STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 5.1 - The Final Update
 This topic has been pinned, so it's probably important
Burninalways  [developer] 26 Dec, 2024 @ 2:44am
Bug Fixes
-17 July 2025
Some factions in the Web Way campaigns were unable to build ground units, it would of been 2 per campaign and must of been devastating during the Lite & Casual campaigns.

Fixed text description for Venator.
Increases the damage of the Naval Outpost.


These changes should be compatible with your saves.
I only found out about the ground units by luck as I was working on 5.2


-4 May 2025
5.1 Update


-1 Mar 2025
Seems Bail Organa wasn't been resurrected and might not be until a new campaign.
Heroes in Conflict Begins now respawn, and at a shorter cooldown, so you don't have to revert to a previous save.

I've adjusted the auto resolve to be less demanding for both the winner and loser.
The green dot has been removed.


-22 Feb 2025
I've added more model variety to the bombing runs and swapped some tags so crashes shouldn't be happening, as it's to do with changing the units of a squadron it might cause a save to crash, and added a missing behaviour to the Forts allowing them to spawn their intended garrison in the Shattered Empire campaign.


-16 Feb 2025
I have moved some files around which shouldn't affect your saves. However I done some Ai changes which will properly need a fresh campaign to see any differences, if the Ai doesn't break in your existing saves. Which will reduce overall lag on the campaign map and further reduction later into the campaign as factions get wiped out, it was mostly done by seeing what the Ai actually needs to be building for them to be competent as a adversary and cutting fluff that makes them seem human in their decision making.

On top of that I found that some bombing runs were causing crashes as their wasn't an attached bomber for newer bomber squadrons and gone over the scale of them ensuring that the aren't out of proportion.

I also gone through the tech system for the Ai and lowered their requirement for advancing.


-8 Feb 2025
Last week I was going to introduce new Ai changes which should of improved their decision making and reduce late game lag, however something broke in the Ai and I spent another week reworking it; and today I gave up on those changes reverting the whole thing back to the released version. I'm still hoping to do those at a later date as they will help.

Text has been added to tech levels and garrison units so it isn't just a name & an icon leaving to guess what they might be, though the garrison one is kind of basic in it's description.

I've given the tactical camera more height allowing you to zoom out further while still giving access to unit abilities.

The Eclipse is now buildable, a tech level was missed when the phases were removed.
Pellaeon's upgrade to the Chimaera has been disabled, as it has no text for it.
CIS Subjugator has a garrison of fighters and bombers.
You can again build the Gas Extraction Stations 3 times in the imperial web way campaigns.
The Satellite Grid no longer cost any population.

None of these changes should break your saves.


-25 Jan 2025
Minor changes here and there. The rebel barracks was using the wrong description, Piett's SSD upgrade wasn't working, Watchtower can now be built at systems and sectors, and more audio has been added back increasing the space of this mod requires on your drives.


-18 Jan 2025
So there isn't much to this patch. I wanted to speed up the decision making of the ai however those types of changes require more time testing. So I went with speeding up the launching of the mod so you don't have to wait longer than other mods. Though I have no idea how it will affect saved games, I do have a couple of theories: you have too many buildings on the build bar, or no buildings, or nothing has changed which would be the best result.


-11 Jan 2025
It's a Big Patch so to start off your going to have create a new campaign as your current ones will be corrupted.

I know that audio has been big let down in this version so I've been adding what I think is needed, so some areas may still be lacking a response, you would think after 3 years of nothing there would be at least audio still on every unit, building, upgrade or hardpoint; this wasn't the case as nearly all of it was removed prior to the disband.

So during your campaigns the other factions may of stopped attacking each other due to them building all these defence fleets, they were designed to be oblivious to the other factions and only be a challenge for the player so you couldn't steam roll them later into the campaign, bypassable if you want to risk an auto resolve, they should now stop spamming them and only build them when connected to you.

I have decided to lower the build cost of shipyards as you could have a bad start and not have any shipyards, additionally for this change I have also increase how many credits you start with as paying 16k is too much in the beginning.

With that done I went over the prices of economy buildings and decided to lower their build costs too, original I set them to be an investment and after 20 months you would start to get a profit from them, so that meant big zero number which I changed as well, the new calculation is now 7.5 months which gives them their own individual values. Saving you a lot of credits.

On top of that I forgot to adjust the upgrade costs, so when designing and coding the buildings in 4.0 I made it so the building costs are subtracted from the upgrade, this is now true here too; build times on the upgrade have also be adjusted.

The campaign build bar has been rearranged so upgrades for the buildings appear first, then the sell option if it requires one, then the spawner for the building upgrades to even work. Units have also been rearranged and some were missing from the filter system so they appeared on all filters.

