STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
1,415 Comments
BigCheese256  [author] 12 hours ago 
@Maketh

Hold left click in the faction box and scroll the mouse wheel, the slider there doesn't work. This is in the known issues list: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2894927178/7155698768554104306/
conwrightnie 13 hours ago 
Hey, everyone I've been away for a while, does anyone know if remake 5.0 is still being worked on?
Maketh 24 Jul @ 11:36am 
Sometimes i cannot scroll down the factions list? Idk why it happenes?
BigCheese256  [author] 17 Jul @ 4:26am 
@Tarkain

Not really sure why non-French speakers would need a French translation? Essentially you'd be making a copy of TranslationManifest.xml and mastertextfile_english.dat and translating all the text in there from English to French. There's a huge amount of text in there though, including all the redundant text from vanilla EaW - it would take an incredibly long time.

An AI translation program could do it, but you'd need to make sure only the text inside the double brackets is translated, if the name is translated the text will just be missing ingame. Also if "Localisation Key", "TranslationData", "Translation Language" or "Localisation" are renamed the game will crash at startup.
BigCheese256  [author] 17 Jul @ 4:26am 
@necropolis

I've not really considered pulling anything from other (non-Remake) mods, mainly because their models and such would look out of place against the models already here, and they will have been coded into the game with a totally different mod in mind.

It's not something I would do myself, but if they're okay with it you're welcome to look into it yourself. After that as long as they fit in properly, they could be added to the main submod.
necropolis 16 Jul @ 12:10pm 
@BigCheese256
I have asked the owner of the Remake Task Force The Republic mod if he has restrictions about using his models for other mods.
I think the Resurgent Star Destroyer and TIE Mangler would perfectly fit in the Revisited mod. Do you would have any interest in adding these ships in the Revisited mod?
Tarkain 12 Jul @ 6:50am 
Hello, thanks to all the mod creators like this one - I really wish there was a sequel to this game or another hit like it, but anyway, back to the point. Could you provide me with guidelines on how to create a French translation to make it easier for non-French speakers to use, if possible?
BigCheese256  [author] 11 Jul @ 7:24am 
@necropolis

You asked that already on May 10th and I answered it already - check back through the comments here. It works the same way for all campaigns with a tech level timer.

@Brouderian

It isn't unfortunately, Remake and this submod too use scripts for several functions, and scripts break multiplayer.
necropolis 11 Jul @ 6:54am 
In the Galactic Campaigns where you start with one planet respectively three planets where can you change the Timer for the Tech Upgrade?
Brouderian 4 Jul @ 9:43am 
Is there any way to play this multiplayer mod with a friend?
If possible, I'd like to know how I can access multiplayer.
BigCheese256  [author] 29 Jun @ 3:19pm 
Suggestion to improve the game's performance and visuals after some experimentation, which others on Discord said have worked for them as well.

Open Nvidia Control Panel, go to manage 3D settings and program setting tab, find starwarsg.exe, and change the following:

1) Anisotropic filtering: 16x
2) Antialiasing - mode: Override any application setting
3) Antialiasing - setting: 8x
4) Antialiasing - transparency: 8x (supersample)
5) Texture filtering - anisotropic sample optimisation: Off
6) Texture filtering - negative LOD bias: Clamp
7) Texture filtering - quality: High quality
8) Texture filtering - trilinear optmisation: On
9) DSR - Factors: 2.25x DL
10) DSR - Smoothness: 33%

I'm not sure why this helps but apparently it does. My guess is the game is using the CPU for anti-aliasing or texture filtering and this change moves that load from the CPU to the GPU.
BigCheese256  [author] 29 Jun @ 3:10pm 
@Raidfiel

Jumping the gun a bit there, 5.0 isn't released yet it's much too early to be talking about 5.1.
Raidfiel 29 Jun @ 8:53am 
Will the mod be updated to 5.1?
l0liconn 23 Jun @ 10:37pm 
where can we override the game's anti-aliasing?
BigCheese256  [author] 22 Jun @ 1:45pm 
@XxViperxX

There's not a whole lot you can do, this game and it's engine are just old and made for older hardware, so you will lag no matter what specs your PC has. The issue is CPU - the game can only use 2 CPU cores or more technically, 1 core and 1 thread. Try making adjustments to EaW in the Nvidia control panel settings - one thing I found helpful was to override the game's anti-aliasing setting to 8x, transparency 8x, and force anisotropic filtering to 16x.

Only other thing you can do is have a CPU with high individual core frequency.
Pokey1751 22 Jun @ 10:04am 
fair enough
XxViperxX 22 Jun @ 7:36am 
I love the mod but im getting massive LAG issues in battles. I've got a 4060 32 ram. My computers fan dosent even kick on so i'm assuming it is no ta gpu thing. Any thoughts on how i can speed it up? As it sits I'm getting 10fps on battles which makes it unplayable.
BigCheese256  [author] 22 Jun @ 1:12am 
Only if they're added to the base Remake mod or Clone War Holdouts first. This submod doesn't add anything "new", it just adjusts what is already there.
Pokey1751 21 Jun @ 7:57pm 
will more kotor and swtor ships be added?
Is there any cutscene for when a faction wins in this mod?
BigCheese256  [author] 19 Jun @ 12:32pm 
@The Eternal Crusader

Skirmish doesn't exist in this submod.

@ISwearSheWas

In battle it is 240, much higher than the base mod. This is set per-faction in the Factions.xml file and can be increased there, but remember this will lower your framerate and increase the chance of crashes.

