STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Strong Nebula (EaWX:TR Submod)
111 Comments
Jorritkarwehr  [author] 8 Oct, 2024 @ 6:46pm 
Well it sounds like you've got some well formed ideas - why don't you try them out!

I don't feel like committing to multiple Nebula strength mods myself, but this one has all the files you need to modify stats. All you need to change them is a text editor.
Xenomorph 6 Oct, 2024 @ 9:35pm 
I gotcha- I was just wondering if there could be a nerf to the nebula, in my opinion- the nebula should be a counter to an ISD2 but it shouldn't be a counter to an allegiance lol. I just think the Nebula needs a bit of a nerf, for instance reduce the hull to 6k, shields to 10,500, make it so that the medium/heavy turbolasers fire in bursts of 2 but have a reload of 0.8 seconds, make the ultra heavy turbolaser fire in burts of 2 and a recharge of 2 seconds, the ion cannons fire in bursts of 1 but a reload of 0.5seconds, the tripple turbolasers fire in bursts of 2 or 3 and a reload of 2 seconds as well, keep the missiles how they are lol. Of course those are just my suggestions, I am just trying to find a balance between the lower and higher lvls of strength of the nebula found in lore. Granted this is still making the Nebula pretty strong, it is a much needed nerf I think, I have been able to kill SSD's w/ just 3 Nebulas before which is.... I think ridiculous. Anyways- much love
Jorritkarwehr  [author] 4 Oct, 2024 @ 5:23pm 
I'm not the best at checking this thread, but I'm still around.
Xenomorph 3 Oct, 2024 @ 9:08pm 
Is the dev still here?
Xenomorph 24 Sep, 2024 @ 7:15pm 
lol the nebulas are great but I think they are too OP
Rossys 15 May, 2024 @ 9:40am 
nah bro forget about it, i solved it changing the order of the mods
Rossys 14 May, 2024 @ 5:54pm 
there is anything else i can try¿
Rossys 14 May, 2024 @ 5:53pm 
the thing is that before the 3.4 update I played with various submods at the same time, including this
Rossys 14 May, 2024 @ 5:52pm 
nah dawg it didnt work
Rossys 14 May, 2024 @ 5:41pm 
let me try
Jorritkarwehr  [author] 14 May, 2024 @ 4:22pm 
A lot of submods aren't compatible. Maybe try turning on one at a time?
Rossys 14 May, 2024 @ 4:12pm 
I have multiple submods and neither of them work too, you think that the problem might be that¿
Jorritkarwehr  [author] 13 May, 2024 @ 9:07pm 
It should be fine. Do you have any other submods that might interfere with it? If not, try unsubbing and resubbing to force Steam to update the submod
Rossys 13 May, 2024 @ 8:52pm 
DAWG IT DOSENT WORK ON 3.4 HELPPPPPPP
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The Jolly Ass Giant 14 Apr, 2024 @ 3:34pm 
good to know!
Jorritkarwehr  [author] 14 Apr, 2024 @ 3:29pm 
It has been updated for 3.4
Saytam_ár 13 Apr, 2024 @ 5:51am 
So i cant use it with 3.4 ?
The Jolly Ass Giant 8 Apr, 2024 @ 3:58pm 
good to know! thank you!
Jorritkarwehr  [author] 8 Apr, 2024 @ 5:31am 
It was updated to 3.3 slightly before 3.4 released. If you're having trouble it might be a question of needing to verify your game integrity so Steam applies the update.
The Jolly Ass Giant 6 Apr, 2024 @ 3:36pm 
any chance this gets updated to 3.4?
Delta 23 25 Aug, 2023 @ 4:33pm 
the only fix I can think of to make the nebula have slightly more shields and hull than the ISD II, the ISD II has 8500 shields and 8160 hull, so having the nebula in the 9k range should lower the pop cap but this is just a suggestion, ultimately the mod is yours, im just just some shmuck whos salty about how much pop cap the ship is now.
Jorritkarwehr  [author] 25 Aug, 2023 @ 4:26pm 
The submod Nebula has twice the shield strength of the ISD (as per the Starships of the Galaxy description), so that's where a lot of the pop is coming from.
Delta 23 25 Aug, 2023 @ 4:17pm 
Well that is silly, ISDIIs have allow of firepower to it and they are as much in the pop range of the MC90s, im not yellign at you its more so a gripe with the mechanics XD
