STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Shield Penetration Submod for Thrawn's Revenge & Fall of the Republic X.2
158 Comments
McLets 20 Jul @ 9:06pm 
Problem with using this and Revan's Revenge however, bombers will not drop their payload and are almost worthless, I'm pretty sure it's a bug and despite Thrawn's Revenge still being more recent despite the submod's lack of changes, still works as far as I can tell.
lancel.ani.13 14 Jul @ 9:47am 
If you want to apply this submod to Revan's Revenge, here's the launch properties:
STEAMMOD=2083545253 STEAMMOD=3417277973
Thorveim 12 Jul @ 4:54am 
the submod that makes you look at point defense and fleet tenders with a LOT more interest :p
Moridin 4 May @ 2:43pm 
Will this submod require an update for FotR 1.5?
Furykuiku'l 15 Mar @ 1:13am 
to get all the sub mods to load with each other load each sub mod with the base mod then test if it works load in another one and repeat launch then keep adding them one at a time it should work as long as the base mod is the one that loads last in order also having the smaller ones first will help as they wont hang trying to load their data and will cause less breaks to the loading of the rest
BluefoxOverlord 4 Feb @ 5:49pm 
love how this works still with other two mods :3
I believe that it depends on where you put the steammod=(numbers). Cuz Steammod doesnt load them all at once but instead in an order.
PerilousPenguin 1 Jan @ 3:51pm 
is there a way to get this mod to work via steammod method with "Better Venators" and the "limitless heros" submods?
Epicsk8r37x5 23 Sep, 2024 @ 9:48am 
This + Victory I stacks = profit
ulyssesalmeida 15 Jun, 2024 @ 4:35am 
Indeed the real men knew on when to fight hard and die well and went on to the max diffculty
Normac 2 Jun, 2024 @ 4:31pm 
only real man use this mod on the extreme and brutal AI :steammocking:
BluefoxOverlord 1 Jun, 2024 @ 10:15am 
the submod working fine with the mods it made
Mugs 21 Apr, 2024 @ 8:10pm 
please update
Cristianmrvzla 11 Apr, 2024 @ 9:46pm 
update pls
Cooler12351 10 Apr, 2024 @ 11:14pm 
The most important point to mention here is that the Submod will destroy the balancing system completely
Joewlpc 10 Apr, 2024 @ 6:39pm 
yes-ish, more than the original was
Cooler12351 9 Apr, 2024 @ 8:31am 
No
X Æ A-12 9 Apr, 2024 @ 5:20am 
Before I download, is this lore accurate?
Cooler12351 6 Mar, 2024 @ 12:18am 
Should Work yes
Kestalus 5 Mar, 2024 @ 8:41am 
Will this work for FotR 1.4?
nicholasrios2018 23 Nov, 2023 @ 9:01am 
to get the m75 and the star hawk, get the upgrade on the space station from Eaw that has an image of a battle ship
Cooler12351 20 Oct, 2023 @ 9:09pm 
Yes
cobar234 20 Oct, 2023 @ 2:23pm 
does this work with 3.3 on thrawn's revenge?
jamesrodgers100 17 Aug, 2023 @ 12:53pm 
@CaptainLeo1784 is an option in 3.5
Cooler12351 16 Aug, 2023 @ 11:03pm 
Those are in the main mod via a toggle option now
CaptainLeo1784 16 Aug, 2023 @ 10:55pm 
I want the mc75 and the star hawk
APS 28 Jun, 2023 @ 8:36pm 
Will this work for FOTR 1.3?
PedoBear 21 Jun, 2023 @ 3:55pm 
1.3?
Horse With No Name 18 Jun, 2023 @ 2:06pm 
Will this mod work at launch for FOTR 1.3?
Cooler12351 14 May, 2023 @ 12:32pm 
There is no such submod for AotR at the moment.

It is unlikely that the Devs will do such a Submod for AotR, because the Devs of this submod are the Devs of the main mod too and there is no reason for them doing it for a different mod.
Commander-LVJ 14 May, 2023 @ 11:55am 
+Corey Loses

