STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Dreadnoughts (Awakening of the Clone Wars Submod)
87 Comments
linusb*****ar 24 Jul @ 10:50pm 
Hi, i was wondering if you could either add the imperator class star destroyer to this mod or make it compatible with the "Rise of The Imperator" submod?
Kurosu Sukafosu  [author] 14 Jul @ 7:40am 
that's more of a personal change, i find it easier to spot on the mini-galactic map
Sculptyre 12 Jul @ 11:13pm 
its reverting the colors tho from a dark blue to a light blue for CIS, you sure? Although I appreciate the fast response times
Kurosu Sukafosu  [author] 12 Jul @ 6:08pm 
surely just a visual bug bc of the text files, nothing to worry about
Sculptyre 12 Jul @ 5:57pm 
yo, with this mod it reduces my version to 1.1.0 instead of 1.1.6?
This mod is amazing! Any chance this will be updated for the no popcap increase version?
Cybertryx 27 Jun @ 1:03pm 
Ah ok so far i encountered like 1 being trench and that man got deleted by the whole fleet at once
Kurosu Sukafosu  [author] 27 Jun @ 11:47am 
the secutor broadside was just fixed, it happened bc a wrong spelling in the xml file, and the legacy's purpose its to stop the CIS' OP Providence Dreadnaughts
Cybertryx 27 Jun @ 11:42am 
So far the Secutor has made it its mission to go for broadsides at any given opportunity and the Legacy feels kinda too strong
dasnocap 26 Jun @ 7:37pm 
Not sure if this is an issue with another mod but the legacy/secutor lack a description have no limits nor a tech requirment good work still like the resucant and providence
Kurosu Sukafosu  [author] 21 Jun @ 6:57pm 
@Cybertryx

yeah that's a common sight in both Awakening mods, AI can get extremely passive for no apparent reason
Cybertryx 21 Jun @ 12:54pm 
Not sure why but the ai is insanely passive playing on extreme and the cis isnt even attacking roche with no fleet present while they got a fleet with 2 dreadnoughts 1 system away
vovan784 19 Jun @ 7:36am 
Good day. Tell me how to remove limits on units and heroes? In which XML file is this located? Thank you
Kurosu Sukafosu  [author] 15 Jun @ 12:38pm 
thru steam its fine for this
Kurosu Sukafosu  [author] 15 Jun @ 10:54am 
@DrakeB can you DM me with any screenshot for further inspection? you´re saying that the ships are 1 credit cost?
DrakeB 15 Jun @ 1:32am 
I’m not sure why, but the ships now show up. However, they are now listed as at single credit. Any idea how to fix this
DrakeB 15 Jun @ 1:10am 
The CIS ships work great for me, but I cannot for the life of me figure out how to get access to the republic’s ships from this mod. I have level three warships researched and advanced capital shipyard. Yet there is no option to purchase them. The ai were able to use them against me in my CIS match, but for some reason, I can not build them myself
Kurosu Sukafosu  [author] 12 Jun @ 7:56pm 
i´ll give it a look anyways, i tested it on player-side and its indeed not available until WARSHIPS III Tech is researched
Barken 12 Jun @ 3:02pm 
No, it was a new game. However, I forgot that I had the 'Wreckage and Bodies Stay' mod installed, maybe that’s the issue. The author said it should work well with this mod
Kurosu Sukafosu  [author] 12 Jun @ 1:03pm 
@Barken that happened in an already existing save?

if that so, i pointed that bc of the way the game handles build requirement scripts, addon ships are inmediately available for build in pre-existing save games disregard of tech
Barken 12 Jun @ 12:07pm 
Is the Republic supposed to be able to build the Legacy Command Ship from week one, or is that a bug? I was surprised and completely crushed when six of them attacked Sullust in week 19
Deados 19 Apr @ 4:15am 
@Kurosu Sukafosu

I have managed to fix it and keep all the other mods. Turns out it was a load order issue. After the fix it has managed to work with previous saves as well.

I have managed to fix it by placing your SteamMod# first in the que. so for me it is:
SteamMod=3401570228
SteamMod=3402036364
SteamMod=3435713749
SteamMod=3387971722

The other mods are

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402036364&ysclid=m9o4b7qiyl768768672 - RF+ Hard Contact + Legion+. Adds new heros for CIS and new legions for Rep.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3435713749&ysclid=m9o4cealgm80054847 - Bigger Clone Wars Submod. Increase pop caps and duble ground units. Fair worning, lag might be a problem. Please mod responsebly.
Floof 16 Apr @ 6:07pm 
Text localization is completely fucked and the dreadnaughts aren't threatening unless you have like one venator, they're kinda just peltas with huge health pools in my experience, either they have guns and don't shoot them, or the guns they shoot aren't very good. the lucrehulk tweaks also break defensive battles because the CIS fleet as a whole is now a lot more cowardly, and will not attempt any pushes during space combat without munificents in the fleet for some reason
Kurosu Sukafosu  [author] 14 Apr @ 9:23am 
@Deados