Jorritkarwehr  [author] 24 Aug, 2023 @ 9:52pm 
The population value is assigned based on how powerful the unit is, according to the same formula as every other unit in the mod. As far as ions go, it's just never described as a ship that has all that many. For what it's worth, this basically doubles the ion damage of the base mod Nebula, whereas the turbos are more like 1.5x total damage.
Delta 23 24 Aug, 2023 @ 9:13pm 
I will ask again, can you make it so that the ship doesnt take up as much pop cap as a home one? id like to be able to use more than two of them at a time, also if possible maybe give them heavy ion weapons?the ship is as it currently stands, awful against shielded targets
'Jin 外国人 19 Aug, 2023 @ 3:15am 
Anyone else get their Marine Platoon by the NR being in t-pose model? My other submod is pathfinding by Rampage
Jorritkarwehr  [author] 18 Aug, 2023 @ 4:59am 
Is one of the hotfixes causing issues? It's already updated for 3.3
The Jolly Ass Giant 17 Aug, 2023 @ 9:43pm 
Will This be Updated?
Delta 23 16 Aug, 2023 @ 4:16pm 
dont suppose you could lower the pop cap for the nebula aswell? a little ridiculous that it takes up as much cap as a home one
AVeryOddFellow 31 May, 2023 @ 10:39am 
Thank god for this mod! GG, man.
Psg 14 Jan, 2023 @ 11:49am 
@BroncoXeno2035 The New Ship Class part 2 research is broken in the base mod.
BroncoXeno2035 8 Jan, 2023 @ 10:24pm 
Is there a possibility this mod messes up the New Ship Class part 2 Research? I did an Era 5 start, and that option never came up and I couldn't build them off the bat. I also have Cooler Units and No Cruiser Left Behind with their compatibility submod
BroncoXeno2035 4 Jan, 2023 @ 9:32pm 
Also, when are you supposed to research Nebulas?
Jorritkarwehr  [author] 4 Jan, 2023 @ 6:45pm 
Those don't edit the New Republic shipyards, they edit the Venator and the MC75
BroncoXeno2035 2 Jan, 2023 @ 9:49pm 
Yeah, and not even the both edit the New Republic's shipyards make sense, since I can use both MC75 and Venator without issue
Muzamil 19 Oct, 2022 @ 2:42pm 
When checking through the files of both mods i don't see any file that both mods edit. Do you know exactly which files it does edit?
Lantians 5 Jul, 2022 @ 8:05pm 
Can you copy-paste and put out a mod with MC75?
Jorritkarwehr  [author] 5 Jul, 2022 @ 7:00pm 
Because both edit the same files
Lantians 5 Jul, 2022 @ 6:59pm 
Why doesn't it work with the MC75?
Amien 28 Jun, 2022 @ 3:17pm 
hey man can you show me how to change in encylopedia pop up too ?
Jorritkarwehr  [author] 2 Jun, 2022 @ 4:09pm 
It is updated for 3.2. It does work with shield pierce submod, but not with MC75
Jedi414 2 Jun, 2022 @ 10:17am 
Does this submod work with the recent update to Thrawn's Revenge 3.2?
OfficerOfficer 30 May, 2022 @ 6:41pm 
Does this work with the mc-75 submod and Shield Penetration Submods?
Jorritkarwehr  [author] 20 May, 2022 @ 4:08pm 
You need to either start in a later era or research the New Class Modernization Project phase II
King of War 20 May, 2022 @ 10:53am 
How do you build the nebula star destroyer?
King of War 20 May, 2022 @ 2:06am 
Thankyou man. Much appreciated for the quick response and simplicity.
Jorritkarwehr  [author] 19 May, 2022 @ 7:58pm 
Use the text editor of your choice to change the numbers in
C:\Program Files (x86)\Steam\steamapps\workshop\content\32470\1125571106\Data\XML\Units\Units_Capitals.xml

and

C:\Program Files (x86)\Steam\steamapps\workshop\content\32470\1125571106\Data\XML\Hardpoints\HardPoints_NR.xml
King of War 19 May, 2022 @ 10:20am 
How do you edit the stats of the nebula star destroyer?
Jorritkarwehr  [author] 27 Apr, 2022 @ 5:32pm 
The MC90 is a lot more consistently described, so there’s not a lot of room to interpret it as much more powerful.

As far as fighters go, EaWX runs them through Lua scripts. They have to be modified in Data\Scripts\Library\eawx-mod-icw\gameobjects
jojobe 25 Apr, 2022 @ 11:48pm 
Any for the MC90