STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

OUTDATED Custom GC (EaWX:FotR Submod)
51 Comments
Hawkeye™ 8 May @ 4:23am 
The mod is unlikely to be updated, custom GC has been added to FoTR in 1.5 and has made this submod redundant.
Peta 7 May @ 7:48pm 
update pls to 1.5
Hawkeye™ 28 Feb @ 8:16pm 
With RevRev now out in 0.5, you can actually copy the GC switcher from there, move it to the files for this submod and it'll work without a charm. It'll also work for TR, but you don't need a submod for that and can just find the same folder again.
Jorritkarwehr  [author] 24 Jan @ 7:15pm 
FotR 1.5 will have alternate maps like TR does. Plus a utility that allows you to easily copy layouts from other GCs
Sphere117Gaming 20 Jan @ 10:05pm 
As fnyb3rg said a different map would definitely be nice or even a map selection so CIS can be on the Republic FTGU map. Between Kamino and Geonosis for example as a new map for the CIS as they get the short end for FTGU. As the Clones get Kamino on theirs.

Haven't found any mod with a FTGU as good as in FOTR. Nice i can enjoy the Clones but for the CIS... anyways a idea is to look at the bottom part layout of the GGC map pack with the Colossal FTGU GGC. just a idea anyways.
Barker888 26 Nov, 2024 @ 9:10am 
I'm looking back at the description now and seeing it. It was hiding in plain sight.
Barker888 26 Nov, 2024 @ 9:09am 
Thank you! I know how to enable mods but I didn't that you had to play FGU. I looked through the description but couldn't find that.
Jorritkarwehr  [author] 25 Nov, 2024 @ 4:38pm 
TO ENABLE:
1. Go to your Steam Library.
2. Right click the game.
3. Click Properties.
4. Set Launch Options.

Enter the following:
STEAMMOD=3168587070 STEAMMOD=1976399102

Then play From the Ground Up
Barker888 25 Nov, 2024 @ 2:11pm 
How do you enable the submod?
fnyb3rg 22 Aug, 2024 @ 10:12am 
map selection could be a nice addition to this mod
Loki the God of Mischief 24 May, 2024 @ 9:04am 
I love this sub-mod. Thank you so much!
Could you perhaps create a version or a scenario where all maps all are included. As far as I know the set of planets your playing on is currently depends on the faction you play.
Numenor 18 May, 2024 @ 2:20pm 
So what I found is that your script for some reason doesn't like it when you change this value in the game constants.

<Max_Ground_Forces_On_Planet> 10 </Max_Ground_Forces_On_Planet>

Cause when I changed the value back from 20 -> 10, your script works perfectly fine.
Jorritkarwehr  [author] 12 May, 2024 @ 2:11pm 
Odd. I'm not sure what would be causing interference there. Have you tried recreating the gameconstants changes on the up to date mod version? I could imagine some setting there interfering with stealth units conquering planets immediately more than the others changes
Numenor 12 May, 2024 @ 2:49am 
Not sure why but my own personal submod is breaks this mod. Cause whenever I enable my personal submod with this mod, it pops up the messages to chose the options, but then it instantly starts without letting me select (drag the markers) my starting planet, or chosing enemies, or changing my roster.

My submod simply increases space popcap from 200 -> 1000 in the factions file, increase ground pop cap from 10 -> 20 in game constants, and changes the trade post limit from 15 to -1 in the temple basic resource structures file to allow unlimited trade posts, and I edited the mastertextenglish file so the UI shows that you can build unlimited trade posts.

