STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 5.0 - The Final Update
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Обновление: 1 март в 3:12

Seems Bail Organa wasn't been resurrected and might not be until a new campaign.
Heroes in Conflict Begins now respawn, and at a shorter cooldown, so you don't have to revert to a previous save.

I've adjusted the auto resolve to be less demanding for both the winner and loser.
The green dot has been removed.

Обновление: 22 февр. в 2:31

I've added more model variety to the bombing runs and swapped some tags so crashes shouldn't be happening, as it's to do with changing the units of a squadron it might cause a save to crash, and added a missing behaviour to the Forts allowing them to spawn their intended garrison in the Shattered Empire campaign.

Обновление: 16 февр. в 5:44

I have moved some files around which shouldn't affect your saves. However I done some Ai changes which will properly need a fresh campaign to see any differences, if the Ai doesn't break in your existing saves. Which will reduce overall lag on the campaign map and further reduction later into the campaign as factions get wiped out, it was mostly done by seeing what the Ai actually needs to be building for them to be competent as a adversary and cutting fluff that makes them seem human in their decision making.

On top of that I found that some bombing runs were causing crashes as their wasn't an attached bomber for newer bomber squadrons and gone over the scale of them ensuring that the aren't out of proportion.

I also gone through the tech system for the Ai and lowered their requirement for advancing.

Обновление: 13 февр. в 6:08

Lucrehulk Fix

Обновление: 8 февр. в 4:59

You can again build the Gas Extraction Stations 3 times in the imperial web way campaigns.
The Satellite Grid no longer cost any population.

Обновление: 8 февр. в 4:38

Last week I was going to introduce new Ai changes which should of improved their decision making and reduce late game lag, however something broke in the Ai and I spent another week reworking it; and today I gave up on those changes reverting the whole thing back to the released version. I'm still hoping to do those at a later date as they will help.

Text has been added to tech levels and garrison units so it isn't just a name & an icon leaving to guess what they might be, though the garrison one is kind of basic in it's description.

I've given the tactical camera more height allowing you to zoom out further while still giving access to unit abilities.

The Eclipse is now buildable, a tech level was missed when the phases were removed.
Pellaeon's upgrade to the Chimaera has been disabled, as it has no text for it.
CIS Subjugator has a garrison of fighters and bombers.

Обновление: 25 ян. в 1:15

Piett Upgrade

Обновление: 25 ян. в 0:45

Minor changes here and there. The rebel barracks was using the wrong description, Watchtower can now be built at systems and sectors, and more audio has been added back increasing the space of this mod requires on your drives.

Обновление: 18 ян. в 3:26

So there isn't much to this patch. I wanted to speed up the decision making of the ai however those types of changes require more time testing. So I went with speeding up the launching of the mod so you don't have to wait longer than other mods. Though I have no idea how it will affect saved games, I do have a couple of theories: you have too many buildings on the build bar, or no buildings, or nothing has changed which would be the best result.

Обновление: 11 ян. в 5:46

Build Bar Scale