STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Shield Penetration Submod for Thrawn's Revenge & Fall of the Republic X.2
154 Comments
Furykuiku'l Mar 15 @ 1:13am 
to get all the sub mods to load with each other load each sub mod with the base mod then test if it works load in another one and repeat launch then keep adding them one at a time it should work as long as the base mod is the one that loads last in order also having the smaller ones first will help as they wont hang trying to load their data and will cause less breaks to the loading of the rest
BluefoxOverlord Feb 4 @ 5:49pm 
love how this works still with other two mods :3
I believe that it depends on where you put the steammod=(numbers). Cuz Steammod doesnt load them all at once but instead in an order.
PerilousPenguin Jan 1 @ 3:51pm 
is there a way to get this mod to work via steammod method with "Better Venators" and the "limitless heros" submods?
Epicsk8r37x5 Sep 23, 2024 @ 9:48am 
This + Victory I stacks = profit
ulyssesalmeida Jun 15, 2024 @ 4:35am 
Indeed the real men knew on when to fight hard and die well and went on to the max diffculty
Normac Jun 2, 2024 @ 4:31pm 
only real man use this mod on the extreme and brutal AI :steammocking:
BluefoxOverlord Jun 1, 2024 @ 10:15am 
the submod working fine with the mods it made
Mugs Apr 21, 2024 @ 8:10pm 
please update
Cristianmrvzla Apr 11, 2024 @ 9:46pm 
update pls
Cooler12351 Apr 10, 2024 @ 11:14pm 
The most important point to mention here is that the Submod will destroy the balancing system completely
Joewlpc Apr 10, 2024 @ 6:39pm 
yes-ish, more than the original was
Cooler12351 Apr 9, 2024 @ 8:31am 
No
X Æ A-12 Apr 9, 2024 @ 5:20am 
Before I download, is this lore accurate?
Cooler12351 Mar 6, 2024 @ 12:18am 
Should Work yes
Kestalus Mar 5, 2024 @ 8:41am 
Will this work for FotR 1.4?
nicholasrios2018 Nov 23, 2023 @ 9:01am 
to get the m75 and the star hawk, get the upgrade on the space station from Eaw that has an image of a battle ship
Cooler12351 Oct 20, 2023 @ 9:09pm 
Yes
cobar234 Oct 20, 2023 @ 2:23pm 
does this work with 3.3 on thrawn's revenge?
jamesrodgers100 Aug 17, 2023 @ 12:53pm 
@CaptainLeo1784 is an option in 3.5
Cooler12351 Aug 16, 2023 @ 11:03pm 
Those are in the main mod via a toggle option now
CaptainLeo1784 Aug 16, 2023 @ 10:55pm 
I want the mc75 and the star hawk
APS Jun 28, 2023 @ 8:36pm 
Will this work for FOTR 1.3?
PedoBear Jun 21, 2023 @ 3:55pm 
1.3?
Horse With No Name Jun 18, 2023 @ 2:06pm 
Will this mod work at launch for FOTR 1.3?
Cooler12351 May 14, 2023 @ 12:32pm 
There is no such submod for AotR at the moment.

It is unlikely that the Devs will do such a Submod for AotR, because the Devs of this submod are the Devs of the main mod too and there is no reason for them doing it for a different mod.
Commander-LVJ May 14, 2023 @ 11:55am 
+Corey Loses

