STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Crime Lords
443 Comments
Hungry Lion May 26 @ 6:17am 
Ok there are some problems with the Quasar but they are not consistent, some times it spawns Z wings some times it doesn't, went to the .XML and changed it to 2 X-wings and I haven't come across the problem anymore.

Played Zann Campaign. Here are some thoughts. I have played it 100 times, so how about spicing stuff up with the new units to have fun? I went and added Mandalore_Story to all Mandalore units. But it should be a tougher fight in space to get the Planet at start and it only has some ipvs defending it. I would give the Scyk, Dunelizard etc too(Mandal motors craft) but it would get cluttered. And then I did the same with some of the Hutt units and Nal Hutta.
Hungry Lion May 23 @ 2:09pm 
Rebel quasar carriers spawn only a single Y-wing squadron, they are not helpful at all for 3 population.
GeneralMacek May 4 @ 8:41am 
I ran into a problem that Rebels have access to N1 Fighters on Ground (in Empire campaign) and Empire on Tech Level 1 has no response to them besides building AA emplacements. Could that be remedied?
vjeko1701  [author] Mar 29 @ 4:16am 
I'm currently away so my responses will be more sporadic.

Hutts and the Black Sun advance tech via "Black Market connections" upgrade object available in galactic UI. Special structures are required.

Hero squadrons serve as superweapon killers for both the Black Sun (Ace Squadron) and the Hutts (Blood Dagger)
Killerbannana_1 Mar 25 @ 11:17pm 
(Playing the From the Ground Up Scenario with friends, friend is wondering how he researches)
Also how can they kill my death star?
Killerbannana_1 Mar 25 @ 10:39pm 
How do you research as the black sun pirates?
vjeko1701  [author] Mar 12 @ 1:12am 
Thank you!
merpaderp Mar 12 @ 12:41am 
I love the mod. Truly I enjoy playing with vanilla mechanics but still have access to new units and planets. My PC kills itself when I try to run thrawns revenge (need to purchase new GPU) but this mod is awesome no matter how many times i play it or what faction.
vjeko1701  [author] Mar 12 @ 12:09am 
In general, I would like to redo ground flyers to act better and be more effective but most of the things I tried made almost no difference.
GenericUsername Mar 11 @ 6:50pm 
still the best mod on the workshop icl. perfect balance of new content with vanilla feel.
GenericUsername Mar 11 @ 6:47pm 
I think that the TIE strikers are a little underwhelming. takes about a whole minute for 3 of them to kill a single air speeder.
vjeko1701  [author] Mar 11 @ 3:06pm 
Since it's a mixture of various different lores/continuities, it's difficult to pinpoint exactly what would be appropriate. However, the new GC would take place before the events of Ahsoka and Mando.
mayconborgesgato717 Mar 11 @ 2:42pm 
We're missing more characters from the Imperial Remnants: The Praetorian Guards for us to buy, the Shadow Council has more Imperial officers, there are also Gideon's soldiers with Beskar armor, Thrawn is already present in this galaxy. Now we need to know what resources Captain Pelleon is saving for Thrawn's arrival.
bullettrain101 Feb 24 @ 10:08am 
My bad, I thought I was in the Bug reports page.

I do have a suggestion, but I understand if it's very hard to implement, but I think it would be kind of cool if any planet that can be enslaved by the Consortium, if they're conquered by the Hutts they gain access to the slave units as well, and the Black Sun can gain access to various Rebel, Imperial and Consortium ships and/or vehicles through "piracy" by conquering a planet.
vjeko1701  [author] Feb 23 @ 10:51pm 
Never encountered anything like that. Will try to duplicate.

Also, there's a "Bug reports" discussion. It's much easier to address bugs if they are reported there.
bullettrain101 Feb 23 @ 7:32pm 
Rancor on the Hutts side caused a crash after it destroyed an anti-vehicle turret. This was after I activated it's rage ability on the planet Duros.
vjeko1701  [author] Feb 21 @ 11:12pm 
Thank you!
GenericUsername Feb 21 @ 6:18pm 
This is my favourite mod. Thank you.
vjeko1701  [author] Feb 15 @ 8:10am 
Thank you for your kind words. Watch out for the next update, it will have a bunch of new stuff.
Argentin_Marosvarics Feb 14 @ 5:38am 
Yea, I'm not blaming you, just yesterday my units killed me mentally with their stupidity. Regarding this issue, the best solution would be, if I could give them more complicated commands, like "guard this unit", and they would try to automatically engage with the enemies they are likely to beat, and try to avoid death traps, like gunships the AA cannons.
Other then this issue (which is from the base game) this is one of the best mods. It's pretty close to the original game, but with tons of vanilla-like features, and I love that the heroes are modernized. And I also love the Star Wars Rebels content.
vjeko1701  [author] Feb 14 @ 2:31am 
Storm Commandos are not off the table however they are not in any immediate plans either, It depends on multiple things.

