STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
1,448 Comments
BigCheese256  [author] Oct 12 @ 12:05pm 
The Techno Union cruiser has been there for a while, it was added with CWH.

Allocator isn't available in this submod, since I don't have permission from the creator or CWH to use it here.
conwrightnie Oct 12 @ 11:32am 
Yeah, I found out yesterday after some trial and errors.

When did the techno union ordinance cruiser get added?

Also the Allocator Destroyer is not showing up as a build able unit, dispite having the required planets.
BigCheese256  [author] Oct 12 @ 11:02am 
It would work roughly the same way as any other cross-build unit, you would need to make a duplicate of that hero under a different unit name with a different affiliation. Thrawn is a hero provided by scripts, and he upgrades with the tech level via scripts as well. If you want him to auto-upgrade for other factions, the lines will need to be added to their story files.

If you don't want to do that then you can just make whichever versions of Thrawn you want buildable by Mandalorians, just give the unit a tech level, build time, build cost and affiliation since they aren't there by default.
conwrightnie Oct 11 @ 2:32pm 
How can I safely make it possible for any of the other heroes from the other factions to be built by the Mandalorians, like Thrawn for example.
BigCheese256  [author] Oct 11 @ 1:24pm 
None I'm afraid. This submod and the main Remake mod use scripts in GC which EaW doesn't support in multiplayer. The scripts run on each player's game client and just cause an instant desync.

If you want to play land or space skirmish in multiplayer though I would recommend Clone War Holdouts.
Sun Tzu Oct 11 @ 9:52am 
any chance of multiplayer? This would be fun to play with friends
BigCheese256  [author] Oct 1 @ 4:32pm 
No, this submod was never about adding new ships and such anyway it was about adjusting what is already there. 3.5 is complete so there's nothing new planned.

I wanted to bring in stuff from Remake 5.0 but it looks like that's never happening, and I'll keep loose parity with Clone War Holdouts but that's it. Right now I'm one update behind CWH.
conwrightnie Oct 1 @ 8:04am 
Hey BigCheese256. Anything new planned for 3.5 in the Future?

I really hate to persist but I am curious if you have anything planned for mod updates, like new ships for any of the factions.
conwrightnie Sep 29 @ 5:08pm 
Hey BigCheese256. Anything new planned for 3.5 in the Future?
BigCheese256  [author] Sep 25 @ 11:04am 
Not as far as I'm aware, at least not in the vanilla game system this submod uses. If you were to go into the files and change the hero respawns back to the Remake 4,0 system you could then have different timers for different heroes. In that system the heroes don't "respawn", rather it runs a script with a timer when they're lost and returns that hero when the timer expires.
Prosecutor23 Sep 25 @ 9:30am 
Can I make certain heroes respawn faster than others? Or the respawn time is the same for everyone, defined by <Default_Hero_Respawn_Time> in Gameconstants.xml?
Daren Allender Sep 23 @ 12:31pm 
je me suis trompé, tu dois cliquer sur selectionner, pas charger ^^
Daren Allender Sep 23 @ 12:29pm 
@catherine.050868

Tu cliques sur le bouton vert "abonner" de la page, ensuite tu lance le jeu. Une fois de la menu principal, tu cliques sur le bouton options, puis sur le bouton Mod, la tu as un tableau avec la liste des mods abonnés. tu selectionnes le mod auquel tu veux jouer et tu cliques charger. Amuse-toi bien ^^
catherine.050868 Sep 23 @ 10:49am 
comment instalé se mode
BigCheese256  [author] Sep 12 @ 12:18pm 
@Lord0815

No changes planned there, it's on purpose that not all the Rebel, Empire and Underworld battlegroups are available for crossbuild. Some of the ships for these 3 factions not being available to other factions is also intentional.

