STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Empire at War Remake 3.5 Revisited
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Game Type: Campaign, FOC
File Size
Posted
Updated
30.720 GB
28 Nov, 2022 @ 6:06pm
17 Jul @ 7:02am
77 Change Notes ( view )

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Empire at War Remake 3.5 Revisited

Description
Empire at War Remake 3.5 Revisited is a combination and rework of Remake 3.5's simpler, space-only GC campaigns with all the new units, maps, features, starfighter rework and balance changes made in Remake 4.0+. This combined with features from other popular submods creates what I believe is the ultimate EAW experience, that focuses on a simple, fast paced galactic map and economy which takes you quickly between epic, large scale space battles.

Includes 7 GC campaigns each with varying levels of AI control and fully functional minor factions!

This submod was born of personal mixed feelings regarding 4.0's changes and a preference for 3.5's GC campaign gameplay. This way the gameplay of 3.5 remains while being selective with what is included from 4.0. Additionally includes many features from 3.5's overhaul submod.

Main features:

- Seven GC campaigns based on the large, full, reduced and core GC campaigns from EAW Remake 3.5.
- Seven fully playable factions including the Republic Hardliners, Separatist Holdouts, Mandalorians Protectors and Sith Cultists minor factions.
- Three modes of play in each campaign - you can choose to control your own faction fully yourself, give partial control to the AI in co-op mode or become an observer with the AI taking full control.
- Randomised starting units for all factions, making each campaign a unique experience.
- Complete removal of ground combat, units and structures. All references to it in the AI were removed.
- Fully functional and slightly reworked minor factions for the rebalanced full map, with all 10 factions fighting over a massive, chaotic galaxy at war.
- Large map has minor factions disabled but holding key planets, to focus on combat between the Empire, Rebels, Underworld, Republic and CIS.
- Core and Reduced maps for a smaller GC experience, with only the Empire, Rebels and Underworld active.
- Heavily edited and improved 4.0's AI for both GC and space combat.
- Starbase redesign with the Golan II and Golan III defensive platforms serving as level 4 and 5 starbases. No more bullying defenceless shieldgates or colonies - these are strong defensive platforms with a large garrison and several capital ships. This garrison is unique to each faction. All units can be built from a level 3 starbase.
- Simple, easy to understand and strong economy based on the total value of planets under your control. No freighters, upkeep or attrition.
- Tech levels increase automatically after a set time has passed. Heroes and carrier garrisons also upgrade automatically when the tech level increases.
- Battlegroups and the Battlegroup Command station have been ported from 3.5's overhaul submod and made fully functional with 4.0 and the minor factions.
- Big text and tooltip cleanup, including removing stats from hardpoints and fighters, removing redundant text from 4.0 that no longer applies and fixing spelling/grammar errors. Any changes made in this submod are reflected in the tooltips.
- Fixes to some bugs that were carried over from 3.5, Overhaul and 4.0.
- Buildable fighter rework where 3 squadrons are built as once, tied to a single unit in GC.
- Corvette rework, turning most corvettes into a squadron of three that is capable of dogfighting.
- Super Star Destroyer phases removed and TIE/Droid swarms replaced with large numbers of individual squadrons.
- Ported and included Niko's Venator submod and CanadaMan7's Clone War Holdouts submod.
- Ported and included music from Zavvy's Thrawn's Revenge Rescored submod and Clone War Holdouts.
- Fog of war removed from battle and GC (can be restored in GC by selling the probe droid on your homeworld).
- Doubled ship turn rate to make them more responsive and easy to control.
- Some units and abilities have been rebalanced from their 4.0 values.

A full list of changes and more information can be found in the pinned discussion threads.



Future planned additions:
- Port and include parts of Remake 5.0 when it releases.
- Maintain parity with Clone War Holdouts.



Does not require Remake 4.0 to play, and is not compatible with any other submod.
Be sure to run Forces of Corruption in the steam launch options, and allow the mod to fully download before starting.

To launch the mod paste this into your EAW Steam launch options:

STEAMMOD=2894927178



Check out the 3.5 Revisited submod discussion channels on the EAW Remake Discord!
https://discord.gg/zZeyPe6
https://discord.com/channels/327563463952171009/1047241238182629446



This submod was constructed from assets pulled from various mods and submods for EAW:FOC. I do not claim ownership of any of these assets - full credit and ownership goes to their original creators.

