STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EAW Remake AI+Human Equality Submod
74 Comments
wtews123 Jul 25 @ 7:48pm 
Does anyone have any strategies or suggestions for the base remake 4.0? I am playing on the hardest difficulty. I have sold almost everything to have enough money to make one proper fleet that can defend and attack. Now I just need to get more credits. But that will take time. Plus the empire faction near the nebula can't be easily defended. Jabba the hutt doesn't get any benefits unless I can build the ships that get a bonus. The pirates units cost too much.
wtews123 Jul 25 @ 7:48pm 
Playing as the Zann Consortium is ruff due to the fact you get spammed with corvettes and gunships. I have found a few counter measures to them. The giant corvettes have far too much shields and hp. I need capital ships or just spam Nebulan-B frigates, bombers and missiles. It cost so much money due too them having 100 or gunships instantly. I need almost 50 to 100 fighters just to keep the fighters at bay then destroy the concussion missiles shields and hanger. Naboo fighters are really good at the start but i can only make them on one planet. Venator's are good but cost a lot of money and are susceptible to missiles.
trolldger 97 Jan 7 @ 1:28pm 
finally i can start without getting corousant bum rushed by like 7 republic reminant venitors and 10 victory classes while i''m here defending with 1 ISD 1 at month 10
BigCheese256  [author] Jun 7, 2024 @ 7:04am 
@cristianmeroalvarez2601

For French Fried Taters I'm not sure, it depends if there were edits to the planet and campaign files. For Clone War Holdouts it isn't compatible, because I know that mod replaces both campaign and planet files.
Cristianmrvzla May 28, 2024 @ 9:51pm 
and excuse the inconvenience
Cristianmrvzla May 22, 2024 @ 9:35pm 
Is it compatible with ok mod, for example French Fried Taters EAW Remake + CW Holdouts SubMod?
BigCheese256  [author] May 22, 2024 @ 9:18am 
There's nothing to update - the last update for Remake was August 20th 2023, a long time ago. That update also shouldn't impact this submod.
Cristianmrvzla May 22, 2024 @ 8:40am 
update pls
Babaloo321 Mar 31, 2024 @ 1:39pm 
"- Research Institute has been moved to the AI dummy planet which you can find in the far top left of the galactic map. Where is it? Almost captured the entire galaxy."

I don't understand how you could read something and not read it at the same time.
_3JloY_KycToDpoT_ Mar 31, 2024 @ 1:03pm 
- Research Institute has been moved to the AI dummy planet which you can find in the far top left of the galactic map. Where is it? Almost captured the entire galaxy.
_3JloY_KycToDpoT_ Mar 31, 2024 @ 12:53pm 
I play for the old republic. On what planet did you place the institute of technology? I'm stuck on the second tier and can't study the technology further. There is no institute on the top left.
Cristianmrvzla Feb 29, 2024 @ 7:20pm 
beans for clone wars remake or the compatible one for clone wars remake
BigCheese256  [author] Feb 21, 2024 @ 11:24am 
It should be yes, from what I can see they don't use any of the same files.
sharkosaurus Feb 20, 2024 @ 10:12pm 
is this compatible with the executor restored?
BigCheese256  [author] Jan 15, 2024 @ 6:10pm 
Nope, all the updates to Remake since Jan 7th 2023 have all been small hotfixes/crash fixes so they don't have any impact on this submod and it doesn't need updating. The Remake devs have been busy working on version 5.0 of the mod.

For the other one I would ask the Remake devs on the Discord server in the #mod-help channel - they'll be able to walk you through how to make this change to the AI/heroes. The simplest solution would be to block the AI from upgrading and make the upgrades happen automatically when the tech level advances via the sandbox story scripts, which would remove all requirements.

Things will get a bit more complicated though if you want to have changes to the AI not impact the player as well.
Babaloo321 Jan 14, 2024 @ 10:09pm 
I just realized that this mod is out of date, since the remake mod was last updated in September of 2023, and this mod was last updated in January of 2023, so there might be some problems if you use this mod.
Babaloo321 Jan 14, 2024 @ 10:27am 
How would someone go about changing the AI heros to only upgrade when they reach (some of) the prerequisites that the player needs to upgrade their hero?

Specifically, I wanted to tweak the mod on my end to make the AI heros upgrade only when they meet the tech level requirement, since I think that making them meet every other one would be too hard, or even impossible to do. I don't have much experience with EAW modding, just only with Bethesda games, so I really don't know what to edit.

Great job with this!
Slegnirp Jan 7, 2024 @ 6:18am 
I hope this covers the beginner campaign as well some day. I found it more fun.
Revan Jun 3, 2023 @ 9:44am 
Very good mod. :cwd_heart:

