STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Empire at War Skirmish: Ground Combat Overhaul
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Game Type: FOC
File Size
Posted
Updated
8.544 GB
26 Jul, 2021 @ 2:35am
11 Mar, 2023 @ 5:03pm
55 Change Notes ( view )

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Empire at War Skirmish: Ground Combat Overhaul

Description
STEAMMOD=2557692669
Modpath=..\..\..\workshop\content\32470\2557692669

===== DISCORD =====
https://discord.gg/B66Bvck2ux

===== INTRODUCTION =====

An innovative expansion to skirmish and combat for ground battles in EaW, introducing many experimental mechanics including, but not limited to:
- Victory-point based game objectives across several new game modes.
- A base-building system with engineers and locally produced units, playable in Bases and Supremacy modes.
- Unique combat with long-range, a focus on matching the movies, and a scale where each vehicle and each man is capable of great destruction.
- A small Battle mode, where each player builds an army during a setup phase using a set fund count before carefully fighting their opponent.

All this alongside the four main factions of Empire, Rebellion, Republic, and Separatists, each with unique playstyles and mechanics, and many new maps and units.

2.0 introduced new mechanics alongside the Clone Wars factions, however the mod suffers from poor performance and a few lingering bugs, alongside the experimental mechanics being more than a little clunky due to workarounds.

===== UPDATE: 3.0 IS ON THE WAY! =====

I am redesigning the entire mod from the ground up (not an exaggeration), bringing the experimental mechanics into a polished and accessible form, with improved performance. Due to the scale of the update, I can't apply bits of it as small updates to the current mod, so you'll need to bear with its problems for now and wait for the complete package.

What is coming includes polished versions of all the new mechanics such as Base Building, alongside many new ones. A FreeMode battle designer alongside other new modes. Heroes and expanded rosters. A complete combat overhaul with a particular focus on engaging infantry mechanics.

Sorry it has been so long in the making, but I am confident it will be worth the wait. Thank you to everyone who has kept interested!


===== DESCRIPTION AND INSTRUCTIONS =====

Game Modes and Victory Conditions
=============================
A simple game manager, displayed through the astromech hologram UI, has enabled entirely new ways to play. Landing Zones now act as Control Zones, giving Victory Points. Once reaching a set threshold, a team will win.

This also allows for scenario development, with controlled setup phases and more. In Battle, teams build an army at their leisure in a setup phase during which no one can use their units (using their selected amount of starting credits), and then select the 'Ready' upgrade. Once both teams are ready, the game begins and the ability to create units is lost.

Supremacy (Two-Eight Players) - Develop your defenses, military, and economy through the new base construction system as you fight over five control zones for victory points. This is the main game mode combining most new mechanics into a longer engagement.

Battle (Two-Eight Players) - Build an army in the setup phase then fight over three control zones or wipe the opposing army for victory. This fast-paced and contained mode is consistently short but with a strong focus on army composition, tactics and skilful unit control. Perfect for multiplayer as you should be able to finish most games without errors and you'll get the most out of it against a skilled opponent.

Skirmish (Two-Eight Players) - Fight over three control zones to achieve victory in a shorter game mode by recruiting units from a steady income stream. Great for a moderate-length, fast paced battle where you have full access to all units from the get-go. The only way to win is through victory points, so map control, unit selection, and micro-management are all crucial. This is the most AI friendly mode, and can provide the best balanced single player challenge.

Bases (Two-Eight Players) - Destroy the enemy's base while managing yours using the new base-building mechanics.

Base Building
================
Players begin with a Command Structure and use engineers (move to location, deploy then build using the build-pad system) to build a base of Military, Economic, and Defensive structures. Units are built directly at military structures using the build-pad system, with cooldowns. Military structures can be upgraded in different unit chains to unlock new unit types from that structure. This makes each building have individual value in positioning and level, so having more than one of each type rewards the player.

Note on population cap: The right hand value shows available supply, and if the left hand value is greater than zero (eg. it shows 1/1), you have a penalty of -50% to units stats and income, which will be removed when you next gain supply.

