STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EAW Campaigns & Conquests to FOC Conversion
74 Comments
cha20202  [author] May 25 @ 6:03am 
I uploaded a submod for both this mod and the vanilla base game. It is a music expansion mod with over 80 new John Williams Star Wars tracks from the PT and OT movies. Below is the link!

https://steamcommunity.com/sharedfiles/filedetails/?id=3487130949
cha20202  [author] May 13 @ 7:21pm 
@BurntWaffle maybe a future release that's more extensive to give those options. For now you can go into the files and swap out the heroes spawning for whichever campaign you want to have them.
BurntWaffle May 13 @ 6:53pm 
Sorry I mean't adding them to the OG conquests that dont have the Corruption faction
cha20202  [author] May 13 @ 6:21pm 
@BurntWaffle they are already in the game within the og Corruption conquests.
BurntWaffle May 13 @ 5:32pm 
Any chance of adding the heroes from Corruption to this mod?
Mob Apr 10 @ 2:29pm 
Thank you so much for making this
Aramaeus Apr 10 @ 10:02am 
@cha20202: Its ok. i only tried to give you as much information as i can.
cha20202  [author] Apr 10 @ 9:57am 
@Aramaeus
Genuinely don't know then. Unfortunately without consistent reporting or a known trigger, I can't fix it. At least not right now without research. I hope reinstalling and going again through the campaign works for you in the meantime
Aramaeus Apr 10 @ 9:46am 
@cha20202: I know the problem with the mastertextfiles if your game has another default language. Normally it will work if you change the language in the name to your default language. I tried it and there is no change. The game language text in the manu switched to english but in the savegame ist no change. i think its not the problem.
cha20202  [author] Apr 10 @ 8:55am 
@Aramaeus
Maybe because the localization isn't English? No idea if that would affect things but I've seen stranger. I've only created an updated English localization as the text file, due to certain texts being corrupted between games.

I can't really see anything else out of the ordinary. I'm assuming your fleet only has space units (except Vader whos both).
Aramaeus Apr 10 @ 8:10am 
And another info. If you one time put your fleet to azzeri and remove it from there. You can never put the fleet again or another fleet on azzeri.
Aramaeus Apr 10 @ 8:07am 
https://www.youtube.com/watch?v=0bnuFqRMeKs

I made it quick with my iphone.
If my fleet arrives, the battle doesnt begin. If i try to invade the planet the carida bug begins. If i reload the savegame the same will happen.
I tried different positions on the planet and from other planets and multiple unit combinations. Nothing worked for me.
cha20202  [author] Apr 10 @ 6:58am 
@Aramaeus
Could you take a video of the bug? I've never gotten it, and never been given detail about it from anyone, so this would be a great help.
Aramaeus Apr 10 @ 6:55am 
@cha20202: Thx for the quick answer. I downloaded the mod on February 24th. So i think game, mod an savegame should have the latest version...
cha20202  [author] Apr 10 @ 6:45am 
@Aramaeus
I've received word of this bug a lot but I've never been able to produce it with the mod version on Steam. I'd suggest unsubscribing then re-subscribing to see if that fixes the issue. Also make sure you are not playing on an older save file prior to when this mod was last updated as that can cause issues too.
Aramaeus Apr 10 @ 6:38am 
Hello, does anybody have a bug too if the mission at Azzeri comes?
The marker is on the planet but if my fleet travels to the planet the mission wont start. But there comes an notification that on carida a battle begins. But you cant satart that battle too. If i reload the savegame and try again, the same things happens...
cha20202  [author] Mar 20 @ 7:34am 
@DAWEY

I'm pretty comfortable with where the mod is now. It accomplished its mission of full restoration of content between games. So I don't think the mod will be adding anything else substantial like other mods do. Outside of my expertise anyway, I've tried model making for personal mods and can't grasp that lol.

