STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
1,478 Comments
BigCheese256  [author] 9 hours ago 
Mm, you just need to replace "<SFXEvent_Attack>Unit_Attack_Providence_Destroyer</SFXEvent_Attack>" with "<SFXEvent_Attack>Unit_Attack_Victory_Destroyer</SFXEvent_Attack>", The same will work for other ships with this issue. It'll be fixed the next time I update.

Clone War Holdouts has added quite a few voices for CIS and Republic ships including the Providence but I've been denied permission to use them here. After I made the change and was told after to remove them I switched them back, but looks like this line got missed.

Trying to keep parity with CWH while being denied permission to use some assets makes it a bit difficult.
conwrightnie 22 hours ago 
@BigCheese256

I figured out the sound issue, I'm sorry for making a fuss and pestering you with questions.

the work you have put into the mod is incredible and I look forward to what else you have planned in the future
conwrightnie Nov 18 @ 7:56pm 
@BigCheese256, I don't mean to make it sound that I am trying to rush you or anything like that. I apologize.

Yes, the issue is small I agree, but little things like this, just bug me to no end no matter how much I try to simply ignore it.

Other people like @GojiLord and @sirtimelord saying non helpful crap like (GojiLord 2 hours ago 
@conwrightnie Tbh you seem like a dork. Stop sperging out) (sirtimelord Nov 15 @ 1:08am 
conwrightnie, I hope you realize that BigCheese does not work for you and is doing this for free. Chill...) stuff like that just only makes the matter worse as it frustrates me telling me to calm down even though I was calm to begin with.

Once again I apologize, the work you have put into the mod is incredible and I look forward to what else you have planned in the future.
GojiLord Nov 18 @ 5:23pm 
@conwrightnie Tbh you seem like a dork. Stop sperging out
CyprusTree123 Nov 18 @ 1:22pm 
@BigCheese256 Interesting. Not to informed on EAW modding but thanks for the reply.
BigCheese256  [author] Nov 18 @ 3:38am 
That honestly sounds about right, they were recently reset to be identical to CWH with the only one being different here being the generic Captains/Admirals. One of the Imperial heroes is missing from this submod as well since I'm not allowed to use the Carrack.

I'll wait and see if CWH makes changes to the hero buffs since they'll be too powerful there as well and if they do make the changes here as well. If not then I'll likely water them down myself.
WataMate313 Nov 17 @ 5:34pm 
Feels like Imperial hero buffs are so busted now; took down the Starforge in just under 10 minutes by hulling it with Cronal, Daala, Pellaeon, Piett, Screed, Tarkin, Thrawn, Vader, and a few ISDs. For context the base didn't even spawn more than 2 Ancient Interdictors - the battle was over that quick.
BigCheese256  [author] Nov 17 @ 2:25pm 
It is possible to activate the other factions and make them playable on the Reduced map but I'm not sure that's a good idea given it's smaller size. This one really is intended for 3 factions, so having more factions fighting over few planets would give each a low pop cap and slow economy.
CyprusTree123 Nov 16 @ 10:14am 
@BigCheese256 Would it be possible to make the Republic Holdouts playable on the Reduced map considering that they are there. I know the Alt version exists but I like fighting against all the factions not just the CIS. This is a minor nitpick though still one of the best mods out there.
夏目時雨れ Nov 16 @ 5:17am 
Thank you for the fantastic work!!
BigCheese256  [author] Nov 15 @ 12:55pm 
@conwrightnie

You posted about that in the thread as well. I've noted it and it'll be sorted later. This issue is minor and definitely doesn't deserve so much uproar.
sirtimelord Nov 14 @ 10:08pm 
conwrightnie, I hope you realize that BigCheese does not work for you and is doing this for free. Chill...

I am not having issues with the mod.
conwrightnie Nov 14 @ 5:56pm 
BigCheese256, For the Liberation if you click to attack a target with the Liberation it does not give any voice lines on attack the target. It only gives a voice line when attacking the Shield Generator

The Providence Dreadnought gives lines when attacking hardpoints like weapon emplacements, shields ect, but gives no lines when ordered to attack the general body of the ship.

