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
Merkelapper: Singleplayer
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29.533 GB
28. nov. 2022 kl. 18.06
30. mai kl. 12.37
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Empire at War Remake 3.5 Revisited

Beskrivelse
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 the three major factions starting with 3 planets spread around 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 fighters are tied to a carrier, and several squadrons are built at once.
- Corvette rework, turning most corvettes into a squadron of three.
- 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 thread.



Future planned additions:
- Replace outdated images and videos on the Steam Workshop page.
- 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.
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
Populære diskusjoner Vis alle (24)
5
1
30. mai kl. 12.25
FESTET: Minor Update 4.1 - Changelog
BigCheese256
61
10 timer siden
FESTET: Known issues and bug reporting
BigCheese256
4
1
9. mai kl. 17.56
Major Update 4.0 - Changelog
BigCheese256
1 021 kommentarer
shinigami10 7 timer siden 
Hi, love the mod.
Could it be that the seperatists miss their tier 4 capital ship the Allocator-class Destroyer?
As much as i like the providence it gets a bit old at tier 4
Yoduh 21 timer siden 
Better than the original Grand Update mod Lol
WataMate313 30. mai kl. 18.54 
Yeah it broke the save files. Is it possible to get the version before this?
BigCheese256  [skaper] 30. mai kl. 12.44 
Mod updated, changelog is here: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/4360124651933083399/

I am unsure if this one will break save files or not, but if they do still work expect some weirdness with the commandbar/filters and AI behaviour. A fresh campaign will make everything work properly again.
BigCheese256  [skaper] 30. mai kl. 11.33 
No, the freighters are a part of Remake 3.5 I decided to do away with for Revisited. The Neutral Lucrehulk Freighter at Christophisis was there in the original so I just kept it there.
conwrightnie 29. mai kl. 9.55 
Is It Possible to Build The Lucrehulk Class Freighter?
BigCheese256  [skaper] 26. mai kl. 16.35 
@conwrightnie

Cost reduced by 30%, pop usage reduced by 20%. More here:
https://steamcommunity.com/workshop/filedetails/discussion/2894927178/4360124651933083399/

@DokturProfesur

Unfortunately no, like in the post below asking about the Disney+ or fan film ships, I'm only using assets from the main Remake mod and CWH submod, I'm not actually creating assets myself. I do agree the roster for Mandos, Sith and Hapes is very small, but it's worth remembering in the main mod these are all minor, non-playable factions. For that reason I wouldn't expect their roster to expand any time soon.
I made them playable here since they offer a different experience/perspective. Also the ability to cross-build other faction's ships means they're not completely stuck with their small rosters - when I play as Sith I like to take Mon Calamari right away for example.
conwrightnie 26. mai kl. 15.01 
What Changes Have been made to the Battlegroups?
DokturProfesur 26. mai kl. 12.13 
Really enjoying the mod so far, all the rosters feel good and play somewhat differently. I was curious if the Mandos would see any roster expansion soon? They're my favorite faction but their limited roster does make me a little sad. Especially when the Kyramud and the Kandosii seem so similar. I realize that there's not a lot to go off of but, perhaps given that MandalMotors was contracted to build Imperial ships for quite some time they could borrow a few space frames to cram all their ballistic weapons and missiles on?
The Core 26. mai kl. 10.41 
Oh, thank you.