STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Empire at War Remake 3.5 Revisited
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Game Type: Campaign, FOC
File Size
Posted
Updated
31.002 GB
Nov 28, 2022 @ 6:06pm
Nov 9 @ 11:30pm
80 Change Notes ( view )

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Empire at War Remake 3.5 Revisited

Description
Empire at War Remake 3.5 Revisited is a combination and rework of Remake 3.5's simpler, space-only GC campaigns with all the new units, maps, features, starfighter rework and balance changes made in Remake 4.0+. This combined with features from other popular submods creates what I believe is the ultimate EAW experience, that focuses on a simple, fast paced galactic map and economy which takes you quickly between epic, large scale space battles.

Includes 7 GC campaigns each with varying levels of AI control and fully functional minor factions!

This submod was born of personal mixed feelings regarding 4.0's changes and a preference for 3.5's GC campaign gameplay. This way the gameplay of 3.5 remains while being selective with what is included from 4.0. Additionally includes many features from 3.5's overhaul submod.

Main features:

- Seven GC campaigns based on the large, full, reduced and core GC campaigns from EAW Remake 3.5.
- Seven fully playable factions including the Republic Hardliners, Separatist Holdouts, Mandalorians Protectors and Sith Cultists minor factions.
- Three modes of play in each campaign - you can choose to control your own faction fully yourself, give partial control to the AI in co-op mode or become an observer with the AI taking full control.
- Randomised starting units for all factions, making each campaign a unique experience.
- Complete removal of ground combat, units and structures. All references to it in the AI were removed.
- Fully functional and slightly reworked minor factions for the rebalanced full map, with all 10 factions fighting over a massive, chaotic galaxy at war.
- Large map has minor factions disabled but holding key planets, to focus on combat between the Empire, Rebels, Underworld, Republic and CIS.
- Core and Reduced maps for a smaller GC experience, with only the Empire, Rebels and Underworld active.
- Heavily edited and improved 4.0's AI for both GC and space combat.
- Starbase redesign with the Golan II and Golan III defensive platforms serving as level 4 and 5 starbases. No more bullying defenceless shieldgates or colonies - these are strong defensive platforms with a large garrison and several capital ships. This garrison is unique to each faction. All units can be built from a level 3 starbase.
- Simple, easy to understand and strong economy based on the total value of planets under your control. No freighters, upkeep or attrition.
- Tech levels increase automatically after a set time has passed. Heroes and carrier garrisons also upgrade automatically when the tech level increases.
- Battlegroups and the Battlegroup Command station have been ported from 3.5's overhaul submod and made fully functional with 4.0 and the minor factions.
- Big text and tooltip cleanup, including removing stats from hardpoints and fighters, removing redundant text from 4.0 that no longer applies and fixing spelling/grammar errors. Any changes made in this submod are reflected in the tooltips.
- Fixes to some bugs that were carried over from 3.5, Overhaul and 4.0.
- Buildable fighter rework where 3 squadrons are built as once, tied to a single unit in GC.
- Corvette rework, turning most corvettes into a squadron of three that is capable of dogfighting.
- Super Star Destroyer phases removed and TIE/Droid swarms replaced with large numbers of individual squadrons.
- Ported and included Niko's Venator submod and CanadaMan7's Clone War Holdouts submod.
- Ported and included music from Zavvy's Thrawn's Revenge Rescored submod and Clone War Holdouts.
- Fog of war removed from battle and GC (can be restored in GC by selling the probe droid on your homeworld).
- Doubled ship turn rate to make them more responsive and easy to control.
- Some units and abilities have been rebalanced from their 4.0 values.

A full list of changes and more information can be found in the pinned discussion threads.



Future planned additions:
- Port and include parts of Remake 5.0 when it releases.
- Maintain parity with Clone War Holdouts.



Does not require Remake 4.0 to play, and is not compatible with any other submod.
Be sure to run Forces of Corruption in the steam launch options, and allow the mod to fully download before starting.

To launch the mod paste this into your EAW Steam launch options:

STEAMMOD=2894927178



Check out the 3.5 Revisited submod discussion channels on the EAW Remake Discord!
https://discord.gg/zZeyPe6
https://discord.com/channels/327563463952171009/1047241238182629446



This submod was constructed from assets pulled from various mods and submods for EAW:FOC. I do not claim ownership of any of these assets - full credit and ownership goes to their original creators.