My thing is coding and testing. Seeing as there's no major bugs left, if any, I don't see any more updates coming. But I won't say never lol. Something might come up that I deem appropriate to tweak with for this mod.
DAWEY Mar 20 @ 7:26am 
Do you plan any additions or will it just be bug fixes?
DAWEY Mar 20 @ 7:24am 
Thank you!
cha20202  [author] Mar 20 @ 7:19am 
@DAWEY

Look at the lua file for the mission in my mod. Then compare it with the original by Petroglyph. The solution will be obvious, if simplistic.
DAWEY Mar 20 @ 7:11am 
Neat! what about "crash" in Rebel 2 story
cha20202  [author] Mar 19 @ 7:36pm 
@DAWEY

Use the map editor and zoom out as far as you can go and start clicking around until you select an object labeled DAYLIGHT_SKY_DOME or something like that, I forget. Then delete!
DAWEY Mar 18 @ 3:36pm 
If it aint a secret, what was that pesky object on Veers mission causing this WALL OF LIGHT?
Der große Cthulhu Feb 19 @ 7:01am 
Hi, I have a little question. Ca i use this mod as a fondation to implement the campains into my mod Age of Conflicts.? It is a small mod for a small group of perple.
TheBigE Feb 15 @ 3:43am 
@ArfieneRepulicwarfare My playtesting shows that z3r0x is MOSTLY compatible with both campaigns, save one issue: Alderaan is missing in the GC maps. I'm guessing z3r0x is touching the AlderaanEAW planet ID in some way that is making it behave weird.
cha20202  [author] Jan 18 @ 9:54am 
@ArfieneRepublicwarfare Check out the comment I sent to ATDamocles below. From what I know about z3r0x's mod, it should be much easier to implement than Remake, since its an addon of stuff and not a complete overhaul.
ArfieneRepublicwarfare Jan 17 @ 6:42pm 
@cha20202 Is it possible to work in z3r0x's FoC Addon v3.5.2 mod?
cha20202  [author] Dec 31, 2024 @ 6:12pm 
@ATDamocles

Theoretically it can work with any mod as a sub-mod, but the difficulty of implementing that so that it plays nice with something as extensive in changes as Remake or Sci-Fi at War is very high. That's why generally I recommend it as a sub-mod for other vanilla/minimal changes mods. I think the biggest hurdles would be differing unit types, the text file changes to replace corrupted text, and planet location conflicts. The other stuff like the missions, the ending cutscenes, the restored icons should be fine. But again like most mods of that scale it will take time to integrate properly.

But if you think you can do it then go for it! Thanks in advance for the credit. You can PM me if you have further questions.
ATDamocles Dec 30, 2024 @ 11:39am 
@cha20202 It is possible to include it (only working rebel and empire campaighn) in other mod like remake to make it work? Working on Sci-fi at war successor mod - Warfleet. Credits will be given.
Karate Man Dec 28, 2024 @ 1:16am 
Does this bring the new heroes such as Luke and Yoda to the original galactic conquests?
Zilver04 Dec 25, 2024 @ 9:21am 
You are awesome!
cha20202  [author] Dec 2, 2024 @ 10:53am 
Finally fixed, after years of similar mods being plagued by this glitch.

The Wayland Rebel Mission (M2) has been fixed! No more freezing! Now available with the newest update.

Credit goes to Discord user Wordsarecool on the Empire at War Discord channel for pinpointing the cause of the glitch. Thank you for your service sir :steamthumbsup:
cha20202  [author] Nov 25, 2024 @ 12:39pm 
Coming at you all with a nice little update here:

- Fixed the texture glitch in the Empire Veers mission. Now only one bug remains in this mod!
- Added original icons for the pirate frigate and Death Star 1 back in. This helps distinguish the two units from their similar counterparts, since they ended up sharing the same icon.
- Imperial March for main menu music re-implemented! This will help distinguish the mod from the base FOC. The Zann theme plays after the march is done.
cha20202  [author] Nov 8, 2024 @ 12:55pm 
Hey all,

Did an update I've been trying to work towards for a long time now. Galactic Conquest ending cutscenes now work again! I borrowed the basics of this fix from RAW files, so credit goes to them for the concept behind it. I've included optional files inside the mod to reverse this change, if you don't like this addition. That should be the only change made. Let me know if you all find any bugs in the bug report thread.

