STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
11,220 Comments
General Brooks  [author] Apr 29 @ 4:25pm 
@tsimpson01, we're considering it.
@GraphicalAdri, we don't support skirmish, I imagine its just bugged.
GraphicalAdri Apr 29 @ 3:17pm 
It apears that i cant tier up to Imperial remenants/new republic in space skirmish. Am i missing something?
tsimpson01 Apr 28 @ 11:23pm 
Are you planning on adding the Pelta or Commander Sato from Rebels to the game?
ash_demiurge Apr 28 @ 2:34am 
I apologize for having to write here. My Discord account was hacked and used for spam mailing. Your server protection worked perfectly, and now I am banned. I am an active server user. Some may know me as the author of a Google spreadsheet with all the planets of the mod (structures and bonuses for each). Please tell me who I should contact to remove the ban.
blasterscope Apr 25 @ 11:46pm 
Oh cause I realize that theat-act was at the battle of Battle of Scarif any way thanks for answer general Brooks.
General Brooks  [author] Apr 25 @ 11:16pm 
We have no plans to add either.
blasterscope Apr 25 @ 11:04pm 
I have a question will either of these ground units be added AT-BT (All Terrain- Battle Transport) and AT-ACT?
General Brooks  [author] Apr 23 @ 10:06pm 
We may add some more heroes, if alive and relevant to the time period.

If you want to cheese cash like that, there are map that will reliably give you 3k - try Ithor space for example. Or don't, and have fun actually playing the game.
DarthVinatiss Apr 23 @ 6:08pm 
Are there any plans to add hero's from Rebels and beyond into the mod? Like Ashoka, Herra, Sabine, Maybe some of the named inquisitors and imperials( i know most of the mare dead by the time the game takes place but still)
DarthVinatiss Apr 23 @ 4:33am 
If you want to farm credits as the rebellion get a fleet around garm el iblis and keep attacking cato nemoidia. there are 3 trade stations that spawn( one in the north, 2 south) and usually one of them is unnocupied. this is at least 1k credits per attack. just remember to use corvettes to get there fast
General Brooks  [author] Apr 22 @ 10:35am 
Bigger / thicker hyperlanes generate more cash, and you'll earn more by controlling more planets along that route. It's only really worth worrying about on the big ones in different colours.
Mendax Apr 21 @ 10:30pm 
How do trade routes work? I went to the wiki and was unable to find anything on it. What dictates the value of trade routes? Just looking around at planets, there seems to be no rhyme or reason
TFP' DonMarco Apr 19 @ 11:23pm 
Oh, i am sorry to have wasted your time then. I truely dont know where i picked that up then. I checked all other mods i have subscribed but nothing either. Welp, maybe i am just going insane, anyway i am gonna enjoy a new conquering of the galaxy as the empire in your amazing mod. Have a good day!
General Brooks  [author] Apr 19 @ 4:22pm 
@TFP' DonMarco, you're hallucinating. There won't be an update for some time yet, its all still in development.
@Eysem, we did add extra building slots.
Eysem Apr 19 @ 3:21pm 
gosh its so bad now. Why would you make generator a separate structure and wouldnt add extra building slots ??
Lord Of Pain Apr 19 @ 12:57pm 
there isnt anything called shadows of underworld
TFP' DonMarco Apr 18 @ 10:21pm 
I am just asking because after like a year i had an itch to play awakening of the rebellion again but thought the comment said that the saves wont be compatible with the new version, so i didnt start a new game and waited the last 2 days for today
TFP' DonMarco Apr 18 @ 10:17pm 
Maybe i am halucinating. But i thought i saw a comment that a new update is coming out today. I wanted to check again today but cant find it anymore. Will an updated come out today named something along the lines of "Shadows of the Underworld", or did i imagine it?
B♂ner Apr 17 @ 9:37am 
My IG Sentinel droids are completely white
General Brooks  [author] Apr 16 @ 1:39pm 
We won't make one, but you're welcome to, if nobody else has already.
Medic Apr 16 @ 1:26pm 
Can we get an unlimited pop submod please?