Credits and special thanks:

- The Dutchman and the rest of the EAW Remake development team for making this amazing mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1770851727

- Emperor Niko for the Venator Rework Submod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867586194

- CanadaMan7 for the Clone Wars Holdouts submod, as well as everyone who has developed and contributed assets to it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2794270450

- Kalani6324, Grimsley and the rest of the AotR Dark Times submod team.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2313576303

- Zavvy for the Thrawn's Revenge Rescored submod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187062678

- Burninalways for the 3.5 Overhaul submod which inspired me to create a submod of my own.
https://www.moddb.com/mods/submod-empire-at-war-remake
Popular Discussions View All (38)
123
20 Jul @ 12:38pm
PINNED: Known issues and bug reporting
BigCheese256
25
1
12 Dec, 2024 @ 3:03pm
Minor Update 4.2 - Changelog
BigCheese256
7
2 Mar @ 12:09pm
XML file edits not showing in game.
SilenceMonkey
1,413 Comments
Maketh 9 hours ago 
Sometimes i cannot scroll down the factions list? Idk why it happenes?
BigCheese256  [author] 17 Jul @ 4:26am 
@Tarkain

Not really sure why non-French speakers would need a French translation? Essentially you'd be making a copy of TranslationManifest.xml and mastertextfile_english.dat and translating all the text in there from English to French. There's a huge amount of text in there though, including all the redundant text from vanilla EaW - it would take an incredibly long time.

An AI translation program could do it, but you'd need to make sure only the text inside the double brackets is translated, if the name is translated the text will just be missing ingame. Also if "Localisation Key", "TranslationData", "Translation Language" or "Localisation" are renamed the game will crash at startup.
BigCheese256  [author] 17 Jul @ 4:26am 
@necropolis

I've not really considered pulling anything from other (non-Remake) mods, mainly because their models and such would look out of place against the models already here, and they will have been coded into the game with a totally different mod in mind.

It's not something I would do myself, but if they're okay with it you're welcome to look into it yourself. After that as long as they fit in properly, they could be added to the main submod.
necropolis 16 Jul @ 12:10pm 
@BigCheese256
I have asked the owner of the Remake Task Force The Republic mod if he has restrictions about using his models for other mods.
I think the Resurgent Star Destroyer and TIE Mangler would perfectly fit in the Revisited mod. Do you would have any interest in adding these ships in the Revisited mod?
Tarkain 12 Jul @ 6:50am 
Hello, thanks to all the mod creators like this one - I really wish there was a sequel to this game or another hit like it, but anyway, back to the point. Could you provide me with guidelines on how to create a French translation to make it easier for non-French speakers to use, if possible?
BigCheese256  [author] 11 Jul @ 7:24am 
@necropolis

You asked that already on May 10th and I answered it already - check back through the comments here. It works the same way for all campaigns with a tech level timer.

@Brouderian

It isn't unfortunately, Remake and this submod too use scripts for several functions, and scripts break multiplayer.
necropolis 11 Jul @ 6:54am 
In the Galactic Campaigns where you start with one planet respectively three planets where can you change the Timer for the Tech Upgrade?
Brouderian 4 Jul @ 9:43am 
Is there any way to play this multiplayer mod with a friend?
If possible, I'd like to know how I can access multiplayer.
BigCheese256  [author] 29 Jun @ 3:19pm 
Suggestion to improve the game's performance and visuals after some experimentation, which others on Discord said have worked for them as well.

Open Nvidia Control Panel, go to manage 3D settings and program setting tab, find starwarsg.exe, and change the following:

1) Anisotropic filtering: 16x
2) Antialiasing - mode: Override any application setting
3) Antialiasing - setting: 8x
4) Antialiasing - transparency: 8x (supersample)
5) Texture filtering - anisotropic sample optimisation: Off
6) Texture filtering - negative LOD bias: Clamp
7) Texture filtering - quality: High quality
8) Texture filtering - trilinear optmisation: On
9) DSR - Factors: 2.25x DL
10) DSR - Smoothness: 33%

I'm not sure why this helps but apparently it does. My guess is the game is using the CPU for anti-aliasing or texture filtering and this change moves that load from the CPU to the GPU.
BigCheese256  [author] 29 Jun @ 3:10pm 
@Raidfiel

Jumping the gun a bit there, 5.0 isn't released yet it's much too early to be talking about 5.1.