STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

French Fried Taters EAW Remake + CW Holdouts SubMod
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Update: 25 Jul @ 3:13pm

- Quick hotfix

Update: 25 Jul @ 2:37pm

🟢Additions:

- Added new Marauder corvette models/icons with faction color schemes for the CSA and Underworld (credit to Emperor Niko)

🟡Changes:

- Marauder corvette behavior/weapons changed slightly. Now moves like a "turret" (similar to the Hammerhead cruiser), heavy ion cannon replaced with a standard ion cannon, with higher ROF. Heavy turbolasers now fire dual heavy turbolaser projectiles, a bit faster. Both ion cannon and heavy turbolaser range increased from 4000 to 4500, one set of the light turbolasers was removed, combined into two simple hardpoints with slightly decreased accuracy but more range. The standard Marauder for the pirates/underworld fires yellow bolts, the CSA Marauder fires blue bolts, and the Rebels fires red as usual. Hitpoints increased from 1425 to 1500, updated descriptions and stats.


🔴Removals:

- None

📈Price Increases:

- None

📉Price Decreases:

- None

🛠️Fixes:

- Added missing texture for the dual light turbolaser turrets found on ISD/Vindicator (report by Liam75)

- Fixed various issues with space structures/tech levels/units being unavailable to all factions (reported by the whole planet, fixed by Emperor Niko)

⚠️ Known Issues:

- Various bits of missing text here and there. I'm getting to it when I catch it.

- FFT is not skirmish compatible and will stay that way for a while. I'm trying to work on getting it compatible but there's a ton to do.

- Some random things experience the invincible hardpoint bug, most notably space colonies. This is a random game engine bug and there is nothing anyone can do about it


📝 Notes:

- The Dominator-class Star Destroyer remains disabled and will probably stay that way

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- Many of the "super ships" (Executor, Viscount, Eclipse, etc) remain unchanged from their Remake 4.0 stats/performance. Changes are planned, but will take time to work on.

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions. This will take time. Stay tuned!

Update: 21 Jul @ 12:45am

🟢Additions:

- Added reconfigured level 1 and 2 Space Colonies

🟡Changes:

- Doubled the shield recharge for Luke Skywalker

- Added a tech 4 garrison to the Criminal Underworld Venator with Toscan 8Qs

- Nerfed the Scimitar Assault Bomber by reducing the missiles fired per volley from 16 to 8

- Removed the majority of late-Empire starting units in favor of early-Empire units for all GCs

- The orbital defense cannon can now be built alongside level 1 space colonies (before it required a level 3)

- Golan Defense stations can now be built alongside level 1 space colonies (before it required a level 2 or 3, depending)

- Golan Defense Platforms can now be built at the following additional planets: Alzoc III, Druckenwell, Lantilles, Naboo, Teth, Taris, Ringo Vinda, Junkfort Station

- Completely overhauled Space Colonies (again)
Level 1 Shieldpoints: 30000, Hitpoints: 50000, Weapons: x3 Medium Flak Cannon, x4 Turbolaser, x8 Heavy Laser Cannon, x8 Dual Turbolaser, x8 Dual Ion Cannon

Level 2 Shieldpoints: 60000, Hitpoints: 112500, Weapons: x3 Dual Heavy Ion Cannon, x3 Dual Heavy Turbolaser, x12 Dual Medium Ion Cannon, x12 Dual Medium Turbolaser

Level 3 Shieldpoints: 85000, Hitpoints: 153500, Weapons: x3 Proton Torpedo Launcher, x6 Dual Ion Cannon, x11 Dual Heavy Ion Cannon, x11 Dual Heavy Turbolaser, x12 Dual Turbolaser

- As usual, each level includes the weapons of the previous level. Level 2 Space Colony requires tech level 2 to build, level 3 requires tech level 3. Level 1 space colony can now have shipyards


🔴Removals:

- the old level 1 space colony

📈Price Increases:

- Level 3 Space Colony 10000 → 12000 credits

📉Price Decreases:

- none

🛠️Fixes:

- Fixed incorrect weapons text for Hyena

- Fixed incorrect weapons text for Overseer

- Fixed missing text for Imperial Defectors Venator

- Sorted and organized all factions Venators garrison text

- Added missing death explosions for shipyard missile turrets

- Added missing text for the Republic PK-V/5 Tanks (report by Ren)

⚠️ Known Issues:

- Various bits of missing text here and there. I'm getting to it when I catch it.