The AI is slightly fixed and optimized base game AI so any problems with it are pretty much problems with the base game code.
Argentin_Marosvarics Feb 13 @ 10:38am 
The AI (I mean my troopers) are criminally stupid. I had to micro-manage them constantly, I didn't tell them exactly what to do for a total of 3 seconds, and the managed to rush in and die instantly. I don't know if this is the game or the mod, but this isn't an RTS like this. If I have more than 2 types of units, I have to constantly stop the game to tell them exactly what they have to do, because otherwise, they will choose the stupidest way. Not to mention that the AI can micromanage everything since it's a computer. Very frustrating.
harrisonkscot Feb 13 @ 5:19am 
Interesting game. I actually quite like it. Hey, quick question if I may. Are you, by any chance, considering adding Storm commandos for the empire faction? I am just asking because I find those guys interesting. They could be a sort of minor hero for the imperials.
vjeko1701  [author] Feb 9 @ 12:45am 
Just checked Taris map, the station is oriented to face the bottom of the map, enemy ships enter the map on the bottom left.
timofeyshunaylov Feb 9 @ 12:27am 
On the planet Taris, the space station is turned the wrong way!) It turns out that it is turned to the enemy fleet on the wrong side and many of the firing points are simply located behind.
Azihar Feb 4 @ 6:07am 
Thanks a bunch for bringing the destroyer droid for modding!
timofeyshunaylov Feb 2 @ 11:38am 
nteresting point: In some builds I saw that you can hire Red Guard on Coruscant) They were essentially a bit useless, but the very fact of being able to hire them is fun!
timofeyshunaylov Feb 2 @ 11:36am 
Just logically: If Acalamanthor is a Gladiator, then why not replace Arquitens with something else when leveling up? Argument for Byss: There are no planets on the territory of the Empire where you could hire a special unit. Only when conquering territories is it possible to hire them, but this is not quite a balance, because at the beginning the Alliance has the opportunity to hire several special units. The Black Sun does the same, as does the Syndicate. I simply suggest making some special unit for the Empire on the planet Byss - it could be a corvette, frigate or cruiser. For example: Carrack-class Light Cruiser
timofeyshunaylov Feb 2 @ 11:26am 
After the update I can write an opinion: Good units, making the game even more interesting. It's a pity, of course, that the Immobilizer-418 has not undergone changes in terms of weapons (the Alliance uses ships of the same special class for line battles). The Immobilizer needs at least two turbolaser points so that it can somehow support its brothers. Question: The planet Byss itself is special in the Empire, but in the game this is revealed only by the presence of large places for a ground base. Is it possible to make, for example, some special unit that could be hired only on this planet? For example, it could be the Procursator-class Star Destroyer, which would be useful to the player before the Destroyers appear in his fleet. If this ship breaks the balance somehow, then I can suggest the Vindicator-class Heavy Cruiser, which could be a good assistant in line battles.
vjeko1701  [author] Feb 1 @ 9:07am 
I wanna continue development as long as I can
DAWEY Feb 1 @ 7:19am 
I am glad to see that you kept on keepin on with this GINORMOUS project!
vjeko1701  [author] Jan 30 @ 12:14pm 
:D thx!
DAWEY Jan 30 @ 11:47am 
Vader is fixed not healed. GENIUS sir is who ye are!!!
vjeko1701  [author] Jan 27 @ 12:53pm 
Hmm, they do appear as initial units. Unintended side-effect of the new build restrict system. I guess another solution will be needed.
timofeyshunaylov Jan 27 @ 12:23pm 
Also, on the planet Sullust, you can't summon a Dreadnought-2 into space (not build it, but summon it to the battlefield). This also can't be done on Fondor.
timofeyshunaylov Jan 27 @ 11:58am 
I found a strange thing: for some reason, after a battle with the Alliance in space, Neutron Stars are not shown in the enemy's losses section. I won the battle in space, destroying all enemy units, among which were Neutron Stars, but they were not shown in the losses section. Bug?
vjeko1701  [author] Jan 25 @ 4:03pm 
Vanilla campaigns are not going to be expanded. They were updated enough to allow for new factions to be played (on maps they were already present) with reasonable balance. But all new additions are planned and executed in line with new maps and canonical planet placement. It's simply not possible to take into account both canon and vanilla planet positions at the same time. There are multiple new maps, I suggest you try some of them out. They are the ones everything was built upon.

