STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Ultimate Galactic Conquest Custom Edition (UGC CE) - No Consortium and More !
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2.082 GB
3 Oct, 2017 @ 1:40pm
21 Jul @ 4:07am
65 Change Notes ( view )
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Ultimate Galactic Conquest Custom Edition (UGC CE) - No Consortium and More !

Description


UPVOTE IF YOU LIKE THE MOD, THANK YOU ! :-)
Discord server : https://discord.gg/tGeBbNn
Moddb page : http://www.moddb.com/mods/ultimate-galactic-conquest-custom-edition-ugc-ce

NEW UPDATE AVAILABLE, 21.07.2025 !
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/1156943126

CUTSCENES ARE HERE !

MULTIPLAYER IS HERE !

NEW UI COLOUR IS HERE !

PLAYABLE PIRATES ARE HERE !

NEW TEXTURES ARE HERE !


This is a custom version of the Ultimate Galactic Conquest mod made by Gutang many years ago.
Original mod : http://www.moddb.com/mods/ultimate-galactic-conquest-v1

It fixes some bugs and add a few things :
  • 142 planets in total are available in various Galactic Conquest sets.
  • GC Maps no longer have the Consortium in them, unless you're playing them !
  • But hey, want to play the original GC maps anyway ? No problem, they're here as well !
  • Consortium has no AI, starts with 1 unit on Hypori. (Except on the original maps).
  • Added new soundtracks from other Star Wars movies / series and ONLY from Star Wars.
  • 4 hours and a half of custom music tracks.
  • Contain maps I've done ! :D I might change few things in the mod package in future updates.
  • Contain maps RadicalEdward2 has done specially for the mod !
  • New loading screen and menu overlay, as well as a new menu space battle.
  • Unit cap has been increased.
  • Ships are rescaled and a bit modified.
  • Added garrison for certain rebel ships.
  • Few balance adjustements.
  • Some locked base game units have been unlocked.
  • Improved AI. All factions have working AI in GC, depending on which GC set you're playing.
  • Multiplayer GC !
  • New UI colour, most of the things are blue again !
  • A few graphical and visual enhancements !
  • The Black Sun Pirates are now playable. It's ♥♥♥♥♥♥ but fun. (It's mostly fixed now.)
  • Made with love for this awesome game !

Please note that this mod is optimized for 1080p or superior resolutions. It is also recommended to run the game in maximum graphics and with shaders and water to the maximum detail level.
I strongly recommend to play the mod's GCs on hard difficulty, as I tweaked this difficulty only.Other difficulties AI might have erratic behaviour. Skirmish difficulty is mostly untouched.

Please, let me know if there's any bug or if you have any request.
If gutang want this mod removed, so be it.
Do not re-upload without authorization.

As most of the UGC V1.0 files present in my mod are modified by myself, I do not authorize you to use them to plug UGC into your mod, use the classic UGC V1.0 (Available on Moddb) instead. PM me if you want to use UGC CE content for your mod. As I don't accept random friend requests on Steam, the best way to do it is via joining the discord server of the mod.


Modpaths if you have trouble launching :
Modpath=..\..\..\workshop\content\32470\1156943126
STEAMMOD=1156943126


TO DO LIST :

  • New locations are planned.
  • General art improvement :
    • Custom movies.
    • More music.
    • New lines.
    • New icons.
Note that some of these feature may take some time to get implemented.

THANKS SECTION :

  • gutang for the original mod.
  • Argon, legoagent2, Setlec and JonK for patiently testing the new builds.
  • Geir389 for the new AI coding and testing.
  • Lair42 for some fixes.
  • RadicalEdward2 for the fixed maps / new maps, and most of the data that comes with.
  • The EaW modding community for their awesome help!
  • Various modding team, including the AotR, RAW and YVAW teams.
  • All the people who gave feedback and helped improving the mod.
  • This mod includes some fair use content from moddb. Please read the changelogs if you wish to find the full credits and links.


