STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

1,323 ratings
Phoenix Rising v2.0
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File Size
Posted
Updated
3.284 GB
Dec 18, 2017 @ 11:56am
Jan 17 @ 7:37pm
174 Change Notes ( view )
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Phoenix Rising v2.0

Description
Phoenix Rising is a complete overhaul of EAW's mechanics, introducing new economic and production options, many new units, and a technology system that allows you to research and upgrade new units individually. Phoenix Rising is set in the Legends universe, during the Galactic Civil War.

***LAUNCH NUMBER***: 1235783994

- Play the Galactic Civil War your way from 18BBY with the full range of tech in the sandbox campaigns.
- Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe, in the Operation Skyhook campaign.
- Capture or defend Coruscant in the Road to Coruscant.
- Defeat Thrawn's attempts to reassert the Empire or fight with him to eradicate the New Republic in the Thrawn Campaign.
- Unite the warring Imperials or liberate the galaxy in Imperial Mutiny.

- Play the Galactic Civil War your way in the 18 BBY sandbox campaigns with the Rebels, Empire or CSA
- 50+ buildable land units, 85+ buildable space units, with 4+ upgrades each
- 160+ heroes, many with upgrades
- Countless Independent and special starting forces units, some buildable in unique locations
- Research technology from the end of the Clone Wars through to the Yuuzahn Vong War.

Short summary of changes:

- Sweeping optimization improvements, including a "light" campaign for those having performance problems.
- Rewritten galactic conquests
- Rewritten AI to be more intelligent and challenging
- All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
- Complete overhaul of planet locations, bonuses, and abilities
- Over 50 new ground maps for v2.0, many new space maps
- Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
- Space skirmish has been completely rebalanced to be more of a competitive experience

- New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.
- New space units and ground vehicles
- Improved weather system and atmospheric effects
- New hero system


For a full changelog, visit www.eawpr.net.

Installation:

Subscribe to the mod! That should be all you need.
Recommended: install onto an SSD and use a CPU with good single-core performance for best results.

Troubleshooting:

Even though the mod has been optimized, it may still take some time to load.

If you are having problems getting the mod to display in the game mod window, use this guide http://steamcommunity.com/workshop/filedetails/discussion/1125571106/1474221865191996535/ except using the number 1235783994 for this mod where the guide mentions a mod number.
Popular Discussions View All (27)
278
May 27 @ 7:10pm
PINNED: Bug Reports
evilbobthebob
50
Jan 11, 2023 @ 12:59am
Suggestions
evilbobthebob
24
Jun 3 @ 10:12am
Very laggy galaxy map
Spunky
1,076 Comments
DirtyVaderDaddy May 11 @ 7:22am 
Its a solid 7/10 mod, its only problem is ground balancing and really the only minor side track would be for adding a few new factions to make better use of the greatly increased roster.
DirtyVaderDaddy May 11 @ 7:22am 
Models are good, hero options are solid, space combat a bit dragging but overall workable however unit spacing is way too wide. Weapon effects are a bit spammy but really pretty to look at. Ground combat is just bad. CSA ion weapons stun everything to the point single squads drag down whole armies. AI bonuses seem extreme, on hard mode one enemy infantry squad killed Vader, Rex and several turrets before deciding to run away. Even on easy mode, AI hit rates run several times that of player. I like a more thoughtful AI, but just making it to where the player units don't work, can't move, can't shoot or just can't play isn't it. Lastly is mod stability, which is extremely well handled, the units plan movements in real time and while there are minor lags at times in big battles the pause effect rather than just freezing up the player supports game play overall very well.
Internet Algae Apr 8 @ 3:27am 
It does work fine, as long as you have sufficient space, use the mod id to run it and have fast enough CPU.
The_Q Mar 28 @ 10:30pm 
this mod doesn't work 2025
reedytyler43 Mar 24 @ 6:11pm 
Sounds like somebody has a stick up their ass.
Hypnosis Mar 24 @ 1:08am 
@reedytyler43 You have no idea what you are talking about, buddy. The lag from this mod is from the AI complexity. This mod has the best galactic AI. There are dozens of mods that have 250 planets. 250 planets is the hard coded limit, and the engine runs it just fine. Stop trying to sound smart, and making stuff up.
reedytyler43 Mar 6 @ 12:08pm 
The no hard-points is intentional. As for lag there can't be much done other than just reducing the amount of unit variants and making GC maps have less planets. Engine limitations rear their ugly heads in this mod.
Wilhelmina Braunschweig Mar 6 @ 12:16am 
This mod is Very lag and this mod has no hard point in space battle
starfighter-105 Feb 25 @ 12:14am 
So after putting almost 300hrs into this mod, i have to that i absolutely loved it. Defiantly my favorite EAW mod. Certainty not perfect, but nothing that hindered my enjoyment of the mod. Played the campaigns as well. I especially enjoyed the Thrawn offensive and surprising my favorite was the shadow hand campaign. It was brutal. Also REALLY loved the vast amount of unit variety esp the clone war tech for each faction, wish more of the special/unique units were buildable in some way shape or form. This mod truly doesn't get the attention it deserves. Really wish for PR V3.
dantesdarkness Feb 9 @ 11:44am 
Just an fyi i put the launch number in and nothing happens. I put STEAMMOD=1235783994 and it just plays the vanilla game. tried with FOC and normal EAW. would like to play this mod, seems neat but it seems to be dummy proof or something