Credits and special thanks:

- The Dutchman and the rest of the EAW Remake development team for making this amazing mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1770851727

- Emperor Niko for the Venator Rework Submod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2867586194

- CanadaMan7 for the Clone Wars Holdouts submod, as well as everyone who has developed and contributed assets to it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2794270450

- Kalani6324, Grimsley and the rest of the AotR Dark Times submod team.
https://steamcommunity.com/sharedfiles/filedetails/?id=2313576303

- Zavvy for the Thrawn's Revenge Rescored submod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2187062678

- Burninalways for the 3.5 Overhaul submod which inspired me to create a submod of my own.
https://www.moddb.com/mods/submod-empire-at-war-remake
Popular Discussions View All (39)
5
1
Nov 9 @ 11:27pm
PINNED: Minor Update 4.5 - Changelog
BigCheese256
135
Nov 20 @ 9:51pm
PINNED: Known issues and bug reporting
BigCheese256
9
1
Jun 5 @ 10:27am
Minor Update 4.3 - Changelog
BigCheese256
1,477 Comments
conwrightnie 3 hours ago 
@BigCheese256

I figured out the sound issue, I'm sorry for making a fuss and pestering you with questions.

the work you have put into the mod is incredible and I look forward to what else you have planned in the future
conwrightnie Nov 18 @ 7:56pm 
@BigCheese256, I don't mean to make it sound that I am trying to rush you or anything like that. I apologize.

Yes, the issue is small I agree, but little things like this, just bug me to no end no matter how much I try to simply ignore it.

Other people like @GojiLord and @sirtimelord saying non helpful crap like (GojiLord 2 hours ago 
@conwrightnie Tbh you seem like a dork. Stop sperging out) (sirtimelord Nov 15 @ 1:08am 
conwrightnie, I hope you realize that BigCheese does not work for you and is doing this for free. Chill...) stuff like that just only makes the matter worse as it frustrates me telling me to calm down even though I was calm to begin with.

Once again I apologize, the work you have put into the mod is incredible and I look forward to what else you have planned in the future.
GojiLord Nov 18 @ 5:23pm 
@conwrightnie Tbh you seem like a dork. Stop sperging out
CyprusTree123 Nov 18 @ 1:22pm 
@BigCheese256 Interesting. Not to informed on EAW modding but thanks for the reply.
BigCheese256  [author] Nov 18 @ 3:38am 
That honestly sounds about right, they were recently reset to be identical to CWH with the only one being different here being the generic Captains/Admirals. One of the Imperial heroes is missing from this submod as well since I'm not allowed to use the Carrack.

I'll wait and see if CWH makes changes to the hero buffs since they'll be too powerful there as well and if they do make the changes here as well. If not then I'll likely water them down myself.
WataMate313 Nov 17 @ 5:34pm 
Feels like Imperial hero buffs are so busted now; took down the Starforge in just under 10 minutes by hulling it with Cronal, Daala, Pellaeon, Piett, Screed, Tarkin, Thrawn, Vader, and a few ISDs. For context the base didn't even spawn more than 2 Ancient Interdictors - the battle was over that quick.
BigCheese256  [author] Nov 17 @ 2:25pm 
It is possible to activate the other factions and make them playable on the Reduced map but I'm not sure that's a good idea given it's smaller size. This one really is intended for 3 factions, so having more factions fighting over few planets would give each a low pop cap and slow economy.
CyprusTree123 Nov 16 @ 10:14am 
@BigCheese256 Would it be possible to make the Republic Holdouts playable on the Reduced map considering that they are there. I know the Alt version exists but I like fighting against all the factions not just the CIS. This is a minor nitpick though still one of the best mods out there.
夏目時雨れ Nov 16 @ 5:17am 
Thank you for the fantastic work!!
BigCheese256  [author] Nov 15 @ 12:55pm 
@conwrightnie

You posted about that in the thread as well. I've noted it and it'll be sorted later. This issue is minor and definitely doesn't deserve so much uproar.