STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
1.456 comentarii
BigCheese256  [autor] 1 oră în urmă 
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 cu 14 ore în urmă 
Any updates planned for this soon?
Falken506 cu 18 ore în urmă 
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  [autor] cu 22 ore în urmă 
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 cu 23 ore în urmă 
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  [autor] 25 oct. la 4:51 
@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 25 oct. la 3:13 
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 22 oct. la 8:28 
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  [autor] 12 oct. la 12:05 
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 12 oct. la 11:32 
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  [autor] 12 oct. la 11:02 
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 11 oct. la 14:32 
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  [autor] 11 oct. la 13:24 
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 11 oct. la 9:52 
any chance of multiplayer? This would be fun to play with friends
BigCheese256  [autor] 1 oct. la 16:32 
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 1 oct. la 8:04 
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 29 sept. la 17:08 
Hey BigCheese256. Anything new planned for 3.5 in the Future?
BigCheese256  [autor] 25 sept. la 11:04 
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 25 sept. la 9:30 
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 23 sept. la 12:31 
je me suis trompé, tu dois cliquer sur selectionner, pas charger ^^
Daren Allender 23 sept. la 12:29 
@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 23 sept. la 10:49 
comment instalé se mode
BigCheese256  [autor] 12 sept. la 12:18 
@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 12 sept. la 5:56 
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 11 sept. la 18:44 
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  [autor] 11 sept. la 12:25 
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 10 sept. la 18:03 
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  [autor] 2 sept. la 14:13 
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 1 sept. la 17:33 
Hey BigCheese256. Anything new planned for 3.5 in the Future?
Hintosho 16 aug. la 2:59 
@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  [autor] 15 aug. la 13:59 
@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 15 aug. la 6:23 
Addition to my comment from yesterday: even if the opposing faction has Mon Calamari ships (station garrison), the game still crashes.
Hintosho 14 aug. la 12:59 
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 13 aug. la 10:40 
Ohh okay, thank you very much for your answer <3
BigCheese256  [autor] 13 aug. la 8:48 
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 13 aug. la 6:20 
Hello, how difficult would it be to enable ground units again? I can enable accessing planets, but ground units are still hidden
BigCheese256  [autor] 6 aug. la 13:56 
@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 6 aug. la 3:42 
Im not sure why, but when I load my game to continue, it crashes back to Desktop
caferra400 5 aug. la 12:43 
Are you gonna heroes from the 5.0 (maybe leaked) version? Specifically Pelleon.
BigCheese256  [autor] 27 iul. la 11:04 
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 27 iul. la 6:21 
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  [autor] 25 iul. la 5:47 
@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 25 iul. la 5:36 
Hey, everyone I've been away for a while, does anyone know if remake 5.0 is still being worked on?
Maketh 24 iul. la 11:36 
Sometimes i cannot scroll down the factions list? Idk why it happenes?
BigCheese256  [autor] 17 iul. la 4:26 
@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  [autor] 17 iul. la 4:26 
@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 16 iul. la 12:10 
@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 12 iul. la 6:50 
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  [autor] 11 iul. la 7:24 
@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 11 iul. la 6:54 
In the Galactic Campaigns where you start with one planet respectively three planets where can you change the Timer for the Tech Upgrade?