![mods for empire at war forces of corruption mods for empire at war forces of corruption](https://images.gamewatcherstatic.com/download/image/0/b5/165930/index_Icon.jpg)
The idea is that in order to crew and maintain a space-based unit, you need a support base. Bombers get proton rockets and proton bombs, and can be pretty nasty. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. This does not mean that your fighters are redundant, far from it. The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor.
#Mods for empire at war forces of corruption mod#
Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. You would be wrong progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.īefore detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns. You may be mistaken in thinking nothing is happening with the mod.