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: 1 Jan @ 12:26am

First patch of the year and while I wanted to do more changes, I think it's best to wait a bit as these patches having becoming every day so people's campaigns might of be been corrupted and I want people to have a real chance to play and I believe I have fixed most of the bugs preventing people from playing, so I might give it week before I start up again.

Update: 31 Dec, 2024 @ 12:37am

As people have been having problems advancing tech levels, due the point system working for the ai and was being inconsistent for the player, I've changed it so now the player can research their own tech levels. You should be able to tech up in existing campaigns, however the old point system could still trigger in those campaigns forcing you back to a low tech level and be unable to advance again. So a new campaign is advised.

Update: 30 Dec, 2024 @ 9:49am

Allanteen, Birgis, Cato Neimoidia, Neimoidia, Rodia and Yag´Dhul were all using the same ground map that had missing reinforcement points, so you or the enemy couldn't land additional forces. It was a simple fix that is save game compatible.

For the MP GC after choosing your faction you should of been transported to Coruscant or Onderon, however it seems some story events don't work in multiplayer so I have changed it so you do start with those planets in the main area. You will still be required to choose your faction and from what I have gleaned from screenshots you do get stuff to research so units should be available too. In addition to starting with planets now the first shipyards are cheaper and build faster than normal.

Update: 29 Dec, 2024 @ 4:12am

Yet again another map was missing, a lot of the ground maps for named planets had to be scrapped as they couldn't be updated in the map editor, so Utapau's ground map has been replaced with a random barren map that does exist. It's doubtful this change is save game compatible, however if you wish to continue you will need to auto resolve the ground battle at Utapau.

The previous fix for trees caused them to sway awfully so that has been amended.

I've enabled the story announcements for tech advancements. As I have been looking into the tech system which uses points from battles, and while I can't see a reason for it not to be working, people might not be aware that they have already advanced as some units require a higher starbase level. This is doubly so for underworld as they don't have the tech level text in the user interface, that the rebel and empire factions do. This will properly be save game compatible, however only show in new campaigns.

Update: 28 Dec, 2024 @ 8:57am

I updated the Enforcer model with new hardpoints to fix those that were missing, however this cause a death clone animation to appear when dropping it onto the battlefield, now it has the same model under a different name.

The Lehon map was created, however wasn't added to the Mag_RE.meg where the maps are stored.

Update: 28 Dec, 2024 @ 7:43am

Model Glitch

Update: 28 Dec, 2024 @ 6:00am

Missing map for Lehon has been added, that's for the Starforge Battle at Rakata Prime.

The model for the Ion & Mark II Recusant has been replaced, and now uses the same as the standard Recusant; as other one had missing bones that prevented hardpoints from showing leading it be unkillable and it doesn't look as good as the standard one.

The death clone for the Recusant Ion doesn't show the Providence Destroyer any more, if you manged to destroy one, it just explodes now.

Hardpoints for the Titan, Enforcer, BlackStar Venator, Pellaeon, Ackbar, Yamarus and Jabba have been fixed.
Talon Karrde no longer has a ion stun around his space unit.

The Supply Base and Supply Station upgrades work as intended now, however this required a big change to the name of these objects and will properly prevent you from upgrading existing buildings, rebuilding them might fix the issue, and lock out some units, or it breaks the save.

The Rebel, Empire and Underworld Starbases no longer have a unlimited garrisons of units after the initial one dies.

The maximum range of the turret mortar that the minor factions can build has been reduced, and a minimal range has been added.

Ground units and buildings should no longer target wild life and trees.

More units have been added to FreeMode, as this helped fixed issues with them quickly.

The space combat freestore script from 4.0 has been restored, so the enemy should no longer wait around when you just have a starbase and no orbital structures, though I'm unsure how this change will affect current campaigns; skirmish will remain unaffected by this change.

Missing text for the Recusant variants, Starbase hardpoints and Kedalbe Battleship has been added.

Update: 26 Dec, 2024 @ 12:52am

Missing audio for the factions have been added back in, so when you play scenario factions music plays in the background of battles, as well as other sfx events.

Polis Massa & Junkfort Station had an invalid space map, of a map that never existed, it has been replace with one that does. It's doubtful this change is save game compatible, however if you wish to continue you will need to auto resolve the space battles at these planets.

Update: 25 Dec, 2024 @ 6:02am

Credits

Update: 25 Dec, 2024 @ 3:40am

Size Reduction