STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Clone Wars
1,188 Comments
EldritchSheep 1 hour ago 
the abragado rae event doesnt work right
BluefoxOverlord Apr 29 @ 11:32am 
pretty decent clone wars mod, been ages since got one this good since fall of republic mod
General Brooks  [author] Apr 29 @ 9:23am 
@SuperSeba. no plans for that.
@ARKISLIFE, there is no single planet start, that GC works as intended.
ARKISLIFE Apr 29 @ 5:40am 
when i start that you only play with 1 planet i still spawn with more fix this pls
SuperSeba Apr 28 @ 7:34pm 
Will there be updates for some Separatist admirals and officers? Trench with his Providence dreadnought, Coburn with a Venator, Mar Tuuk with his Lucrehulk droid control ship, etc
General Brooks  [author] Apr 28 @ 2:32pm 
@Jago, as it says in the description, we don't support skirmish.
@edging lord, no, we are very happy with our graphics as they are.
edging lord Apr 28 @ 10:06am 
will there be a graphic update that woul be simmilar to remake?{this mod is a great work} i just think it needs some graphical update and it would be top 1{my opinion}
Jago Apr 28 @ 8:47am 
Just re-visited this mod recently. Overall, not impressed with much of the work done. Somehow this has taken two steps backwards compared to similar mods, even ones almost a decade old.

-Not sure why, but the Hutt Cartel faction doesn't spawn with a space station in skirmish space battles.
-AI will prioritize smaller ships instead of a broad and varied fleet of different ships.
-AI will also get stuck in the corners of the map and not move stuck units.
-AI targeting is also weird, sometimes shooting heavy weapons at fighters and missing instead of laying into a capital ship right in front of it.
-Ships will "drift" after reaching a waypoint instead of hold at the waypoint
-Long range weapons won't fire even while at close range, meanwhile AI long range weapons will snipe from half the map away.

