STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Pentastar Clone Wars Challenge
116 Comments
Wicked Co-op 20 Jul @ 9:16am 
its Thrawns Revenge
Mr House 14 Jul @ 7:56pm 
Does this require Thrawns Revenge ? Which mod is needed for this ?
Antipathy 27 Jun @ 8:40pm 
Hey so where exaclty is the Venators XML file? im just skimming through the files and i cant for the life o f me find it
Pebbled 24 Jun @ 10:32pm 
Any chance we can get heroes?
Xenomorph  [author] 19 Jun @ 10:10pm 
the new mod is up folks - just waiting for steam workshop to release it
Xenomorph  [author] 19 Jun @ 1:35pm 
Good idea Dutch - I’ll look into it
CommandanteWolf💀 19 Jun @ 3:00am 
Oh, can't you like combined them together? ignore the troops just the CIS ships then if thats possible.:steamhappy:
Dutch 18 Jun @ 4:09pm 
you should do a Sith Empire From the old Republic
Xenomorph  [author] 17 Jun @ 10:19am 
When I say I started work in it - I am referring to a seperate mod entirely - a CIS version of this one
Xenomorph  [author] 16 Jun @ 1:06pm 
good idea commandantewolf :D - lucky for you ive started work on it
CommandanteWolf💀 7 Jun @ 3:02am 
Hello, love the way you revive this mod but can you include the CIS ships too? (if you can add the Dreadnought versions too i'd appreciate it) the original mod creator had them in there mod roster, so can you add them too? thx. Oh and also can you add CIS troops rosters too like just the b1 droids? keep up the good work.
P-Nice 5 Jun @ 1:00pm 
Could you if possible alter the map? Having Jaemus present is a great quality of life increase. but it only appears in era 5 and later maps
kingmichael500 28 May @ 7:33am 
Kane and Sysco should still have there SSD still in my option. Well Some hard line Pentastar Units remaining. and the Dual Well Immobilizer is the Old Republic Interdictor Prototype made into a mass production ship.
Fist Full of Crimson 27 May @ 11:33pm 
could use the galleon as it has been transformed into that role in FOTR proper
Xenomorph  [author] 27 May @ 8:00pm 
the faction's lack of an interdictor is *interesting- I may just create a new unit to be an interdictor tbh- but if ya dont mind posting ideas like that in the *proposing new ideas comment section- ty
Star Killer 27 May @ 6:21pm 
This might seem like a random suggestion but do you think you could add the Dual Well Immobilizer as this factions Interdictor? (Or giving the Pelta the mine ability, but I'd like the Dual Well more honestly)
Star Killer 27 May @ 5:19pm 
All right it works.
Xenomorph  [author] 27 May @ 3:05pm 
should be good now- let me know if it doesnt work or if I missed something
Xenomorph  [author] 27 May @ 2:51pm 
Found the problem- patching it now, a file didnt transfer properly from my test mod when uploading the update
Fist Full of Crimson 27 May @ 11:13am 
aye, I initially started with GGC Lite, but then tried without. as Starkiller described, there's basically no units, the framework seems to be broken and for whatever reason there's Empire units in your build bar
Xenomorph  [author] 27 May @ 8:20am 
lol fr
Star Killer 27 May @ 8:16am 
"Fine then I'll do it myself" situation. LOL
Xenomorph  [author] 27 May @ 8:15am 
It only took me 24 ish actual hrs of work to make the update over the past few days - it should take me less to fix whatever it is *probably because this time because more than likely I’m suspecting that it’s the unitspawner.lua or the ship crews system that’s going haywire
Xenomorph  [author] 27 May @ 8:14am 
Dude when I first joined Corey’s discord (thrawns revenge, FOTR, and rev rev) I was given a warning because I str8 up asked if someone could make a mod for me and I’d pay them - I was in your shoes lol
Star Killer 27 May @ 8:07am 
I wish I knew more about coding myself, but it wasn't really my thing. haha
Xenomorph  [author] 27 May @ 8:05am 
Adding them won’t be an issue for the most part - I learned a lot about coding the past few days- I do still wonder if the devs of that mod will *let me - I’ll check back with them
Star Killer 27 May @ 8:02am 
I can't wait, really love the mod. Worth the wait. On another note, do you plan to add the rest of the unit's from Better Venator's at some point?
