STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Submod: Empire at War Remake - Overhaul
 This topic has been pinned, so it's probably important
Burninalways  [developer] 18 May, 2020 @ 11:17am
Full Description
Tech Levels
As you conquer worlds your Tech Level advances, and after a certain amount of worlds have been taken you gain access to new units and buildings.

Each Campaign has different requirements for Tech Levels to be granted.


The differences between Complete, Large and Small Campaigns:
Complete Campaigns have all features included, and that does mean Invasions from other galaxies, expect in Total War, basically an endgame crisis.

Battlegroups & Orbital Structures from the previous versions updated of course and a new features: blockades on Republic and CIS unit producing worlds.

Large Campaigns have everything above, except Invasions.

Small Campaigns have none of the above.
These Campaigns no longer have access to Dreadnoughts or Battleships, the orbital Defense Systems, especially not the Starforge building or the battle.


Upgrades
The Uplink Command Station reinforcement upgrades have been updated to be more useful, and has also received an additional costly reinforcement upgrade so you can better defend if you have the credits.


Orbital Structures
Three new structures haven been added, one for each playable faction, which gives you back what was lost when ground was removed. The Hypervelocity Gun. Which would of allowed you to fire a projectile from the planet to deal damage to enemy forces in orbit during a space battle.

It's not the same as it was, it's even better now.

Empire
Arkax Defense System
Fires a overpowered laser at enemy vessels which remove all shielding and blocks shield regeneration.

Rebel
Starbright Defense System
Launches missiles at an enemy detonating before contact destroying supporting vessels, fighters and bombers.

Underworld
Kriost Defense System
Launches a nuke at the enemy dealing heavy damage to all vessels in range of it's blast radius.

Each structure can be destroyed and are costly to produce as they should be.
They can only be built at Level 5 Starbases.

That is not all they also come with their own garrison, and you can build two of them.
However the Ai can build them too.


Battlegroups
Battlegroups combines existing units to form fleets each with different units, strengths and weaknesses.

There are a total of 32 Battlegroups.
There are specific faction only Battlegroups and sub-faction ones that any faction can build.
Battlegroups are available at Tech Level 1, and more unlock as you or the Ai increase your Tech Level.

Empire:
Arkanis Sector Fleet
27th Denarian Fleet
Cadavine Sector Fleet
Third Ado Superiority Fleet
EM4 Assault Fleet
Barsa Sector Fleet
Solaest Fleet

Rebel:
Task Force Starfall
Strike Force Indigo
Dauntless Brigade
Strike Force Pegasus
Task Force Antilles
Task Force Organa
Strike Force New Republic

Underworld:
Pirate Raiding Fleet
Hammerhead Collective
Dragon's Tooth Task Force
Black Sun Vanguard
Dragon Breath Task Force
Mandalorian Strike Force
Mandalorian Armada
Consortium Planetary Siege Force

Republic:
Azure Defense Fleet
Open Circle Fleet
Chandrila Defense Fleet
Bright Nebula Fleet

CIS:
Confederate First Fleet
Confederate Third Fleet
Quellor Sector Fleet

Old Republic:
Tremendous Battle Group
Ancient Sith Armada

Hapan:
Galney Fleet

Sullust:
Quasar Defense Force

You can also retrofit the old Battlegroups.
There are also upgrades to gives Battlegroups, the Captain and Admiral Fleet Commander Bonuses.

In order to have Battlegroups display, I had to move Freighters down to the Fighter and Corvette Filter.
Battlegroups and their upgrades are found in the Structure Filter.

Battlegroup Command Station
In order to have access to the Battlegroups, you need to build the Battlegroup Command Station at a planet. The Battlegroup Command Station is also another orbital structure.

The Battlegroup Command Station has it's own upgrades in space battles that increase the garrison with new fighters and bombers.


Heroes
Palpatine has been removed from the game, he only did a discount so you never had to risk him in combat.

Black Squadron (Darth Vader), Mara Jade, Kyle Katarn, Luke Skywalker, Yoda, Bossk, IG88, Xizor have received buffs to stats, new projectiles and abilities.

