STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Expanded: Fall of the Republic 1.4 (Updated March 23rd)
7,687 Comments
Wilmfe23 Apr 22 @ 11:26pm 
@Nolanstar
With the number of units available having a good/bad screen is very useful to get a rough idea of how to best use them. Especially considering the descriptions are almost entirely lore. It doesn't have to be super specific but now there is almost nothing nudging you in the right direction.

But my main issue is the lack of visual direction. Good visual design means you should be able to know how a unit will be just from it's appearance. The CR-90 looks fast with that massive bank of engines and the MC-80 looks bulky with it's rounded appearance. voluminous ships should have more fighter/bomber squadrons and sharper ships should have more weapons.
Silverwing104 Apr 20 @ 2:48pm 
I have to ask, is there a reason my game crashes during land battles? It seems to happen at Sullust a lot
FnafGamer183 Apr 18 @ 2:47pm 
bruh, i barley started the final campaign thing and i get attacked by huge fleets? definitely not fun
Mr.Panga Apr 17 @ 4:47pm 
Great mod with superior playability, nevertheless, it should be updated to 64-bit, the graphics almost look like vanilla, updated graphics should be a must...
Hawkeye™ Apr 16 @ 1:48pm 
Not a developer, but the team has gone on record to say they aren't including moving turrets due to concerns over performance and how it interacts with how ship hardpoints have been set up.
Medic Apr 16 @ 1:44pm 
The turrets on the ships could have been animated like the remake mod or awakening of the rebelion/republic
Hawkeye™ Apr 16 @ 9:24am 
Fall of the Republic will update to 1.5 on May the 4th.
Azihar Apr 16 @ 8:13am 
I read that on another mod comments that this mod is getting an update soon. Is this real, or just rumor?
noahjy25 Apr 15 @ 8:35am 
ty
TheRebelGreaser Apr 15 @ 8:31am 
@noahjy25 after downloading mod you have to go to properties for the game itself go to launch options and type in this STEAMMOD=1976399102 and then the game will launch the mod
noahjy25 Apr 15 @ 8:25am 
erm the mod didnt downloud
Hawkeye™ Apr 14 @ 6:38pm 
What part of the CIS roster seems to be troubling you?
shorty24t Apr 14 @ 6:26pm 
the droids are too OP cant seem to do good at all during galactic conquest
ConfuseSP93 Apr 13 @ 1:27pm 
Can anyone help me out with this? I'm not sure if it's a bug or if I'm doing something wrong.

I'm playing as CIS, and whenever I have a space battle, my fighters participating in that battle won't come back afterward not even in subsequent battles at different planets. They spawn once, but after that, they don't appear at all.

Does anyone have a solution for this?
The New Paradigm Apr 13 @ 10:09am 
The mod is amazing, I just finished the campaing of the CIS, had a lot of fun, the battles are big and dynamic, the galatic map challenging and filled with special missions.

although I wish the mission log didnt take me to the planet automatically, that was a bother, but everything else on this mod is amazing!!
Armando31 Apr 12 @ 1:47pm 
Can Darth Maul take over and be faction leader for the Hutts yet?
SmallJeff Apr 5 @ 9:12pm 
Any one else getting hard stuck after completing the outer rim sieges and then Coruscant is raided and you can't move any units to fight it? I never got prompted with a voice line thing or mission stating I needed to bring someone specific to it.
Hawkeye™ Apr 5 @ 6:17pm 
My first suggestion is to conquer the worlds next to it, it should unlock a path to Ruusan.

Alternatively, complete any other story missions that might be ongoing.
ColKurz Apr 5 @ 6:15pm 
How do I get to Ruusan in the Rimward Campaign? I just did the "tracking the spy" mission, and R2 sent a distress call from Ruusan, and the holocron says to send Anakin to Ruusan, but it's like off to the side without any hyperlanes connecting it. Is there a specific planet I need to conquer or am I missing something here?
IRampagingRhin0  [author] Apr 5 @ 12:16am 
Arf troopers are in already, they ride the AT-RT
Hawkeye™ Apr 4 @ 7:01pm 
The republic will be getting a recon infantry unit in 1.5

It will not be ARF Troopers.
Kyosuke Nasser Apr 4 @ 6:47pm 
add ARF clones, the empire has recon units and so the CIS with the commando units
Nolanstar  [author] Apr 2 @ 1:05pm 
Wilmfe's comments are somewhat valid, but there is a difference in game style and types of strategy games that they just have a clear personal preference for. Looking for a small 'tactics' game with a tiny roster is a valid thing, but is not the goal of the mods by any means. Moreso they're a representation of a setting within a built combat/etc system.

It's like preferring early CnC games over something like Battlefleet gothic or the entire genre of stuff based on IRL military assets beyond vague notions of 'tank' 'apc'.

The good/bad screen comment and like of vanilla is what really shows that - they're interested in a rock/paper/scissors setup, not fleet-building or math interactions.
Hawkeye™ Apr 1 @ 3:14pm 
Happy to help.
owman1 Apr 1 @ 3:01pm 
Thanks :steamthumbsup:
Hawkeye™ Apr 1 @ 2:57pm 
Clone Wars map focuses primarily on the Republic vs Separatist content, with minimal starting worlds for the Hutts.