My personal submod doesn't touch any files that this mod edits... and I even tried merging them together and same issue.
Jorritkarwehr  [author] 8 Apr, 2024 @ 5:32am 
That's something I'm holding off on until this gets integrated into FotR 1.5. Though as I mention at the end of the description, you can change the map yourself without too much trouble
Úlfheðinn 7 Apr, 2024 @ 2:16am 
is it possible to integrate loading the full galaxy in FTGU like custom GC in TR?
Jorritkarwehr  [author] 4 Apr, 2024 @ 6:01pm 
Well this mod is for FotR. I'm not surprised it would break TR. TR has Custom integrated in the release, you don't need to run any submods for it
IMPASTA 4 Apr, 2024 @ 11:29am 
Hello, Me again just wanted to tell you that I just checked out Thrawn's Revenge with this mod, and it does say there is a custom galactic conquest, but the options don't show up properly. The panel shows up, but the settings aren't there.
IEatSand 23 Mar, 2024 @ 5:03am 
Limitless heros works for me btw
Jorritkarwehr  [author] 22 Mar, 2024 @ 6:59pm 
Do you have any other submods on? As dicussed a few comments ago, Limitless Heroes and/or Heroes Respawn will break it, though reordering the submod calls can make it work
Reskzhyyy 21 Mar, 2024 @ 2:10pm 
it doesnt seem to work for me, i start from the ground up and the game just starts normally not letting me choose anything
neothejedi_007 17 Mar, 2024 @ 9:37am 
Thanks for the reply, I'll have to look into that and see if I can get it to work. For me at least, progression is the only thing that stops FTGU (with your mod added) from being my absolute favorite game type.
Jorritkarwehr  [author] 16 Mar, 2024 @ 2:04pm 
There's nothing too straightforward for enabling progression. You might be able to edit the context id and gc_name in Data\Scripts\Story\GCPlayerAgnosticFTGU from FTGU to PROGRESSIVE and copy the events in Data\Scripts\Library\eawx-plugins\event-handler\FTGU to PROGRESSIVE?

For different maps you can copy <Locations> and <Trade_Routes> from a different GC to the factional copy in Data\XML\Conquests\CloneWarsFTGU\Campaigns_FTGU and that will work if you play Picked Location
neothejedi_007 15 Mar, 2024 @ 5:03pm 
This is awesome! Is there a way to tweak the mod in order to have to the option to allow era progression in single start?
Cloak&Dagger 13 Mar, 2024 @ 11:37pm 
Interesting mod.

Would be better with a much larger map with all planets for maximum variety.
Jorritkarwehr  [author] 10 Mar, 2024 @ 2:49pm 
That's the plan! It's designed to work seamlessly with all EaWX mods, though the TR version will have to wait for the popup feature to arrive in 3.4
IMPASTA 10 Mar, 2024 @ 10:37am 
Could you make something like this for Thrawns Revenge? I had a lot of fun playing this mod and thought it would be cool to play it on Thrawns Revenge.
Rebel 9 Mar, 2024 @ 10:37am 
It's event-handler/FTGU. This is the working order:
SteamMod=3168587070 SteamMod=2999856791 SteamMod=2792708794 SteamMod=1976399102
Jorritkarwehr  [author] 9 Mar, 2024 @ 10:18am 
You couldtry switching the order up so the other submods break (hopefully in ways you don't care about. If it's the Templates_Dummy.xml it won't be hard to merge that yourself, just paste the units named Custom_GC_something starting at line 413 to the other submod's files.

@FluffyPeanut Without spoiling too much, you can see faction dummies for TR in the file I was talking about. They were actually coded first!
-=[ChocoLover]=- 9 Mar, 2024 @ 8:39am 
Just to make it clear I only had these two active with this
-=[ChocoLover]=- 9 Mar, 2024 @ 8:38am 
Well I tried with Limitless Heroes and Heroes Respawn (cuz I NEED that) and it didn't work at all then... maybe no submod is compatible?
FluffyPeanut 8 Mar, 2024 @ 11:20pm 
can you do Thrawns Revenge. Awesome Mod by the way
Jorritkarwehr  [author] 8 Mar, 2024 @ 4:08pm 
Any that edit the same files will cause problems. No idea which submods would do that though, I tried to keep the submod rather lightweight and it only edits FTGU files and one template file I wouldn't expect anyone to touch.
-=[ChocoLover]=- 8 Mar, 2024 @ 4:56am 
Alright now it works... I've deleted some submods in the lauch options... and with some I mean all and now it works... do you know any specific submod that's not compatible with this?
-=[ChocoLover]=- 8 Mar, 2024 @ 4:47am 
I think I'm too dumb... how does this mod work exactly? I watched the videos but I always start with absolutely nothing... no units and stuff
I really love custom scenarios so I really wanna know
Jorritkarwehr  [author] 6 Mar, 2024 @ 4:08pm 
Thanks!