This definitely balances out the gameplay. The opposing A.I. always has what feels like infinite resources later on and massive fleets on pretty much all neighboring planets once you enter the late game, so this is a much needed submod
Khepri May 23, 2023 @ 1:55pm 
Thank you for the Clarification. I play the Beginner campaign solely for the fact that it's a One-Planet Start Campaign, similar to the random campaigns of AOTR and the One-Planet Campaigns of Thrawn's Revenge. Those are my preferred campaign styles.
BigCheese256  [author] May 23, 2023 @ 12:58pm 
Beginner campaign isn't covered by this submod, it covers the mini, standard and grand campaigns. My assumption was that no one plays beginner so it wasn't included. Also this submod isn't compatible with CW Holdouts, as noted in the description, since CW Holdouts edits both the campaign and planet .XML files. One submod's files will overwrite the other, when they are both editing the same files.
Khepri May 22, 2023 @ 4:27pm 
An Update to my earlier comment just started a new game without the CW Holdout Factions Submod, and the same situation has occurred. The research Institute is not present at the dummy planet. Perhaps this is only occurring in the Beginner Webway Campaign?
Khepri May 22, 2023 @ 4:19pm 
Hello, I would like to report an incompatibility I started a new game on the Beginner Webway campaign as the Empire, and the Research Institute was not present on the dummy planet, nor was the Galactic Reveal Probe Droid. I was using the CW Holdout Factions submod, which may be responsible for this error. I simply wanted to let you know.
BigCheese256  [author] Apr 21, 2023 @ 1:11pm 
Yes, you can pretty much remove all lines mentioning of the Underworld in the campaign files and give their starting planets to another faction like the pirates. Notepad++ is great for this, you can just search the files for all mentions of "Underworld". You may have to clear out the Underworld heroes as well, since the hero respawn system might cause crashes.
{RG} Jack-2 Apr 21, 2023 @ 12:51pm 
Friend, is there any way to delte Underworld from GC at all? This faction is abolutly broken.
Geltriarch Apr 10, 2023 @ 3:51pm 
STEAMMOD=2888569430 STEAMMOD=2931217918 STEAMMOD=1770851727
BigCheese256  [author] Mar 20, 2023 @ 6:41pm 
Not sure sorry, this submod doesn't change the AI at all. You would need to ask the Remake devs about that one.
Darth Porgus Mar 20, 2023 @ 2:56pm 
Hey BigCheese,thank you for making this mod. However, I might have encountered an issue. It is week 53 in my Rebel campaign, which I play on kolto and on the largest map avalible, and i HAVE NOT been ATTACKED ONCE! I have only taken planets, either from minor factions or the pirates. I have not been attacked once. The AI is attacking the other factions tho, like Kessel was taken by the Huts.
Is this normal, am I being lucky or is there an issue with the mod?
Spartan007 Feb 20, 2023 @ 6:28pm 
Thank you for the reply and mod.
BigCheese256  [author] Feb 20, 2023 @ 5:54pm 
Nope, unit cap mods should work fine with this one since that's controlled by the factions.xml. :)
Spartan007 Feb 20, 2023 @ 9:41am 
Do mods that edit unit cap edit the same files as this mod? Sorry, I'm not really sure how to check for myself.
Sallasin Feb 4, 2023 @ 2:04am 
oh okay, thanks for letting me know!
BigCheese256  [author] Feb 3, 2023 @ 4:53pm 
I didn't make any changes to the beginner campaign, just the rest of them. :)
Sallasin Feb 3, 2023 @ 4:47pm 
this submod seems really nice, but the research institute doesnt appear for me in the beginner web way (only) just wanted to know if this was an error or something. GD!
BigCheese256  [author] Jan 17, 2023 @ 1:43pm 
"Compatible with other submods that do not change the campaign and planet .XML files."

Clone War Holdouts changes both of those, thus they're incompatible.
Crazy General Jan 17, 2023 @ 11:55am 
Hello I'm having some issue with mod when I add mod to game its dont let me play as CIS or Republic

Thank you if you answer on my question and fix my issue
[CB-7] ♡HunnyRozalia♥ Jan 16, 2023 @ 12:14pm 
Thank god for this, makes EAW:R's less than stellar (to put it mildly) balancing actually bearable. Awesome work.
Squanchy Jan 9, 2023 @ 7:55pm 
thanks for this
FRANK LEE FIRE Jan 7, 2023 @ 2:33pm 
wow thx for quick fixes!
BigCheese256  [author] Jan 7, 2023 @ 2:28pm 
Ah, there was a typo in one of the files. Fix has been uploaded.
FRANK LEE FIRE Jan 7, 2023 @ 1:18pm 
I played after your update and started a new campaign, since a crash the game doesn't start anymore, but it starts without the submod
BigCheese256  [author] Jan 7, 2023 @ 2:31am 
EAW Remake just updated to version 4.0.9 - I will check for any changes that need to be applied here as well and update shortly.
Maxifier Dec 15, 2022 @ 6:54am 
Alright, just wanted to check. :) thanks man
BigCheese256  [author] Dec 14, 2022 @ 7:52am 
Nope sorry, that would go beyond what this submod is for. The balance of units and factions and the GC map is up to the EAW Remake devs, I wouldn't want to change any of that.
Maxifier Dec 14, 2022 @ 6:52am 
Is it possible to say, tweak the minor factions a bit? Especially the Hutts and Imperial Defectors. The main factions pretty much always gets kicked out of the real competition after a handful of hours. I know that this is not your fault, but since the topic is balance in this here fine mod, I thought it was worth bringing up.
General Rubbish Dec 2, 2022 @ 6:35am 
It was before the November 29th update, yeah. Tested with a new campaign and the hero upgrades work as intended. Thanks for the response.
BigCheese256  [author] Dec 1, 2022 @ 4:35pm 
This brings the player up the level of the AI, so you start with more. If the major factions were reduced to the player's level they would get crushed by the minor factions. The Underworld say would lose their starting Golan 1's.
mbkm22 Dec 1, 2022 @ 4:18pm 
does this mod make you start with more stuff or the ai spawn with less.
because honestly i perfer starting with the bare minimum but the ai starts often with enough to take 10 planets within a few min.
Sanic the Snake Nov 30, 2022 @ 11:23pm 
oh okay, thanks for the response
BigCheese256  [author] Nov 30, 2022 @ 6:09pm 
That's an issue with EAW Remake 4.0 unfortunately, and one that I have struggled with a lot as well. This seems to be caused by the new hero respawn system. Fixing 4.0 bugs isn't part of this submod so you'll need to take it up with the EAW Remake devs.