STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

ESB to RotJ
 This topic has been pinned, so it's probably important
srd2k7  [developer] 21 Nov, 2017 @ 6:16pm
Mod Features and Changes
Mod Features and Changes
Completed
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- Permanent Hero Death
- Garm Bel Iblis is available upon conquering Corellia
- Kyle Katarn is available upon destroying the Arc Hammer in a tactical battle
- Re-balanced starting forces:
Reduced Rebel starting planets
Added extra units to Rebel starting forces
Added to Empire starting planets
Removed Zann heroes
Reduced Zann starting credits
Reduced number of starting Zaan forces
- Re-balanced Boba Fett 'Neutralize Hero' ability so targets respawn sooner while Fett respawns later
- Removed Byss, Dagobah and Mustafar
- Added Borleias (Myrkr clone) so there is a proper path to Ilum and Muunilinst
- Changed victory conditions for Rebels
Must kill Palpatine; or
Destroy the Death Star II
- Removed Zann from playable factions
- 'Rebel Cells Intel' invisible event reveals all planets at beginning of campaign
- Galactic map made lore-friendly with correct planet placement, including hyperlanes.
- Added ability for Rebels to produce Star Destroyers if at the right tech level stolen and they control Kuat.
- Rebel Uprising system implemented
- Death Star II Contruction Event Chain implemented for Rebel Campaign
- Made Han/Chewie and B-Wings super weapon killers
- Death Star II construction now requires Palpatine in orbit above a Endor with tech 5.
- Increased Empire player construction costs for Vader/Executor and DSII.
- Added a 90 day time limit to win the Imperial campaign to balance out the fact you cannot lose as the player by the death of Palpatine.

To Do
-------------------------------

- Playtest the balance of starting forces
- Change game menu screen to show mod is enabled
- Develop additional events
- Improve dialog information in-game for existing events
Last edited by srd2k7; 26 Nov, 2017 @ 7:48pm
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Showing 1-9 of 9 comments
La-30 22 Nov, 2017 @ 8:04pm 
Just some ideas. I have really no experience with making mods so I don't know how hard it would to be to incorporate some of these.

Some heroes have the ability to "Raid" not the system already ingame but closer to the Zann consortiums 'Kidnap' or 'Intimidation' with corruption. The raid would give the rebellion on normal planets just a Credit bonus of Information on the surrounding areas for a certain amount of time. On certain planets Kessel,Corellia, and Kashyyk to list a few.Could give free units in the case of Kessel being a Slave fueled mining facility. A raid could lead to simple rebel infantry being spawned on another planet. Corellia could spawn some free corvettes.

For the Empire to develop the second death star maybe like in the original base game for the first death star. Make it take certain planets for recourses and a labor force. The list of planets can be sent via the mission tab. After completing the task a Research station must be constructed on endor to build the death star along with the emperor. If attacked while being built the Shell of the death star we seen in the movies will be there and able to fire. After finishing construction of it (Which I think it should be around 5 minutes to build) the first Death Star model can be used but it shoots twice as fast.

Instead of a Defeat menu popping up if palpatine or the death star is destroyed the Empire falls apart with only the core worlds remaining. The seceding worlds will join the rebellion.

Just some ideas and if there is any way I can help I would love to.
srd2k7  [developer] 22 Nov, 2017 @ 8:11pm 
Lots of interesting ideas here, not all of them really feasible at my skill level yet. The one problem that exists right now is that the AI doesn't know how to build things like the Death Star when I give it tougher requirements like I have, requiring Palpatine to be in orbit. We'll see what develops.
La-30 22 Nov, 2017 @ 8:17pm 
Alright. I think if you need some help other mod developers would be glad to help. The star trek revival team seemed pretty friendly and im sure some developers from the devs of Thrawns Revenge would be glad to help. Pretty awesome concept you got here hope everything goes well
Verkland Immortal 22 Nov, 2017 @ 8:28pm 
Originally posted by Sauceboi:
Alright. I think if you need some help other mod developers would be glad to help. The star trek revival team seemed pretty friendly and im sure some developers from the devs of Thrawns Revenge would be glad to help. Pretty awesome concept you got here hope everything goes well
I agree, Corey, and his team are really cool and nice (Thrawn's Revenge team). I think a fun feature is that Han Solo get's a boost to speed/damage at Kessel, Yavin, and Endor; but for space. (Kessel for doing the Kessel Run, Yavin and Endor for destroying the Death Star(s).
srd2k7  [developer] 22 Nov, 2017 @ 8:36pm 
Yes a few folks on the Thrawn's Revenge Discord actually helped me quite a bit when I ran into a roadblock. Great community on there.
d1001more 22 Nov, 2017 @ 11:24pm 
Originally posted by srd2k7:
Yes a few folks on the Thrawn's Revenge Discord actually helped me quite a bit when I ran into a roadblock. Great community on there.
Yeah just dont ask questions in the
d1001more 23 Nov, 2017 @ 12:26am 
add a Dornean Gunship with some balls
d1001more 2 Dec, 2017 @ 12:30pm 
ships
Dragar 8 May, 2018 @ 2:13pm 
I can't seem to comment - not sure why. So leaving this here.

Any thoughts on distributing this outside of Steam? (For those of us with the GoG version.) I'm pretty interested in these sorts of mods.
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