More maps are something I'd like to get to at some point. If you know anything about XML, you can copy the <Locations> and <Trade_Routes> tag from any GC in FotR (and most if not all of them in TR) over the files here to get a different layout and avoid the wait. This only works with Pick Location at the moment though.

I'm not opposed to the idea of more options, but what do you expect the selection process to look like for them? You'll quickly run out of buttons and I'm not sure how well dragging around units in the setup phase will work.

The era 1 anachronisms are problems with the main mod, which may end up being hotfixed. I might look into a fix after the window for small updates is closed.
NickRhinstein 6 Mar, 2024 @ 1:51pm 
I absolutely love this submod. I hope it will be expanded with future updates. Especially more map layouts and maybe unit/upgrade/hero selection options to further customize a faction.

That aside, I believe some people have already submitted a few oddities/oversights like Era 1 Republic and Sector Forces ground spawns and field bases being not era-appropriate. I was wondering if/when the submod will be updated.

Keep up the good work!
cdrl 5 Mar, 2024 @ 1:49pm 
Thanks Ill give that a go
Jorritkarwehr  [author] 4 Mar, 2024 @ 5:27pm 
The CIS already has it. If you're a little more ambitious, you can navigate to Steam\steamapps\workshop\content\32470\1780988753\Data\XML\Conquests\CloneWarsFTGU\Campaigns_FTGU.xml and copy the <Locations> and <Trade_Routes> sections from the CIS to another faction's campaign. If you do this you should use Pick Location rather than Pick Enemy Location or Fixed.
cdrl 4 Mar, 2024 @ 6:20am 
How do you add Mandalore to the Ground Up Scenario?
Jorritkarwehr  [author] 3 Mar, 2024 @ 6:59pm 
They spawn immediately. You might be confused about the mode? In Pick Location, enemies are selected by placing them in the orbit of your chosen planet. In Pick Enemy location, they're selected by putting them in the orbit of the planet you want for them. In either case if you do the other action, you won't get the enemies you want.
Azihar 1 Mar, 2024 @ 3:18pm 
Just when does the ai factions activate? I tried running pick you own planet with small cluster and it works fine. But the rest of the galaxy is all independent. The other factions I put in orbit on other planets just say independent. No faction color and the graph has no other factions.
Jorritkarwehr  [author] 29 Feb, 2024 @ 3:45pm 
I appreciate it! It's been a ton of fun to make and see people use
shellnapper 28 Feb, 2024 @ 2:30pm 
Hey Jorrit! I've said it on the discord previously but I wanted to comment it here too, but fantastic job on this. This is a complete game changer for me that adds hours of replayability to an already excellent mod, and I can't wait to try it in TR as well. Thank you!
Jorritkarwehr  [author] 27 Feb, 2024 @ 5:33am 
You are playing the From the Ground Up right? Select the options you want and conquer the planet you want to start on with the play button hero. The videos demonstrate a few options
Viceroy-of-the-CIS 27 Feb, 2024 @ 4:40am 
idk how i can create custom GC
Jorritkarwehr  [author] 26 Feb, 2024 @ 3:41pm 
Absolutely! It started as a TR project, but there's no reason not to extend it to all the EaWX mods
Dragontalon 486 26 Feb, 2024 @ 9:43am 
Will you be making a TR version of this submod when the new version is launched. This is one thing I hoped would happen but didn't think it was possible.
alan 26 Feb, 2024 @ 5:20am 
Ok thanks for explaining
Jorritkarwehr  [author] 26 Feb, 2024 @ 5:12am 
It doesn't until you get FotR 1.4 later today. When you do, select from the presented options. For some of them, there are no further choices and the game starts. For most, place the dummies of the factions you want to fight in either the orbit of your chosen planet or where you want them to start (depends on which option you picked), then conquer your starting planet with the play button hero.