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
Značky: Singleplayer
Velikost souboru
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30.128 GB
28. lis. 2022 v 18.06
23. říj. v 3.01
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Empire at War Remake 3.5 Revisited

Popis
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
Populární diskuze Zobrazit vše (27)
1
26. říj. v 11.50
Sith Cultists at Tech Level 5
JohnVicres
84
2. zář. v 18.47
PŘILEPENO: Known issues and bug reporting
BigCheese256
17
1
23. říj. v 2.58
PŘILEPENO: Minor Update 4.2 - Changelog
BigCheese256
Počet komentářů: 1 133
BigCheese256  [autor] 28. říj. v 12.12 
No, unfortunately. From the known issues thread: "- Reaper and Final Order invasions don't work and have been disabled - it seems the spawn script for them isn't playing nice with the starting forces spawn script."

They just hold the planets in the two mini-galaxies where the invasion spawn would have happened, if the script was functional.
Trevor 28. říj. v 7.12 
Do the Reapers, and Final Order Invade the galaxy at some point? It would be interesting to see them breakout in the late/mid game and cause such a hassle.
BigCheese256  [autor] 23. říj. v 2.59 
Sorted now, thanks. Looks like when I fixed this issue for the fighter heroes, I forgot to fix it for the corvette heroes.
WODZU123098 22. říj. v 15.28 
There is a bug by which Leia's ships cannot be destroyed, and three will appear.
santa 21. říj. v 0.33 
Thank you for this mod! I really appreciate what you do as a fan of Star Wars. Not to say that the Remake team isn't doing good work, but I just find this version of EAW to be exactly what I'm looking for, and I'm very thankful.
BigCheese256  [autor] 17. říj. v 14.37 
@Rusty Shackleford

Glad you're enjoying it, sounds like you share my opinions that got me to make this submod in the first place. :)

@conwrightnie

No, as I said a while back Revisited is now complete. When updates are added to Clone War Holdouts I will port everything I have permission to use over here. Outside of that we wait for 5.0 of Remake to release to see what can be ported over.
conwrightnie 17. říj. v 13.23 
any thing new in the works?
Rusty Shackleford 16. říj. v 22.07 
Really enjoying this mod over the 4.0 version. Ground combat getting removed was a good choice, in both 4.0 and the base game I would always auto resolve and lose tons of troops, just not really a point to it. I also prefer the time based tech tree, since in 4.0 the tech level balance was all over for each faction. You'd either put off advancing the tech tree or beeline it, now it feels more dynamic. Loving all the changes so far.
BigCheese256  [autor] 13. říj. v 13.40 
The Final Order isn't a faction in the mod it's just the name of a battlegroup. Sith Cultists can build this battlegroup anywhere, and other factions from Malachor V and Rakata Prime. It's available at tech level 5.

The Reapers and Final Order you see in the mini-galaxies are a nod to the invasion system in Remake 3.5 and have no galactic AI.
☭Adolf Pipiskin☭ 13. říj. v 11.30 
Hello, could I play for the Final Order?