STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
11,543 Comments
molchåmor Oct 21 @ 5:58pm 
@Grivehn A choice to skip events is really a great suggestion, especially now when mods are able to show popup screens with decisions, e.g. as the many choice popups in the latest FOTR version. The events in AOTR/AOTCW are impressive in that they show what modders are able to do and enjoyable when they do work. At the same time it is also IMHO these mod's greatest weakness as the issues with these scripts are just never ending, just look at the AOTR/AOTCW bug posts and I think there is not even one event without major current or historical issues, often hindering story progress.
Grivehn Oct 21 @ 2:18pm 
@AdmiralDailee Fair enough. I almost regret writing, but at most its quantity might be a bit too much. It may have come off harsh, but not unfair.

I need to emphasize I do love the mod, tho only tried it first recently. And will most assuredly play the Clone Wars one as well after this. There is a lot of good work done here, I just found the one thing right away that made me flip the table.

I just cba to spend a 3rd time of 20 minutes with 1fps and redoing my whole fleet to some cheesier build when I already own 2/3 of the galaxy. Maybe in another playthrough.

And for the record, I cant recall that toggle-able ability on Green Leader, but I have read others had issues seeing that as well.
AdmiralDailee Oct 19 @ 8:19pm 
@Grivehn I think the developers have talked about this mission in the discord a few times that I've seen personally. A fair amount of people have issues with the mission, and I think they said they'd work on it, i don't know when. It is THE Battle of Endor, so it will require you to always have a large fleet available since in lore the rebels fielded almost their whole fleet at the battle. Frame issues happen with almost everyone though so its not reeeally a problem on your end, its just a shit load of particles, turrets, and units. Green Leader has an ability you need to toggle and leave toggled for him to kill the Executor, though if you do this you can't keep him if you win the battle. It should look like Vader's pursuit ability that he gets in space battles as the Devastator ISD.
Grivehn Oct 19 @ 8:33am 
Finally, the whole battle after the imps show up played for me with 1FPS. I'll grant you, thats a me problem. The others not really.

I've tried this battle twice. Im not gonna try for a third time and lose hundreds of points worth of ships and hope I can get Green leader somehow to destroy the Executor meanwhile watching a comic.

Guess I'll stick to playing the New Republic in Thrawn's Revenge.

Overall fun mod, I love it in many aspects, but I really wish there was a skip for this. Like 'bring the stealth heroes and 300 or 500 points worth or whatever fleet to Endor'. Then you can proceed into New Republic tech era. Just a suggestion.
(p3 cuz tldr)
Grivehn Oct 19 @ 8:32am 
Fourth. I have no idea how Green Leader supposed to destroy Executor. There is no button for that, and I cant send him against the ship either, honestly. Because I cant just tell him to 'get here', because the ship is so massive, I literally cant click on a movement order, except to attack the Executor. Which resulted in him meandering around until Ackbar got focus fired - instead of all the smaller ships I gathered around him to save him. I could not destroy the Executor whatsoever.

Fifth. Thus sending Ackbar into the literal line of fire via the objective, then expecting him to scurry off with that giant, slow ship is really painful, too.

You can have 100 fighter squadrons or 30 frigates, whatever, but the destroyers will still seem to focus down Ackbar no matter what. Thus ending Executor should be done quick and fast, but I literally couldnt do it at all.
(p2 cuz tldr)
Grivehn Oct 19 @ 8:32am 
Id like to say I appriciate the story elements of this mod before anything. The missions had been fun until this one.

But the Battle of Endor for the Rebellion was one of my most horrible mod experiences ever. First off, there is no indication whatsoever that you need a gigantic fleet for this - I was just fine so far in prievous story missions without going overkill.

Second. I saw mentioned somewhere and I agree that if you bring - and lose a giant fleet here, that will hurt your overall galaxy progress. Second, if you can get such a fleet together, youre probably not needing this mission to conquer the galaxy anyway.

Third. The Death Star firing about every 20 seconds, or thats how it feels like, destroying a capital ship is kinda BS not gonna lie. Especially when those things cost so much time and credit-wise.
General Brooks  [author] Oct 18 @ 10:25am 
Thanks all for the kind words.
Please submit bug reports in the pinned thread for any issues you find.
Next update will be next year.
Yala Lynx Oct 18 @ 4:27am 
update when?
footballeddie56 Oct 16 @ 9:19am 
Eagerly awaiting the release of 3.0. Great work on the best mod for this game
Sirius Potter Oct 14 @ 11:33am 
Insanely great mod! 45 hours in and just switched easy difficulty to expert. Besides the crashes from time to time, everything is superb!
bandogora Oct 11 @ 1:01pm 
Hello! First off love the mod thanks to all for making it.