Enjoy!
Steerpike Oct 2, 2024 @ 10:09am 
Yay!
cha20202  [author] Sep 24, 2024 @ 1:42pm 
@Steerpike
Yes they do play for the story campaigns. The Rebels have the ones where the Death Star is destroyed, and the award ceremony. The Empire has the Death Star destroy a planet, and the cutscene aboard the Death Star with Vader and the Emperor.
Steerpike Sep 21, 2024 @ 9:28pm 
Do the ending cutscenes play for the Empire and Rebellion story campaigns? For the Empire: is it just the "standard" cutscene, or does the Death Star ending cutscene also play?
VirgoCompany May 11, 2024 @ 7:40pm 
I've also happily made use of FoC units, mostly the MDU things to deploy a shield generator on the X-Wing theft mission to block turbolaser fire for an aggressive crawling turtle strategy and bombing-run them and the power generator, which was nice and clever if I say so myself~ Additionally, I'm encountering actual resistance in the story planets after completing the story missions, so it's not a simple case of just plopping units down post-mission to immediately capture them like in the base EaW game's Rebel campaign. I've also seen and made use of the bunkers in planets like Korriban to make the infantry-focused beginning less strenuous on my limited supply of tanks.

So yeah, so far it's pretty much doing exactly as described: Brings FoC units, mechanics, and planets into the base EaW campaigns.
VirgoCompany May 11, 2024 @ 7:40pm 
Am currently doing a playthrough of the Rebellion in this mod's "campaign", and glad to say that it's functioning alright so far. Encountered the Mission 2 bug and one of my called-in T2-B tanks got stuck in the treeline, only remembered seeing such bugs in the comments but it wasn't a gamebreaker. I already play in windowed mode as I like to tab in/out to other things a lot, so thankfully I was able to NOT crash with the infamous major bug in Mission 2 and just proceed as normal.
Alaric Skywalker Apr 24, 2024 @ 11:23am 
If there was something that could take the rebel and imperial campaigns through Endor, and maybe effect the outcome of the Battle of Kuat, that'd be great to see.
Dr. Wind Feb 27, 2024 @ 12:18pm 
Does this add ground heroes like Yoda, Obi Wan and Luke into the maps just like normal FOC?
Killerkitty641 Feb 24, 2024 @ 4:49pm 
Oh well no worries, thanks anyway
cha20202  [author] Feb 24, 2024 @ 11:41am 
@Killerkitty641

Unfortunately it wouldn't be possible, AOTR's galactic map is completely different from the base game's, so it would break if it tried to load.
Killerkitty641 Feb 24, 2024 @ 9:39am 
Would this work for mods like AOTR? Would love to experience the base game campaigns with the updates to units and gameplay
cha20202  [author] Feb 14, 2024 @ 8:07am 
@WorldWalker128

Yep, software is gimmicky. Very glad to hear its working!
WorldWalker128 Feb 14, 2024 @ 6:51am 
Yep, that did it. It's astounding to me how often 'the definition of insanity' doesn't apply to electronics.
WorldWalker128 Feb 13, 2024 @ 10:42pm 
It doesn't even appear in the mod options menu. I'll try unsubscribing and redoing it and see if that works.
cha20202  [author] Feb 13, 2024 @ 3:31pm 
@WorldWalker128

Are you sure you selected the mod in the options menu? If you did the path launch method, check that its the same number I listed in the description that you pasted. The mod isn't broken, I would check again your download. All else fails, unsubscribe and then re-subscribe, that should certainly fix the issue.
WorldWalker128 Feb 13, 2024 @ 1:30pm 
Does not seem to have worked. I've checked and rechecked Galactic Conquest and the only maps I have are the ones the game comes with. Do I need some other mod installed first? Or perhaps is the mod broken?
cha20202  [author] Feb 4, 2024 @ 7:58am 
@Lt. Col. Embassy

Thank you xD