Warnings and Notes
================
This mod is unfortunately quite low-performance (due to models, number of units, and the behind the scenes workarounds), and I apologize for the lagging and crashes that can occur.

There are a few significant bugs exclusive to multiplayer. AI allies (whether to players or another AI) will not do anything, though they work fine in single player. Garrisoning troops also can only be done one man at time.

The AI has been remade to work with all of the new systems and modes, including base building. However, I'm new at this so it isn't perfect and I haven't got every detail working (abilities and competent strategies being the main two).

Keep the victory condition as 'Destroy Enemy Base' for best experience with new victory conditions.

This mod is only for use with land skirmish, and space skirmish and galactic conquest won't work with it enabled (though they shouldn't crash).

Credits
======
Luke Lasermaster:
- Almost all no-vanilla audio assets, including all voice overs (e.g. Stormtroopers), ability SFX, and explosions.

Awakening of the Rebellion:
- The company spawner script which played a huge role in how my construction system works
- All the textures and models for Rebel ground vehicles as well as the ITT and Gallofree HTT
- Particle effects for explosions and projectile impacts
- Combat mod effects (textures and models)
- Structure models for Outpost, Camp, Imperial Airbase, Imperial Factory Level 2, and Rebel Factory Level 3
- Sound effects for both infantry and vehicle weapons

Empire at War Remake:
- The GUI models and textures
- All skydomes
- The textures, models, and particle effects of all projectiles
- Textures and models for all starfighters and some Rebel, Imperial, Republic, and CIS vehicles

Battlefront Commander:
- The models and textures for all infantry (Rebel, Imperial, Republic, CIS), including Speeder Bikes, AT-RTs, and STAPS
- The models and textures for Imperial, CIS, and Republic vehicles
- Model for Imperial Barracks Level 2

Thrawn's Revenge:
- The model and texture for the CIS Industrial Factory and the Rebel Airbase
- Map base for Alderaan and Mon Cala
Popular Discussions View All (2)
10
25 Jan @ 7:05pm
New Update: 2.0
Tyranny
0
7 Aug, 2022 @ 5:35am
New Update: 1.2.0
Tyranny
394 Comments
Tyranny  [author] 28 Jun @ 7:12am 
Hi all, thank you for your patience. I've now set up a simple discord so I can share some of what I've been doing. There are some videos and screenshots - with more on the way.

https://discord.gg/B66Bvck2ux
Tyranny  [author] 27 Jun @ 7:32pm 
Yes indeed! Discord on its way very soon where I'll actually start showcasing some of the things made. Working on Rebel units at the moment.
wolfensteinfan2000 27 Jun @ 12:31pm 
are you still working on this mod?
Tyranny  [author] 13 Jun @ 10:41pm 
Really great to hear, thank you. I'm looking forward to achieving both those recommendations!
GOOBER 9 Jun @ 11:37pm 
So far this mod is great, looks amazing, plays pretty good, so much detail on the smallest things and honestly right now the only things i could recommend for the future of this mod is heroes and more in depth unit types.But so far this mod is one of the best mods in my eyes.
Tyranny  [author] 8 Jun @ 4:18am 
Thanks as always, I'll make sure not to
Sambonie 7 Jun @ 1:33pm 
good luck but don't overwork yourself
Tyranny  [author] 6 Jun @ 7:15pm 
I'm almost done planning for Separatist, Republic, and Rebel rosters and mechanics, which I've been doing on and off while in the long season of study busyness (as I have been for a while now). In a couple of weeks I'll be able to get back into this and start implementing the plan.
Sambonie 3 Jun @ 8:40pm 
yo how are things
Tyranny  [author] 13 May @ 3:41am 
For sure :). Various other projects and commitments have been pretty full on for a while now (but that's just normal).

I must admit I do also get distracted with new experimentations: I've added automatic fleet battles in the skies (including Star Destroyers, frigates, and continuous dogfights) that are optional and mostly background, but the fighters will occasionally sweep along the ground and certain abilities will interact with it, such as pilots calling down brief airstrikes or orbital strikes from capital ships.

I'm thinking of organizing some method of showcasing, probably a fairly informal discord and youtube. I'll get the discord started soon (or at least in the next few weeks).