ErebusTheRipper Apr 14 @ 2:32pm 
@Fendelphi so does that mean the story after the second death star is destroyed?
shaunmab07 Apr 14 @ 11:50am 
how do i increase the unit caps in space and ground for this mod?, brilliant mod of course but the small battles are not as fun.
Fendelphi Apr 14 @ 6:49am 
@ErebusTheRipper: Outside of special missions that can give them as a reward, I believe you need to progress the story and become Imperial Remnants.
ErebusTheRipper Apr 14 @ 2:27am 
hey this might be me just missing it, but how do you build Tie Defenders. I maxed out my global small craft research and I have built a advanced light shipyard. is there a specific planet or way I need to build them?
Fendelphi Apr 13 @ 2:11pm 
@Goldwolf00: You can find your heroes that disappear on planets, by shuffling units in orbit(like x-wings and other ships) around. I had a similar problem a couple of years ago(Leia disappeared), and I got her icon to pop up again by shuffling stuff around in orbit.
General Brooks  [author] Apr 12 @ 6:07pm 
@goldwolf00, I think this might have been better as a single discussion post or in bug reports, rather than spamming the main comments.
Anyway, not sure what's going on with 1, 2 and 7, post bug reports please. For 3 you have to click the stop button each time you give the units fresh orders, 4 is a base game bug, just leave one unit behind or don't sell your base (its a cheesy strat anyway). 5 is intentional, 6 they cannot steal tech from the enemy, you have to buy tech like everyone else.
Glad you seem to like the mod overall though.
goldwolf00 Apr 12 @ 12:41am 
Just to mention the version is and has been 2.11.9 since I downloaded and been playing since 22nd Feb 2025.
goldwolf00 Apr 12 @ 12:35am 
7. The corporate sector authority... interesting faction, bloody strong faction aswell, a fair few battles well planned out and fought would be enjoyable and their planets would reallyyyyyyy even the playing field with both income and population etc. - problem, when they invade my planets (and they have and expanded quite a bit), I cannot see their ground units. They are invisible or just not there, its just my units and maybe pirates or something, their invading landing zone is coloured their teal ice light blue colour but zero units. I kill all pirates and the battle does not end, only until I retreat does it and then I lose the planet - how can we remedy this?
goldwolf00 Apr 12 @ 12:13am 
6. One other thing Ive found is C3PO & R2 who I have lost and cant find due to my No.1 issue... their ability is to steal tech levels from the enemy if Im not mistaken; but after multiple scouts and findings or imperial tech at various planets, no matter where I place them, even have them invade a planet lol, there is no option to steal tech. This would not be so much a problem if the empire wasnt such a greedy heartless pig that ruins every good run I have with random consecutive cruel moments (including key planets) with far more advancements in tech... but Im at week 200 now and I still havent managed to acquire Admiral Ahkbar lmao ((need to take Saleucami but The Wheel is like an imperial magnet and I know they're all swarming from Lantillies which at this point is an impenetrable fortress. I need an advantage as the rebellion to assist in tech progression.
goldwolf00 Apr 12 @ 12:02am 
5. This one does really bug me though... given ground battles are so crucial for the rebellion, like you can literally rob planets from the over-bearing tyrannical Empire (Ive felt thats what they are, so annoying) and just camp the planet out with no space defences. This is brilliant and adds to the rebellion immersion and the empire tbf with all their space might! But I cannot build 2 barracks. I cannot build a light & med factory or a combination of any of the factories or barracks on any planet. On AOTCW I can but not on AOTR? This would be so helpful and I though it would be a normal this/possible thing to even be able to do this with the rebellion. I cant even double up on manufacturing bases but I can with space tibanna gas refineries - is this something that has been missed because Im still juggling with 15k per week and the empire is on like 50k.