Just some things I noticed in my 30-ish minute skirmish today. Probably going back to the Fall of the Republic mod until this one is fleshed out better.
Jakobwilly178 Apr 27 @ 9:27am 
that one bullet im so glad your still modding
General Brooks  [author] Apr 27 @ 8:20am 
@oakinnusotu, your infantry work the same way as the AI's does. We are aware that air units are very strong right now and plan to address that. They probably built the last 2 after the first 5 were destroyed.
@Ardail, glad you like the mod, that's the first complaint we've had about the audio though.
oakinnusotu Apr 26 @ 8:16pm 
Is there anyway you guys could improve the hit box mechanic for the infantry? It feels likes every time I try to use infantry they shoot at the wrong targets and aim at the floor and the AI doesn't have this problem so they just shred my units even though I know phase 2 clones can beat battledroids in a head to head fight. I feels like in the later games the AI just spam units especially the air units which are almost impossible to hit. Also I destroyed a fleet that had 5 luckrahulks in it and then the AI hit one of my planets with another 5 and then again with another with 2 which is confusing because I thought they were only allowed to have 10 at max. The ground battles get repetitive when I have to resort to using bombing runs and bombardments.
Ardail Apr 24 @ 3:07pm 
love the work you guys do ngl I like the more tactics driven gameplay of these vs EAWX
but plz PLZ clean up the audio a bit, especially ground combat, a lot of the voice lines peak and clip really badly and it gives me a headache real fast
otherwise no notes, perfect love how the team balances and makes their units it's great
General Brooks  [author] Apr 23 @ 3:23am 
No.
Craz(Y)een Apr 22 @ 7:49pm 
Hey was wondering is there any Nimbus Commandos for the CIS??
General Brooks  [author] Apr 21 @ 5:23am 
Sadly not, you will be unable to access other story content without completing that step
Patchy Apr 21 @ 4:56am 
@General Brooks Is there anyway to circumvent the Mission? I´ve progressed quite far into the Campaign and I´d rather not restart.
General Brooks  [author] Apr 21 @ 2:56am 
@Head Banger, this is not normal, reinstall the mod and / or game.
@Patchy, known bug, padawan version should hopefully work.
Fazure Apr 21 @ 1:50am 
@Patchy For me I could only send the Padawan version of him
Patchy Apr 21 @ 12:43am 
Is there a Reason that I can´t send Anakin Skywalker to Abregado-Rae? Whenever I try to send him there, Tarkin pops up and tells me that Anakin needs to go to the Mission alone, but I can´t send him there in any way. Neither through Raids or normal Attack.
Head Banger Apr 20 @ 9:01pm 
my game keeps on crashing every time the enemy tries to start a space battle
molchåmor Apr 19 @ 7:05pm 
@molina No.
molina Apr 19 @ 6:55pm 
can i do order 66 inn this mod
Lord Of Pain Apr 18 @ 10:39am 
there is no 1 planet start
nightfire Apr 18 @ 6:50am 
why is it when i do random start one planet start it doesn't do that and still gives me more than one planet?
RozkyParky11 Apr 16 @ 12:56am 
On positive note I love how separatist , and republic fleets work. Long range glass canon munificent, etc. But the mod just needs major re-balancing.
RozkyParky11 Apr 16 @ 12:46am 
@molchåmor
Those CIS Gunships are genuinely overpowered. What sadly made the battle unwinable was unfortunate map design. I had no access to single build pad and on top of that enemy had turbo laser towers and I'd have to go through nasty choke point. If battle for Geonosis and Umbara in CW show was bad, well this battle was on whole new level of brutal, haha.
oakinnusotu Apr 15 @ 10:05pm 
I dont even use healing ships anymore because the AI just targets damaged ships first so its impossible to retreat the unit away and impossible to heal them enough to the point they don't die. I typically go with 2 cmd venators 2 valiants and 2 victory I, which has been getting the job done but then it gets tedious I tried replacing my victories with smaller vessels like the acclamator II, cmd and escort arquintins but they can't hold out for long. Again I think the base mechanics for the game are cool but the gameplay reminds me of republic at war and I wasn't a big fan of the mod because of the hitbox mechanic and massive AI spam fleets. I hope the editors of the mod don't get mad at us giving insight to the game I feel like most of us enjoy the game but It makes it difficult to love the mod when the AI spams and the mechanics don't work properly.
oakinnusotu Apr 15 @ 9:47pm 
Ive been doing pretty good with the space fleets its just that I constantly lose fighter battles which I hope they reduce the amount of fighters and bombers for the CIS because it seems like basically every ship is a carrier besides maybe their smaller vessels. I don't think the Bulwark should come with bombers and the munificent should not have fighters unless you are going to give arquintins fighters as well the ship is too broken.
oakinnusotu Apr 15 @ 9:47pm 
@RozkyParky11 When I fight on the ground I always have my back to a wall or sit on a build pad. The hitbox is pretty bad because I never seem to hit anything with my rocket troopers or ATTE unless i get super close. Also sometimes it feels like my rockets are being jammed which Is weird because no ground units have that ability. What I really don't like for the ground units are the crab and spider droids because infantry for some reason either have a hard time shooting the crabs and then they get blitz or with the spider droids if you get close with infantry they get melted instantly. Sometimes the Mandator for me glitches and doesn't do any damage so I have to retreat and do the battle again.