Question: do you know of any modification that makes it so that missiles do not penetrate shields in awakening of the rebellion?..and if not (considering that you've made this mod) would you (or someone) be willing to make a quick mod that made it so that missiles are stopped by shields in AOTR?..
AdmiralDailee Nov 10, 2022 @ 9:26pm 
Having issues with having a fleet over an Imperial faction that is about to be absorbed via the legitimacy feature. Every time I accidentally leave Han & Chewbacca over a planet that is about to swap factions via legitimacy, they disappear and I can't bring them back. Same goes for all Boarding shuttles that sit over a planet like this.
TDOf Ducks Plays Oct 6, 2022 @ 11:34am 
I love how lore friendly this mod is i mean we see bombers use proton missiles and bombs to disable larger capital ships (see Rogue One for perfect example and not to mention Star-Wars Squadrons with fighters flying through shields) im glad that fighter/bombers laser/turbo weapons dont bypass shields now that would be broken
Strangely Erotic Aug 7, 2022 @ 5:11am 
Makes bombers/any ship that uses torpedoes or missiles ACTUALLY work properly and become a boon to ships with heavy shields. So good!
KON36 Jun 10, 2022 @ 7:14pm 
Any way we can get the ground shields upgradeable again?
florpzorp May 13, 2022 @ 11:41pm 
i use lasers so this submod didn't apply but it actually doesn't help since in both mods you normally use capital ships so not really a big effect
BRIGHTSCALLES May 1, 2022 @ 2:24am 
to me the mod isn't lore friendly as anything larger than a star fighter usually had both particle and ray shields to both block incoming energy/radiation, lasers and what not, and particle shielding which was used to block physical objects. In universe the proton torpedo is a physical weapon, ergo the particle shielding that most ships have would stop the projectile based weapon from hitting the ship. Now that being said the shield emitters can eventually be overwhelmed with sustained fire buut depending on the class of shield the ship carried could be overwhelmed by a single fighter squadron or need multiple capital ships to take out, or in the case of the death star II could literally shrug off an entire fleets worth of firepower and be fine. Planetary shields too op. #plsnerf
umrylmz Apr 2, 2022 @ 12:40pm 
two questions: Does this work with save games or do I have to start a new game? Second, is this mod out of date or is it just bad for more recently updated FotR and ok for TR?
Cooler12351 Mar 18, 2022 @ 8:55am 
The submod isn't updated for FotR 1.2, because TR isn't updated currently.
A$$HOLE Mar 12, 2022 @ 4:57pm 
@corey please fix this, this mod takes 1 of the worst features of thrawns revenge and fall of the republic and fixes it. without this, 1.2 FOTR feels clunky and annoying in space battles
silexis 44791 Mar 11, 2022 @ 10:09am 
My text is bugging, i cant read anything. How to fix that?
IExecutor Feb 26, 2022 @ 3:24am 
@Rogue One it's not, at least yet
Rogue One Feb 25, 2022 @ 10:09am 
Is this still compatible with the 1.2 update for Fall?
michaell8000 Jan 25, 2022 @ 1:56am 
@realest grandpa if anything it's more about allowing an aspect of gameplay to work a big thing in both mods is the massive amount of strike craft that can be involved without shield pen the bombers don't really impact battles all that much plus hammering away at shields can be a complete bastard of a time.
GutenAnus Dec 6, 2021 @ 9:03pm 
STEAMMOD=2083545253 STEAMMOD=1125571106STEAMMOD=2083545253 STEAMMOD=1125571106
Realest Grandpa Dec 2, 2021 @ 5:48am 
does this make it easier in any way
Aristaeus Nov 25, 2021 @ 4:34am 
My third possible addon would be being able to buy individual squads of alliance fighters, interceptors, and bombers because they house hyperdrives in them but to make it a little bit more fair to the other factions and their gozantis a squad equals 4 fighters.

And that's all of my ideas to you feel free to notify me if the ideas are approved for submod of course.
Aristaeus Nov 25, 2021 @ 4:34am 
So Corey, I was thinking about your astonishing work with your Mods and Submods so i thought of ideas to enhance your Mods/Submods by making them feel a bit more authentic and entertaining.

So forth my first idea gozantis that carry 4 fighters from the standard TIE to TIE interceptors and TIE bombers for all the Imperial splinter factions. Nice touch in my opinion.

For my second proposition I suggest the rebel Hammerhead corvette as a sacrificial ramming ship as its special move would be to damage enemy capitol ships with active shields kinda like the "Shield penetration Submod" but for ships.
Roger Oct 16, 2021 @ 2:58pm 
@BUTTSTALLION one is for Thrawns Revenge itself and the other is for the Sub mod itself. If your only running one sub mod then just copy and past both. If your running multiple like myself then you only copy the first section. for example i'm running Thrawns Revenge with MC75, Small Home One and Venator submods. My launch option text is - STEAMMOD=2298456922 STEAMMOD=2373181531 STEAMMOD=2361851963 STEAMMOD=1125571106. If I were to add this I would add STEAMMOD=2083545253 to the beginning of my text. I hope that helps.
blacktigeractual Oct 8, 2021 @ 10:20pm 
@Francis Shields are split into ray and particle shields. Missiles and torpedoes have penetration aids to get through both. Mass Drivers and Gauss weapons are nothing more than another gun. Statistically they drop shields the same as a turbolaser. It's just a visual effect, nothing more.
ButtStalion Oct 4, 2021 @ 11:20am 
why are there two codes fro thrawn's revenge?
Shadow_Volkamon Sep 26, 2021 @ 11:29pm 
Does this also work with the Consortium Sub-Mod?
Francis Sep 10, 2021 @ 9:45pm 
Any chance this could be made to work with mass drivers or other slugthrowers as well? This feature was one of the main things that made them distinct from lasers as anything more than cosmetic difference.
Solid projectiles can go through deflector shields (but are stopped by particle shields, if the unit used those). I know many units used combinations of both, but even still, solid projectiles would still have some penetrative capabilities over lasers.
Perhaps a partial shield penetration, where the damage is split between shield & hull? (I.E. The shield loses some energy slowing down the projectile lessening its impact, but not enough to stop it.)
Dr. Quackers M.D. Aug 14, 2021 @ 5:04pm 
How do i use this with another sub mod like the map.