STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake: Clone Wars Holdout Factions Submod
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Update: 26 Mar, 2024 @ 8:11am

Update: 26 Mar, 2024 @ 4:02am

Update: 26 Mar, 2024 @ 3:50am

[MAJOR]

HEADLINERS
-Added the Pelta-class variants to the Republic Hardliners and Rebel Alliance roster. This auxiliary fleet support ship is focused on providing AOE Healing and Point Defense coverage. Available at Tech 1 (HSC) and Tech 2 (ASC).
-Tarkin receives the first of the planned Holographic Portrait System!
-The initial work on the ‘Unit Call-Outs’ System!
-Niko’s Space map overhaul has been added!

MAP OVERHAUL
-Maps that were too dark are brighter via map color or background color
-Most maps that had no background nebula now have one
-Adds a new Nal Hutta map, featuring Rings and Hutt ships in a shipyard
-All maps with defender positions further away from the station were consolidated (no more mad dash to the station!)
-Golan marker locations have been reduced to one from two
-Kuat shipyards and ships prop moved over so it's not dead center and causing visual confusion. Ships changed to exclude the Seinar ones. Added another on the opposite corner of the map
-Mon Cala shipyard and ship props moved over for the same reason and same way.
-Black Hole map adds more black holes in the distance of the background and a prop for the Maw Installation by mixing up asteroids and some station parts.

MAJOR CHANGES
-The AI will no longer throw absurd numbers of regiments at individual planets. Instead, this is capped at 8 per invasion. As a side effect, this means the AI is now more aggressive and better at creating fleets.
-The Republic gains access to the first of its planned ‘Foreign Regiments’! This includes the vanilla Remake style of recruiting (some) other minors like the Hapans, CSA and Hutt regiments, but also includes powerful Wookie regiments from Kashyyyk. These are capped at 5 regiments per type.
-Indigenous factions now benefit from the new ‘Flexible Loyalty’ script! Essentially, the factions will be able to align with one of two factions but will always choose to align with a human player if detected.
• Wookies and Gungans may now be aligned with Rebels or Republic
• Nightsisters may now be aligned with Underworld or CIS
• Geonosians may now be aligned with Rebels or CIS
-Added Kharak’s Modular Task Cruiser Spy configuration model
-Added new texture for the Corellian Destroyer!
-Reduced number of Golan Stations present on maps from 2 to 1. You no longer have to worry about having to knock them both out in one go, thus preventing annoying situations where there is a free respawning Golan. Their price and ‘AI Combat Value’ have been halved to reflect this.

CHANGES
-Added CIS specific skin for the PT-1
-Added placeholder Rebel skin for Munificent frigate
-Reduced Republic Imperator Star Destroyer build weight
-Capped the Republic V-wing at 30 Squadrons
-Capped the CIS Vulture, TriDroid, Hyena at 30 Squadrons
-Added new Tector Icon
-Added mild ‘Ragdolls’ to Clone Troopers when hit with explosive weaponry
-Added a Sleep timer on the ‘Reconnaissance’ and ‘Heavy Factory Building’ Intervention missions-Reduced Consular build time (15 -> 12)
-Reduced AI Build Weights on MTCs since they were being spammed
-Blocked the AI for the Republic, Rebels and CIS from making Repair MTCs
-Reduced effectiveness of Trident Point Defense (1 -> 1.2 delay)
-Improved AOE healing on the DH-Omni (8 -> 40)
-Changed the description of the Consular-class
-Added new Repair AOE Repair overlay
-Adjusted CIS AI start when playing as the Republic on “Rise of the Empire” to see if the Imperials benefit

SOUND WORK
-Added the first of the Unit Call-Outs system! This is essentially a ‘bark’ that will call out that a certain unit type has come into view for the first time during that battle. Only the Republic has them currently, but this will eventually be ported over to the CIS, Rebels and Empire. They will continue to expand in scope and unit types in the future.
-The Republic current has Call-Outs for the following units:
Storm Troopers, AT-STs, Darth Vader, Black Sun Uglies, Porax-38s, Munificent Frigates, DH-Omnis, Acclamators, V-wings, TIE Fighters, TIE Bombers, TIE Interceptors, Vindicator Cruisers, X-wings, Quasars, and MC-50 ‘Tides’
-Added a placeholder VO to the Pelta Hospital Ship. Full/proper VO is still in the works via Luke Lasermaster

