STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

157 ratings
Making Your Own Infinite Unit Cap and 1C1S Submods
By Instant Snek
This goes over how to quickly make a 1 Credit 1 Second (1C1S) or Infinite Unit Cap submod in only a couple of minutes.
11
6
3
2
3
   
Award
Favorite
Favorited
Unfavorite
Making Your Own Infinite Unit Cap and/or 1C1S Submod
1. Download the mod which you wish to ruin and 1 credit 1 second core

2. Navigate to the Empire at War workshop folder C:\Program Files (x86)\Steam\steamapps\workshop\content\32470

3. Open the folder for the mod which you wish to ruin. The name of the folder will be the steam worshop ID. For example, thrawns revenge would be 1125571106

4. Open the folder Data\XML\Units folder, there may also be more folders with upgrades, heroes, or other units which you will also need to open depending on the mod.

5. Copy those files into another folder with the same file structure which will act as your content folder. By same structure, I mean use the same folder names and put files into a folder with identical names to the source mod.

6. Open every XML file containing units, heroes, upgrades, buildings, and other construables, and change the given variables using find and replace. (make sure that find and replace is set to Regular expression, and . matches newline is unchecked)
1C1S Variables
All at Once
  • Find:
    (<Tactical_Build_Time_Seconds>\s*[^0].*</Tactical_Build_Time_Seconds>)|(<Tactical_Build_Cost_Multiplayer>\s*[^0].*</Tactical_Build_Cost_Multiplayer>)|(<Build_Cost_Credits>\s*[^0].*</Build_Cost_Credits>)|(<Build_Time_Seconds>\s*[^0].*</Build_Time_Seconds>)|(<Tactical_Build_Cost_Campaign>\s*[^0].*</Tactical_Build_Cost_Campaign>)|(<Absolute_Income_Modifier>-.*</Absolute_Income_Modifier>)
  • Replace:
    (?1<Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>)(?2<Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer>)(?3<Build_Cost_Credits>1</Build_Cost_Credits>)(?4<Build_Time_Seconds>1</Build_Time_Seconds>)(?5<Tactical_Build_Cost_Campaign>1</Tactical_Build_Cost_Campaign>)(?6<Absolute_Income_Modifier>0</Absolute_Income_Modifier>)

Individual Variables
  • Find: <Tactical_Build_Time_Seconds>\s*[^0].*</Tactical_Build_Time_Seconds>
  • Replace: <Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>

  • Find: <Tactical_Build_Cost_Multiplayer>\s*[^0].*</Tactical_Build_Cost_Multiplayer>
  • Replace: <Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer>

  • Find: <Build_Cost_Credits>\s*[^0].*</Build_Cost_Credits>
  • Replace: <Build_Cost_Credits>1</Build_Cost_Credits>

  • Find: <Build_Time_Seconds>\s*[^0].*</Build_Time_Seconds>
  • Replace: <Build_Time_Seconds>1</Build_Time_Seconds>

  • Find: <Tactical_Build_Cost_Campaign>\s*[^0].*</Tactical_Build_Cost_Campaign>
  • Replace: <Tactical_Build_Cost_Campaign>1</Tactical_Build_Cost_Campaign>
Infinite Unit Cap Variables
All at Once
  • Find:
    (<Population_Value>.*</Population_Value>)|(<Space_Override_Population_Value>.*</Space_Override_Population_Value>)
  • Replace:
    (?1<Population_Value>0</Population_Value>)(?2<Space_Override_Population_Value>0</Space_Override_Population_Value>)

Individual Variables
  • Find: <Population_Value>.*</Population_Value>
  • Replace: <Population_Value>0</Population_Value>