goldwolf00 Apr 11 @ 11:56pm 
4. Given Im the rebellion and the money game is tricky with them considering keeping planets but especially safe planetary orbits to resume trade routes its hard to build wealth. This pretty cool tbh going back to the true dynamics.. but if my space is invaded, and the enemy attempt to invade my ground base - before entering the battle I quickly sell off my ground bases for cash. Odd strategy but it does work, however if there are no units to defend that planet and I do this, the enemy takes over - fair enough. Now, the next battle that comes along, whether its space, ground, any planet, I initiate or AI initiates.. it literally sims the battle to a win or lose. Dont know why it just doesnt give the choice ti fight or sim it just sims it and decides what to give me. I did however win over Sullust this way which helped but thats not the point lol
goldwolf00 Apr 11 @ 11:50pm 
Also, forming blockages during ground battles using any rebellion tank (especially speeders and T2Bs). They just go off and do what they want, you order them to stop... you tell them to move to a location and they should just fire when in enemy proximity but I will have tanks lined up in combination of troops, speeders etc. and 1 by 1 they just speed off into trouble and die, makes me swear lol can you fix this?
goldwolf00 Apr 11 @ 11:45pm 
2. I have been spamming X-Wings for hit and runs like mad, very clever how you have been able to replicate the actual strategies and feelings of fighting for/as the rebellion with these dynamics. however using X-Wings, and their S-foils for added speed - they glitch out at times.
For example, I have 10 units with S-Foils on, move them near a nebular so some (5 units) get interference and their S-Foils shut down, but when I got to select the 5 units that went off to turn back on they do not. I get that "no no" sound when something cannot be done.
goldwolf00 Apr 11 @ 11:40pm 
Just a few issues Ive noticed: 1. When on Galactic map and you have heroes on ground (any planet) - if you go to drag them from ground (any planet) to any other planet they disappear completely and you cannot use them. Yet they're icon in the top right remains, you click on it to locate them and it still says they are still on the planet you tried to move them from.
Mr.Nobody Apr 11 @ 9:44am 
It’s a great game, but towards the end, there’s just gonna be cat and mouse, bullshit/if you don’t do it correctly, the game can’t prevent you from building the death star
Zwamba Apr 10 @ 8:24pm 
@Christopher Thank you for the help you hero
Lord Of Pain Apr 10 @ 9:41am 
only main releases are like 2.10 2.9 2.8.1 etc
Lord Of Pain Apr 10 @ 9:40am 
older versions are not on steam/moddb
Commander Neyo Apr 9 @ 10:11pm 
Is 11.4 on ModDB? I want to see if I can use the mod and the submods from 11.4 (mainly the no story missions)
General Brooks  [author] Apr 6 @ 10:51pm 
No. We've put a lot of work into our ground combat.
Fat Jin ಠ_ಠ Apr 6 @ 4:40pm 
Is there a space only version of this mod?
ghostgreen1993 Apr 6 @ 12:35am 
Thank you for the response, I dont think Im cut out for this mod though
Big Donk Apr 5 @ 7:48pm 
Nevermind I did it I saved him, woooooo
Big Donk Apr 5 @ 7:14pm 
In the thrawn recruitment mission can you save the loyalist Victory class and does it even give anything if you do? or is he just doomed to die everytime.
General Brooks  [author] Apr 5 @ 8:50am 
As rebels you have the best fighters so shouldn't struggle to beat them, you also have carriers and good anti fighter in bulk cruisers and gunships.
ghostgreen1993 Apr 5 @ 5:08am 
Anyone got advice for fighter spam playing as the rebels against hutts?
King of Heaven Apr 4 @ 5:33pm 
@Zwamba go to the location where you have Steam installed
>steamapps >workshop >content >32470 >1397421866 >Data >XML

.Inside the XML file you need to find the file you want, some of the names are self-explanatory, inside the file look for
Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>

<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>
Zwamba Apr 4 @ 1:55pm 
Hello! I'm very interested in modding out the Unit Caps for certain "Special units" in the campaign. For example, allowing me to build as many Field commanders as I want ETC. Is there a submod available, or perhaps can someone point me in the right direction for changing things myself?
Raven Catcher Apr 4 @ 1:39am 
In the FAQ, I was reading the 2 options for launching the mod. A 3rd way that could also be used is from the StarWarrsG.exe FoC desktop shortcut (created from the exe found in '...steamapps\common\Star Wars Empire at War\corruption' folder) to have the STEAMMOD=1397421866 put in the shortcut properties in the 'target' box at the end. Mine looks like '"C:\SteamLibrary\steamapps\common\Star Wars Empire at War\corruption\StarWarsG.exe" STEAMMOD=1397421866" in my shortcut properties.