STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake: Clone Wars Holdout Factions Submod
1,832 Comments
I would love to see randomized starting planets like the newest versions of FOTR or AOTR feature. That way each playthrough would be entirely differen and it would create a lot of replayability.
academaniac 9 hours ago 
Have you ever considered taking the mechanics of this map and making your own version of Post-Endor content?
T'erissk 21 hours ago 
Most welcome ^^
CanadaMan7  [author] 21 Jul @ 2:49am 
@▲ iGregory:
Thanks man- it's hard to find time for it sometimes, but I try to work on it at least once a day. Eventually the Sith and Mandalorians are planned (and I've slowly been adding code in place to get them to a good state), but it's slow going. They're both much less developed than the state the CIS / Republic were in when I started this project.

@Mandalore the Ultimate:
I'm waiting for Jeroen's Remake 5.0 if I decide to switch over at all. There's a lot of instability in the newer version that I'd have to fix in order to make it a good experience.
CanadaMan7  [author] 21 Jul @ 2:49am 
@TheShadowWithin:
Not for skirmish specifically, unfortunately. You'd need to modify the Submod's Factions.xml file to have 300 (or whatever value you want, though keep in mind there are performance/stability costs to very high pop cap) in order to modify tactical population cap.

@T'erissk / Babaloo321:
Thanks guys! As always, this mod is a labor of love and I plan to keep on working on it whenever I'm able. Glad you guys are loving the updates.
Mandalore the Ultimate 20 Jul @ 10:55pm 
Will there be an update for 5.1?
▲ iGregory 19 Jul @ 10:45pm 
Thanks for the update! It's great that the mod is still being updated regularly.
Are you planning to add more factions?
▲ iGregory 19 Jul @ 10:32pm 
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TheShadowWithin 19 Jul @ 6:14pm 
Is there a way to up the cap to 300 in Skirmish?
Babaloo321 19 Jul @ 12:12pm 
You've been making some really great updates recently, keep it up man!
Ethics Committee Chairman 19 Jul @ 11:48am 
I think you accidentally deleted my last message...
T'erissk 19 Jul @ 11:14am 
Awesome! Looking forward to checking out when able ^^
CanadaMan7  [author] 19 Jul @ 10:34am 
Gentlemen, it's time for the Summer of Durasteel.

New patch includes:
-New Medium Tank for the Republic
-Minor AI Overhaul
-Removal of all Fighter Attrition Costs
-Beautiful new skins for Reaper Squadron and Kalani
-New pirate capital ship, the Nexu-class
-Even more Rebel skins for CIS ships
-endless fixes, improvements and balance changes

Join the CWH Discord (listed above) to see the full ChangeLog!
CanadaMan7  [author] 15 Jul @ 4:31am 
@BlueCitrus:
You'll need whatever shipyard they require, a Command Relay Network present and sometimes a specific planet or tech level. I have the requirements listed for every hero and unit in the "Submod Roster" discussion board.
BlueCitrus 14 Jul @ 10:19pm 
How do you recruit heroes in Valhalla mode as Republic Holdout?
CanadaMan7  [author] 14 Jul @ 5:51pm 
@▲iGregory:
Thanks, man! I've been lucky to work with some skilled artists and benefited from generous commissioners during my development so far. Cheers and stay tuned for more beautiful assets coming down the road!

@Darth:
Yeah, I've unfortunately inherited from stability issues from base Remake 4.0. I've done my best to fix them as I find them, but some of the deeper ones, like late game (post 250+ months) continue to elude me. I'd need a lot deeper knowledge with lua scripting to figure out whatever the hell is causing the save corruptions or late game crashes.

Short answer- I'll do what I can. But there are limits to working as a Solo Dev. I'll update you guys as I continue to quash bugs.
Darth 14 Jul @ 12:34pm 
So, any fixes coming around by chance? Recent conquest over 600 months into a valhalla save (I move slow) And once I conquered roughly ~50 to 60 percent of the galaxy, constant crashing. Specifically happened after I took dromund kaas and started establishing the planets around it for economy. Not sure if this is technically a remake or sub mod issue, but taking it as a submod issue because it happened in the submod mode lol.
▲ iGregory 13 Jul @ 8:46pm 
It’s so cool. I’m so excited about new capital ships for cis and republic, they’re so gorgeous!
Ethics Committee Chairman 25 Jun @ 2:16am 
I think you accidentally deleted my last message...
CanadaMan7  [author] 23 Jun @ 10:52am 
@lechapoteur:
Désolé pour mon français.

