STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Awakening of the Clone Wars
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Game Type: FOC
File Size
Posted
Updated
21.756 GB
20 Dec, 2024 @ 12:30pm
16 Feb @ 11:31pm
12 Change Notes ( view )
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Awakening of the Clone Wars

Description
AWAKENING OF THE CLONE WARS
Current Version: 1.1.6

Please note that we do not support skirmish, multiplayer, or the 32-bit version of the game.

JOIN OUR DISCORD!
If you would like to have more consistent updates about the mod or wish to interact/play with us and other AotR fans, please visit our discord at discord.gg/smg-aotr
STEAMMOD=3387971722
AOTR WIKI
Check out the official wiki: https://awakeningoftheclonewars.wiki.gg/wiki/Awakening_of_the_Clone_Wars_Wiki

Based on AotR, AotCW is a complete overhaul mod for Forces of Corruption. Inspired by the old RTS, Star Wars: Rebellion, AotCW adds many features from this game and other titles, including a more in-depth mission system, tech system, and many new units! We are proud to present improved tactical combat in space, ground and galactic combat, and have also substantially improved upon the graphics of the base game. Experience all out war in the Clone Wars era as either the Republic or the Separatists. This mod is not for the faint of heart and will test your RTS skills with a completely overhauled AI and set of difficulty levels.

Please consult the pinned FAQ discussion before commenting below. Your question may already have been answered.

Credits:

Mod Team:
ThatOneBullet - Project Lead, Programmer
Steiner0815 - Original Creator and 2D, 3D Artist
Wolf v2 - 3D Artist
Kubli - 2d, 3D Artist
Kalani - 2D/3D Artist
Grimley - 3D Artist
Maxim - GOAT
Kukakraft - UI/UX
Polemarcos - Level Designer
Primid - Level Designer
BigCheese - Level Designer
Coryak - Programmer
-ICO- Mr. President - Lead Audio Engineer, Designer
Leyamasa - Wiki Manager, Documentation, Design
BigCasperr - Programmer
Mod Contractors:
General Brooks - Community Manager
SatilliteOfLove - Community Mapper
StarGhostss - Community Mapper
Edmar Fecler - Lead Voice Actor

Testers:40Fixxer - Lead Tester
Lord Nerd/Araulius, FatalAsylum, Chaz, Braedon, Delta07, SatelliteofLove, Revan, Balls, NightShadowDark, StarGhostss, LunaticManx2605, oxymoron1989, Cmd. Gen. Lazy, Dr Poison, GP1701, Swampellow, Edmar Fecler, JanN7is, Markus1987, and AdmiralThrawnBar who memed his way in forever it be known.
Special thanks to our wiki miners
Special Shoutouts:
Petroglyph
Jeroen, Megabalta - EaW Remake
Zerox - Republic at War
Clonetrooper - Battlefront Commander
XPGamers, Jay The Gam3r, Capton X2 - For being an awesome fan and Youtuber
The many other Youtubers that have made awesome content with our mod!
And of course the amazing fans that continue to support us over the years!
Popular Discussions View All (60)
273
20 Jul @ 7:27pm
PINNED: AotCW Bug Reports
General Brooks
10
15 hours ago
CIS Navy needs more powerful ships
Kurfürst
3
20 Jul @ 8:10pm
Munificent Frigate
talon6801
1,323 Comments
Atlas® | Boston Dynamics 20 Jul @ 7:28pm 
Just realized I should have put some of my comment in the bug report thread so I just did so
Atlas® | Boston Dynamics 20 Jul @ 6:14pm 
Hi, I love the mod. I am playing CIS and I feel like positioning for space combat is very rewarding, keeping some of the feel of the vanilla game.
I do think that clone spam is a little OP for ground combat with the AT and stun capabilities on planets with little defensive terrain, but I know its a trade-off with cheap droids.

The advance shipyard level is stated explicitly, but it would be nice to state the same for space station level. The destroy shipyard quest is a little annoying as the AI does not build many advance shipyards.

I have one persisting bug at the moment. For bounty hunters (BH), I only have Embo built, and the BH build limit correctly shows 1 of 2, but I cannot build any other BH's. I did get some killed, but that was a while ago and I think I saw that some of them were supposed to be for hire again. I need 2 of the BH's for the pre-req for the Story Act 4. Is there a console command I could use to force spawn a BH?
TimWestwood 20 Jul @ 6:05pm 
once the Republic gets some more capital ships and ships in general ex: maybe the mandator II and the secutor plus some more story missions etc this mod will be S tier perfect
Mcreamy 20 Jul @ 6:13am 
Hi i was wondering, since i saw that a few ships complementary star fighter can be upgraded to accommodate more advanced star fighter,

Am i forced to create a new ship with new advanced load out or i could just go back to a planet that have an advanced fighter yard upgrade the older model to accommodate the new starfighter, thanks!
Thorveim 18 Jul @ 12:15pm 
after test, the pop loss was after losing Geonosis... 600 population lost, ouch
Thorveim 18 Jul @ 10:44am 
didnt buy any heroes really, and sicne the world I lost was one i chose to not develop it gotta be something spawned in at game start on the large campaign.

as for the tri-droids, usually I take a pair of them (the Magna ones) alongside 4 MTTs... and the MTTS somehow are NOT the one that get stuck despite how large they are. Meanwile several times I saw the magnas lag behind , sometimes because 2 of them are face to face on eachother and struggle to stop hugging eachother
General Brooks  [author] 18 Jul @ 8:07am 
@xPrimearchX, heroes are plenty strong if you use them right, but you can't expect them to be one man armies. Running them at the enemy will get them killed.
@JmyX, I find that frankly baffling coming from an AotR and rebelsim player. The AI doesn't have any greater cheats here than it does there, production isn't any slower, etc. Its widely considered to be easier than AotR. We're happy to accept feedback but calling it unplayable or completely unbalanced is just nonsense and frankly a bit rude.
@Thorveim, first I've heard of that with tri droids. Agri worlds are worth nowhere near that much pop cap, they are just planets worth slightly more than others (and all are labelled as agri worlds in the planet descriptions). Did you perhaps buy some heroes that increase pop cap, and have them all leave at the same time as you lost that planet, resulting in the big pop cap loss? That's the only explanation I can think of.
Thorveim 18 Jul @ 5:18am 
the CIS doesnt get an orbital buildings like that.. only a ground one (the labor center), and you can only build one per planet, plus occasionally the congressional office for an extra 10 (but few planets can have the latter)
molchåmor 17 Jul @ 6:57am 
@Thorveim popcap is easy to increase, just use the population stations in space, same as in AOTR. I think max is 3 per planet so most planets (except production and space mining centers) can give you 30.
Thorveim 16 Jul @ 2:22pm 
Two little gripes:
-Octupterra tri-droids are painful to use. For some reason they keep creating traffic jams and getting stuck in absolutely everything while moving alongside other vehicles... A shame since I love using them as spotters and that they are great for overall combat
-I think more tools to increase population could be useful. I lost what I think is an agri-world and saw my pop cap instantly drop by several hundreds, and all I can use is labor camps for a measly 10 pops each as taking over planets barely helps too (a'd as for taking agri worlds, thing is I have no way to find where they are and they seem real rare)