@WataMate313

His Gladiator is marked as a capital ship rather than a frigate which is probably why he gets so much aggro. This is unchanged from Remake main but I can make that change for the submod.
Lord0815 Sep 12 @ 5:56am 
I noticed that not every faction can build all premade fleets from the Rebels, Empire, and Underworld. Is a change planned here? For example, that the Sith Cultists can build the Underworld Pirate Raiding Group once Tatooine has been conquered.
The same applies to dreadnoughts from the above-mentioned factions.
WataMate313 Sep 11 @ 6:44pm 
Did Imperial Admiral Screed screw every faction leaders wives or something? No matter what fleet composition I put him in the enemy always goes all out to kill him.
BigCheese256  [author] Sep 11 @ 12:25pm 
I haven't no, not touching anything model or texture related for this submod. If it gets that change in the main mod though or CWH I'll apply it here as well.
Ganzir-Defender Sep 10 @ 6:03pm 
Have you considered the possibility of changing Xyston? For example, she should be 2400 meters, not as big as ISD, and the red on the side should cover the whole edge.
I tried to change this texture myself, but I couldn't find its position.
BigCheese256  [author] Sep 2 @ 2:13pm 
Nope, this submod for me is complete so there won't be anything major. I'm one update behind on CWH but that's about it, nothing new is planned.
conwrightnie Sep 1 @ 5:33pm 
Hey BigCheese256. Anything new planned for 3.5 in the Future?
Hintosho Aug 16 @ 2:59am 
@BigCheese256 Thanks, it worked. Now I can call in the Mon Calamari ships normally. Maybe the assets didn’t load correctly in a patch or something. Thanks anyway, really love the mod.
BigCheese256  [author] Aug 15 @ 1:59pm 
@Hintosho Strange I've not experienced this. Check the game file integrity though Steam or reinstall the mod and see if it still happens, sounds like an asset related to the Mon Calamari ships is either missing or corrupted.
Hintosho Aug 15 @ 6:23am 
Addition to my comment from yesterday: even if the opposing faction has Mon Calamari ships (station garrison), the game still crashes.
Hintosho Aug 14 @ 12:59pm 
Hello, since the second-to-last patch, my game crashes whenever I try to call Mon Calamari ships into battle. If I have one of them "jump in first," then I can call in that specific ship type again. But if I try to call in a different Mon Calamari ship afterward, the game crashes again.
Bahni Aug 13 @ 10:40am 
Ohh okay, thank you very much for your answer <3
BigCheese256  [author] Aug 13 @ 8:48am 
Very difficult, it's not something I would recommend trying. In the initial merger of Remake versions 3.5 and 4.0 I had no intention of keeping anything ground related, so a lot of ground-related stuff was either broken or deleted. I would take quite a bit of work to restore it.

The same is true for skirmish - I only ever wanted this submod to be about space-only GC.
Bahni Aug 13 @ 6:20am 
Hello, how difficult would it be to enable ground units again? I can enable accessing planets, but ground units are still hidden
BigCheese256  [author] Aug 6 @ 1:56pm 
@caferra400

From 5.0 if it ever officially releases yes, right now there's no plans to touch the leaked version.

@Leweivicil

Your save is likely from an older version of the mod. Updates can break older saves.
Leweivicil Aug 6 @ 3:42am 
Im not sure why, but when I load my game to continue, it crashes back to Desktop
caferra400 Aug 5 @ 12:43pm 
Are you gonna heroes from the 5.0 (maybe leaked) version? Specifically Pelleon.
BigCheese256  [author] Jul 27 @ 11:04am 
Not much you can do, the game and it's engine are just old. 64-bit didn't exist when this game was made so it makes sense 32-bit would run better. Also RAM isn't the issue - the game was made for max 2gb of RAM, which later got patched on Steam to allow max 4gb.

The issue/bottleneck is CPU - the game can only 1 CPU core and 1 CPU thread. Having a CPU with powerful per core frequency or just overclocking 1 core and forcing the game to use only that core can help. There's some suggestions for GPU overrides as well in the known issue thread: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/
amadiking Jul 27 @ 6:21am 
Hi, I have a problem... the game is lagging.. and the weird stuff is I have 64 GB of RAM, and the mod just uses a max 4 GB. Also, it's faster with the 32-bit version and not with the 64-bit XD....
I try the task manager to get more RAM.
-gamemode windows
-check drivers
BigCheese256  [author] Jul 25 @ 5:47am 
@Maketh

Hold left click in the faction box and scroll the mouse wheel, the slider there doesn't work. This is in the known issues list: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/
conwrightnie Jul 25 @ 5:36am 
Hey, everyone I've been away for a while, does anyone know if remake 5.0 is still being worked on?
Maketh Jul 24 @ 11:36am 
Sometimes i cannot scroll down the factions list? Idk why it happenes?
BigCheese256  [author] Jul 17 @ 4:26am 
@Tarkain

Not really sure why non-French speakers would need a French translation? Essentially you'd be making a copy of TranslationManifest.xml and mastertextfile_english.dat and translating all the text in there from English to French. There's a huge amount of text in there though, including all the redundant text from vanilla EaW - it would take an incredibly long time.

