in competitive the 2M "tanks" are still bad, or if not bad just underwhelming, like yeah you definitely dont want to be making AT-ST's but I honestly cant even imagine what late game empire looks like if you go for AT-AT's all the map control you'd be surrendering because your mobile armor units are garbage