STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

556 ratings
ACM 2.6 Original by Mobbmann
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Game Type: FOC
File Size
Posted
Updated
1.051 GB
3 Sep, 2018 @ 7:40pm
7 Dec, 2023 @ 10:18am
3 Change Notes ( view )

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ACM 2.6 Original by Mobbmann

Description
Absolute Corruption Mod 2.6 Original by Mobbmann for Steam


---------------- Update ACM 2.6 (7 Dec 2023) ----------------


*Fixed Admiral Daala Corruption removal cost
*Fixed turret build bug after latest official game patch


----------- THIS IS THE ORIGINAL MOD UNCHANGED! --------------

This mod is stable, there are many other unstable mods that made some changes to this mod and were released as their own ACM version to be aware of if you play any of those.
That being said, I finally released this for steam now that the mods option seems to be working properly with steam.


* Table of contents

1. Fixes/New additions and units
2. Gameplay changes
3. Map changes

Welcome, I recommend you take the time to read this, since it explains a lot about the new units and the changes made to existing ones, also read descriptions of units in game for added help. planet descriptions will also tell you where you can build which units and give you a little history on the planets. This is not a spam and conquer mod, if you send bombers with no fighter escort they will get shredded, if you send all your fighters after two bombers across the map, the ai might counter attack your fleet while your out of position, this is a thinking mans mod... Although there are many new units, this mod is mainly focused on improving the game play of FOC...it will challenge you.



New additions and units:

* 1. NEW UNITS



- All ships have been scaled accurately per canon as much possible including fighters which are now smaller and the space and land Tactical population limit has been increased.


2-a. Important Gameplay changes:




- All Ship firing arcs improved, along with extended range and sight.

- hits are based on movement of the target, if its stationary or flying straight it will almost always hit, if you jink and turn less will hit.

- lethality increased for all units, makes flanking and concentration of your forces key to victory.

- income redone completely.

- Corruption options changed, no more removing corruption and losing the planet with a full garrison, also removed the corruption option that prevents garrisons from spawning on buildings.

- Units are balanced by class, if you take a lt. cruiser against a cruiser the difference is exponential so one cruiser would be like 4 lt.cruisers in a battle. 1 battlecruiser would be like 4 cruisers/destroyers or 3 Hvy cruisers/Hvy Destroyers.

- removing corruption costs 150 instead of 1500 credits.

- All infantry resized to scale with all other units on land, all infantry redone to be more fodder like, spec forces companies are the exception.

- Artillery redone to fire farther and pierces base shields, they fire 50% further than an AT-AT.

- aa extremely lethal now for air units.

- Jedi and Sith are very powerfull units.

- Turbo laser turrets are similar to stationary at-ats, and have better placement on all maps. Much more effective land based turbo laser towers, and placement. You will need artillery, fighters or destroy the generator to deal with them, they are formidable and worth building

- Raised population cap to 35 for fleet battles and maxed out the landing zone you start with on all maps to 10 (no more starting with only 2 land units on ground assaults :)

- Added Two new scenarios to galactic conquest: Absolute Conquest with rebels/Empire and Zann Consortium and a second scenarios with the same name but with only rebels vs. empire for those of you who dont like playing against or with the consortium. I also added all the new planets to equal footing scenario and the Story mode.

- Fleet commanders and Defilers now provide a 50% sight bonus, 25% attack and defense bonus, and 10% speed bonus, now flag ships are important targets :)

- Field commanders and Defilers now provide a 50% sight bonus and 25% attack and defense bonus, youll need this to be able to spot the new improved turbo laser towers before you get in their firing range.

- Most Named hero units have either field or fleet commander bonus and some build reduction bonus, read heros descriptions in game. example: obi wan has field commander bonus, colonel veers has field commander bonus, and akbar has build cost reduction and fleet commander bonus, and many more heros have bonuses.

- Click on planet info button after you zoom in on planet for special build abilities. it's a blue bar on the right side of the screen and the build abilities are at the end of the planet description.

- swamp speeder, scout bikes, DarkTroopers, Droidekas, AT-PT's, AT-RT's can capture reinforcement points and build pads.

- At-St is now a tech level 2 build, the Rebel counter part at tech level 2 is the T-3B. They both stomp the crap out of T-2B's and 2-M hover tanks which are both now level 1 vehicles which are meant to be anti infantry and have high mobility.

- Over 70 planets added

- New improved garisons for structures (read building descriptions)

- Read all unit descriptions in game!!! Many of the heros and units have added abilities listed when you click on them or let your curser hover over their symbol.

