STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 5.1 - The Final Update
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Update: 16 Feb @ 5:44am

I have moved some files around which shouldn't affect your saves. However I done some Ai changes which will properly need a fresh campaign to see any differences, if the Ai doesn't break in your existing saves. Which will reduce overall lag on the campaign map and further reduction later into the campaign as factions get wiped out, it was mostly done by seeing what the Ai actually needs to be building for them to be competent as a adversary and cutting fluff that makes them seem human in their decision making.

On top of that I found that some bombing runs were causing crashes as their wasn't an attached bomber for newer bomber squadrons and gone over the scale of them ensuring that the aren't out of proportion.

I also gone through the tech system for the Ai and lowered their requirement for advancing.

Update: 13 Feb @ 6:08am

Lucrehulk Fix

Update: 8 Feb @ 4:59am

You can again build the Gas Extraction Stations 3 times in the imperial web way campaigns.
The Satellite Grid no longer cost any population.

Update: 8 Feb @ 4:38am

Last week I was going to introduce new Ai changes which should of improved their decision making and reduce late game lag, however something broke in the Ai and I spent another week reworking it; and today I gave up on those changes reverting the whole thing back to the released version. I'm still hoping to do those at a later date as they will help.

Text has been added to tech levels and garrison units so it isn't just a name & an icon leaving to guess what they might be, though the garrison one is kind of basic in it's description.

I've given the tactical camera more height allowing you to zoom out further while still giving access to unit abilities.

The Eclipse is now buildable, a tech level was missed when the phases were removed.
Pellaeon's upgrade to the Chimaera has been disabled, as it has no text for it.
CIS Subjugator has a garrison of fighters and bombers.

Update: 25 Jan @ 1:15am

Piett Upgrade

Update: 25 Jan @ 12:45am

Minor changes here and there. The rebel barracks was using the wrong description, Watchtower can now be built at systems and sectors, and more audio has been added back increasing the space of this mod requires on your drives.

Update: 18 Jan @ 3:26am

So there isn't much to this patch. I wanted to speed up the decision making of the ai however those types of changes require more time testing. So I went with speeding up the launching of the mod so you don't have to wait longer than other mods. Though I have no idea how it will affect saved games, I do have a couple of theories: you have too many buildings on the build bar, or no buildings, or nothing has changed which would be the best result.

Update: 11 Jan @ 5:46am

Build Bar Scale

Update: 11 Jan @ 3:32am

Model name error

Update: 11 Jan @ 2:16am

It's a Big Patch so to start off your going to have create a new campaign as your current ones will be corrupted.

I know that audio has been big let down in this version so I've been adding what I think is needed, so some areas may still be lacking a response, you would think after 3 years of nothing there would be at least audio still on every unit, building, upgrade or hardpoint; this wasn't the case as nearly all of it was removed prior to the disband.

So during your campaigns the other factions may of stopped attacking each other due to them building all these defence fleets, they were designed to be oblivious to the other factions and only be a challenge for the player so you couldn't steam roll them later into the campaign, bypassable if you want to risk an auto resolve, they should now stop spamming them and only build them when connected to you.

I have decided to lower the build cost of shipyards as you could have a bad start and not have any shipyards, additionally for this change I have also increase how many credits you start with as paying 16k is too much in the beginning.

With that done I went over the prices of economy buildings and decided to lower their build costs too, original I set them to be an investment and after 20 months you would start to get a profit from them, so that meant big zero number which I changed as well, the new calculation is now 7.5 months which gives them their own individual values. Saving you a lot of credits.

On top of that I forgot to adjust the upgrade costs, so when designing and coding the buildings in 4.0 I made it so the building costs are subtracted from the upgrade, this is now true here too; build times on the upgrade have also be adjusted.

The campaign build bar has been rearranged so upgrades for the buildings appear first, then the sell option if it requires one, then the spawner for the building upgrades to even work. Units have also been rearranged and some were missing from the filter system so they appeared on all filters.

For the MP GC I've made it easier for combat to begin by lowering the population cost of the units, decreased travel time to other planets and increased starting credits, research build times have also been cut in half. I might of fixed the issue with duplicated structures on the build bar, hard to tell without much feedback.

On the campaign map itself I have made it easier to know what you are looking for by adding back in the orbital capacity text for planets, why would some one removed that I have no idea, and hints on where specific buildings can be built.

Anti-Vehicle Infantry have had their damaged reduced.