UNDER THE HOOD
-Added Pelta variants to Rebel and Republic Filters
-Added Rebel Pelta Refit to "Turbo Attack" AI Plan
-Added better comment/description to code for Apailana's MagPulse
-Updated Starting Forces script to include Pelta variants

FIXES
-Niko fixed the angle of the CIS Allocator’s turrets
-Better Skirmish Reinforcement Marker capture behavior for the Republic
-Fixed Grievous so he had his GC Stealth ability
-Fixed the XX-777 to be set to Anti-Corvette role
-Fixed Lucrehulk Battleship to be set to Anti-Capital role
-Corrected V-19 Squadron container to be Anti-Fighter role


COMMUNITY REPORTS
-Fixed duplicate pirate base on Rebel Bespin in Final Destination (reported by knownkiller, fixed by Niko)
-Fixed Tech Advancing 'Windfall' mission by capping it at Tech 5 (reported by Kahoot, fix by Hyrum Solo)
-Added squadron caps to Hapan fighters (reported by Bandito Steal)
-Fixed Booster Terrik to match his string description garrison, added Tractor Beam (reported by Kahoot)
-Fixed strange XML Parse errors on SurfaceFX (reported by LordReforged)
-Fixed oversight that stopped Hett from being buildable on Valhalla (reported by Harbinger Ace)
-Fixed Imperial and CIS Trade Hubs spawning Republic Gozantis (reported by Kahoot)
-Fixed incorrect Underworld player profile when playing as CIS on Valhalla (reported by Kahoot, fix by Niko)

CREDITS
Niko – a silent workhorse and a true master. It would not be an honest changelog if he were not credited here every single time. Thank you for your time, your advice and your friendship.
• Creator of the Space Map Overhaul
• Rigged the MTC Spy model
• Adjusted Allocator turrets
• Suggesting the 8 Regiment cap
• Helping with the community and various fixes
Sgt Barlex / LordPoncho – King of the hermits and my undisputed goat for Republic assets these days. He created the Pelta-class models and textures. Thanks again for the beautiful work!
Admiral Espo / Zespo – I’ve never seen a man hardpoint with such feverish energy. You continue to dominate the scene and provide the new blood that the modding scene desperately needs. Solid banter, too.
• Rigged the Pelta-class
• Shader Troubleshooting
v.perriens – too noble for this cruel earth. Thanks for constantly supporting this community with your great skins. He specifically contributed the improved Corellian Destroyer skin.
Kubli – thanks for helping me push the boundaries of design on this game with your Tarkin Hologram. I look forward to commissioning a lot more of this bad boys from you in the future!
Burninalways – thanks for the solution for the flexible loyalty script! Additional shout out to Hyrum Solo since I had been harassing the man nonstop with my failed attempts. Even in failure, I learned a good bit about lua.

Update: 6 Feb, 2024 @ 4:55am

EDIT: Disregard.

Update: 6 Feb, 2024 @ 3:54am

[HOTFIX]

FIXES:
-Fixed missing Shield and Engine hardpoints for Nute Gunray, Tagge and the Rebel Fortressa (reported by Panzersturm )
-Fixed the incorrect Imperial outposts on Champala and Kashyyk on Twilight Struggle and the Mission Testing GC (reported by Kahoot)

Update: 5 Feb, 2024 @ 7:52am

[MAJOR]

HEADLINERS:
-Added the Allocator-class Destroyer to the Separatist Holdout roster. This late game destroyer is a lethal fire support ship that still maintains a decent brawling ability. Available at Tech 4.
-Added the Victory-II Star Destroyer to the Republic Hardliner, Imperial and Warlord rosters. This Ion specialist is a Tech 3 frigate that can rapidly bring down enemy shields without the need for shield penetration.
-Added an alpha testing GC for Intervention Missions!
Read below for more details.
-Added updated lighting and texture improvements for the Lucrehulk-class!
-Added new models for Kazdan Paratus’ Junk Cannons!