- Some random things experience the invincible hardpoint bug, most notably space colonies. This is a random game engine bug and there is nothing anyone can do about it

- FFT is not skirmish compatible and will stay that way for a while. I'm trying to work on getting it compatible but there's a ton to do.


📝 Notes:

- The Dominator-class Star Destroyer remains disabled and will probably stay that way

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- Many of the "super ships" (Executor, Viscount, Eclipse, etc) remain unchanged from their Remake 4.0 stats/performance. Changes are planned, but will take time to work on.

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions. This will take time. Stay tuned!

Update: 19 Jul @ 10:06am

Change log posted in discussions due to being over character limit

Update: 1 Jun @ 1:57am

🟢Additions:

- Added an improved Arquitens-class corvette model with shadow (credit to Emperor Niko)


🟡Changes:

- Added faction-specific laser colors to the Quasar-class carrier

- Arquitens-class size increased from 1.0 to 1.64 (it was too small)

- Quasar-class Carrier size increased from 1.0 to 1.4 (it was too small)

- Replaced Z-95 complete voice line with the less ear-raping vanilla "construction complete" voice line

- Vigil-class SP increased from 2000 to 2750, shield regen increased from 20 to 50, HP increased from 2000 to 3750

- Vigil II-class SP increased from 2250 to 3000, shield regen increased from 25 to 65, HP increased from 2500 to 4000

- Obi-Wan Kenobi Arquitens buffed, given sensor jamming and point defense ability. Missile launcher changed to homing proton torpedo launcher

- Slightly increased the size of the "very heavy" or high-velocity heavy laser cannon projectiles used by some CWH ships (Longbow frigates for example)

- Captain Panaka Arquitens completely changed. Now has 5 dual light turbolasers, 4 heavy flak laser cannons, and retains the AP/HE missile launcher, beam weapon removed (sorry)

- Changed the Rebel X4 Gunship weapons. Heavy laser turrets changed to medium laser turrets (now with moving turret models), added forward firing proton torpedoes and a heavy laser cannon

- Removed the ability of the droid Tri-Fighter to fire its triple light laser cannons at frigates and severly reduced the accuracy against corvettes/gunships (too OP, it can still use the heavy laser against them)

- Overhauled the Arquitens-class Light Cruiser. For the longest time it had the wrong SP/HP displayed in the text tooltip. New SP is 2500, HP is 3250, speed is 4.25. Imperial Arquitens speed increased to 5. Overall turning/manuverability of Arquitens increased. ROF and range increased for both light turbolasers and heavy laser cannons. Range increased for missiles.

- Overhauled/buffed the Quasar-class carrier garrisons. Now all Quasar garrisons consist of 12 total squadrons. The main Rebel Quasar loadout advances with tech level, up to tech level 3. Power to shields ability added, passive fighter repair field added.

- Ton-Falk Carrier firepower nerfed, removing the five dual turbolaser turrets and replacing them with six heavy quad laser cannon turrets (actually firing 4 single shots per volley), and removed the old quad laser from the front of the ship. Also reworked the rig to fix a texture glitch on an attached turret that was disabled, and added a shield effect over the hangar openings. Garrison sized buffed/rebalanced, now instead of a mix between 16-18 squadrons, all Ton-Falks hold a total of 18 squadrons, reduced the pop cap on all Ton-Falks slightly since they're a waste of space when the garrison dies.


🔴Removals:

- Removed the Quasar upgrade option (stupid and pointless)

- Removed the ability of the Rebels and Criminals to build the Ton-Falk carrier

- Removed the incredibly annoying "Z-95 STANDING BY!" voice line when you build a Z-95 squadron


📈Price Increases:

- Vigil-class CHS 1275 → 2000 credits

- Vigil II-class Heavy Corvette 1950 → 3000 credits


📉Price Decreases:

- None


🛠️Fixes:

- Fixed incorrect shield/health stats on Arquitens

- Fixed an XML typo causing Z-95s not to spawn in the Rebel Venator garrison

- Added missing hangar texture to the Savage-class Destroyer (report by Klem)

- Fixed General Rieekan not spawning due to Dauntless changes (report by Mylack)

- Added missing texture for the Bothan Assault Frigate (report by Harold Godwinson)

- Added missing garrison text for the Providence-class Carrier/Destroyer (report by Ripoblus)

- Added missing textures for the new Interceptor corvette engines and window lights (report by Liam75)

- Fixed an XML typo causing Nebulon-B frigates not to spawn in the Rebel level 2 and 3 space colonies defense fleet

⚠️ Known Issues:

- Various bits of missing text here and there. I'm getting to it when I catch it.