- units available for ground battles has been rebalanced very slightly, imperials now get the 2-m tank, tie mauler at tech lvl 1, then at tech lvl 2 get the at-st which is more of a match for the T-3b.


- Power to weapons slows units speed down but does not drain shields, duration of power to weapons has been
shortened in time as not to be over powered, power to shields is most units counter to power to weapons.

- Space stations are much tougher, they are in fact now strongholds in space.

- Ground fighters now can repair at repair stations

- T4Bs now come in a pair of tanks but are much more powerfull and have greater range

- some companies such as at-aa, now come in companies of 4 instead of 3.

- read the descriptions of the units, there are valuable clues buried in the descriptions.

- Made it possible for scout bikes, swamp speeder, Dark Troopers, Droidekas and AT-RT's to capture buildpads and reinforcement points

- read the abilities and bonuses granted by the emperor, mon mothma, Tyber Zann, admiral akbar, moff tarkin, colonel veers and space commanders and field commander, they have changed for the better they give 25 percent offense and defense bonus in space or on ground depending on the hero. field commanders and fleet commander grant a sight range bonus that is incredibly valuable against stumbling on turbo laser towers, you want to be able to spot them before
your in range or large fleets of ships when in space... use them.

- corvette class ships are now deadly to fighters and bombers, correllian corvettes, correllian gunboats, tartan cruisers and lancer frigates are devastating to fighters.

- y wings, b wings, k wings, gunboats and missle boats all have ion attack abilities.

- at-ap available at tech level 1, at-st is now improved and available at tech level 2 with a heavy factory. The at-st is more powerfull than before but very balanced considering the new units and changes, its equivalent to the T3-B.




* 3.Map Changes

- More than 70 maps added

I redid every space map to be MUCH larger and moved much of the space debris to allow for better combat, added some build pads in space, and raised the space pop cap to 35,

Land maps:

Land maps have all been redone PROPERLY! Building locations are more Defensive and better place as well as start locations for your defending forces. When you invade you now get 10 reinforcement points at the start and more
reinforcement points will allow you to land closer to your advancing army, all the build pads have been moved to better locations, as well as the turbo laser towers, which they are much stronger than before and are very well placed on the map, to take them out i suggest artillery/airstrikes.
Popular Discussions View All (7)
8
28 Nov, 2023 @ 6:11pm
Original finally uploaded to steam workshop
MOBB
1
2 Mar @ 2:37pm
Custom Changes
Swatter
3
16 Jan, 2021 @ 7:20am
Launch
StarGhostss
196 Comments
MaulMachine 18 Jul @ 1:29pm 
I've been having issues with the Cantina never spawning its skiffs in defense missions, myself.
chriscrushm 18 Jul @ 1:06am 
Tie Praetor doesnt fire lasers so those things are useless
jamcarmody 20 Jun @ 10:35am 
@NH DOUG; I had that happen myself, it is due to the detail that you've got to go with the other option of the game system... you see: it has something to do with the switchover apparently to 64 bit regarding the game exiting when it starts.
Me? I can't get enough of the "touch-ups" like ground-based fighter air support, the SSD upgrade models like the Eclipse and Soverign classes, and the like! This is near without a doubt my favorite version so far!
Azihar 13 Jun @ 7:50am 
How can I make the AI more aggressive? Changing the difficulty has little effect. I can go eat a quick lunch and come back expecting an attack but nothing.
[NH] D O U G 31 May @ 6:39pm 
Game crashes shortly after entering land or space battle in singleplayer and multiplayer. Does anyone know why or have a solution? Other than that I love the mod.
Brian6352 20 May @ 5:21am 
Just started replaying after years away! Love this MOD!!! I noticed that when playing as the Empire, the Hypervelocity Cannon and Death Star II super laser don’t appear to have any effect on enemy ships when fired in Galactic Conquest. Is anyone else experiencing the same thing?
JC 29 Mar @ 10:53am 
Rendeli Space Piracy mission is the Rebel mirror to Corulag, also impossible.
JC 23 Mar @ 6:59pm 
Corulag Space Piracy mission is impossible with current changes to units.
I understand these changes balance Consortium to a point, and Acclamators are truly unnecessary in this mod, but it's still a bit annoying to have an impossible mission.
Azihar 19 Mar @ 1:35pm 
It is obvious your game got corrupted. So only thing to do is a clean install.
jamcarmody 3 Mar @ 2:41pm 
@Mobb, I'm not angry by any account at you for that data, but fully baffled.