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 create it. You can then run Canon Mod by right-clicking on your normal FoC icon and clicking "Create Shortcut". Right click 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 right-click on your "Canon Mod" shortcut, click "Properties">>"Change Icon">>"Browse", and then select your new icon and click "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_Oden1234, Joey5452, lex33, and thufir for beta testing this mod and some of the numerous bugs that were hopefully ironed out for this release. 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 Assault Fleet (6 ISD, 2 VSD, 12 Carrack) -Darth Vader has been removed from GC, to be replaced by Death Squadron, under the command of Vader in the Executor. It is a fleet of considerable size and power, consisting of the actual ships of Death Squadron: 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 Fleets 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 editor. Therefore some slight changes have been made to the scaling various particles in the game. This means that lasers will no longer be, as someone put, "frigate-sized", and engine glows will no longer be abnormally large on certain ships. The missiles and the fighter lasers also look a little better. -The Y-Wing has been worked-over so that it is no longer simply a dedicated bomber, 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 are far more formidable to an invading force. In addition to possessing long-range blasters, the Mandalorians also possess long-range 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 reinforcements 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 invasion. -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 devastating 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 battle 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 descriptions. -MC-80 Cruisers, Liberty Cruisers, Kadelbe Battleships, and Imperial Star Destroyers have both gained the power to weapons ability. -Hypervelocity Gun projectile no longer penetrates shields but does significantly more damage. It now is not available in skirmish until Level 4, and takes longer to recharge in between uses (the build time is longer). 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 light vehicles. Canonically, the E-11 Blaster rifles used by the Stormtroopers had the ability to fire a wide variety of ammunition including grenades. They no longer have to be set in Grenade Stance in order to use their launchers, they are instead used as a secondary 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 block or absorb incoming fire in a large radius about themselves, making them more realistically difficult to kill from the front 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 Blastboat, 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 supported by ground units to win a battle. This is to reflect the fact that aircraft can neither take or hold ground. Air units also can no longer be included in raid attacks. -Canonical price scaling. Ships and ground units have been scaled according to the price data I was able to find online. Based on the approximation that 1 ingame credit is equal to 1000 SW credits all units, including ground units and fighter squadrons, have had their prices adjusted. Planetary income has been doubled for GC, and asteroid 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 incentive to go out and quickly take as many asteroids as you can. Now, if you fall behind, the difference in income will quickly become apparent. -AI combat power. The combat power of all space units has been tweaked so that not only will the AI use them more effectively, but when you autoresolve, you won't lose half of your fleet of star destroyers to a squadron of fighters. *update* the autoresolve still is buggy and it is always better to fight your battles in person, unless you 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 Tank, 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 armoured 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 factories 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 turrets. 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 now fires anti-personnel grenades in addition to its lasers. The grenade launchers, like those on the AT-PT, are shorter ranges best used close-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 drastically. Now artillery can destroy your pretty, expensive fleet or formation of tanks long before they are able to see their attackers. This 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 cruisers 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 was just ridiculous. Expect to build and lose a lot of ground units in skirmish. You will NEED to expand to more resources to be competetive 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 ability 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 that 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 from 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 to 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 replaced with the more useful Hunt ability for scouting. -Those nice pretty explosion FX for the lasers now has a purpose: they now do splash damage when they explode, making them even more deadly to fighters. -The Juggernaut can only garrison infantry and scout bikes, but its carrying capacity 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 you 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 and 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. ------------------------------------------------------------------------------------------------------------------------------------------ Known Bugs: -All Fleet Units (Death Squadron, Superiority Fleets, Lines of Battle, Assault Fleets) only spawn the unit Flagship when called in as reinforcements. They should be used as the initial wave, and not 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 working 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 long 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 park the AH above a less upgraded planet. -There are a few instances where a ship will continue emitting death particles after 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 seperate patch with reduced game speed to achieve approximately the same effect as the system it was designed for. <> IMPORTANT NOTE!!!!! <>