STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Galactic Frontlines: AOTR Sub-Mod
   
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Game Type: FOC
File Size
Posted
Updated
24.674 MB
5 May @ 9:44am
22 May @ 8:52am
5 Change Notes ( view )

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Galactic Frontlines: AOTR Sub-Mod

Description
STEAMMOD=3476495017 STEAMMOD=1397421866

Galactic Frontlines
A work in progress submod for Awakening of the Rebellion, focused on enhancing both ground and space gameplay through personal changes and adjustments meant to make the game feel more immersive.


Disclaimer:
This submod is a work in progress and is not currently balanced. Depending on the faction you play, the experience may feel too easy or too difficult. Many changes were made based on personal preference, which means some units may be overpowered while others may feel underwhelming.
Balance was not the goal, this mod is built around what I think is fun and cool. Most of the current adjustments were made while playing as the Empire, so Rebel gameplay may feel off. I do plan to revisit and refine the other factions over time, but that’s not the current focus.


What's changed?

Lasers
Across many Empire at War mods, lasers have always felt slow and underwhelming to me. In Galactic Frontlines, ships now fire more lasers at increased rates, creating a livelier and more intense battlefield. Accuracy has also been reworked—lasers are no longer pinpoint-precise, making engagements feel more chaotic and cinematic as ships pepper each other in true Star Wars fashion.

Ship Shields & Health
Many ships in this submod have had their shield and health values increased to better reflect their intended battlefield roles and power. While this is still a work in progress and many units haven’t been adjusted yet, key vessels have already seen updates.
For example, the Imperial Star Destroyer is now a more formidable capital ship, with boosted durability that allows it to soak up far more damage. A few Mon Calamari cruisers have also received similar treatment. More ships will be rebalanced in future updates as development continues.

Fog of War (FoW)
I always felt FoW ranges were too limited—dropping a Star Destroyer should provide more than a few feet of vision. This has been addressed: capital ships (and most others) now have significantly increased sensor and firing ranges, better reflecting their size and capabilities.

Audio
While not yet a full overhaul, some custom audio changes have been introduced. Imperial capital ships now emit alarms and officer voice lines upon destruction, while Mon Calamari ships feature distinct Rebel alarms. More immersive sound cues are planned for future updates.


Ground Combat
Ground changes are lighter for now. Fog of War has been relaxed slightly, and projectile speed for ground-based blasters has been increased—but rate of fire remains balanced to avoid overwhelming spam.

Economy & Build Times
As a more casual Galactic Conquest player, I’ve halved the cost of many ships and significantly reduced build times for most ground and space units. To maintain balance, I recommend keeping population caps at AotR’s default settings to prevent both player and AI unit spam.
19 Comments
DarthPhader 12 Jul @ 7:11pm 
somebody needs to make "refit mod" for AOTR ... all factions have access to the ship refiter have re fit versions of most of the ships . think of it . i see a lot of fun in a mod like that.. it will spice things up and make the game more interesting
khaledjax9 10 Jul @ 2:07pm 
is the rebels fixed?
Matt117 8 Jun @ 1:40am 
"Across many Empire at War mods, lasers have always felt slow and underwhelming to me"

I feel the same way. I like AtoR; it's been my favorite mod since the beginning. I was absolutely satisfied with AOtR 2.8. But the space combat changes in 2.9 robbed me of the immersion. Especially what they did with the lasers. And for example, why is the arquitens class now an artillery ship?
I hope you can bring the immersion back. Im looking forward to this Mod, Keep up the good work. Sry for my English
jtcbrown 7 Jun @ 10:21am 
Probably just not "ready for prime time" yet - it is WIP.

Will keep an eye on this, it appears to do similar things to what I did with my own file edits - just make basically all ship live a bit longer and shoot a bit more. Usually in favor of whichever faction I am playing. It is a *LOT* of work, and "balance" is difficult.
Luci  [author] 22 May @ 8:22am 
@hellscream I apologize about this.. The capitals and frigates for the rebels haven't had some meaningful changes and I plan to fix this soon. On my current build it's much better.
Hellscream 21 May @ 8:38pm 
This Sub-Mod is too unfairly balanced in favor of the empire IMO. I had no way to fight back.
Luci  [author] 20 May @ 7:36pm 
@R. Dodger I've never played Dark Times but if it changes base AOTR unit stats or adds new units it might not work correctly.I wouldn't bet it's fully compatible though.I change lots of base unit stats and lots of projectile modifiers.
R. Dodger 20 May @ 3:30pm 
Does this work with the dark times sub mod?
Luci  [author] 11 May @ 9:14am 
@darthvader66 I stated prices weren't finalized yet but I did just push a new patch out that fixes almost all those pricing errors I hadn't adjusted. Still have some things I haven't changed but it should be good.
darthvader66 11 May @ 8:43am 
Why does the CR-90 cost as much as an MC-80