STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Submod: Empire at War Remake - Overhaul
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Game Type: FOC
File Size
Posted
Updated
650.011 MB
18 May, 2020 @ 3:54am
10 Jun, 2023 @ 3:23am
14 Change Notes ( view )

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Submod: Empire at War Remake - Overhaul

Description
Abandoned

Requires Empire At War Remake: Galactic Civil War 3.5

Not compatible with saves from the Remake

Even though I am one of the Devs for Remake, I have a difference of opinion on a number of subjects and this submod lets me express them.

As a submod I'm only uploading the files that I have changed, all models and textures praise go to their creators some are other members of the Remake Team.


First off you in order to launch this Submod you need to add the SteamID
You require both SteamIDs in the launch code.

STEAMMOD=2100796838 STEAMMOD=2833752282


22th February 2021 Update:
So there's a whole host of changes.
Some old features from previous versions of this submod, new features which I hope you like, and some reduced features too.

So in this new version Tech Levels are not brought, left to tick down in a far off planet, they are gained by playing the game.

As you conquer worlds your Tech Level advances, and after a certain amount of worlds have been taken you gain access to new units and buildings. Which does help the Ai a lot when you choose a One Planet start.

Each Campaign has different requirements for Tech Levels to be granted.
Which takes me to the next talking point.


The differences between Complete, Large and Small Campaigns:
Complete Campaigns have all features included, and that does mean Invasions from other galaxies, expect in Total War, basically an endgame crisis.

Battlegroups & Orbital Structures from the previous versions updated of course and a new features: blockades on Republic and CIS unit producing worlds.

These blockades make me smile with what awaits you.

Now there is some controversy over Battlegroups on how to deal with them, it's your choice if you want to break the immersion of deadly fleets coming to end your regine.


Large Campaigns have everything above, except Invasions.


Small Campaigns have none of the above, even less in fact.
These Campaigns no longer have access to Dreadnoughts or Battleships, the orbital Defense Systems, especially not the Starforge building or the battle.

Just pure game play I hope you enjoy it.


28th February 2021 Update:
Lowered planet requirements for tech levels to advance.
Added new Fighters and Bombers to the Harrower, credit goes towards Warb Null for models and textures.
Added new radar for Harrower and Endurance.
Fixed various errors.


11th April 2021 Update:
Skirmish Underworld Level 4 Starbase build bar can now be accessed.


25th May 2021 Update:
Battlegroups now face the same direction as the lead vessel when exiting hyperspace.
Heroes now require the Command Relay Station to be able to purchase or upgrade them.
Purchased Fighter Garrisons no longer increase population.
Tech Level Advances now trigger a message.
Fixed Icons, Texts and other various errors.
Lowered Invasion requirement.


17th June 2021 Update:
Vessels now have improved pathfinding, allowing them to tightly turn in space when in the presence of other vessels.
Scale of the Heavy Missile Platform Droid (HMP) has been fixed.
Removed Planet weather icons and text.
Removed misleading text.


10th June 2023 Update:
Scales fixes for X-Wing, B-Wing and Starviper.
Lag fixes.






The full description of changes can be found in the Discussions Tab or here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2100796838/3615773009899830802/


Empire At War Remake Discord
https://discord.gg/R9AKYm5p
166 Comments
'Jin 外国人 7 Jun, 2024 @ 4:38pm 
Just play the Remake 3.5 standalone without this mod, seems to be outdated
TwizzieKae 24 Mar, 2024 @ 10:48pm 
how do you even get the mod to work
SlyWolf 22 Feb, 2024 @ 3:56pm 
Am I doing something wrong here? By the time I've built 3 stations the Rebels have conquered half the map and have more firepower then I could ever hope to match. Even if I just run my starter fleet around and try to panic capture as much as possible, I don't have enough income to build any ships to fight off the massive fleet the Rebels manage to build in the same time.
Yeshua 27 Dec, 2023 @ 9:25am 
Anything to disable those d***ed invasions
Hackfleisch Hassender Zerhacker 10 Jul, 2023 @ 6:25am 
this is good mod
T'erissk 10 Feb, 2022 @ 3:11pm 
Will this make the Rebels suck less?
They barely survive long enough (ai wise) to do anything -the Criminal Underworld just eats them- and its honestly a load of crap, that the Empire ai just spams Super ships, allegiances, torpedo spheres and Admiral Zarrin (or whatever that dude's name is) every few moments.

They literally do nothing else. Rebels are unplayable.

Will this fix that?
Asae Atez Ampan 24 Jan, 2022 @ 4:36pm 
Hey I just wanted to note that if tarken dies in a battle, the next time he warps in he's in a simple lambda class shuttle.
Wrath 7 Jan, 2022 @ 9:09pm 
Conquer Dromund Kaas and build Level 5 Space Station
sgtnicklandry 1 Jan, 2022 @ 9:36am 
Okay, I know you'll all think I'm totally inept for asking this, but how in the heck do I get access to the Harrower destroyer?
vadimaleks 16 Dec, 2021 @ 12:13pm 
Great mod. Without it, playing in EAW Remake is absolutely uninteresting. A map where my Executioner can't even turn around (because it takes 2/3 of the map) is nonsense. But there is a bug - in the script that changes the Tech level, there is no check for the existence of a faction. If I destroy the Alliance before 28-32 weeks (on medium difficulty, around this time they get the last heroes, Luke, admiral "It's a trap!" Ackbar), then when the script is triggered, the CTD occurs.