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
Taggar: Singleplayer
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29.533 GB
28 nov, 2022 @ 18:06
3 jun @ 16:52
55 ändringsnotiser ( visa )

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Empire at War Remake 3.5 Revisited

Beskrivning
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
Populära diskussioner Visa alla (24)
6
1
3 jun @ 16:52
KLISTRAD: Minor Update 4.1 - Changelog
BigCheese256
66
1 timme sedan
KLISTRAD: Known issues and bug reporting
BigCheese256
4
1
9 maj @ 17:56
Major Update 4.0 - Changelog
BigCheese256
1 035 kommentarer
Hintosho 38 minuter sedan 
Hey is there a way to remove or shut off the Battlegroups? I Enjoy the mod but without Battlegroups it amkes a lot more fun
Secutor 1 timme sedan 
@laggy gameplay

Yeah, I know, but I find it ridiculous that I have to destroy with 6 destroyers (Keldable and Aggressor), while Republic Hardliners or Separatists have too weak garrisons (or weak units) on Golan II/III.
laggy gameplay 1 timme sedan 
That's an early game unit for you. The Mandalorian ships are just better as well having beskar armor which means a lot of hull and heavy weaponry with their mass drivers and missiles. Golan 3s are supposed to be quite strong as well so you should probably tackle that when you have better tech.
Secutor 2 timmar sedan 
I just feel like they (either Underworld or Keldalble and Aggressor) are too powerful compared to the other ships (or Venator is weak). but despite this, the gameplay is captivating :)
Secutor 2 timmar sedan 
@BigCheese256

I then attacked with Venator-class star destroyers (10, plus Maarisa Zsinj, 4 acclamators, and the same number after corvettes at the first technology level) and placed them between Keldable and Aggressors on the sides and rear, aiming for special weapons, and the Venators have too weak armament (at least in my opinion, but I don't understand why some Star Destroyers, like Venators and Imperators/Imperials, have a heavy single main battery instead of two?)
BigCheese256  [skapare] 3 timmar sedan 
@FrenchFriesAreNotFromFrance

For Revisited I removed the stats text from the hardpoints, but it's original description is: "Heavy Magpulse Missile Launchers - Applies -75% Firepower and Speed Debuff to all Classes for 120 Seconds - 0 DMG"
BigCheese256  [skapare] 3 timmar sedan 
@FrenchFriesAreNotFromFrance

That's by design - the Magpulse torpedoes don't do damage, rather they apply a heavy, long duration stun effect to whatever they hit. Victory-II is a support frigate/stun boat, it's not meant to do damage.

@laggy gameplay

Where we are right now the ship stats are near identical to Clone War Holdouts for both Republic and CIS, which goes for cost as well. Several CIS ships here had their pop usage lowered, some Republic ones had their raised, and the Providence got faster fire rate on it's TL's that's it. I won't be changing this further (for now), because CWH will probably change things going forward as well.

@Secutor

Depends what you're attacking them with - this setup is weak to bombers, gunships and corvettes since the Kedalbe has no garrison and the Aggressor's garrison is small. Swarm them and you'll have no problems.
For information, when I was fighting against a victory-2 class, I noticed that the missiles of the victory-2 dealt no damage at all, wether it is when my ships have a shield or not...
laggy gameplay 4 jun @ 10:43 
The CIS need buffing, I mean how does it make sense that a more advanced ship like the Tector has the same price as the Providence which are older and weaker? Their fighters are weaker as well not having shields. Republic has too many strong ships to the point that it's just better to fight with theirs than using the CIS ones.
Secutor 4 jun @ 6:16 
The Underworld Golan III garrison is too overpowered: 3 keldable battleships and 3 aggressor class is too hard to break through