An AI translation program could do it, but you'd need to make sure only the text inside the double brackets is translated, if the name is translated the text will just be missing ingame. Also if "Localisation Key", "TranslationData", "Translation Language" or "Localisation" are renamed the game will crash at startup.
BigCheese256  [author] Jul 17 @ 4:26am 
@necropolis

I've not really considered pulling anything from other (non-Remake) mods, mainly because their models and such would look out of place against the models already here, and they will have been coded into the game with a totally different mod in mind.

It's not something I would do myself, but if they're okay with it you're welcome to look into it yourself. After that as long as they fit in properly, they could be added to the main submod.
necropolis Jul 16 @ 12:10pm 
@BigCheese256
I have asked the owner of the Remake Task Force The Republic mod if he has restrictions about using his models for other mods.
I think the Resurgent Star Destroyer and TIE Mangler would perfectly fit in the Revisited mod. Do you would have any interest in adding these ships in the Revisited mod?
Tarkain Jul 12 @ 6:50am 
Hello, thanks to all the mod creators like this one - I really wish there was a sequel to this game or another hit like it, but anyway, back to the point. Could you provide me with guidelines on how to create a French translation to make it easier for non-French speakers to use, if possible?
BigCheese256  [author] Jul 11 @ 7:24am 
@necropolis

You asked that already on May 10th and I answered it already - check back through the comments here. It works the same way for all campaigns with a tech level timer.

@Brouderian

It isn't unfortunately, Remake and this submod too use scripts for several functions, and scripts break multiplayer.
necropolis Jul 11 @ 6:54am 
In the Galactic Campaigns where you start with one planet respectively three planets where can you change the Timer for the Tech Upgrade?
Brouderian Jul 4 @ 9:43am 
Is there any way to play this multiplayer mod with a friend?
If possible, I'd like to know how I can access multiplayer.
BigCheese256  [author] Jun 29 @ 3:19pm 
Suggestion to improve the game's performance and visuals after some experimentation, which others on Discord said have worked for them as well.

Open Nvidia Control Panel, go to manage 3D settings and program setting tab, find starwarsg.exe, and change the following:

1) Anisotropic filtering: 16x
2) Antialiasing - mode: Override any application setting
3) Antialiasing - setting: 8x
4) Antialiasing - transparency: 8x (supersample)
5) Texture filtering - anisotropic sample optimisation: Off
6) Texture filtering - negative LOD bias: Clamp
7) Texture filtering - quality: High quality
8) Texture filtering - trilinear optmisation: On
9) DSR - Factors: 2.25x DL
10) DSR - Smoothness: 33%

I'm not sure why this helps but apparently it does. My guess is the game is using the CPU for anti-aliasing or texture filtering and this change moves that load from the CPU to the GPU.
BigCheese256  [author] Jun 29 @ 3:10pm 
@Raidfiel

Jumping the gun a bit there, 5.0 isn't released yet it's much too early to be talking about 5.1.
Raidfiel Jun 29 @ 8:53am 
Will the mod be updated to 5.1?
l0liconn Jun 23 @ 10:37pm 
where can we override the game's anti-aliasing?
BigCheese256  [author] Jun 22 @ 1:45pm 
@XxViperxX

There's not a whole lot you can do, this game and it's engine are just old and made for older hardware, so you will lag no matter what specs your PC has. The issue is CPU - the game can only use 2 CPU cores or more technically, 1 core and 1 thread. Try making adjustments to EaW in the Nvidia control panel settings - one thing I found helpful was to override the game's anti-aliasing setting to 8x, transparency 8x, and force anisotropic filtering to 16x.

Only other thing you can do is have a CPU with high individual core frequency.
Pokey1751 Jun 22 @ 10:04am 
fair enough
XxViperxX Jun 22 @ 7:36am 
I love the mod but im getting massive LAG issues in battles. I've got a 4060 32 ram. My computers fan dosent even kick on so i'm assuming it is no ta gpu thing. Any thoughts on how i can speed it up? As it sits I'm getting 10fps on battles which makes it unplayable.