STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: TR 3.4, FotR 1.5 & RR 0.5 - More Starting Forces Submod
20 Comments
Ewok116 19 May @ 4:29pm 
alr
Skeletor  [author] 19 May @ 3:26pm 
I'll update the list once I release the update for my GGC mod.
Ewok116 19 May @ 6:44am 
same question as the guy below me
frodoandfox 7 May @ 11:28pm 
any news on the FOTR 1.5 updates for all compatible mods
Warmaster Horus 17 Apr @ 12:03pm 
well it very good mod
Skeletor  [author] 3 Mar @ 4:37pm 
Depending on your specs your PC may struggle on the larger maps if you use the More Starting Forces submod as you're PC will have more to calculate (ie. you may have more lag).
Lord Frederick 3 Mar @ 4:33pm 
I was wondering about the limit *** If you play with TR GGC or FotR GGC I recommend that you don’t play on the maps with 270+ planets. Your computer may have a bad time. ***
Skeletor  [author] 3 Mar @ 3:16pm 
The Lite versions are the GGC mappack designed to be compatible with other submods so you can stack multiple mods. The Main versions have more maps, heroes and economic changes. For it to work you click the link of the version you want, sub to it, come back here sub to this mod then put the relevant launch setting into the advanced launch options. To access the advanced launch options right click on EaW, go to properties and put the launch options in the advanced options box.
Lord Frederick 3 Mar @ 2:53pm 
what about the lte of those maps how does this work
Barrett 1 Mar @ 10:32am 
wow that was fast, thank you
Skeletor  [author] 28 Feb @ 9:32pm 
UPDATE:
- Non-Playable Factions spawn cap reduced to normal EaWX balance levels.
- Most non-playable planets will have 100-160 starting forces cap now.
- Changes also affect FTGU spawns.
- You will need to start a new campaign for changes to take place.
Barrett 28 Feb @ 6:01pm 
is it meant to affect the minor warlords cause now their planets have 400-500 fleets
Skeletor  [author] 11 Nov, 2024 @ 9:56pm 
The historicals won't be affected as they have fixed spawns. So the script that gives them more units won't work.
That_Goth_Nerd 11 Nov, 2024 @ 5:20pm 
Does. Not. Work. Hunt for malevolence, same units. durges lance, same units.
Daepapa 1 Nov, 2024 @ 2:08am 
@AXLTAN what's the actual issue?
AXLTAN 19 Oct, 2024 @ 7:11pm 
Doesn't work with venator submod
Skeletor  [author] 8 Oct, 2024 @ 3:35pm 
Thanks, I'll look into it.
Gensei 8 Oct, 2024 @ 3:00pm 
hey there is a single issue I am uncontering with this mod and GGC (playing on colossal known galaxy on admiral) the starting forces for the neutral faction are ludicrous as in cycle 50+ almost no one player or Ai is able to conquer them as they have above 400 fleet each. The issue is that makes the main AI a lot dumber on the galactic level since their territory are disconnected.
'Jin 外国人 4 Oct, 2024 @ 2:15pm 
Patch for Cruiser's and Blue's mod? Would love it
Azihar 4 Oct, 2024 @ 11:08am 
Nice, more starter units to sell to get my early game going. Thanks!