STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

The Clone Wars - 4.0 [NOT UPDATED ANYMORE]
Ways to Improve the Clone Wars Mod (if Ozzy returns to it)
I will start by saying that the Clone Wars mod is hands-down my favorite mod for FoC and I even play it more that I do the vanilla game.

With that said, I'm just going to address a few issues that need fixing and some suggestions to improve the mod.

Issues
- Umbaran Fighters can be produced on the surface. They can't be deployed in land battles. On top of that, the game doesn't recognize the land-produced fighters if they're added to a fleet.
In fact, confronting an enemy fleet with land-produced Umbaran starfighters always crashes the game. (I might be mixing them up with Ruusan ones but, you get the picture).

- On Kashyyyk, there are Wookies that side with the CIS; leading to mass confusion. This was more-than-likely a mistake but, it should be fixed when possible.

- On Alderaan, the civilians suffer from the same issue as the Wookies on Kashyyyk. The city is reduced to a massive riot of neutral civilians and guards killing each other.

- On Kashyyyk, there's missing tiles underneath the Wroshyr trees by the "wall".
-- There's always Wookies that spawn outside of the playable area.

- The invasion assembly area for Felucia is too small and the Sarlaacs are to blame. Some of the ponds/swamps need to be downsized to stop initial deployments from dying as soon as the battle starts. Also, vehicles sometimes get trapped in the ponds.

- Geonosis could use some better lighting by adjusting the levels in the Water section of the editor. The weather lighting needs changing as well because there isn't any.
-- The terrain is also too flat. I'm gussing its supposed to emulate the old early 2000 Attack of the Clones (or was it Clone Wars) game but, its way too flat.

- Both factions can station vehicles on non-vehicle planets including: Mustafar, Ruusan, and "that planet by Kamino that I forget the name" (lol). They can't be built there but, they can be stationed there prior to battles.

- There's a 'third' functioning Turbolaser Turret under the street leading to the base on Devaron.

- The generator for the Ord Mantell base is INSIDE of the armory building; making assaults impossible if you don't have someone like Durge present.

- The terrain on Algonar is too lumpy for infantry to shoot enemies.

- If you lose one or two members of Delta squad, it counts as the entire squad being eliminated post-battle.

- There's a single untextured stone head on Felucia and a 'bonus token' along the left of the map.

- Mandalore uses the same map as Skako despite the info map still being the vanilla one. To be honest, I would just stick to the vanilla Mandalore map because there's quite a few recycled maps repurposed as other planets (Boz Pity and Devaron are the same map with different props and Felucia and Umbara are the same maps but, different props and lighting but, Umbara DOES look gorgeous c: )

- CIS Anti-Air Turrets don't shoot anything AND when they pretend to shoot aircraft, its only when the aircraft is right on top of them.

- The CIS Mass Driver turret has a really slow reaction time and turn speed; making it a poor substitute for the broken Anti-Air turret.

- You shouldn't be able to sell heroes. I one time sold General Grievous by accident.

- The AT-PT has a weird glitch where the front chassis appears untextured on certain planets.

- There are buildings on Shili, Uliquara (no clue if I spelled that right but, the planet by Illum), and Naboo that aren't textured yet. I'm sure you were planning on fixing that eventually but, I just thought I'd point that out in case it wasn't intentional.

- Infantry have a REEEEAAALLY tough time entering AT-TEs.

- LAATs can't be repaired but, other land-based fighters can (which is good but, the LAAT can't).

- Sarapan has infantry shortcuts that aren't accessible.

- Infantry and vehicles have a tendency to get stuck in the lake on Rhen Var.

- The blaster particles for the Republic AA gun isn't lined up with the barrels.

- Commander Bacara's land model either doesn't exist, is invisible, or is rigged underground because I can't ever see him but, I CAN select him.

- There's a good chunk of the Naboo Guard that doesn't ever attack and just chills in the city the whole time.

- None of the land bonus structures work. You can't capture Sensor Arrays (even though you placed them on several maps like Bomis Koori, I think Rhen Var, Cartao, Alderaan, and a few others), Mercenery Outfitters, or Cantinas.

- Can't recruit more Trandoshans, IGs, or Clone Snipers once you've produced 3 (even if they die).

Suggestions

- Commander Krell would be more fitting for the 'negative effects on clones' "perk" than Quinlan Vos.

- Hypori didn't need to have its map changed. The version found in the vanilla game was based on the Clone Wars Animated episode that introduced General Grievous (the episode with the last stand in the crashed Acclamator with Ayla Secura, Ki-Adi-Mundi, and the other Jedi).

- The vanilla Geonosis map should have stayed because it better resembles the canyon gauntlet from the Factory episodes and the Republic Commando missions.

- I'm surprised that Bonadan and Wayland weren't included considering it was referenced as being around during the Clone Wars era.

- Not sure if you made a map for Saleucami but, I honestly don't think its necessary to make a new one since the existing one portrays the planet just fine.

- Christophsis could use some improved lighting effects. Maybe an afternoon lighting combined with the noon sky skybox.

- I noticed that you have a lot of planets where the ground outer skybox appears defeault blue if its clipping through the custom skyboxes. You can adjust the color of the blue skybox in the "Water" section of the editor. Just look for the option with a color set closest to that blue skybox and you should be able to change it from there (:

- I get the nostalgia with the Mustafar facility but, maybe a map that isn't exclusively set in the facility would be nice rather than having a screenshot of the same facility as the skybox.

- Maybe Kashyyyk's invader deploy zone could be moved to the island? I was actually surprised you didn't do that considering you went through the effort of making the island.

- Kashyyyk shouldn't have just one shortcut. The maps too one-sided.

- The vanilla Mon Calamari map worked just fine.

- If you could make the Galaxy at War (or whatever that Vanilla conquest map was called) available as a GC map, that would be awesome c:

- The vanilla Yavin map worked just fine. The custom one is a pathfinding nightmare.


- The attack speed for Grievous and his guard is too slow.

- Battledroids need a little bit of a health boost. I know they're supposed to be mass-produced and expendable but, they go down WAY too fast.

- Kind of surprised you didn't give the ARC-170s the S-Foil ability.

- Battle music could use a bit more variety with tracks from Republic Commando or the movies.

- Count Dooku's Lightning is WAAAAAAY too overpowered. He can literally electrify an entire platoon to death. It's cheap.

- Grievous would be more interesting with an ability to switch to a blaster instead of using a thermal detonator.

- Ahsoka's dialogue could use a bit more variety than her introducing herself lol
-- Same goes with Savage Oppress. (he uses the same VA as Montross from Star Wars: Bounty Hunter if that helps).


This is all I have for now. Ozzy, if you see this, I would absolutely love to help with making maps. I might not know how to post maps on Workshop but, I can send you maps on dropbox.