For the MP GC I've made it easier for combat to begin by lowering the population cost of the units, decreased travel time to other planets and increased starting credits, research build times have also been cut in half. I might of fixed the issue with duplicated structures on the build bar, hard to tell without much feedback.

On the campaign map itself I have made it easier to know what you are looking for by adding back in the orbital capacity text for planets, why would some one removed that I have no idea, and hints on where specific buildings can be built.

Anti-Vehicle Infantry have had their damaged reduced.


-1 Jan 2025
First patch of the year and while I wanted to do more changes, I think it's best to wait a bit as these patches having becoming every day so people's campaigns might of be been corrupted and I want people to have a real chance to play and I believe I have fixed most of the bugs preventing people from playing, so I might give it week before I start up again.


-31 Dec 2024
As people have been having problems advancing tech levels, due the point system working for the ai and was being inconsistent for the player, I've changed it so now the player can research their own tech levels. You should be able to tech up in existing campaigns, however the old point system could still trigger in those campaigns forcing you back to a low tech level and be unable to advance again. So a new campaign is advised.


-30 Dec 2024
Allanteen, Birgis, Cato Neimoidia, Neimoidia, Rodia and Yag´Dhul were all using the same ground map that had missing reinforcement points, so you or the enemy couldn't land additional forces. It was a simple fix that is save game compatible.

For the MP GC after choosing your faction you should of been transported to Coruscant or Onderon, however it seems some story events don't work in multiplayer so I have changed it so you do start with those planets in the main area. You will still be required to choose your faction and from what I have gleaned from screenshots you do get stuff to research so units should be available too. In addition to starting with planets now the first shipyards are cheaper and build faster than normal.


-29 Dec 2024
Yet again another map was missing, a lot of the ground maps for named planets had to be scrapped as they couldn't be updated in the map editor, so Utapau's ground map has been replaced with a random barren map that does exist. It's doubtful this change is save game compatible, however if you wish to continue you will need to auto resolve the ground battle at Utapau.

The previous fix for trees caused them to sway awfully so that has been amended.

I've enabled the story announcements for tech advancements. As I have been looking into the tech system which uses points from battles, and while I can't see a reason for it not to be working, people might not be aware that they have already advanced as some units require a higher starbase level. This is doubly so for underworld as they don't have the tech level text in the user interface, that the rebel and empire factions do. This will properly be save game compatible, however only show in new campaigns.


-28 Dec 2024
I updated the Enforcer model with new hardpoints to fix those that were missing, however this cause a death clone animation to appear when dropping it onto the battlefield, now it has the same model under a different name.

The Lehon map was created, however wasn't added to the Mag_RE.meg where the maps are stored.


-28 Dec 2024
Missing map for Lehon has been added, that's for the Starforge Battle at Rakata Prime.

The model for the Ion & Mark II Recusant has been replaced, and now uses the same as the standard Recusant; as other one had missing bones that prevented hardpoints from showing leading it be unkillable and it doesn't look as good as the standard one.

The death clone for the Recusant Ion doesn't show the Providence Destroyer any more, if you manged to destroy one, it just explodes now.

Hardpoints for the Titan, Enforcer, BlackStar Venator, Pellaeon, Ackbar, Yamarus and Jabba have been fixed.
Talon Karrde no longer has a ion stun around his space unit.

The Supply Base and Supply Station upgrades work as intended now, however this required a big change to the name of these objects and will properly prevent you from upgrading existing buildings, rebuilding them might fix the issue, and lock out some units, or it breaks the save.

The Rebel, Empire and Underworld Starbases no longer have a unlimited garrisons of units after the initial one dies.

The maximum range of the turret mortar that the minor factions can build has been reduced, and a minimal range has been added.

Ground units and buildings should no longer target wild life and trees.

More units have been added to FreeMode, as this helped fixed issues with them quickly.

The space combat freestore script from 4.0 has been restored, so the enemy should no longer wait around when you just have a starbase and no orbital structures, though I'm unsure how this change will affect current campaigns; skirmish will remain unaffected by this change.

Missing text for the Recusant variants, Starbase hardpoints and Kedalbe Battleship has been added.



-26 Dec 2024
Missing audio for the factions have been added back in, so when you play scenario factions music plays in the background of battles, as well as other sfx events.

Polis Massa & Junkfort Station had an invalid space map, of a map that never existed, it has been replace with one that does. It's doubtful this change is save game compatible, however if you wish to continue you will need to auto resolve the space battles at these planets.
Last edited by Burninalways; 17 Jul @ 4:25am