STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Old Republic at War: Revamped (Beta Release v1.1.1)
147 Comments
Jaktt1337  [author] 21 Jun @ 6:53pm 
@Absolute: Absolutely! XD At least in the current version. They are being rebalanced and the unit company sizes are being adjusted. Still debating on whether to implement "current" build limits for land starfighters
Mr_Whale 17 Jun @ 7:04pm 
are Mandalorians fighter aircraft still overpowered?
Jaktt1337  [author] 13 Jun @ 3:51pm 
@JustPyro: There are no planet killing weapons in the mod. They aren't planned to be added at this point
Jaktt1337  [author] 13 Jun @ 3:50pm 
@Zare: There will be a few new GCs and most will get slight reworks. I'm also planning on adding smaller or region based ones
JustPyro 13 Jun @ 12:44pm 
Are there any planet killing weapons?
Zare 5 Jun @ 5:31pm 
Sweet, I can't wait for the GC tbh, but overall looking forward to whats in store.
Jaktt1337  [author] 4 Jun @ 1:48pm 
This is still being worked on. It slowed down a bit because of work and other projects. Most of those other tasks were either completed or on-hold for now. Paired with how this summer schedule is looking, more focus is being brought to ORAWRE. This also means that there are new assets available to us (maps/planets, models, textures, etc).
Zare 28 May @ 10:27am 
Is this stoll in the works and getting updates or is it no longer being worked on?
Jaktt1337  [author] 20 May @ 8:46pm 
@Krieg, that GC is not fully complete yet. We have more models than what's in the current version. They will be added when the Great Galactic War GC is updated
☠Krieg☠ 15 May @ 10:06pm 
is the great galactic war era not fully complete? it will only let me play as republic who end up being sith? id love to know if there are any 3d models you guys have from that era. like havoc squad and jace malcom? i know you have malgus hha
Jaktt1337  [author] 3 May @ 8:48pm 
It is still in progress. The base game and most mods have pop requirements. The upkeep, mines, and farms were added so that you have to balance economy with available Pop. I was working on nature set functions to help set environments. It's not polished but they'll make space maps brighter
chriscrushm 3 May @ 12:28pm 
Has this been abandoned?
pc_suffering 30 Apr @ 8:26am 
man, what a shame. Upkeep cost, pop requirement? and here I thought I'd enjoy this mod
pc_suffering 29 Apr @ 11:51am 
bars
Sola Fide 29 Apr @ 11:30am 
Can you please make it brighter? I can barely see any of the ships even with my brightness and contrast adjusted.
pc_suffering 12 Apr @ 8:13pm 
Does it have the same PC requirements as the legacy version?
Star1337_online 4 Apr @ 11:04am 
the cruiser mk III are invinceble
Jaktt1337  [author] 16 Mar @ 10:18am 
Fixed an issue with the uploader, planning a bugfix patch within a week. Still adding units and GCs for a bigger update down the line. The hyperlanes are set up based on the Star Wars Galaxy map. Routes give speed an income bonus based on importance. You can still travel without hyperlanes, itll just be slower. I'll see if it's possible to adjust the planet selection ring to match the max travel radius
nateyolo98 21 Feb @ 7:39am 
wish there was more mods were they bring in all star wars factions
Tellashim[GIF] 17 Feb @ 2:15pm 
I think I must be missing something to do with textures. All the ships seem really dark. No lighting on them whatsoever. The space battles are so dark I can barely make out the ships against the backdrop of dark space.
Dirty_Daz#6026 8 Jan @ 6:13am 
hello! I played republic and made it to the battle for the Star Forge and the map doesn't load? has the star forge been removed?
Chillingbear 5 Jan @ 2:48pm 
I want to love this, but there are some really basic stuff that is messing up my playing experience that I'm sure wouldn't take much to fix.

1. add the lines to show where you can move from planet to planet. It is annoying having to constantly try to figure out what planet can be invaded from what planet.

2. so many text situations that have "TEXT_LASER_01" or "RANDOM_PLANET".