Oui, Remake peut être assez instable, malheureusement. J'essaie d'améliorer la stabilité du mod au fil du temps, mais c'est difficile. N'hésitez pas à signaler tout problème rencontré (avec le plus de détails possible) et je ferai de mon mieux pour vous aider.

@[] Ayyysguy:
Build one of them. Remake uses a 'Regiment' system that groups infantry into tanks/vehicles.
It should be explained in the descriptions if you read them.

@Brightpaw:
They are, yes.
If your Main Menu doesn't change to the Battle of Coruscant/say "Clone Wars Holdouts", then that's your sign that the installation didn't occur.
lechapoteur 23 Jun @ 8:50am 
J'adore ce mod mais vraiment dommage que ce soit trop instable et injouable .

Ps : Quelqu'un connaît il un lien qui explique correctement comment changer les fichiers XML pour essayer de jouer ? Genre changer le coût des vaisseaux, etc ...

Merci d'avance.
Brightpaw 19 Jun @ 9:25pm 
@CanadaMan7 Well. I did try verifying my files, but Are the CIS/republic remnants supposed to show up in Galactic Conquest?
[=AWOL=] Ayyysguy 19 Jun @ 1:09am 
I cant find how to produce b1s and b2s I built the buildings but they arent showing up just the tanks and bigger droids
CanadaMan7  [author] 18 Jun @ 11:01am 
@Brightpaw:
Do you have the space for it? It could be failing to completely download for some reason.

@GRU RF:
What you're describing is actually an EAW Engine-level problem, though it strangely affects EAW Remake more regularly than other mod's I know of. 'Time stopping' is the result of a framework crash thanks to the AI being involved in a 3-way autoresolve. A three way autoresolve is fatal and is unsolveable by mod devs. You can join the discord for some information, but it essentially boils down to using the Dev Exe to find out where it's occurring and then disrupting the AI before it can reach that point.

Those are very long running games though and stability in general tends to suffer past the ~250 month mark.
GRU RF 18 Jun @ 7:05am 
This is the second time I've experienced a problem with taking off in galaxy capture. The first time was on week 388, and the second time on week 267. Every time it reaches a certain day, the game crashes and stops progressing. This occurs approximately when 75% of the GALAXY is captured.
Brightpaw 17 Jun @ 5:18pm 
I can't seem to get the submod to activate- but the remake itself activates just fine.
CanadaMan7  [author] 12 Jun @ 8:35am 
@drefgold:
Corrupted save, unfortunately. There's no way on my end to be able to restore it to working order.
Delete it (and maybe the rest to be on the safe side) or you could encounter performance issues.

@Tony Alcoholic (TNxtD):
That's how it came in vanilla Remake. I'll take a look at modifying them eventually, just low on my totem pole since they're otherwise functioning correctly.
CanadaMan7  [author] 12 Jun @ 8:32am 
@SomeJetPack34:
Thanks man! Glad you're having fun with it! Stay tuned for another patch shortly

@SmithTheUberPod:
I could, but it requires a lot of effort to go through the process of restricting it to only one GC in order to make it buildable. I can't promise it since I have a lot on my plate to implement still.

