STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Ultimate Galactic Conquest Custom Edition (UGC CE) - No Consortium and More !
 This topic has been pinned, so it's probably important
MiniGui98  [developer] 6 Oct, 2017 @ 3:54pm
Suggestions for improvements, balance, etc.
You can here report your various suggestions for the mods improvement.

Comments that are welcome :
- Balance
- Cool ideas
- Simple but fun stuff
- Tips

Comments that are NOT welcome :
- Abusive "Add this... and this... and this..."
- Questions about the mod. (Post your questions in the comment section.)
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Showing 1-15 of 876 comments
Papani 6 Oct, 2017 @ 4:09pm 
That's ♥♥♥♥♥♥♥ good man, I love your work!
ROLAM 6 Oct, 2017 @ 9:42pm 
new units on the empire and rebillion site
MiniGui98  [developer] 7 Oct, 2017 @ 1:31am 
Originally posted by ★Papani☆:
That's ♥♥♥♥♥♥♥ good man, I love your work!
Thank you ! But keep in mind that the back bones of this mod has been made by gutang, he's the real hero !
Last edited by MiniGui98; 7 Oct, 2017 @ 7:01am
MiniGui98  [developer] 7 Oct, 2017 @ 1:31am 
Originally posted by creeperhunterxd1:
new units on the empire and rebillion site
No new units are planned at the moment, but I'm not totaly rejecting the idea.
klmech 10 Oct, 2017 @ 10:40pm 
see if u cant get it to work with the old republic, clone wars, or thrawn mods. that would give all of your mods a lot more play time for their users
MiniGui98  [developer] 11 Oct, 2017 @ 12:25am 
Originally posted by klmech:
see if u cant get it to work with the old republic, clone wars, or thrawn mods. that would give all of your mods a lot more play time for their users
Merging is not that simple. It requires user side action and sometimes file per file modification. You could try to merge it as it is right now if you want, I sadly can't make it more simple.
jlb2600 12 Oct, 2017 @ 8:54am 
This mod is awesome so far! But was wondering why the pirates, empire and rebel AI capture planets (leave them undefended) and dont really build up their bases or defenses. IMAO the game has no challenge unless you play as empire. (AI empire is worse at creating defenses than rebels.) Is it just me??
Also it would be cool to include consotium but just remove the corruption option!!
MiniGui98  [developer] 12 Oct, 2017 @ 10:22am 
Originally posted by jlb2600:
This mod is awesome so far! But was wondering why the pirates, empire and rebel AI capture planets (leave them undefended) and dont really build up their bases or defenses. IMAO the game has no challenge unless you play as empire. (AI empire is worse at creating defenses than rebels.) Is it just me??
Also it would be cool to include consotium but just remove the corruption option!!
Thank you ! AI is still a bit experimental on this mod, so your feedback will greatly help improving it. As for the Consortium with no corruption... that might be one day available though this version of the mod was first created for myself, that really don't like the Consortium ^-^ but that will maybe one day a possibility, as well as starting with only one planet, as someone also proposed. Who knows what the future holds !
RadicalEdward2 13 Oct, 2017 @ 3:16pm 
When I first launched the mod, I was absolutely hyped by it but, there are some things that do need to be fixed.
- Even though there aren't any Consortium units around, the Pirate AI is vegetating and don't even try to attack (literally idle where they spawn); nor do they try building pirate space stations.

- I'm not too familiar with the original version of this mod but, the Rebels are way too docile. I'm pretty sure I crushed them at Alderaan within the first 10 minutes because Mothma, Antilles, and a level 1 space station was literally all they had and I haven't heard from them since. For clarification, I was playing on Normal difficulty. C3PO & R2 were chilling on corellia and didn't even bother trying to capture the planet from the pirates.

- The zoom out for the galactic map is too distance. The planetery stats are overlapping.

- None of the buildings that appear in the preview of Cinnagar actually appear on the map in-battle. Its just mountains everywhere and stone brick everywhere.