You may have some other submod that's incompatible with this, that creates that issue
Deados 13 Apr @ 4:48am 
Hello! Love the mod love the models! That said, for some reason the icon for both is not there and description of both has some develoiper notes (the caps-lock text like [ADD_DISCRIPTION_HERE]). How can I fix those issues?

thank you in advance:)
[RUS] Yurlova 3 Apr @ 6:11am 
For future development can you add that Mar Tuuk starts with a Lucrehulk instead of a Munificent frigate like the CW series - or maybe making him upgradable with tech so CIS is not too strong early on.
demarcusscott06 24 Mar @ 9:35am 
i got the providence dreadnought mod working but the adv version is bugged with the title still wondering if ship crashes game in battle but was wondering if you could make a submod to make compatible or just change a file or two?
'Jin 外国人 18 Mar @ 9:08am 
This iteration of the Dreadnaughts are way more satisfying than others. Wondering if you have anything for the poor Republic though, perhaps they should get Imperators and Tectors. There is another mod that does give them that but their version of the Dreadnaught are not as good.
ulyssesalmeida 16 Mar @ 6:29am 
excuse me? 500 tactical pop?
Joe Helldiver 15 Feb @ 5:13pm 
I just have to say that the providence dreadnaught is VERY OP, probably the strongest ship in the game due to how much damage it can do especially when using power to weapons.
I bet 2 of them can take on a mandator
Kurosu Sukafosu  [author] 10 Feb @ 10:43am 
just saw that they updated it to 2 instead of 1, update incoming, thanks for the advice
Kurosu Sukafosu  [author] 10 Feb @ 10:42am 
normal providence spawns 1 Hyena Squadron per wave

Dreadnaught variant spawns 2
BrightRaven 9 Feb @ 11:52pm 
did you set the providence to only have one hyena bomber active at a time or is that a bug?
TheSacredStory 9 Feb @ 7:39pm 
Excuse me author, how did you change the tactical pop from 220 to 500?
mozartnik 6 Feb @ 10:30am 
Thanks
Kurosu Sukafosu  [author] 6 Feb @ 10:03am 
Update*
Kurosu Sukafosu  [author] 6 Feb @ 10:03am 
What do you mean? The text in the menu shows a different version?. that's because the text file used for the Dreadnaughts mod is from 1.1.0, but other that some text, there shouldn't be any significant difference.

Just in case, I'll updated the hard point files again
mozartnik 6 Feb @ 3:28am 
It seems that when we disable the dreadnought mod, we have version 1.1.4, and when it is enabled, 1.1.0.

The question is, do we get content and changes to the main mod?
Kurosu Sukafosu  [author] 5 Feb @ 3:00pm 
What's the problem?
Hoshigami 5 Feb @ 12:23am 
can you upgrade this for 1.1.4?
Kurosu Sukafosu  [author] 26 Jan @ 11:15am 
i haven't reached that part yet, so i can´t tell
mozartnik 26 Jan @ 10:02am 
@Kurosu Sukafosu Good evening! Thanks for the providence reply. I also noticed a problem with the planet Pandora in the story mode. When you capture it, the game freezes. I don't know if it depends on the original mod or the dreadnought mod, but even after the end of the story events, capturing it just leads to the game hanging.
Kurosu Sukafosu  [author] 24 Jan @ 12:38pm 
@Story

i might fix that, but the units descriptions doesnt always reflect their in game stats correctly, so dont worry
Kurosu Sukafosu  [author] 24 Jan @ 12:37pm 
@Mozartik

Both lucrehulks really lack any significant offensive power, aside from being shield tanks, and are very slow

even the battleship variant will struggle against significant threats

The providence dreadnaughts are there to fullfill the kind of role the Home One fulfills in the rebel navy, a fleet anchor with, great firepower and durability while still being movable enough for answering to any danger

even tho, i might take a think at your suggestion of adding the Tech Union III to the requierements
TheSacredStory 21 Jan @ 9:08pm 
I wanted to let the Author know that, at least in the description of Trench, despite him having the Dreadnought version in combat, he still have the same stats as the regular Providence, idk if you knew that or not
mozartnik 21 Jan @ 9:16am 
I also think that the separatist dreadnoughts should be opened later than now. As an option, providence opens only after studying the 3rd level of technology of the trade federation and the techno-union. And Dreadnought recusant only after studying the third level of the mining guild and the techno-union. Because lacrehalk loses its importance as a dreadnought against their background and it is easier to immediately start building a more powerful providence. And so it will be justified, because the technosoyuz was responsible for many developments of the confederation and there were the best engineers there. + at the end of those. The separatists will be able to fight on equal terms with the last ships of the republic.
mozartnik 21 Jan @ 9:10am 
There is another discrepancy in fashion. The vanilla mod uses a different image of the hero Calli Trilim CIS, rather than what is currently in fashion with the dreadnought.
rmcgowa8 18 Jan @ 4:21pm 
@Kurosu Sukafosu I think they were talking about the Munificent-class II Heavy Star Frigate in discord but it's technically not a dreadnought.
Kurosu Sukafosu  [author] 18 Jan @ 4:17pm 
so far not, a Dreadnaught variant of the Munificent doesn't exist
rmcgowa8 18 Jan @ 4:15pm 
Does a Munificent Dreadnought exist?