Also, yes I am talking about voice lines when giving an attack command.
sirtimelord Nov 13 @ 12:23pm 
I love this mod!
Wilmfe23 Nov 13 @ 3:49am 
My biggest issue with the 'remake' mod is that the scroll is delayed and overshoots and the zoom in function is really slow. It just feels a lot more slugging than the base game and other mods.
conwrightnie Nov 10 @ 5:18pm 
BigCheese256, The Providence Dreadnought IS STILL BROKEN.

While the flak cannon hard point has been fixed, it gives no audio confirmation on attacking targets only specific hardpoints.

The Liberation Venator Hero of the Rebel Alliance is still having the same sound issues.
conwrightnie Nov 6 @ 2:52pm 
And yes I tried unsubscribing and re subscribing to the mod and it didn't do anything to fix it.

So it would be greatly appreciated if it could be solved soon.
conwrightnie Nov 6 @ 12:41pm 
BigCheese356, there are some issues that need to be addresed.

The Providence Dreadnought on one of the flak cannon hitpoints is smoking and on fire like it has been destroyed, and also it gives no confirmation on attacking targets.

This is also happening with the Redemption Hero
conwrightnie Nov 2 @ 3:37pm 
Never mind, i figured it out.
conwrightnie Nov 2 @ 3:18pm 
How do you turn off the pathing lines?
BigCheese256  [author] Nov 2 @ 7:22am 
Minor Update 4.5 is now up! There were a few minor Revisited specific changes but for the most part, this adds parity with the CWH update from July: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/677354977729349892/
BigCheese256  [author] Oct 26 @ 6:45am 
Yes, though they'll be minor this submod is complete as it is now. It'll include changes and additions from the last CWH update mainly.
SlayerKing72730 Oct 25 @ 6:32pm 
Any updates planned for this soon?
Falken506 Oct 25 @ 2:28pm 
I deleted the game, and deleted all registry from windows. I downloaded the game again, downloaded mod again, set parameter: STEAMMOD=2894927178, but i dont set FoC setting for launch. The game asks me on startup, I choose FoC and the MOD starts without a problem. Thank you for your help <3

Unfortunately, launching from the game shortcut doesn't work. I launch the game from the Steam games list, and then Steam gives me a choice. I select FoC, as mentioned, and the MOD works. It's working for now. Time for some testing.
BigCheese256  [author] Oct 25 @ 10:11am 
If you're launching the .exe directly then yeah, it won't take Steam launch options into account, you need to launch the game via Steam. Alternatively you can try this: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/3711559379117930001/ . This would still need you to launch via Steam though.
Falken506 Oct 25 @ 9:22am 
The mod is downloaded. I have to launch the game from the Corruption folder. The Mods tab shows that the mod is there, but I can't launch it because the game crashes. When I launch the Star Wars EaW game icon, the regular version launches despite using the launcher attribute. I don't know what to do or where the problem is. Corruption is set to launch.
BigCheese256  [author] Oct 25 @ 4:51am 
@Nic01224

That's not been my experience each update has been adding something new which you can see in the changelogs. For stability, try the AMD/Nvidia control panel settings here: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/

Outside of that this game and it's engine are just old, both this submod and the main Remake mod push it to it's limits. The only "fix" is to get an EaW 2 on a more modern game engine.

@Falken506

Make sure you're running Forces of Corruption when launching and that the mod is fully downloaded, this is usually the cause. It's quite large at 30gb.
Falken506 Oct 25 @ 3:13am 
i set FoC to start up in steam options, mod is subscribed, but game run normal without mod, wtf i doing wrong? i start with
STEAMMOD=2894927178
Nic01224 Oct 22 @ 8:28am 
Mod has become very unstable. Completing Star Forge causes crash. No Death Star. Seems like we get less and less content with no improvements to mod stability. Please can this be addressed as this is my favourite mod? Thank you.
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.