Check out my other mod : SMM - Simple Multiplayer Mod !
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1188993381


MODVER :
UGC_NoZC_MG98_V.SWS.21.07.25

Have a great time playing.

Discord server : https://discord.gg/tGeBbNn
Moddb page : http://www.moddb.com/mods/ultimate-galactic-conquest-custom-edition-ugc-ce

Popular Discussions View All (43)
876
10 Jul @ 2:22am
PINNED: Suggestions for improvements, balance, etc.
MiniGui98
286
15 Jun @ 12:47am
PINNED: REPORT BUGS HERE
MiniGui98
4
20 May @ 8:37pm
Freighters don't seem to be working.
flyboymb
2,425 Comments
Ollycat1 13 Jul @ 4:58pm 
MiniGui98: I managed to fix the AI on Trade Routes (it's my favourite map so I tested my theories there). By day 40-50 I had a fleet with 15 Capital ships attacking me
The fix was simple, let the AI start with 3 planets each with a level 1 space station, barracks, light factory and a mining facility.
I also added some pirates in, literally just 2 planets on either side of the map to keep it balanced. It worked perfectly, seems the AI just cannot handle expanding from 1 planet. It needs some threats around it and some starting resources. If you want me to join the Discord and discuss what I did in detail just let me know!
MiniGui98  [author] 13 Jul @ 9:43am 
Jackel: Yeah, I know this might be not ideal, although it was the best solution I found to balance things out when I added garrisons to the rebel ships
MiniGui98  [author] 13 Jul @ 9:42am 
Ollycat1: Feel free to do some modifications! :-) If you think it might interest some other players, you can join the Discord server and we can talk about it more in details!
Jackel 13 Jul @ 8:21am 
It's cool that the rebelion can also generate fighters in the mod, but the ships don't have a hanger that can be destroyed, which makes the whole thing OP
Ollycat1 13 Jul @ 5:50am 
MiniGui98: Thank for your response! What I found is sometimes the AI is very aggressive from the start and other times it doesn't move even later into the game. However I mainly play the maps other than the galaxy awaits GC. I think the lack of pirate fleets and early game resistance on those maps is what's making the AI stagnate. Though as you say, it seems to be a mystery. I might personalise the mod for myself and add some pirate fleets and more initial resistance to the map for the AI and see if that changes anything. If you're interested if that changes anything, I can let you know!
MiniGui98  [author] 12 Jul @ 7:46am 
Ollycat1: Yeah this happens sometimes... this AI is a bit of a mistery even for myself. The AI is sluggish because it has a bunch of goals and conditions to reach before attacking and depending on the map, these conditions are really hard to complete for the AI. I never managed to improve the behaviour so much though... What you can try is to "kick the hornet's nest" by attacking and/or conquering a planet and maybe they will wake up, cheat a fleet in and roll on your forces, but that's not 100% certain :/
Ollycat1 11 Jul @ 8:34am 
On the Trade Routes map, playing as the Empire on hard, I noticed by day 70 the Rebellion just weren't doing anything. The AI just seem to sit around doing nothing, they did build 1 fleet but didn't move it even after I attacked and left. Any idea why this is?
MiniGui98  [author] 10 Jul @ 2:18am 
memepaspeur78: Thank you very much for your kind message :D
memepaspeur78 9 Jul @ 1:04pm 
I love your mod! This game was my favourite about Star Wars 15 years ago. But now I replay it with your mod and you did a spectacular job on it. You make it great again! Thank you! thank you a thousand of so much! May the Force be with you!
ComradeBen 6 Jul @ 9:32am 
Hey, this is a fantastic mod, its the only one I play. My one problem is I like to play the Zann story mode on it and specifically some of the planets like Corellia, Corulag, and Aeten 2 I cant Piracy corrupt for the unique ships for my fleet. So my question is is there any way you can take the planets from the vanilla map, cross reference the ones in UGC that arent Imperial or Rebel controlled, and make them so? Thanks again.