@Deathbringer21

Thanks, I'll have a look into it. It's been reported as well that the Mandalorian heroes dying is causing crashes in GC.
The Eternal Crusader 19 Jun @ 9:53am 
does this version retain the ability to play with dreadnoughts in skirmish?
ISwearSheWas 15 Jun @ 1:48pm 
DId you change the Unit Cap/What is the unit cap, and if its not higher than normal, is there a way to increase it?
Deathbringer21 15 Jun @ 10:32am 
Hello! I think there might be a bug with Rogue Squadron (Wedge) , it seems like the hero is unable to respawn? I lost the squadron about 40 weeks ago and he still hasn't respawned / given an option to rebuild him.
BigCheese256  [author] 11 Jun @ 6:41am 
For that 5.0 would need to first release, which right now I have no info on. I won't be touching or taking anything from the unofficial/leaked version, only the official version.

It's unclear at the moment exactly how much of 5.0 will be brought over to Revisited. There's also the issue of parity with CWH going forward if they decide to stay on 4.0.
MrDark007X 10 Jun @ 11:00pm 
Is there any word for the 5.0 compatibility update?
BigCheese256  [author] 5 Jun @ 4:04pm 
Ah, that's a bug/oversight, those were added to the campaign files before the phases were removed and not adjusted after, thanks.
SundownerWinds 5 Jun @ 3:56pm 
SSD phases are still a thing if you battle the eclipse on endor or the executor on bastion
Daren Allender 5 Jun @ 9:08am 
@Dagger 2-2 If you are subscribed to the mod, you can launch the game with FoC, as soon as you are in the menu, go to option, then click on mod, and you will find all the mods you are subcribe
Dagger 2-2 2 Jun @ 3:26pm 
why wont it load? I input the steamcode into the steamcode slot, open FoC, then nothing new. any tips?
Great Armada 1 Jun @ 7:56pm 
I wanted to comment that the Overseer Class Light Cruiser for CIS is such a perfectly appropriate aesthetic for the Separatists. It looks like it's just based on some fan fiction designs, but I love it's role in the CIS navy. I find that I don't get to use it as much once I've built a few battlegroups though.

This is a GREAT mod for EAW. Zero complaints.
BigCheese256  [author] 31 May @ 2:16pm 
It's not something I would recommend doing without some modding knowledge, since both the Executor, Piett, the was heroes respawn and the phase system for SSDs were all changed in this submod. You would also need to start a fresh campaign, since having Piett upgrade to the Executor would mean editing the story files. Those are loaded at the start of a GC.
Leweivicil 31 May @ 8:24am 
I see. If I would want to retain as the base mod is there anything to change? Just curious. If not it’s ok haha. Just for my Empire playthrough
BigCheese256  [author] 31 May @ 7:25am 
Piett's upgrade to an Executor which happened in the base mod was removed from this submod. The reason being all heroes here respawn, and a free respawning Executor was too powerful. To sort of make up for this Tarkin now upgrades to an Allegiance, which didn't happen in the base mod.
Leweivicil 30 May @ 9:33pm 
Can I check, I’m playing the Empire and at Tech 5, Piet was supposed to upgrade to the SSD Executor. But it didn’t happen.
Willem 29 May @ 11:30am 
@STEVEO Yes.
STEVEO 29 May @ 11:18am 
@Willem i take it then 4.0 has ground combat
Willem 29 May @ 11:16am 
@STEVEO No, this is for 3.5 gameplay only, which had no Ground Battles.
STEVEO 29 May @ 11:14am 
will ground combat ever be added ?
🌽PK IllinoisFIN🌽 29 May @ 6:21am 
Revisited vs Legacy, witch is better?
will9 19 May @ 10:44pm 
@bigcheese I fixed it! I had to restart steam then reinstall the mod. Thank you!
Stomaticism 19 May @ 1:00pm 
thx
BigCheese256  [author] 19 May @ 5:09am 
*Daren Allender, rather.
BigCheese256  [author] 19 May @ 5:07am 
@Stomaticism

Check the posts here from a few days ago from necropolis and the 2 replies after from me and Darren Alexander. That'll tell you how to edit the tech level timers.

@will9

Make sure the mod is fully downloaded before launching, and you are launching Forces of Corruption and not the base game.

@Woozle

Personal preference I like the single planet start, but also because that's how the original Remake 3.5 GC campaigns are which this submod recreates. All 3 factions started with either 1 or 3 planets, with one campaign where they start with 10.
Stomaticism 19 May @ 1:40am 
hey bigcheese is there a way to increase the tech upgrade time from 20 mins
will9 18 May @ 3:44pm 
Loading the mod in the launch options does not work
Help!!
Woozle 16 May @ 2:05pm 
Why do all the GCs have so few planets started controlled by actual factions?
Leweivicil 15 May @ 7:18pm 
Awesome thanks for the quick response! Looking forward to try the mod out! Also will there be AI GC campaigns? Sometimes would just sit back and see what the AI would do xD
BigCheese256  [author] 15 May @ 6:34pm 
This submod is self-contained and doesn't need anything else - Clone War Holdouts and other assets are ported over by me manually.
Leweivicil 15 May @ 5:35pm 
Hi just checking cause I’m a bit new to sub mods and all. If I get sub this mod. And I want the Clone Wars mod do I need to add that as submod? Or this comprises everything you listed. Thanks in advance