INTERVENTION MISSIONS:
Clone Wars Holdouts now has a fledgling Intervention Mission system! It’s still in early alpha testing, but I made the design to open that process up to you (my well-read, respectful public) via the Mission Testing (Alpha) GC. It’s currently an EMPIRE ONLY GC that is purely 1vs1 against Rebels to help the missions trigger easier.
The following missions are included:
- Upgrading Space Stations
- Building Ground Factories
- Accumulating Credits
- Building Space or Ground units
- Scouting a planet
- Conquer a Planet
- "Windfall" Gift Events
- Hunting Capital Shipyards
- Pirate Ambush!
- Gaining Favor with Lord Vader

MAJOR CHANGES:
-Added Rebel skins for the **Recusant-class variants**!
-Renamed Victory-II Frigate to the V-2 ‘Longbow’, added new icon
-Reduced price (*24k to 22.5k*) and pop cap (*30 to 26*) of the Providence
-Lucrehulk gains a shield generator hardpoint and engine hardpoints
-Added Shield Hardpoint to all Venators and Servators
-Nerf to the Condor
- AOE has greatly reduced effectiveness against shields
- Slight range nerf (2k -> 1.8k)
- Damage reduced in two sources (Penetration blast 125 -> 50, Explosion 500 -> 200)
- Area Blast Damage 300 -> 100
- AOE Range 250 -> 150
- Added mild delay to second volley
-Added the Final Destination GC, which starts the player at Tech 5 with upgraded starting ships
-Fixed Trident to utilize Fighter armor and shields
-Increased AI aggression on Ground Defense
-Massively increased sight radius on Ground Outposts, allowing for better Defensive flexibility


CHANGES:
-Niko improved the hitbox and dogfighting behavior of Asajj Ventress
-Added new icon and String for Mon Mothma
-Made all Golans in the Beginner Web Way Golan 1s instead of Golan 3s
-Removed all Golans on Valhalla GC
-Added Allocator to Bombardment capable unit list
-Fixed incorrect reference on CIS Sector Outpost
-Made the Clone Wars era Jan Dodanna's Combat Buff apply to late game fighters
-Reworked Skirmish's Era System icons from Faction Specific to generic ahead of the Faction Path/Government implementation
-Changed the CIS Outpost's Garrison from AT-AP to Hailfire
-Changed base Announcer VO for CIS and Republic upgrades
-Raised the Xyston's pop cap cost to 40
-Changed the Tector's Hangar Point to an 'Armored Plate' Hardpoint
-Changed AT-TE's 'Fortify' Ability to 'Hold the Line!' (*Defense Up, Attack Up*)
-Improved the AT-TE Turn Rate
-Restricted Asharad Hett and Kazdan Paratus to the GCW era in Skirmish
-Added initial coding for Tech Gates in Skirmish, Reorganized Era System
-Added Red Medium Turbolasers
-General Grievious speed boost ability buffed

GC PLANET CHANGES:
-Added Republic Corellian units to Corellian build time buff
-Added Submod Repulsorlift craft to Jabiim's restriction list
-Added 15% build time reduction for Munificent Frigates at Muunilinst

SOUND WORK:
-To preserve the integrity of Luke Lasermaster’s great 5.0 work, I’ve pulled the Hangar Ambient sounds so they’re kept as a 5.0 exclusive. Thanks for the teaser and we can’t wait to see what’s next!
-Utilized unused SFX for the Allocator’s Siege TLs / Weapon Systems
-Improved volume level mixing on the Kazdan's Junk Cannons

UNDER THE HOOD:
-Added CIS and Republic affiliations to Spacecraft_Base dummy unit
-Added CIS and Republic version of Communications Array building
-Added CIS and Republic affiliations to Pump_Pad_Base
-Added CIS and Republic affiliations to the Mandalorian Indigenous infantry
-Added CIS and Republic affiliations to the "Grenade Mortar" turret
-Added CIS and Republic affiliations to Story_Props
-Added CIS and Republiuc affiliations to Secondary Structure Death Clones
-Added CIS and Republic affiliations to some unused weapon effects
-Added CIS and Republic to Secondary Structure Spawning Effect script
-Removed hyphen from MC80 AI version so I can call it via script
-Added AI logic to the Victory-II SD's Ion Barrage ability
-Fixed duplicate record for the Republic Star Destroyer full salvo AI Logic
-Added Allocator to the AI's Full Salvo logic

FIXES:
-Fixed Multiple Tech Level messages appearing when advancing
-Niko fixed unintentional hull team color problem (affects C-9979, MC-80, and Nebulon-B)
-Fixed the Mon Calamari start for the Rebel AI in the Sandbox GC
-Fixed incorrect Rebel Star Base level definition on Grand Web Way on Underworld Start
-Removed Anakin Skywalker’s Fire Range nerf due to causing major pathfinding issues
-Fixed Harkov's Nebulon reinforcement script in Rise of the Empire
-Fixed the Victory I's Full Salvo ability for its TLs (turns out there was no actual increase originally)
-Fixed AI Locks for Imperial cross-faction ships