- Some random things experience the invincible hardpoint bug, most notably space colonies. This is a random game engine bug and there is nothing anyone can do about it

- FFT is not skirmish compatible and will stay that way for a while. Very low on the priority list (I also don't know how lol), will probably be the very last thing completed.


📝 Notes:

- This update will likely break current GC saves

- The Dominator-class Star Destroyer remains disabled and will probably stay that way

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- Many of the "super ships" (Executor, Viscount, Eclipse, etc) remain unchanged from their Remake 4.0 stats/performance. Changes are planned, but will take time to work on.

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions. This will take time. Stay tuned!

Update: 27 May @ 1:12am

Change log posted in discussions due to being over character limit

Update: 11 May @ 2:29am

Change log posted in discussions due to being over character limit

Update: 15 Apr @ 8:37pm

- Space Colony flak cannons ROF and range buffed. Fires 2 shots at a rate of 0.2s, every 0.3 to 0.5s, instead of a volley of 20 shots every 4.25 - 5.25s. Range increased from 2250 to 2450. Heavy laser cannon range increased from 1650 to 2650. Turbolaser range increased from 2850 to 3000.

- Providence-class Carrier/Destroyer forward-most hardpoints reworked, swapped a set of the turbolasers and laser cannons so the turbolasers are closest to the bow of the ship, and enabled them to engage targets in a 175 degree arc instead of 45 degrees. Turbolaser and ion cannon ranges increased from 2250 to 2650 (postwar) and 2650 to 2850 (CIS). Also applies to hero Providence ships.

- Insolvence-class/TUOC nerfed to bring it more in line with the CWH version. Set to tech level 5. Build limit of 16 set for the CIS variant. Build limit of 10 set for neutral variants. SP reduced from 20k to 10k. HP reduced from 18k to 10k. Shield regen reduced from 450 to 200. Pop cap increased from 24 to 25. Price increased from 35250 credits to 60k credits. Build time reduced from 60s to 45s. AICV increased from 4250 to 6050. Speed reduced from 4.5 to 3.25. Power to engines ability removed (missile jammer ability remains). Dual turbolaser range increased from 2850 to 3000. Heavy turbolasers changed to super heavy turbolasers. ROF reduced. Description updated.

Update: 13 Apr @ 11:07pm

- Vindicator SP increased from 9750 to 100000

- Incorrect voiceover fixed on Republic Secutor

- Missing text added for the Munificent (reported by Liam75)

- Added the missing 6th ship to the ARC-175 garrison squadron (found and fixed by me)

- Removed a faulty <Fire_Range_Bonus_Percentage> tag from the Thrawn XML that caused issues (found and fixed by Emperor Niko)

- Fixed Savage Destroyer duplicated on build bar (reported by CodeNamedFerret, fix by Emperor Niko/Battleship Texas Rebel Admiral)

- Providence-class Carrier/Destroyer (CIS and postwar variants) proton torpedo launcher range increased from 1850 to 2500. Quad turbolaser turret rotation limit increased from 60 to 75 degrees.

- Zann Consortium Savage Destroyer given a much more beautiful texture courtesy of v.perriëns. Dual turbolasers changed to quad, ROF increased. Description updated, missing text included. Death clone updated to match new texture. Price decreased from 45k credits to 25k credits. AICV decreased from 4000 to 2800. Pop cap decreased from 30 to 25.

- CIS Overseer-class frigate buffed signifigantly. No longer completely useless. SP remains the same at 8000. HP increased from 9950 to 12450. New weapons loadout consists of x1 heavy ion cannon, x2 medium armor-piercing missile launcher, x4 quad heavy laser cannon, x5 dual heavy laser cannon, x9 dual medium turbolaser (extra turret added). Power to shields and full salvo ability added. Fires 6 trajectory heavy concussion missiles every 18s, instead of 18 missiles every 22s. Price and popcap unchanged. Turrets re-sized to 1.25 scale and lights re-aranged slightly.

Update: 11 Apr @ 10:02pm

- Fixed missing text? idk

- Changed the starting tech level in ROTE to 1

- Increased the CU starting credits from 5k to 15k in ROTE

- Made 6 of the 8 main guns on Venators broadside limited (sorry not sorry)

- Deleted a bunch of crap files FFT doesn't need anymore (CWH uses them instead)