STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

1,111 ratings
Empire at War Remake 3.5 Revisited
38
12
9
18
7
3
10
3
3
5
4
4
3
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Game Type: Campaign, FOC
File Size
Posted
Updated
30.720 GB
Nov 28, 2022 @ 6:06pm
Jul 17 @ 7:02am
77 Change Notes ( view )

Subscribe to download
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 (38)
128
Oct 10 @ 5:58pm
PINNED: Known issues and bug reporting
BigCheese256
25
1
Dec 12, 2024 @ 3:03pm
Minor Update 4.2 - Changelog
BigCheese256
9
1
Jun 5 @ 10:27am
Minor Update 4.3 - Changelog
BigCheese256
1,448 Comments
BigCheese256  [author] Oct 12 @ 12:05pm 
The Techno Union cruiser has been there for a while, it was added with CWH.

Allocator isn't available in this submod, since I don't have permission from the creator or CWH to use it here.
conwrightnie Oct 12 @ 11:32am 
Yeah, I found out yesterday after some trial and errors.

When did the techno union ordinance cruiser get added?

Also the Allocator Destroyer is not showing up as a build able unit, dispite having the required planets.
BigCheese256  [author] Oct 12 @ 11:02am 
It would work roughly the same way as any other cross-build unit, you would need to make a duplicate of that hero under a different unit name with a different affiliation. Thrawn is a hero provided by scripts, and he upgrades with the tech level via scripts as well. If you want him to auto-upgrade for other factions, the lines will need to be added to their story files.

If you don't want to do that then you can just make whichever versions of Thrawn you want buildable by Mandalorians, just give the unit a tech level, build time, build cost and affiliation since they aren't there by default.
conwrightnie Oct 11 @ 2:32pm 
How can I safely make it possible for any of the other heroes from the other factions to be built by the Mandalorians, like Thrawn for example.
BigCheese256  [author] Oct 11 @ 1:24pm 
None I'm afraid. This submod and the main Remake mod use scripts in GC which EaW doesn't support in multiplayer. The scripts run on each player's game client and just cause an instant desync.

If you want to play land or space skirmish in multiplayer though I would recommend Clone War Holdouts.
Sun Tzu Oct 11 @ 9:52am 
any chance of multiplayer? This would be fun to play with friends
BigCheese256  [author] Oct 1 @ 4:32pm 
No, this submod was never about adding new ships and such anyway it was about adjusting what is already there. 3.5 is complete so there's nothing new planned.

I wanted to bring in stuff from Remake 5.0 but it looks like that's never happening, and I'll keep loose parity with Clone War Holdouts but that's it. Right now I'm one update behind CWH.
conwrightnie Oct 1 @ 8:04am 
Hey BigCheese256. Anything new planned for 3.5 in the Future?

I really hate to persist but I am curious if you have anything planned for mod updates, like new ships for any of the factions.
conwrightnie Sep 29 @ 5:08pm 
Hey BigCheese256. Anything new planned for 3.5 in the Future?
BigCheese256  [author] Sep 25 @ 11:04am 
Not as far as I'm aware, at least not in the vanilla game system this submod uses. If you were to go into the files and change the hero respawns back to the Remake 4,0 system you could then have different timers for different heroes. In that system the heroes don't "respawn", rather it runs a script with a timer when they're lost and returns that hero when the timer expires.