Running into an issue with my infantry models not being able to use their flamethrowers. For example Black Sun Infilitrators not using their weapons; not cloaked or anything else. For Rebellion the Bothan Infiltrators also are not using their flamers. But oddly, Mandalorian infantry and Black Sun Flamer Tanks are fine.
General Brooks  [author] Oct 10 @ 3:42am 
We do not support skirmish.
wyguy117 Oct 9 @ 2:10pm 
Every time I play skirmish land battles the AI only makes infantry regardless of difficulty. I love the galactic conquest mode, but sometimes I just want to have a cool ground battle and it's like the space skirmish works fine. Thanks for all the hard work y'all do, hoping this is resolved in the future.
General Brooks  [author] Oct 9 @ 9:52am 
You don't have to do those missions, but yes it's not the best system and we will be changing it, and getting rid of those missions.
Legion Oct 7 @ 4:59pm 
Well Black Sun missions wants me to sell/give up units/buildings which I don't follow the tech tree so switching system I believe therefore is very limiting
Reverend Falsetto Oct 7 @ 2:36pm 
Yeah, already found low ranking heroes as victims! Thank you for a great mod <3
General Brooks  [author] Oct 7 @ 10:25am 
As Empire, the only top level assassin you get is Arliz Hadrassian, who you start with.
Reverend Falsetto Oct 6 @ 11:27am 
Hi! I am using the first assassin that is available for the empire, you can have three of them. I guess i just haven't met minor hero yet :D Btw how do you make higher level assassins? Totally great mod, love it! Breaths new life to a classic <3
General Brooks  [author] Oct 6 @ 10:06am 
@Wilmfe23, they are defences? They have inherrent strategic value, especially when well positioned at a chokepoint. A proper fortress is somewhere to fall back to and that will require substantial enemy investment to take. The GTS doesn't have any effect like that no.
@Reverend Falsetto, It's not broken, what assassin are you using and what are you trying to kill? Generic assassins can't take out major heroes if that's what you're doing?
@Legion, we plan to make some changes in our next major update, I can't share the details yet. In the meantime, the intention is that you keep switching techs, so for example change to Zann once you're used Xixor to build a great economy.
Legion Oct 6 @ 8:47am 
Do you planning to rework tech system of Black Sun? Because faction becomes so limited compare to Rebels and Empire like I have to choose Xizor Tech for basic things like freighter but it's combat performance is so lacking can't you do something like in order to have each Vigo's tech like Zann's mandalorians Xizor's money buildings and trade ships and IG's old CIS refits we do missions for them to increase relationships with them and more they like us more valuable units and buildings they allow us to build. You can actually use story of original Zann Campaign with tweaking some missions and storyline
Reverend Falsetto Oct 6 @ 8:04am 
Am I not getting something or is the assassination system broken with empire at least? Moving the assassin in the spot just gives the message nut no option to pick any enemy even when one exists in the troop pool of the planet.
Wilmfe23 Oct 5 @ 11:29am 
@General Brooks
What strategic value does it have? I don't recall anything it does on the galactic map. EAWX does have the ground-to-space weapon do damage to hostile ships in orbit. Does this one have something like that?
General Brooks  [author] Oct 2 @ 3:35am 
@warcrimes, will be sometime next year, you have more than enough time for a new campaign.
@S.C.P | REIU-IV "Meg" and Rayzer414, we do not support mulitplayer or skirmish.
Rayzer414 Oct 1 @ 11:27am 
why the game keep crashing every time i try to do a skirmish battle ?
warcrimes Oct 1 @ 9:43am 
Do you have an approximate month for the next update? Want to know if I can squeeze in a new campaign before it.
S.C.P | REIU-IV "Meg" Sep 29 @ 7:11pm 
This playable in MP?
General Brooks  [author] Sep 29 @ 7:40am 
@jephce, maybe one day.
@Wilmfe23, we are balanced very differently to other mods, especially to EAWX. Defences have a ton of strategic value. See if you have the same view once you've become experienced with the mod.
@Zany Jumper, of course, you can just buy more in the usual way for your faction.
Zany Jumper Sep 29 @ 2:17am 
is there a way to have more heroes in the 2 planet start C where you start with 3
Wilmfe23 Sep 28 @ 11:26pm 
@General Brooks
I don't think they would be OP. Like I said another mod already does this and they aren't OP at all. They are niche by default because they don't have any strategic value, only tactical value. Also the opportunity cost for it is high as building slots are valuable and if there isn't anything of significant value on the planet the enemy will just bypass the defenses.
So you would only make ground defenses on planets where you have other things you much rather build there.
jephce Sep 28 @ 5:01pm 
I would love the option to start the campaign before first death star destruction. A real, from the ground up rebellion sim, such as it is, but with heroes like Pheonix Squad, Andor, Ashoka.
General Brooks  [author] Sep 28 @ 9:32am 
Absolutely not, that would make them must builds, far too strong. Ground defences are not niche.
Wilmfe23 Sep 28 @ 2:27am 
I think an idea from another mod to consider is to make the turbo laser tower and the planetary shield generator 1 structure called "base defenses". Ground defenses are very niche as it is and building slots are precious.
They did that in the expanded mod and even there ground-ground defenses are very niche and rarely used. If anything you could go even further and give them small garrisons as well.
Gay J the Rat Sep 28 @ 12:26am 
@Wilmfe23 Honestly, I was overwhelmed at first but after much trial and error I started picking everything up and now when I start a game I know exactly what I'm doing, what to build and where, what units to position at certain planets, etc.