Aside from that and a few typos here and there, I'd say that this mod is off to a great start and I can't wait to play it when the AI is actually active (:
MiniGui98  [developer] 13 Oct, 2017 @ 3:48pm 
Originally posted by RadicalEdward2:
When I first launched the mod, I was absolutely hyped by it but, there are some things that do need to be fixed.
- Even though there aren't any Consortium units around, the Pirate AI is vegetating and don't even try to attack (literally idle where they spawn); nor do they try building pirate space stations.

- I'm not too familiar with the original version of this mod but, the Rebels are way too docile. I'm pretty sure I crushed them at Alderaan within the first 10 minutes because Mothma, Antilles, and a level 1 space station was literally all they had and I haven't heard from them since. For clarification, I was playing on Normal difficulty. C3PO & R2 were chilling on corellia and didn't even bother trying to capture the planet from the pirates.

- The zoom out for the galactic map is too distance. The planetery stats are overlapping.

- None of the buildings that appear in the preview of Cinnagar actually appear on the map in-battle. Its just mountains everywhere and stone brick everywhere.

Aside from that and a few typos here and there, I'd say that this mod is off to a great start and I can't wait to play it when the AI is actually active (:

Well, thank you for downloading the mod !
- As you may have noticed, AI in the game, and in the mod as well, is a bit of a mystery. As I've tried to enhance GC behaviours for the Empire and Alliance, pirate AI is unchanged, and is as effective as it is in the base game, in other words, it just sits here waiting to be killed. With the new update killing the AI even more, I'm uncertain of the future of my AI modifications. First objective will be to have a relatively stable Empire/Alliance behaviour, then I'll see about the pirates. Try to play at hard difficulty to set the AI to a more active state.
- The zoom of the GC map is a bit of a tradeoff is this mod, let me explain : when zoomed too much, you don't have this kind of overall situation awareness that I wanted to have. The GC map is pretty big. Huge even. Having it too zoomed in results in you being more easily lost in the map and not knowing where to go. Plus, the galactic radar map will be less accurate when zoomed more. (Complicated stuff about the radar, really.) But you are absolutely right, there is sometimes some things that are overlapping others. This is, as I said, a tradeoff. I got personnaly used to it. If you really want to zoom the thing, I can tell you how to do it.
- Nice catch of the Cinnagar preview not matching ! I'll see what I can do about it.
- Typos !? Execute Order 66 ! Not typos shall survive ! Be sure to report me any of them you spot.

I aim to deliver the best experience before going any further in the development of the mod. (Even though it will only be minor changes.). This new AI bug with the Gold Pack update don't make things any easier. I appreciate your feedback. Thank you ! :-)
RadicalEdward2 13 Oct, 2017 @ 4:00pm 
Originally posted by MiniGui98:
Originally posted by RadicalEdward2:
When I first launched the mod, I was absolutely hyped by it but, there are some things that do need to be fixed.
- Even though there aren't any Consortium units around, the Pirate AI is vegetating and don't even try to attack (literally idle where they spawn); nor do they try building pirate space stations.

- I'm not too familiar with the original version of this mod but, the Rebels are way too docile. I'm pretty sure I crushed them at Alderaan within the first 10 minutes because Mothma, Antilles, and a level 1 space station was literally all they had and I haven't heard from them since. For clarification, I was playing on Normal difficulty. C3PO & R2 were chilling on corellia and didn't even bother trying to capture the planet from the pirates.

- The zoom out for the galactic map is too distance. The planetery stats are overlapping.

- None of the buildings that appear in the preview of Cinnagar actually appear on the map in-battle. Its just mountains everywhere and stone brick everywhere.

