STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Skirmish: Ground Combat Overhaul
Tyranny  [developer] 7 Aug, 2022 @ 5:35am
New Update: 1.2.0
New Update: 1.2.0.
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If you find any bugs, please report them here or in the comments; I'll try and address them as soon as possible.

This updates nearly all aspects of the mod. In summary (this is not an exhaustive list but should hopefully cover mostly everything):

+ A working supply system has been implemented in place of the population cap, with each gain/use being permanent and exceeding your supply results in a negative to credit gain and unit stats.

+ New Modes and Mode Changes:
+ Battle: This mode begins in a setup phase during which players build their armies using their starting credit supply. Once both teams are ready, the game begins. There are 3 Control Zones, and Victory can be won by reaching 100 Victory Points or by wiping out the enemy army.

+ Bases: A requested mode in which both players seek to destroy the enemy base for victory akin to vanilla skirmish, but with base building mechanics.

+ Skirmish: This mode has been changed to incorporate a new centralised recruiting system (also used in Battle) using the unit queues, with units spawning along the player's side of the map. Fighting over 3 Control Zones, the victor is the first to reach 200 Victory Points.

+ Supremacy: This base-building mode has been shortened so that only 500 Victory Points are needed from 5 Control Zones, enabling better use in multiplayer.

+ Assault: This mode now has the defender have full use of the base-building system with the addition of defensive build pads, and the attacker uses the Skirmish recruiting system. The duration has been shortened to 15 minutes, though a 1 minute setup phase has been added and the attacker only needs to capture 4/5 Control Zones to win. Starting forces are very limited, so the battle and armies will be fully user controlled.

+ New Units:
+ Improved Air Rosters: Both factions have gained a big expansion to air units. Bombers, rather than being summoned in a bombing run, now are recruitable units that do bombing runs using an area of effect ability. Transports now all land and move like in the base game to prevent units getting stuck inside.
Rebel Roster: X-Wing (Fighter), A-Wing (Interceptor), Y-Wing (Bomber), U-Wing (Transport), Gallofree Heavy Troop Transport (Heavy Transport)

Imperial Roster: TIE Fighter (Fighter), TIE Interceptor (Interceptor), TIE Bomber (Bomber), TIE Reaper (Transport), TIE Defender (Heavy Fighter)

+ Artillery Units: Each faction now has an artillery unit to bombard from afar, each having an arcing fire and bombard area of effect ability.
Rebel: T4-A Artillery Tank (Heavy Artillery)

Imperial: TX-228 Annihilator Tank (Medium Artillery)

+ Other New Units:
Rebel: Seraph Combat Speeder, T3-D Tank Destroyer

Imperial: TX-130S Type D Hovertank (Heavy Blaster Variant), TX-130S Type F Hovertank (Heavy Cannon Variant), AT-DP Walker

+ Infantry Specialisation Overhaul:
+ Infantry are now controlled individually, allowing unique abilities and greater control. Formations have been edited to prevent overlapping lines and make fluid formations.

+ All infantry now have an innate 20% Block Chance against vehicle attacks, which is improved on by traits like Nimble and Duck and Cover.

+ Officers have an area of effect Inspire ability, to improve combat stats of friendly units.

+ Sergeants can deploy cover, such as Squad Shields, Barricades, or Sandbags.

+ Grenadiers have a grenade ability that targets the ground. Thermal Detonators, Flash Grenades, Sonic Imploders, Impact Grenades, Concussion Grenades, and Ion Charges have different timers, blast radius, damage, and effects. Some grenadiers throw more than one grenade at once.

+ Medics have an emergency stims ability to heal all infantry in a radius.

+ All infantry have a behaviour ability; Offensive Push, Take Cover, Fire and Advance, or Stealth.

+ Ability Overhaul: The ability overhaul (including for infantry as above) adds more useful and varied abilities for each unit, rewarding skillful micromanagement to gain better unit performance while not forcing it.
+ Special weapons, such as rockets, are now activated by ability. The AI can use these abilities.

+ Highlights of abilities are the ability to deploy resupply crates, deploy a smokescreen that intercepts the majority of projectiles that pass through, and marking targets; revealing area and reducing defense of revealed units.

+ Base Building Changes:
+ Military Structures can be upgraded to different specialisations, such as Army and SpecForce options for barracks, with less linear progression and option loss.

+ Upgraded structures should now correctly be completely destroyed rather than just downgrading.

+ AI Improvements:
+ The AI works with the new modes, including Battle and the new recruiting system.

+ The AI has been greatly improved in base-building, and should properly build a concentrated base with some deviancy.

+ The AI should also go more directly for Control Zones.

+ Map Changes:
+ Tatooine Map Replacement: Mos Espa has been replaced with Battlefront inspired Jundland Wastes.

+ All maps have had significant edits to improve playability alongside visual and performance improvements.

+ Notable other changes:
+ Unit rebalancing across the board, particularly with regard to abilities.

+ Shields should now regenerate at the intended rate (previously it was 5x slower than I thought) and can take slightly more damage from small arms fire.

+ Some particle reductions and performance improvements.

+ New faction unique upgrades, such as Weight of Oppression reducing enemy stats (Empire) and one use Defection causing enemy units to switch sides (Rebel).

+ Ion Weapons now stun vehicles, structures, and air units.