molchåmor Apr 15 @ 2:31pm 
@Rozky Yes they are annoying the CIS gunships, mainly because the small pad AA guns will not reach/harm them, partially due to hitbox issues. I usually target them with AT-UTs that I have at least 1-2 of in my defense and assault forces and then press STOP. The gunships will usually withdraw to heal and appear again but keep going and you will eventually get them. Other options are having a LAAT or similar and attack them, but you really need to babysit them and withdraw them and then repeat. There are also other options e.g. bombardment and the rep. ground AA unit and such but yes, they are tough nuts to crack. Before nerfed, the ground artillery took care of them pretty easily. Ground rocket inf. will usually die before reacing them but in a pinch..And yes you are correct that a huge amount of time in battles are micromanagement if you want to play efficient without horrendous losses.
RozkyParky11 Apr 15 @ 11:27am 
The balancing gets worse the longer campaign is. Good luck fighting late game separatist fleets, they'll melt your entire fleet like it's nothing and you will have to rely on numbers, and FORGET about accurate, roleplay fleet. You have to field the best ship you have, and play all your cards well every single time. Once again I can't recommend this to any casual or experienced player unless you're willing to micromanage almost evrey single battle and especially manage campaign, You'll spend good chunk of time in pause. This is very hard mod for wrong reasons :/ .
RozkyParky11 Apr 15 @ 11:19am 
HMP droid gunship, seriously if AI spams this as ground unit it's pretty much unwinable and you'll have to brute auto resolve that, and the separatist ships... all of it has left me scarred and deformed.
I've finished republic campaign and I can't recommend this mod at all and there's no point to list issues. Many people beforehand already did that multiple times.
molchåmor Apr 15 @ 9:39am 
@Fazure Not so bad I had much bigger CIS fleets late game. Remember, usually they split up after awhile so keep scouting and wait for a good time to attack. Ground is much easier to hold and on most (where repair pad is available in good location) you should be able to hold even with impossible odds as long as you defend with lots of vehicles, so blobs in space can largely be ignored until you have the economy and ship production to counter those. Have ~2-3 shipyards churning out cmd ventors and some other shipyards building AA corvettes/frigates and you will be fine. If you attack a big blob lure them to you via a feint lone fighter attack and as you say take out shields/TLs hardpoints first using small craft (strike craft are very strong at this) then when in range continue with your cmd venators. Switch target when enemy is no threat anmore, except munis those need to be killed off ASAP. Retreat and then repeat, digest the elephant in small pieces to avoid losses.
molchåmor Apr 15 @ 9:32am 
@Fazure For me early game ~20k income, mid game ~30-35kk income, late game "who cares anymore" income. Build mines everywhere in space and on ground and on worlds with high **BASE** income everything that boosts said base income.
molchåmor Apr 15 @ 9:22am 
@oakinnusotu One other thing that contributes greatly to the staying power in Corey's mods is hat you can hyperspace away depleted carriers and spawn in new ones with fresh fighters. I just find it sad that 1) "Historically accurate" rep. fleets are totally useless in AOTCW against CIS, 2) The staying power of your fleets is low due to a varietly of issues mentioned in previous comments. So, it is very difficult to win decisively in this mod against huge enemy fleets say 2-3x your size using clever strategy and positioning without major losses in one and the same battle.
molchåmor Apr 15 @ 9:08am 
@oakinnusotu Yes agree. Regarding substituting one cmd venator for a valiant I did that at start also, but then stopped doing it. Can't remember exactly why maybe it was due to better ion, AA, range or bombers on the cmd venator or maybe I just stopped bothering about valiants, they did not seem to add much of anything useful against CIS compared to cmd venators. Yes healing inf is difficult, you have 1-2 jedis that can do it and then also the free units near rothana also that I mentioned. However, due to the vast addition of micromanagement AND that they tend to die anyway no matter how much you babysit them I doas I do in AOTR and go full vehicle and that seems most efficient way to me. Jedis/commanders I deploy for their bonuses and for scouting but as you say you cannot have them in your front line. Ah yes forgot one thing good with some ground units: Some units have the "ping" ability, use that to scout/bombard from far.
Fazure Apr 15 @ 6:01am 
The CIS suddenly deployed 96 ships-23 Providences+32 Munificents+35 Frigates+16 others-to a single planet, while another similar fleet was stationed across my territory, where I was gathering forces for a preemptive strike. It feels like early/mid-game, but not sure.

