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
30.720 GB
Nov 28, 2022 @ 6:06pm
May 25 @ 5:29am
75 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 (37)
114
45 minutes ago
PINNED: Known issues and bug reporting
BigCheese256
1
May 21 @ 3:33pm
How do I make corvettes behave like cruisers?
s4x
25
1
Dec 12, 2024 @ 3:03pm
Minor Update 4.2 - Changelog
BigCheese256
1,375 Comments
will9 May 19 @ 10:44pm 
@bigcheese I fixed it! I had to restart steam then reinstall the mod. Thank you!
Stomaticism May 19 @ 1:00pm 
thx
BigCheese256  [author] May 19 @ 5:09am 
*Daren Allender, rather.
BigCheese256  [author] May 19 @ 5:07am 
@Stomaticism

Check the posts here from a few days ago from necropolis and the 2 replies after from me and Darren Alexander. That'll tell you how to edit the tech level timers.

@will9

Make sure the mod is fully downloaded before launching, and you are launching Forces of Corruption and not the base game.

@Woozle

Personal preference I like the single planet start, but also because that's how the original Remake 3.5 GC campaigns are which this submod recreates. All 3 factions started with either 1 or 3 planets, with one campaign where they start with 10.
Stomaticism May 19 @ 1:40am 
hey bigcheese is there a way to increase the tech upgrade time from 20 mins
will9 May 18 @ 3:44pm 
Loading the mod in the launch options does not work
Help!!
Woozle May 16 @ 2:05pm 
Why do all the GCs have so few planets started controlled by actual factions?
Leweivicil May 15 @ 7:18pm 
Awesome thanks for the quick response! Looking forward to try the mod out! Also will there be AI GC campaigns? Sometimes would just sit back and see what the AI would do xD
BigCheese256  [author] May 15 @ 6:34pm 
This submod is self-contained and doesn't need anything else - Clone War Holdouts and other assets are ported over by me manually.
Leweivicil May 15 @ 5:35pm 
Hi just checking cause I’m a bit new to sub mods and all. If I get sub this mod. And I want the Clone Wars mod do I need to add that as submod? Or this comprises everything you listed. Thanks in advance