Additional factions are not gonna be added, minor or major because the game was hardcoded in a way that Rebels and Consortium cannot advance tech by stealing/buying it from factions outside the original 3 playable ones. Adding new factions to the map inhibits their tech advancement because they have less and less planets eligible for it.

If Petrogylph devs fix that limitation, new factions are possible.
timofeyshunaylov Jan 25 @ 3:52pm 
in general, comments under the mod are turning into correspondence for me) Sorry for this, but there are a lot of questions and ideas
timofeyshunaylov Jan 25 @ 3:50pm 
I just really like playing the campaign with 5 factions (59 planets) and unfortunately in the north of the galaxy there are no planets on which factions could hire special unit ships. In general, I would like to see more planets added to this campaign. For example, the idea of ​​expanding the corporate sector by adding 2-3 planets or, for example, adding a planet to the Empire - Bastion
vjeko1701  [author] Jan 25 @ 3:39pm 
Yeah, unless put in the lower layer of the map, they practically cannot navigate trough any map that has obstacles and usually get stuck and/or can't reach their target. Even in the lower layer, they can have problems.

As for planet unlocks, it depends on the map. All new GC maps are based on more canon planetary placements and there's quite a bit unlockable units on the upper parts (Mandalore, CIS planets, Dathomir, Ziost, Florrum).

Vanilla maps have different placements but I'm not basing any new additions on old vanilla placements.
timofeyshunaylov Jan 25 @ 3:34pm 
Got it. Thanks for answering. I didn't know that big ships create such problems for the engine. Anyway, the new ships fit well into your mod, so they will be used with great pleasure! In general, sometimes I notice that the north of the galaxy is empty in terms of the possibility of hiring special units... I don't know yet how to come up with something there, but it seems like something needs to be done there
vjeko1701  [author] Jan 25 @ 3:20pm 
But this variant is shown with the sharp flat nose...it's simply how it looks. It is the canon Dreadnought variant used by the Empire. Different ship. Those used by the Hutts are classic Dreadnoughts, a different design variant. I don't know how to explain it better.

Big ships are a problem for the game engine, especially on vanilla map sizes. Going canon with the size would make the ship unusable or it would have to be put in the SSD's lower layer so I just left vanilla scaling.

Putting it in the SSD layer, it would have to be retooled and better armed to stand a change to survive any battle. That would also mean the empire would get another "super" ship which would screw with the overall balance.
timofeyshunaylov Jan 25 @ 2:58pm 
It's just that he has this "sharp nose".....anyway, thanks for improving the mod. Last question: Is it possible to increase the size of the Hammer Arc Factory Ship? It's just that it's even smaller than Victory, even though it was big. I understand that it is not a ship of the line and should not be one, but it is so small. Can't we just make it bigger?
timofeyshunaylov Jan 25 @ 2:55pm 
Wouldn't it be logical to take a Dreadnought model from the Hutt Cartel faction?
vjeko1701  [author] Jan 25 @ 2:54pm 
It's a separate variant seen in multiple canon sources, not just Rebels. Simply not the same design as the classic Dreadnought. That's why I named it the Dreadnought-II.
timofeyshunaylov Jan 25 @ 2:46pm 
It's just that I don't want to take everything from the animated series. For example, their painted Destroyers with a very high bridge.
timofeyshunaylov Jan 25 @ 2:44pm 
I understand that he was drawn like that in the cartoon, but isn't his nose rounded? Or was only such a model available for use and you don't have the ability to change it?
vjeko1701  [author] Jan 25 @ 2:41pm 
Upgrades to the Interdictor are possible, they are being considered.
vjeko1701  [author] Jan 25 @ 2:37pm 
Imperial Support Dreadnought is based on a version seen in Star Wars Rebels.

https://static.wikia.nocookie.net/starwars/images/d/d1/CanonDreadnaughtHeavyCruiser.png
timofeyshunaylov Jan 25 @ 2:36pm 
I played around after the update and checked out the ships. In general, they are good for covering stronger counterparts, although the "nose" of the dreadnought leaves much to be desired) Question: There is another type of minesweeper in the game, the CC-7700 (Alliance). And I understand that minesweepers are highly specialized ships on the battlefield, but it's strange that an Alliance minesweeper has so many weapons, literally becoming a ship for combat vision. Is there a way to add turbolasers to the Imperial Immobilizer so that he can also destroy at least someone. P.S. "He only has laser guns and this is his big problem"