Star Wars: Empire at War Gold

Star Wars: Empire at War Gold

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BertHunter Aug 7, 2013 @ 6:31am
[EaWModLauncher] v1.1 - Release - First ModLauncher for STEAM EaW & FoC
[edit] *updated to 1.1

I recently released a new mod launcher for 'Star Wars: Empire at War' and 'Star Wars: Empire at War: Forces of Corruption'.


  • Launches the Steam or Retail version of "Star Wars: Empire at War" or "Star Wars: Empire at War: Forces of Corruption" with or without mods.

  • Lists all found modifactions at the main launcher page. (Steam & Retail)

  • Temporarily moves all files found in a subfolder of a modification called "Data_main" to the game's DATA folder while playing this mod. (This was coded so that modded AIs or special custom maps do not interfere with other mods and the actual game folders stay clean.) (Steam & Retail)

  • Supports easily switching between game languages by clicking on flag icons at the main launcher page. (Steam & Retail)

  • Shows if a mod's language is not yet translated to the game's current language. (Steam & Retail)

  • Language files backup. (Steam only)

  • Opens the map editor, custom maps or savegame folders. (Steam & Retail)

  • Supports passing of parameters to make your own custom shortcuts to mods without ever seeing the launcher GUI. (Steam & Retail)

Star Wars: Empire at War - ModLauncher v1.1.0
Last edited by BertHunter; May 9 @ 5:38am
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Showing 1-7 of 7 comments
MechanoRealist Oct 27, 2013 @ 5:04am 
Originally posted by BertHunter:
ModLauncher: How does the Steam mod launch work?
- The easiest method I finally found is the following one (see also "IV Known Issues"):
Steam.exe is called, passing "-applaunch 32470" and "MODPATH=" as parameters. FoC requires "runm2.dat" to temporarily replace "runme.dat".
That's so nice, and at the same time so stupid on Steams part.

Do you have any idea yet about how runme.exe and runme2.exe fits into this?
BertHunter Oct 28, 2013 @ 7:30am 
'runme.exe' is called by steam each time you start the game. It reads '32470_install.vdf' & '32472_install.vdf' and writes the found entries into the registry, then it starts the game with the language and path-variable which are listed in 'runme.dat'. (same for runme2.exe and runm2.dat)
Sadly runme2.exe can't be manually executed to start FoC immediatly...
It's all a big mess and certainly not lucasarts' greates job of 'porting' a game for steam.

But at least with this launcher, a FoC mod start is just a click away^^
BDK May 5 @ 5:25pm 
Argh sticky this already! The way steam is handling this expansion is beyond a joke.

Edit: This launcher actually works, good job and thanks!
Edit 2: Screenshot
Last edited by BDK; May 6 @ 6:03am
BertHunter May 8 @ 11:37am 
I am glad you liked it!
I actually do have a 1.1 version lying around on my PC with a windowed option and some minor improvements, but never came around of uploading it.
I will try sending it to filefront - sadly it is still the only place for all the EmpireAtWar mods despite the fact that their server system is pretty messed up.
BDK May 8 @ 12:40pm have some mods as well ( ). Make sure to submit it so it wont be deleted after 60 days =)

But yeah, awesome launcher!
Last edited by BDK; May 8 @ 12:41pm
BertHunter May 9 @ 5:46am 
I just submitted the 1.1 version of the file to modDB. Seemed to be a good place for a mod launcher.
Have fun playing Empire at War^^
MechanoRealist May 9 @ 4:59pm 
Neat! Thanks! :D
Last edited by MechanoRealist; May 9 @ 4:59pm
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Date Posted: Aug 7, 2013 @ 6:31am
Posts: 7