Tyber Zann starts in his Kayt Intercetor IV Corevtte.

Grand Moff Tarkin can now retreat in combat, allowing you to auto resolve a Space Battle.

Grand Moff Tarkin and Mon Mothma no longer attach to other units in space battles, they now have their own units which can be upgraded.

Heroes tooltips have updated for no ground combat campaign maps.
Heroes tooltips now show the correct abilities, and not their ground versions.


Fleet Commanders
I have added Captains and Admirals to the Underworld faction.

Mon Mothma & Tyber Zann now have their own Fleet Commander bonuses.
While I have removed Palpatine his discout have been given to Grand Moff Tarkin.

Grand Moff Tarkin, Mon Mothma and Tyber Zann tooltips have been updated to refect this change.

Captain Antilles no longer has a Fleet Commander bonus or debuff.
His shield cost for movement speed is gone.

Xizor has been given a Fleet Commander bonus.


Units
Two new units have been added to the Undwerworld rosta, the old Vengenace Frigate and my own design a Savage Destroyer.
The Savage Destroyer is a Remake model repurposed for the Underworld.

Additional the Mandalorain faction has join with the Underworld, to bolster their rosta.
Zann's Subjugator giant ion turrets have been given a new projectile.

The MC-75 and MC-80A have joined the Rebel rosta.
The Gladiator II has been added the to the Empire rosta.
Dominator Star Destroyer has been enabled.

Ion Cannons no longer fire a fighters, bombers or transports.

MC-75 & MC-80A shield hardpoints are no longer targetable.
Hapan Nova Cruiser hardpoints are no longer targetable.
Hapan Battledragon hardpoints are no longer targetable.

Several units have been updated with the new tech levels, stats, squadrons sizes, population costs and build costs.

New Icons have been added to various units, mostly those with a advanced version so you can tell the different between them.


Squadrons
I have gone and reduced the population cost of fighters and bombers back to only costing one population.
Except for Elite Squadrons and the K-Wing which now cost 3 population.

I have also given back their victory relevance, meaning they will not cause you to lose if they are the only forces you have left in the Space Battle.


Planet Locks
A lot of units are now locked to specific planets that you need to conquer, however once conquered they will be buildable at any planet you own.
Not every Campaign Map has these planets so the locked don't always apply.

Empire:
Kuat:

TIE Scimitar Squadron
Broadside KDB-1
Broadside KDB-2
Imperial Star Destroyer
Imperial Star Destroyer II
Dominator Star Destroyer
Allegiance Star Destroyer
Torpedo Sphere
Titan
Purifier
Annihilator
Executor
Eclipse
Death Star

Empire Fleet Commander Admiral
All ISD Heroes

Third Ado Superiority Fleet
EM4 Assault Fleet
Barsa Sector Fleet
Solaest Fleet

Rebel:
Mon Calamari:

K-Wing Squadron
MC-30 Frigate
MC-50 Tide
MC-75 Cruiser
MC-80 Star Cruiser
MC-80 Liberty Star Cruiser
MC-80A Heavy Star Cruiser
Nebula Star Destroyer
Endurance Fleet Carrier
Viscount Star Defender

Rebel Fleet Commander Admiral
All buildable Heroes

Task Force Antilles
Task Force Organa
Strike Force New Republic

Sullust:
Dauntless Cruiser

Quasar Defense Force
Dauntless Brigade

Underworld:
Mandalore:

StarViper Squadron
Crusader Gunship
Jehavey
Vengeance Frigate
Recusant II Destroyer
Kandosii
Savage Destroyer
Kedalbe Battleship

Underworld Fleet Commander Admiral

Dragon Breath Task Force
Mandalorian Strike Force
Mandalorian Armada
Consortium Planetary Siege Force


Radar
Radar has received a complete overhaul, so you now can see what happens on the radar screen with your capitals and what you will be fighting against.
I hope you like it.
Last edited by Burninalways; 15 May, 2021 @ 12:23pm