@Seran561915:
Sith Cultists are next, with Mandos being added "Eventually". They don't have very many models that are Remake Quality out for them.
Tony the Alcoholic 11 Jun @ 4:26pm 
I don't know if it's my game, but the subjugator has no hardpoints, is that a bug?
drefgold 9 Jun @ 9:55am 
game crashes whenever i try to load previous saves
Seran561915 7 Jun @ 8:43pm 
Could you add the Mandalorians as a playable faction?
SmithTheUberpod 7 Jun @ 7:10pm 
@CanadaMan7 i would like to ask if you can make the Sandbox Shrine a buildable object, enemy fleets keep taking Yavin and Coruscant and i cant rebuild the shrine when i take them back (or if i cant take them back, i cant build them on other planets if i lose Coruscant or Yavin
SomeJetPack34 4 Jun @ 9:26pm 
This is an epic mod, anytime I run remake I always think about loading this up
CanadaMan7  [author] 2 Jun @ 3:32am 
@Southern-bear:
If you're referring the 'Sandbox' or 'AI Control' GC Probe Droid, you're unfortunately out of luck.
Southern-bear 30 May @ 2:44am 
Hey so uhh...not sure where to find this info so I'll ask it here, is there a way to rebuild or command the Probe droid to respawn? I accidently got it killed, its not a big deal since my GC is still perfectly playerable without the intel, just wondering if its an easy fix or not otherwise its all good.
CanadaMan7  [author] 27 May @ 2:47am 
@colonel Joel:
I'd recommend checking out my "Frequently Asked Questions" board for my take on things like that. The short answer is no and they'll remain Hero exclusive.

@GhostFace:
Are you able to actually get into the mod? Since it's a submod, it has its own Installation instructions you'll need to follow. They're written out above.

@WestBlocc:
Starting without one is normal, yes. Not being able to construct one isn't.
Who are you playing as? Make sure you're upgrading your Starbases to Level 3 in order to see the Research Station pop up as build-able though.
WestBlocc 25 May @ 6:39am 
Is it normal to have no research station and no ability to build one in your own GC modes like "Rise of the Empire"?
Babaloo321 25 May @ 6:38am 
@GhostFace
Works fine for me. Some tips to avoid crashes:
1) Do not load saves made during battle, that includes autosaves
2) Do not load saves made when the game was paused
3) Make a new save each time you save, and delete or move the old ones out of the save folder periodically.
GhostFace 25 May @ 2:43am 
Doesnt work game always crashes
The Angry Cheese 24 May @ 8:01am 
Seeing something like this but for the Mandalorians would be pretty cool.
lord cutler beckett 24 May @ 7:08am 
do you think you'll ever make the providence dreadnought variant build-able (if it already is how)
Grg 23 May @ 4:13pm 
What a great addition. Many thanks!
CanadaMan7  [author] 23 May @ 11:17am 
@Captainluke5:
Follow the installation instructions in the Description. You'll need Remake 4.0 and this submod running at the same time.
Captainluke5 23 May @ 11:09am 
cant run it?
CanadaMan7  [author] 22 May @ 5:16am 
@Leweivicil:
Not sure what's wrong with that, unfortunately. As far as I can guess, it's somehow hesitant to move sometimes due to either vision problems or the hidden "AI Combat Value" modifier.
Leweivicil 21 May @ 8:05am 
Yeah I tested all Space Battles GC, dunno why the ships doesnt move to target automatically. :steamsad:
Leweivicil 19 May @ 5:28am 
Awesome to hear that. Looking forward to more of this. Its really nice to see the AI playing. Something mesmerising like watching a movie
CanadaMan7  [author] 19 May @ 2:25am 
@Leweivicil:
They do not. Right now, the only to up your tech is the player manually clicking the "Escalate the War" upgrade at whatever planet the Research Station is orbiting.

In the future, I'm experimenting with it being tied to certain planets being conquered, potential political decisions, etc.
Leweivicil 19 May @ 12:46am 
Just curious do the AI do the Tech upgrade by themselves? I.e Level 2 Level 3.
CanadaMan7  [author] 17 May @ 7:39am 
@HUNTER:
Yeah, it's clear that a lot less elbow grease was put into ground. I'll try to keep pouring some love into it and get it looking a little better. Glad you're having fun though!

@Leweivicil:
Strange, but glad it wasn't all like that at least. Have fun with it!

@𓆩₲ēꞩħīҟ𓆪:
Not sure how to help you. Are you referencing the work-around where you click on the Faction Bar, hold the mouse button down and then scroll down on the scroll wheel? Either way, are you using the full screen resolution you have available?