Aside from that and a few typos here and there, I'd say that this mod is off to a great start and I can't wait to play it when the AI is actually active (:

Well, thank you for downloading the mod !
- As you may have noticed, AI in the game, and in the mod as well, is a bit of a mystery. As I've tried to enhance GC behaviours for the Empire and Alliance, pirate AI is unchanged, and is as effective as it is in the base game, in other words, it just sits here waiting to be killed. With the new update killing the AI even more, I'm uncertain of the future of my AI modifications. First objective will be to have a relatively stable Empire/Alliance behaviour, then I'll see about the pirates. Try to play at hard difficulty to set the AI to a more active state.
- The zoom of the GC map is a bit of a tradeoff is this mod, let me explain : when zoomed too much, you don't have this kind of overall situation awareness that I wanted to have. The GC map is pretty big. Huge even. Having it too zoomed in results in you being more easily lost in the map and not knowing where to go. Plus, the galactic radar map will be less accurate when zoomed more. (Complicated stuff about the radar, really.) But you are absolutely right, there is sometimes some things that are overlapping others. This is, as I said, a tradeoff. I got personnaly used to it. If you really want to zoom the thing, I can tell you how to do it.
- Nice catch of the Cinnagar preview not matching ! I'll see what I can do about it.
- Typos !? Execute Order 66 ! Not typos shall survive ! Be sure to report me any of them you spot.

I aim to deliver the best experience before going any further in the development of the mod. (Even though it will only be minor changes.). This new AI bug with the Gold Pack update don't make things any easier. I appreciate your feedback. Thank you ! :-)

Thanks for getting back to me so quickly!
In terms of typos, I didn't really keep of them because the level of effort that went into the mod definitely outweighs the typos.

On another note, I do have some other notes.
- The "Givens" planet (those math people I forget the name of the planet), the ground effects don't actually work. I took all infantry units out of my invasion force but, when I got on the surface, I deployed stormtroopers from my AT-AT and their were fine.

- The ruins on "the planet where the jedi order was formed" (also forgot the name), the ruins don't appear in-game. I saw on the preview map that there were supposed to be some giant ruin prop pieces but, where the ruins would have been is just filled with grass and hay-looking texture ground.

- Fathor or Felter (its a purple urban ruined planet by Coruscant), there's a dead end off the main paths with two build pads but, for some unknown reason nothing can be placed there (building-wise). I'm guessing that's where the Power Generator would be?

Aside from that, not that much else wrong.
If I come up with any suggestions I'll let you know.
Last edited by RadicalEdward2; 13 Oct, 2017 @ 4:00pm
MiniGui98  [developer] 15 Oct, 2017 @ 6:56am 


Originally posted by RadicalEdward2:
Thanks for getting back to me so quickly!
In terms of typos, I didn't really keep of them because the level of effort that went into the mod definitely outweighs the typos.

On another note, I do have some other notes.
- The "Givens" planet (those math people I forget the name of the planet), the ground effects don't actually work. I took all infantry units out of my invasion force but, when I got on the surface, I deployed stormtroopers from my AT-AT and their were fine.

- The ruins on "the planet where the jedi order was formed" (also forgot the name), the ruins don't appear in-game. I saw on the preview map that there were supposed to be some giant ruin prop pieces but, where the ruins would have been is just filled with grass and hay-looking texture ground.

- Fathor or Felter (its a purple urban ruined planet by Coruscant), there's a dead end off the main paths with two build pads but, for some unknown reason nothing can be placed there (building-wise). I'm guessing that's where the Power Generator would be?

Aside from that, not that much else wrong.
If I come up with any suggestions I'll let you know.

I will try to correct these in the next updates. I've fix the on-launch bug of the mod, but there're still things to do ! Thanks for your feddback ! :-)
Have the enemy AI actually do something in the game in galactic assault
RadicalEdward2 17 Oct, 2017 @ 3:39pm 
Originally posted by andrewtsatur:
Have the enemy AI actually do something in the game in galactic assault
read the previous comments above
RadicalEdward2 18 Oct, 2017 @ 10:44pm 
Any chance we can get no consortium on any of them?
2 seconds into Trade Routes and chill and Veers was kidnapped and Yag' Dhul was taken by the Consortium
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