3. No tech upgrades....
Blitzkrieger 5 Jan @ 9:35am 
has the update been done to fix ships not being able to be destroyed when all hard points are gone?
Jaktt1337  [author] 8 Dec, 2024 @ 9:24pm 
DVD, thanks for narrowing that down. I'll make a hotfix for that, and to add <Should_Be_Destroyed_When_All_Hardpoints_Destroyed> tag to most space units and structures. Should be up this week
ZeroReborn1 5 Dec, 2024 @ 4:28pm 
What kind of way are you guys going to revamp combat? Similar to Awakening of the Rebellion or Thrawn's Revenge?
fouty 3 Dec, 2024 @ 2:17pm 
@A1 Steaksauce but even for Beta, its not playable
A1 Steaksauce 3 Dec, 2024 @ 1:07pm 
@fouty It literally says in the title it's in beta.
fouty 2 Dec, 2024 @ 2:51pm 
sorry but these is the worst mod i ever saw. What is that ??

no heroes, no enemy fleets so no space battles, every enemy planet has only 1 infantry troop, you can only build infantry and 1x light tank, many planets are not reachable, half of all galaxy conquest missions are not selectable and those that are playable consist of only a few planets

When i did miss something then please tell me or if these is only a submod, but to me it looked like a standalone and finished mod
DirtyVaderDaddy 2 Dec, 2024 @ 7:27am 
Got to do a quick run through, the missing hard point for the Mando Mk3 is the shield generator. So if you add that in then it should be good. Until then sadly the mod is only playable in skirmish Republic vs Sith as anything won't work.
DirtyVaderDaddy 27 Nov, 2024 @ 11:36am 
I haven't played in a bit, I bounce around from mod to mod. I normally only stick to finalized mods or ones that I'm testing for someone lol.
The Pak Samad 27 Nov, 2024 @ 1:34am 
The performance is poorly done especially whenever you reach a point where you have many units and many planets. My framerates drops every 10 seconds. Need help.
Jaktt1337  [author] 26 Nov, 2024 @ 7:03pm 
DVD, I removed the magicspawn scripts so the AI is limited by the same build limits as the player. That's why the Mandalorians and Sith AI's don't expand when they have small starts. This will be counteracted once starting forces are implemented. This can result in GCs where a faction is at, or over, max limit for Pop but they have a large enough force to take a planet or two nearby. Have you had doomstacks of AI capital ships? I am looking at ways to make space structures sell-able. You can still sell and change out land structures until you have a good foundation. Station garrisons and costs have been changed so that the price/time to upgrade is more consistent between levels. I will keep the submod idea in mind, thank you for the feedback.
DirtyVaderDaddy 26 Nov, 2024 @ 6:24pm 
If you want a money sink, the best thing to do is to make the differing scales of ships and stations vastly more expensive to purchase. Example having T1-3 stations being cheap but then T4 and T5 being overtly expensive and limited certain planets.

Another option is to just have the pop drain and upkeep sinks being a separate submod to give players options and then see how each is responded to in order to locate a middle ground if needed.

Take this with a barrel of salt, this is all just IMO, you've done good work with this and I'm looking forward to seeing where you take it.
DirtyVaderDaddy 26 Nov, 2024 @ 6:24pm 
The issue with the heavily limited pop caps and restrictive upkeeps is that the game isn't designed around it. Homeworld, you're a small group fighting over a small system or even just a single world/nebula/void sector. But in Empire at War, you're playing an empire, so having to guess if you can afford two or three capital ships while the AI can build hundreds... just doesn't make sense for it. That's why the pop cap is present, to represent what you can and can't afford to have fielded. It's made worse when those pop/upkeep structures can't be removed, since now that means players are rapidly crippled early game since if you build it and win you'll never get the value back and its trapped on a single location.