Known Galaxy evens the playing field for a better 1v1v1 Experience.
owman1 Apr 1 @ 2:55pm 
Hey, was wondering what's the difference between the known galaxy and clone wars GC's?
Wilmfe23 Apr 1 @ 9:20am 
A thing I wonder why it was removed is the good vs/bad vs screen. I always thought it was a very intuitive way to get a rough idea of the strengths and weaknesses of a unit.
Wilmfe23 Apr 1 @ 9:12am 
I mostly just choose to build only 1 type of each so it feels a bit redundant. The bomber thing though I do stand by. They really should be given back their ion blast ability or maybe something else so that they automatically sort themselves. Or maybe if possible they could reprogram the grouping function to go by type rather than ability.
Jedipony1 Apr 1 @ 7:02am 
The Acclamator wasn't just a carrier, it had other variants. If you're struggling this much, just play something else instead of complaining nonstop.
Wilmfe23 Apr 1 @ 6:47am 
Another problem is that there are those several few off bombers and fighters that just clog up the selection menu. Another annoyance is that the fighters and bombers have identical abilities so they don't automatically organize themselves. All bombers should have an ability like ion shot to manually activate so that they organize themselves. Having to do it manually every single time is tedious.
Wilmfe23 Apr 1 @ 6:45am 
While I like a lot about it, it makes the same mistake as many other mods which is to throw out visual design. Having different "versions" of the same ship that do totally different thing is just bad readability.
The acclemator should only be a carrier and the Dreadnought should only be a gun ship. This works well with their designs and even the Venator being somewhat inbetween with it being longer than the Acclemator but wider than the dreadnought. In a game you want unit's who's visual design communicates their role clearly to the player.
pumba_1997 Mar 31 @ 12:59pm 
My game crashes when i want to load a saved game.
Tips?
Gandalf el gris Mar 29 @ 6:23pm 
must be the best mod for the republic era without a doubt, the galactic campaign is complex and really hard but engaging and the progression is according to the clone wars history
Patmanacor Mar 29 @ 1:23pm 
pretty nice work was done here i enjoyed it well
william.ellis2010 Mar 28 @ 11:58pm 
this mod has a massive modding team and you know what else is massive
XALORR Mar 28 @ 10:03am 
Aaaalright it's works now.
I have try a GC Scenario.
And what can i say?
A amazing piece of work.
The entire UI is different to the original.
And maaaany new Units!
It looks so damn good at all.

One Thing i become my own problems.
That is the GC Map in a bigger scenario...
Its huge...veery huge.
I learn the new units, and combine Fleets,
and in the same time the AI overhelmed me
in Corellia. So i search the system,
and the next getting attacks.
Way to much and to fast for me.
I need a tactical view from more
far perspektive to overlook all the systems
and to react faster. 😅
Like i say, its a own Problem. ^^

i will try the smaler Scenarios and
in most time i play skrimish. 😋

Ah and the Game crashs shortly after the Fall of Corellia. XD
XALORR Mar 28 @ 8:49am 
Ok it works now.
And the Text?
I guess the reason is my german version.
The textfiles is make vor the english version of course.
I will change now the Steam bibliothek settings
and than must be come a EAWpatch for that...
i hope so
XALORR Mar 28 @ 7:54am 
I have two Problems.
The First: The entire game crashs after i wil load a GC Szenario.
The Second: No readable scenario description.
Only the file name and a warning.
I try a complete reinstall of this mod.
Maybe it works after that.
Roshi Mar 27 @ 10:03pm 
it wont let me launch in game only steam
Hawkeye™ Mar 27 @ 5:12pm 
Do you have enough space for the mod? Are you launching it via the in game mod menu?
Roshi Mar 27 @ 5:11pm 
its not giving me the right mod.
WIWO Mar 26 @ 11:09pm 
Build Republic Capital Ships Without Order 66....
Does somebody know what do I have to do or which file do I have to edit to be able to make Republic Capital Ships? Help
GrimNobody Mar 25 @ 4:48pm 
blx scare me
:) Mar 25 @ 4:23pm 
thats how acclamators look like theres a reason not every unit possible is buildable at all times because it becomes a mess but they do have clear roles base game is painfully game-ey with how ships are given roles arbitrarily for no reason like the giant nebulon b and liberty being acclamator and isd equivalents just because the rosters were mirrored
Rikimaru Mar 25 @ 11:31am 
hahaha :cta_emo7:
devauxh Mar 25 @ 10:33am 
could you make a submod that replaces the CIS by the daleks and cybermen
Wilmfe23 Mar 25 @ 12:31am 
The problem is that the similar designs makes things more confusing in battle and it means there isn't much connection between design and role.
A thing the original game did fairly well is communicate role via design and this mod just totally abandons that.
Lord Admiral Daniel Phillips Mar 25 @ 12:13am 
The three different Acclamator variants have different roles and loadouts. They're only similar in that they're part of the same ship line. None of them are redundant and it's really up to you to decide which variant/s you find useful when fleet building.

Dreadnoughts are similar, though unless you're playing era 1 Republic you're only going to see a single version of these buildable at any time. The Heavy Cruiser variant with ions.

The main faction rosters are already heavily curated. There is some role overlap but that just means you have options depending on preference and need.

As an example combat Peltas might fill the same anti-fighter role as CR90s but the CR90 has greater range on its PD and weapons. Its lower pop costs means CR90s are better when what you need is coverage. In comparison the Pelta also carries turbolasers and is much more durable which means it can stand in the line of battle and contribute against ships while the CR90 is less able to do so.
Wilmfe23 Mar 24 @ 11:43pm 
Hawkeye
Like the healing, there are 2 ships that do that and it should be only 1 and one with a very distinct design to make it stand out. You have have 2 variations of both the draughtnought and the acclemator which I feel is completely redundant.
The original game was quite good in having a diverse yet small arsenal of ships that all looked distinct from each other. It feels like the mod is trying to cram in as many references as possible rather than having intuitive design.

Another thing that would help is if the bombers were standardized and the one-offs were done away with. On top of that the bombers should be given a different ability than the fighters so that they automatically appear in a separate window. It was already annoying in the original that the X-wing and the B-wing had the same ability making them appear together. But this is worse with all of them having the hunt ability.