  • Find: <Space_Override_Population_Value>.*</Space_Override_Population_Value>
  • Replace: <Space_Override_Population_Value>0</Space_Override_Population_Value>
Upkeep
If you wish to remove building upkeep, use this as well. (Thanks to CometRed06S for finding this one)
  • Find: <Absolute_Income_Modifier>-.*</Absolute_Income_Modifier>
  • Replace: <Absolute_Income_Modifier>0</Absolute_Income_Modifier>
1C1S and Infinite Unit Cap Combined
  • Find:
    (<Tactical_Build_Time_Seconds>\s*[^0].*</Tactical_Build_Time_Seconds>)|(<Tactical_Build_Cost_Multiplayer>\s*[^0].*</Tactical_Build_Cost_Multiplayer>)|(<Build_Cost_Credits>\s*[^0].*</Build_Cost_Credits>)|(<Build_Time_Seconds>\s*[^0].*</Build_Time_Seconds>)|(<Tactical_Build_Cost_Campaign>\s*[^0].*</Tactical_Build_Cost_Campaign>)|(<Absolute_Income_Modifier>-.*</Absolute_Income_Modifier>)|(<Population_Value>.*</Population_Value>)|(<Space_Override_Population_Value>.*</Space_Override_Population_Value>)
  • Replace:
    (?1<Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>)(?2<Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer>)(?3<Build_Cost_Credits>1</Build_Cost_Credits>)(?4<Build_Time_Seconds>1</Build_Time_Seconds>)(?5<Tactical_Build_Cost_Campaign>1</Tactical_Build_Cost_Campaign>)(?6<Absolute_Income_Modifier>0</Absolute_Income_Modifier>)(?7<Population_Value>0</Population_Value>)(?8<Space_Override_Population_Value>0</Space_Override_Population_Value>)
EAWX (FOTR and TR) Crew Requirements
In Scripts\Library\eawx-mod-fotr\gameobjects or Scripts\Library\eawx-mod-icw\gameobjects
  • Find: Ship_Crew_Requirement = [0-9]+
  • Replace: Ship_Crew_Requirement = 0
Tips
If it isn't working, go to your steamapps/workshop/content/32470 folder and check to see if the file for your mod is the same as the one you uploaded, as it may not immediately update. You can also try checking you file structure to make sure it matches that of the original mod. Then, check your json file and make sure that it is formatted correctly, by comparing it that of a working mod.
Give your content folder the same name as your mod's workshop ID.

Tag your submod with "Unit Cap" and/or "1C1S" when uploading it.

To make the mod player only, make a separate version of your submod for each faction by modifying only the files/units belonging to a single faction. If there are multiple factions that use the same variant of a unit or upgrade, try creating an identical variant of the ship (examine the original Thrawn's Revenge files for an example of how this is done) and replace all references to the original with the new ship in faction specific lists (ie. <Tactical_Buildable_Objects_Multiplayer>
in Skirmish_starbases.xml), and add it to lists which are not different between factions (ie. <Bombardment_Required_Orbital_Ships> in Factions.xml).

Don't forget to include a modinfo.json file

If anyone figures out how to fix the stability issues when running 1C1S and infinite unit cap combined, please let me know.
Links
103 Comments
GlitchedRedstone 18 Jun @ 5:58pm 
So I can just edit the FOTR mod files to make the changes I want? (Idc if the mod updates and have to rework all the changes)
Crowdawg11 16 Jun @ 6:13pm 
@GlitchedRedstone: if you don't make your own separate mod with your changes, then you'll just be overwriting the original mod files you downloaded. Which means that your changes will be overwritten and erased if said mod(s) ever update.

Alternatively, if you don't want to publish a whole other mod, then having the custom changes you've made saved on your computer in their own folder with a folder structure which mimics the original one makes it easy to drag and drop to restore your changes after any mod updates.
GlitchedRedstone 15 Jun @ 12:25pm 
Can anyone explain to me the importance of step 5?
KINGPREDATOR1 28 Feb @ 10:36am 
also how do we launch the changes once we have changed it? Do we just launch the current version AOTR after we have made the changes and saved them?
KINGPREDATOR1 28 Feb @ 10:31am 
How do you adjust the ground unit cap
Treyoplol 10 Feb @ 5:15pm 
If anyone can help me, I am trying to make a inf unit cap for Firefox's Star wars alliances but I can't seem to get Notepad++ to load it, can anyone help me or try and and see if they can get it to load?
LEGO® CITY Jesus Christ™ 1 Feb @ 12:05pm 
trying to figure out how to set campaign unit cap higher anyone know how to?
Mars 18 Jan @ 10:12pm 
(I am guessing this is because of my computer but I may just be dumb) apparently i don't have files of any sort related to EAW
SVaughan 8 Oct, 2024 @ 12:26am 
Imagine not reading the guide then asking how you make a mod for RAW...
GeorgeFloydBGaming 7 Oct, 2024 @ 11:12pm 
How would I do this for RAW?