Question: do you know of any modification that makes it so that missiles do not penetrate shields in awakening of the rebellion?..and if not (considering that you've made this mod) would you (or someone) be willing to make a quick mod that made it so that missiles are stopped by shields in AOTR?..
AdmiralDailee 10 Nov, 2022 @ 9:26pm 
Having issues with having a fleet over an Imperial faction that is about to be absorbed via the legitimacy feature. Every time I accidentally leave Han & Chewbacca over a planet that is about to swap factions via legitimacy, they disappear and I can't bring them back. Same goes for all Boarding shuttles that sit over a planet like this.
TDOf Ducks Plays 6 Oct, 2022 @ 11:34am 
I love how lore friendly this mod is i mean we see bombers use proton missiles and bombs to disable larger capital ships (see Rogue One for perfect example and not to mention Star-Wars Squadrons with fighters flying through shields) im glad that fighter/bombers laser/turbo weapons dont bypass shields now that would be broken
Strangely Erotic 7 Aug, 2022 @ 5:11am 
Makes bombers/any ship that uses torpedoes or missiles ACTUALLY work properly and become a boon to ships with heavy shields. So good!
KON36 10 Jun, 2022 @ 7:14pm 
Any way we can get the ground shields upgradeable again?
florpzorp 13 May, 2022 @ 11:41pm 
i use lasers so this submod didn't apply but it actually doesn't help since in both mods you normally use capital ships so not really a big effect
BRIGHTSCALLES 1 May, 2022 @ 2:24am 
to me the mod isn't lore friendly as anything larger than a star fighter usually had both particle and ray shields to both block incoming energy/radiation, lasers and what not, and particle shielding which was used to block physical objects. In universe the proton torpedo is a physical weapon, ergo the particle shielding that most ships have would stop the projectile based weapon from hitting the ship. Now that being said the shield emitters can eventually be overwhelmed with sustained fire buut depending on the class of shield the ship carried could be overwhelmed by a single fighter squadron or need multiple capital ships to take out, or in the case of the death star II could literally shrug off an entire fleets worth of firepower and be fine. Planetary shields too op. #plsnerf
umrylmz 2 Apr, 2022 @ 12:40pm 
two questions: Does this work with save games or do I have to start a new game? Second, is this mod out of date or is it just bad for more recently updated FotR and ok for TR?
Cooler12351 18 Mar, 2022 @ 8:55am 
The submod isn't updated for FotR 1.2, because TR isn't updated currently.
A$$HOLE 12 Mar, 2022 @ 4:57pm 
@corey please fix this, this mod takes 1 of the worst features of thrawns revenge and fall of the republic and fixes it. without this, 1.2 FOTR feels clunky and annoying in space battles
silexis 44791 11 Mar, 2022 @ 10:09am 
My text is bugging, i cant read anything. How to fix that?
IExecutor 26 Feb, 2022 @ 3:24am 
@Rogue One it's not, at least yet
Rogue One 25 Feb, 2022 @ 10:09am 
Is this still compatible with the 1.2 update for Fall?
michaell8000 25 Jan, 2022 @ 1:56am 
@realest grandpa if anything it's more about allowing an aspect of gameplay to work a big thing in both mods is the massive amount of strike craft that can be involved without shield pen the bombers don't really impact battles all that much plus hammering away at shields can be a complete bastard of a time.
GutenAnus 6 Dec, 2021 @ 9:03pm 
STEAMMOD=2083545253 STEAMMOD=1125571106STEAMMOD=2083545253 STEAMMOD=1125571106
Realest Grandpa 2 Dec, 2021 @ 5:48am 
does this make it easier in any way
Aristaeus 25 Nov, 2021 @ 4:34am 
My third possible addon would be being able to buy individual squads of alliance fighters, interceptors, and bombers because they house hyperdrives in them but to make it a little bit more fair to the other factions and their gozantis a squad equals 4 fighters.

And that's all of my ideas to you feel free to notify me if the ideas are approved for submod of course.
Aristaeus 25 Nov, 2021 @ 4:34am 
So Corey, I was thinking about your astonishing work with your Mods and Submods so i thought of ideas to enhance your Mods/Submods by making them feel a bit more authentic and entertaining.

So forth my first idea gozantis that carry 4 fighters from the standard TIE to TIE interceptors and TIE bombers for all the Imperial splinter factions. Nice touch in my opinion.

For my second proposition I suggest the rebel Hammerhead corvette as a sacrificial ramming ship as its special move would be to damage enemy capitol ships with active shields kinda like the "Shield penetration Submod" but for ships.
Roger 16 Oct, 2021 @ 2:58pm 
@BUTTSTALLION one is for Thrawns Revenge itself and the other is for the Sub mod itself. If your only running one sub mod then just copy and past both. If your running multiple like myself then you only copy the first section. for example i'm running Thrawns Revenge with MC75, Small Home One and Venator submods. My launch option text is - STEAMMOD=2298456922 STEAMMOD=2373181531 STEAMMOD=2361851963 STEAMMOD=1125571106. If I were to add this I would add STEAMMOD=2083545253 to the beginning of my text. I hope that helps.
blacktigeractual 8 Oct, 2021 @ 10:20pm 
@Francis Shields are split into ray and particle shields. Missiles and torpedoes have penetration aids to get through both. Mass Drivers and Gauss weapons are nothing more than another gun. Statistically they drop shields the same as a turbolaser. It's just a visual effect, nothing more.