Focusing hardpoints with bombers and frontline ships seems to help, but enemy ships outrange mine and strip the shields from one or two Venators from the fog of war before I can even get in range. I usually win by outnumbering, and even then, with much micromanagement.

I’m struggling to build certain units. E.g, 4th Sector clones are only trainable at Coruscant, even though Kamino seems to have the right facilities (Republic Administration, Elite Barracks, Special Forces Barracks, etc)

I trained Delta Squad once and sent them to die in an experiment, now I can’t train them again. Is there a cooldown?

Sorry for the questions, and thanks for the awesome mod so far! :)
oakinnusotu Apr 15 @ 12:10am 
Ive found a lot of success on the ground too even though I still think jedi are way to fragile to actually consider using especially with their poor range. Infantry isn't that bad I wish they would increase the lightsaber blocking because I think its an interesting idea that you leave a jedi near infantry they block certain attacks for them that would rather be quite harmful. I think the ATTE should come in 3 different forms a command, regular, and carrier version because I feel like the normal one doesn't really do a lot of damage and Ifind myself struggling to heal infantry without having commanders.The command should have a mobile bacta tank or flak and remove the repeating blaster for accurate heavy gun while the carrier deploys troopers and ammo crates.
oakinnusotu Apr 14 @ 11:48pm 
@molchåmor I agree because I myself do the same thing in FOTR and Thrawn's Revenge where my fleet is around the same popcap as you said, they are able to hold out for a long time. In this mod I'm finally finding success in space battles but you are right the republic doesn't really have many ships that can hold out for long because of the massive fighter swarms, constant artillery, and lack of healing. Ive found success in using 2 CC venators 1 valient, 2 victory I, and a handful of smaller craft, if I need to survive longer I sacrifice smaller ships for tanker capitals like victory I and acclamators II. I think one of the main issues for new players is that they think the mechanics of the game run the same as AOTR but it really doesn't. The play style is different because rather than focusing on fighters you need to focus heavily on capital and medium ships.
Lord Of Pain Apr 14 @ 10:21pm 
admins cause some lag if they affect multiple worlds because of scripts
XcaliberHunter94 Apr 14 @ 12:54pm 
Thanks that helped with the crashing, lagging is still an issue it usually happens when heroes pass a planet while in transit I noticed. (specifically noticed it with Bail Organa)
molchåmor Apr 13 @ 4:49pm 
@oakinnusotu As I have written many times I could not find a rep. fleet combo in this mod where I could stay the entire fight with my original force when heavily outnumbered. Low fighter reserves, small craft healing issues, and that reinforcing CIS ships spawn close/on/behind you are reasons whereas in FOTR these 3 issues do not exist. In FOTR CIS reinforcements spawn way back, at least some of them, so you can manage to stay the entire fight and get some small pauses to heal and such AND you can easily take out many or at least hurt some of their lone reinforcements far away with your bombers/strike craft before they even reach you. I.e. it get tedious to attack again and again and deploy same battle line on same map and then lure them to you maany times instead of doing the fight in one go albeit a long one. In FOTR in many cases I can beat 1600+ popcap fleets with my 400 popcap fleet in same battle with almost no losses. It is all 'bout the most efficient way on hardest.
molchåmor Apr 13 @ 4:23pm 
@oakinnusotu If you find a combo that works for fleets other than cramming in as many cmd venators as possible please report back :) I use vicII for their AA but their point defense is pointless (pun intended) as if you place them in the front line they will not last long (frigate = targeted by everyone), need to be kept in the back line in my experience where their point defense does not cover much. Extra fighters (acc IIs etc.) I tried but not worth it IMHO, difficult to heal in this mod AND you get few squadrons in reserve compared to other mods (FOTR) and you will get overwhelmed anyway, usually CIS spawn in many times more ships than you at least on hardest. I do use acc1s at times for their AA and extra bombers. Only the Jedi fighters have some real staying power so I mostly use those to try to knock out incoming bombers before they reach me. When those are gone it usually is time to fall back sadly.
Toby Apr 13 @ 12:21pm 
i have a top of the line gaming rig and getting 400+ fps pre modded. what the hell did you lot do that means i get 18-20 fps on the damn start menu!

Is this a bug or something?
XcaliberHunter94 Apr 13 @ 12:18am 
I have a NVIDIA Geforce RTX 2060 GPU, I7-9700K CPU and 32GB RAM
XcaliberHunter94 Apr 13 @ 12:14am 
And holy hell is this mod laggy
XcaliberHunter94 Apr 13 @ 12:08am 
this game crashes on me frequently, have no idea why ever since getting my SSD two years ago Awakening of the Rebellion and now this mod just constantly crashes usually after loading a battle or zooming into a planet.
oakinnusotu Apr 11 @ 4:57pm 
@molchåmor I agree infrantry is to fragile which is why I suggested bringing back bacta tanks for regular build pads since there is a limit on the amount of commanders you can have. At the moment I have 3 big space fleets along with another one on the way. I'm trying to try out as many good fleet combos as possible but command venators are a necessity. My new fleet will be focused mostly on long range ships such as the victory and command arquintins along with point defense victory 2 and accalmator 2 for fighter compliments hopefully it goes out well. I just want to test out as many fleet combos as possible so I can help others improve in this mod and also was that yes to cody and rex coming back too?