Xenomorph  [author] 27 May @ 8:00am 
As you can see - it worked on my end when I uploaded it so you can see the new preview of it and see *some of the new things
Xenomorph  [author] 27 May @ 7:59am 
Don’t worry bro - it’s not a hard fix for the most part - I’ll redownload the mod- and 2x check every individual file I tweaked the past few days
Star Killer 27 May @ 7:59am 
Yeah basically. I think it's a framework crash or something but I'm not going to act like I know what that is. lol
Star Killer 27 May @ 7:57am 
I was using Legitamacy Manager, but I also tried without.
Xenomorph  [author] 27 May @ 7:56am 
I can fix that when I get home- I’m guessing it’s where it says “game initializing” in the top corner and never stops saying that and maybe a couple things will spawn but you can’t build much of anything
Xenomorph  [author] 27 May @ 7:56am 
Are you using any other submods with it?
Star Killer 27 May @ 7:47am 
Yeah, basically nothing is spawning. No space no ground, nothing. Though i do love the new color. LOL
Xenomorph  [author] 27 May @ 7:24am 
Broken how? I’ll take a look at it tn when I get off work
Fist Full of Crimson 26 May @ 11:12pm 
dunno what you did but the mod is broken
Xenomorph  [author] 26 May @ 6:23pm 
Update posted- check change log for information
Xenomorph  [author] 22 May @ 10:05pm 
attention folks- as of now I am working on updating this mod again- expect to see several quality of life updates, added units, different starting units, changing the color of turbolasers to the FOTR colors (blue), and more
Fist Full of Crimson 21 May @ 11:18am 
I'm just not sure how that defaults to not giving other venators fighters at all. One would think if you left them at default *or* had the whole file changed to Republic fighters, it'd still put them out.
Xenomorph  [author] 21 May @ 8:57am 
yeah - so in the game both the regular Venators, and Hutt Venators share the same Script files so it was 10x easier for me to change pentastar fighter scripts in the one file then to create a variant of the venator, assign it a game value of true, and then create a new Script and XML, and text file location- or in other words - I got lazy and didnt wanna do another hour of work :P
Fist Full of Crimson 8 May @ 2:36pm 
A problem I have noticed with this is that in the few instances you can get Venators and such outside of the Pentastar (such as hero ships) they won't launch any fighters or bombers, neither imperial or republic ones.
Notamallcop 27 Apr @ 6:10pm 
@xenomorph - Standalone mod? that guy has pretty much given up. I doubt he would mind if you made your OWN mod.
Xenomorph  [author] 26 Apr @ 8:16pm 
Hey! Sorry I’m getting back to you so late denis - if you either open up the base Forces or corruption and then open the mod folder - I think in the options sections- you can select the mod from there :)

Also - yesyoureamallcop it wouldn’t be hard for me to recreate his mod at all but I’d need permission from him to do so, lol and idk what you’re talking about commission - I mod because I enjoy doing it- yall don’t owe me a dime
denisflegr07 21 Apr @ 11:57am 
hi how do i apply this mod in the game ?
Notamallcop 20 Apr @ 8:54pm 
hey @Xenomorpth - any chance we can get a buildable venators mod from you? the old creator I know we ALL used gave up on modding due to life issues. possible comission work with updates?
Xenomorph  [author] 13 Apr @ 10:36pm 
@kingmichael500 - trust me, it gonna be crazy. The space roster for them is entirely done(aside from giving ships their fighters). All I have left 2 do as of RN is to port over their ground roster- which Ill just copy n paste for the most part so nothing crazy
kingmichael500 13 Apr @ 7:50pm 
OOOHHH i can't WAIT!
Xenomorph  [author] 13 Apr @ 12:56pm 
Heh guys - so I have been absent for a bit- I have been working on another mod that is on the verge of release. It is another pentastar mod BUT it is with mandalorian unite from the REV REV mandalorian roster. Units being ported have been rebalanced to account for the glaring fact that a kandosi dreadnought would fall to 3 dreadnought cruisers. Furthermore - there will be brand new never-seen-before units in this mod when it releases soon
xPrimearchX 8 Apr @ 8:24pm 
Is there any reason heroes are so weak? I really cant find a use for them...x3 squads of of b1 shred just abt any jedi.
lde1994 6 Apr @ 12:09pm 
Are you able to add the Republic-era artillery cannon to the roster? That would really help round out the ground units.