Just comes with experience, eventually everything will just click and it won't be nearly as hard as you think. Most of the overwhelming feeling for me was just how much damn reading I had to do lmao :steammocking:
General Brooks  [author] Sep 27 @ 2:55am 
Yes, the mod is being actively worked on. Next update will be sometime next year.
Sythics Sep 26 @ 11:58am 
Hello, there are new updates in future ?
General Brooks  [author] Sep 26 @ 2:56am 
We've tried to ensure that every unit has a role and a place - would be interested to hear your opinion once you've played more and properly learned the mod.
Wilmfe23 Sep 26 @ 1:30am 
So far I do like many of the ideas here but it does feel like it's suffering from the most common problem of mods here which is redundant content. There are just way too many ships and ground units. I think maybe cutting some or combining some roles would help a lot to make it less overwhelming.
nAiLo Sep 25 @ 10:14pm 
@General Brooks Of course, won't happen, thank you.
General Brooks  [author] Sep 25 @ 4:43am 
@nAiLo, have revoked your ban. Obviously if we see any further breach of server rules we will not hesitate to ban your account again.
nAiLo Sep 25 @ 1:22am 
@General Brooks

It's same as my steam account: nAiLo/nailozi
PLPM Sep 23 @ 3:56pm 
Aye, I confirm the fix by @manual blinking:

if you set "Modpath=..\..\..\workshop\content\32470\1397421866"

Instead of the original "Modpath = 1397421866", it opens up without issue.
Zero_Shiraga Sep 23 @ 2:59pm 
Can someone explain how to get the mod to work manually?
Bobby the Sophist Sep 23 @ 2:29pm 
@manual blinking IT WORKS
Tronexodus Sep 23 @ 2:18pm 
hi here too only opens vanilla game !!!
manual blinking Sep 23 @ 2:18pm 
I HAVE FOUND A FIX. in advanced options type in Modpath=..\..\..\workshop\content\32470\1397421866
Bobby the Sophist Sep 23 @ 2:02pm 
@Bendak I'm relieved it's not only me with this problem
Bendak Sep 23 @ 1:38pm 
Can confirm there is some issues with Steam advanced start option, while attempting to start it, it opens the vanila game.
molchåmor Sep 23 @ 1:02pm 
Issues with steam advanced start options it seems, no EAW mods can be started ATM including this one.
Gay J the Rat Sep 23 @ 12:59pm 
My game crashed while I was playing this mod and now no matter what I do I can't play the mod anymore, uninstalled and reinstalled the game, unsubscribed and resubscribed, tried loading the mod manually in game properties (which is what I always do with other mods with no prior issue)
I'm at a loss, don't know how one crash can bork everything this badly lol
General Brooks  [author] Sep 23 @ 4:20am 
@Tronexodus, its in the mission log.
@nAiLo, its possible that your account was hacked, acted suspiciously and was banned. What is your discord username? I'll take a look.
@=7Cav=WO1.Oro, Zhar works fine, there's no issues with it.