COMMUNITY REPORTS:
-Fixed incorrect AI wieght on the Rebel B-wing TL and Elite B-wing (reported by BigCheese)
-Deleted duplicate Targeting_Max_Attack_Distance line (reported by BigCheese)
-Changed the XG-1's AI Combat Value to a more reasonable number (reported by Donkinkonkin)
-Fix for CIS AAT's lack their abilities (reported by Gamera, the giant flying turtle)
-Fixed incorrect maintenance cost string on the CSA Lucrehulk Battleship (reported by DarkYuri)
-Fixed Garm Bel Iblis missing the Dreadnaughts tractor beam ability (reported by NSX the Rebel)
-Fixed the Imperial version of the XX-777 (reported by Sling Blade)
-Fixed an issue where the Snowspeeders stopped spawning for the Rebel's Echo Base at Tech 2 (reported by CodeNamedFerret)
-Fixed the "Mixed Squadron" string left on the N1B Garrison (Reported by Batata)
-Fixed Shatterpoint's Champala having mining despite being a temperate world (reported by Kahoot)
-Fixed MP Nebula from being buildable by Rebels in GC (reported by Battleship Texas the Rebel)


CREDITS:
Kharak - the man of the hour.
• Model and Texture for the Allocator-class Destroyer
• Model and Texture for Kazdan Paratus’ Junk Cannons
Niko – back for another victory lap on the credits section. Never gets old, does it?
• Rigging the Allocator-class for Remake
• Lighting and Hardpoint Adjustment for the Lucrehulk
• Fixing Asajj Ventress’s collision and pathfinding
• Rigging the new Junk Cannons
• Creating the Icon for the Victory-II SD and its hardpoints
• Advice, moral support, friendship
v.perriens – stalwart ally and benefactor from #assault-teasers
• Rebel skins for Recusant-class variants
• Improved livery for the Lucrehulk-class
GP1701 – new to the Changelog credits list!
• Assistant rigging on the goliath Allocator-class
[Made possible by @aiel2154, @shrimpy_nazeem, @sauron001, Scurv-α, @Gamera, the giant flying

Update: 3 Dec, 2023 @ 9:29am

[HOTFIX]

Notes:
-Corrected a Crash to Desktop when calling in a bombing run with the Rebel B-wing or potentially the Republic/Rebel XB-17 (reported by Besserwisser, fix by EmperorNiko)

Update: 30 Nov, 2023 @ 1:02pm

[HOTFIX]

Fixes:
-Corrected Ackbar's first ship to have the correct strings (reported by Nsx The Rebel, fix provided by Emperor Niko)

Additions:
-Added a new icon for Asajj Ventress in the GCW era

Changes:
-Changed Cad Bane to be a CIS CW era specific hero in skirmish
-Changed Asajj Ventress to be a GCW era specific hero in skirmish. Yes, I realize she fought in both eras, but this helps give each Skirmish era a bit more exclusive content.

Update: 30 Nov, 2023 @ 6:10am

[MINOR]

Additions:
-Added a Casual / Original version of the Shatterpoint GC, without the opposing dreadnaught.
-Numerous Sound and SFX Additions, detailed in the section below.

Sound Work:
-Implemented Luke Lasermaster’s groundbreaking Ambient Hangar Chatter system from Remake 5.0, affecting the CIS and Republic!
These affect the C9979 Carrier, Providence, Sabaoth and Lucrehulk (carrier and battleship) for the CIS, along with any heroes in these ships.
The Republic will hear their relevant VO when fielding the Venator, Valiant, Secutor and Praetor, along with any heroes in these ships.
-Added new Alarm sound to Venator, Servator and Valiant
-Added Generic Droid Voices for the Munificent Frigate / Overseer / Fantail (Featuring 75+ lines!)
-Added Command Post Gain and Lost VO for the CIS
-Added Planet Gained VO for CIS
-Added ‘Near Victory’ and ‘Near Defeat’ VO for Republic and CIS
-Added new voice for Droid ships using the “Repair Drones” ability