Sadly, I've seen a lot of good looking mods out there ruined to unplayable messes because of those two things trying to be pushed together.
Jaktt1337  [author] 26 Nov, 2024 @ 1:47pm 
I figured if units take pop and upkeep, why not have the structures do the same. That's why structures with bigger garrisons are more expensive. Some structures give pop back after built, I can add the pop bonus amount in the description once the economy is stable. Starbases are handled differently, any up-front pop cost goes away after it's built (base game issue). The pop add amount is adjusted to reflect this. I'm working on an economic balance where it's hard to snowball money and spam units out.
Secutor 26 Nov, 2024 @ 8:06am 
I do not understand why by building more buildings/spacestations I literally lose pop limit, plus enything is very expensive
Despite this, the mod itself is great.
Jaktt1337  [author] 25 Nov, 2024 @ 6:51pm 
Due to more changes than expected. The galactic (Starbase, space structure, and economy) and space unit rebalance/expansion will be uploaded as a separate update from the land overhaul.
Jaktt1337  [author] 18 Nov, 2024 @ 6:34am 
There is a re-balance in the works. This is a beta, so a lot of things can/will be adjusted as we polish this
Decoymaster 17 Nov, 2024 @ 1:43pm 
Couple notes. enemy AI is relentlessly difficult, even on easy. All the maps ive played the starting defensive emplacements are too close to the enemy base. Issue with that is as soon as you build one it gets popped. i put the game on minimum income, minimum settings, and i was still getting mobbed by caps and an insane amount of fighters. Needs a LOT of balancing.
Cacho665 12 Nov, 2024 @ 6:52am 
Tried it. Still has balancing issues but design and everything is still great. So many Republic Fighters, that alone can overwhelm anything. Also Space Stations are gigantic for the scale.
-=EDF=- Kouta Seto 10 Nov, 2024 @ 3:16pm 
Yea dusty.. something went wrong hard on that pic XD Hope dev's did not forget that she is young AF. This pic thou.... seriously whatever is wrong with the "lets try realism and lets make them older than they should be AND make them Abysmall horror in the process" is beyond me...
Dusty-Ninja 10 Nov, 2024 @ 2:55am 
The way Mission Vao looks in this title-card looks...suss.
dcpredhunter 9 Nov, 2024 @ 12:45pm 
it says beta so yes it unbalanced
laserface 6 Nov, 2024 @ 11:14pm 
this modpack is unbalanced asf
Flash 20 Oct, 2024 @ 5:27am 
Considering this is a new updated version of a mod. Can you just paste 'Revamped' in Red (maybe a slightly tilted title on the left) so the mod thumbnail doesnt look so bland.

If I had not read the description on the Old Republic At War (Classic) description, I would have constantly skipped this mod since it look like a really old mod from the thumbnail XD (I did skip it 2 times though)
Jaktt1337  [author] 10 Oct, 2024 @ 8:39pm 
There are no plans for multiplayer GCs. I originally had AI changes in, but coded it wrong. I was reading it like math functions with the total number/result determining probability of happening. The symbols are more "and/or" so I have to redo that. The GC AI was much slower than now (with base game AI) because it couldn't fulfill all the requirements for some plans. I am working on the AI to try and fix the older version, and prevent it from often attacking the same planets. The AI plans for GC and skirmish are separate, changes to one won't really affect the other.
ph34rthe1337 9 Oct, 2024 @ 11:07am 
glad this finally got ported to the new updated eaw foc. original had one of the most intense skirmish ai's out there, even made the more aggressive stargate mods ai seem super chill lol.

that being said, it was a fantastic skirmish ai that made for a fun challenge. but on a gc map, being constantly attacked is the opposite of fun. in gc you just get bored and frustrated fighting the exact same battle 30 times before you can build a single cruiser to even try attacking back. so do try as you continue the mod to avoid falling into the same trap alot of other foc mods fall into and end up ruining conquest thinking the ai should be the same as skirmish.
This is not an idiot. 5 Oct, 2024 @ 6:22am 
Hey, I know you guys will be busy actually developing the mod into how you wish to see it however will there be an official multiplayer campaign add on or will one be integrated into the mod?
DirtyVaderDaddy 29 Sep, 2024 @ 10:59pm 
Not a bad start, looking forward to seeing what you guys can make of it.
Ectoniz 22 Sep, 2024 @ 8:30pm 
when is this going to be updated again?