Changes:
-Reduced Minor Factions pop cap gain from Starbases by 1/3rd in first two stages, -15 in 3rd stage
(75/90/115) - - - > (50/60/100)
-Republic Hardliner hero Kazdan Paratus now requires Tech 2
-CIS Saboath now unlocks at Tech 3
-Republic Hardliner hero A’Sharad Hett now requires Tech 4
-Made the first of the planned GC Planet bonus changes
Anaxes –
• Added Republic Officers to Officer Recruitment Buff Speed
Fresia –
• Added the Republic Arc-170 and Z-95 CVI/CVB to build time reduction
Rendili –
• Added CIS and Republic Dreadnaughts to Reduced Build Time Ability
• Added Republic, CIS, Rebel and Underworld Gladiator Star Destroyer to Reduced Build Time Ability
• Added Republic, Rebel and Underworld Victory Star Destroyer to Reduced Build Time Ability
Sullust -
• Added Rebel and CIS Quasars to Reduced Build Time Ability on Sullust
• Added Rebel, Empire, Underworld, Republic and CIS Dauntless to Reduced Build Time Ability
Utupau -
• Added build time reduction ability for CIS Rogue-class Fighters
Lianna, Ord Trasi and Eriadu -
• Added ability for 10% frigate build time reduction
Raxus Prime:
Secret build time reduction on Raxus Prime for Imperial Star Destroyers, alluding to TFU campaign.
-Changed Shatterpoint's CIS AI Subjugator to a version without the Ion Ability, restored Ion Ability to regular version
-Niko’s changes to the Valiant to allow full forward fire, along with increased turning radius on Side guns
-Revamped Underworld Space Skirmish AI Build Weights
-Slightly boosted AI_Combat_Value on Kedalbe so CU will make them in GC
-Changed ‘Construction Started’ Announcement to Underworld on Munificent Frigate and CEC XX-777
-The AI will now know to immediately rush the CIS HAG when sighted
-Added scripts for Indigenous units to either join the Rebels/CIS or Rebels/Republic (Not yet implemented)
-Reduced AI build weight of Ground-based Vultures and V-wings
-Mildly increased build weight of standard factory


Fixes:
-Fixed duplicate definition in Space_Common
-Fixed Gizor Dellso being unavailable for recruitment after dying
-Fixed the Imperial Arquitens not having Medium Turbolasers (thanks to Djadri for prompting check)
-Fixed the Overseer's Laser Cannons Hardpoints (report by Palib, fix by Niko)
-Fixed regular Y-wing's HP/Shield stat string (reported by fishfingered)
-Added Niko's fix for the Enforcer's Hardpoints (Reported via Getlos, Fix provided by Niko)
-Added Niko's fix for issues arising from Darth Vader’s Range affects (Report by Besserwisser, Fix provided by Niko)
-Fixed the Recusant's Ion Hardpoint Icon to be an ion rather than a mass driver
-Fixed CIS Trident Build Limit (it was limited to 5-7 in Steam version?)
-Added Meg file to cover any potential issues with 64 bit patch (shouldn’t be an issue, but this is just to be safe)
-Fixed incorrect CIS faction leader reference
-Fixed missing TL projectile on Imperial Venator
-Fixed missing comma in Underworld's Defense Satellites
-Fixed missing ‘Fortify’ particle on Clone Commando Units
-Fix for Kalani's Disarray Effect not properly working
-Fixed numerous incorrect references in Jan Dodonna’s ‘Finest Hour’ ability
-Fixed missing reference in Droideka XML
-Fixed incorrectly formatted Sith Squadrons XML
-Fixed duplicate Death Clone on CIS hero Jango Fett
-Removed all nonexistent vehicle type references
-Fixed misspelled field for ‘Capital’ accuracy on Aggressor
-Fixed incorrect armor value on Dummy Space Fighter

Update: 31 Oct, 2023 @ 5:16am

[MINOR]

Changes:
-Reduced Apailana's 'Delta-7 / Jedi Refugee' cap to 3 from 5 (it was way too strong in the early game)
-Capped the XB-17 to 25 Squadrons at a time (Rebels/Republic)
-Reverted Republic Mandator-II to its original Tech 4 requirements
-Evened out the Republic Y-wing (BTL/Rebel Style) cap at 5 squadrons at once
-Increased Republic Arquitens unit cap from 15 to 20
-Decreased Republic Lancer Unit cap from 35 to 30
-Evened out the Republic N1 Unit Cap to 5

Fixes:
-Fixed SFX for Delta-7 and C-9979 not working (thanks for the sanity check, Niko)
-Fixed hardpoint issue for the Valiant-class where a destroyed shield hardpoint didn't stop it from regenerating shields (report by Jbgfinnegan, Fix provided by Niko)
-Corrected the String for the IFV and Heavy IFV Regiment Contents (latest report by Kaspook, though this has been oft reported)
-Corrected Republic version of Dauntless to have proper garrison