STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
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STEINER MODDING GROUP OFFICIAL  [developer] Jun 26, 2019 @ 9:12am
Submit your Feedback for 2.7.2 Here!
Please post all feedback for the 2.7.2 update here! We will be keeping a close eye on this forum for any gameplay/balancing feedback. If you have a bug report or game breaking problem head over to the 2.7.2 Bug report forum.
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Showing 1-15 of 59 comments
BearVanHelsing Jun 26, 2019 @ 5:15pm 
(Note: My first and current playthrough is as the empire so I will mostly be providing feedback on them for now.)
I love the direction you guys are taking with the mod! I'm being challenged far more than I ever have before in this game and that's a good thing! Although I'm not sure if it's possible to win on Very Hard difficulty, if anyone has managed to do it, I'd love to see a playthrough or a guide on how you did it! In terms of balancing I think land battles feel great, granted I have not been on the receiving end of the empire's wrath in grand battles yet, but damn, it feels fantastic plowing through dozens of pathetic rebel/BS vehicles with your AT-ATs, they truly feel like an anti everything vehicle, this is the only mod that I can think of that makes them feel as powerful as they should be, PLEASE DO NOT NERF! As much as it pains me to say it however, when paired with the imperial artillery and the devastating improved AT-AA or as I like to call it AT-AS (All Terrain Armored Sniper) the empire may be a bit over powered on land battles. I don't want to see these vehicles get nerfed, maybe just provide more options for the other factions to counter this deadly trio. Balancing in space battles feels pretty good too, however The BS are VERY strong in space and I feel like the Rebels and Empire need their old units rebalanced a bit to match the new BS capital ships. for instance I think that the range on both ISDs and MonCals need to be a bit longer. The ISDs especially suffer from their short range because of how much of glass cannons they are. Also, if possible, at the top of my list of things I want to see tweaked is the pathfinding for space vehicles. I know it's bad in the base game and just about every other mod as well but for some reason in AOTR I seem to notice it the most that whenever I set up a beautiful battle line and then give a movement order all my star destroyers start scattering in different directions, doing unnecessary flips and turns "I'll try spinning, that's a good trick!" -Unnamed Star Destroyer Captain, probably. Jokes aside, it can be very frustrating losing a 11,000+ credit ship because another star destroyer refuses to take a reasonable path to go where I told it to.

If you read this whole massive wall of text, thank you so much! I really appreciate the work you guys do to keep this game alive, I truly think that with a little more polishing, this will be the best mod for Empire at War, Hell, it's already my favorite mod for the game, bugs and pathfinding issues be damned no other mod has combat, land or space that feels this satisfying. I'd super appreciate you guys letting me know what you think of my feedback and if any of the things I brought up are going to be worked on in the next patch. Thanks again and keep up the great work!! :)
Drakon42 Jun 27, 2019 @ 2:31pm 
Hello, firstly thank you for creating this amazing mod. I cannot express how grateful I am to this mod, it reignited my passion for the Star Wars universe and EU, as well as for EAW in general.

Unfortunately, I find that Space Skirmish and some Space Battles in Gal Conq experience severe framerate drops, usually to the point where, around 10 minutes in, the game has slowed to between 10 and 1 FPS and becomes practically unplayable.

Iv'e seen others post about this issue, which makes me think its a mod issue rather than with my computer, but I'm not sure if in game settings can fix it like the invisible ships. After trying all sorts of things I'm desperate for any solution so I can continue playing this beautiful mod!
ThunderCrackerr Jul 2, 2019 @ 3:38pm 
BearVanHelsing nailed it I think. I have downloaded a lot of mods because I love this game but this is my favorite mod.
FireStorm20 Jul 4, 2019 @ 1:50pm 
Playing a conquest game as Empire on hardest difficulty atm. loving it. The AI seems vastly improved, altough I do think I will win (Atm its win 2 planets loose one thing, hectic, but i do seem to advance overall). I first time noticed the long range of Tector ISDs , so its a sweet thing, a distinct role for them.
Last edited by FireStorm20; Jul 4, 2019 @ 2:55pm
Murti1012 Jul 5, 2019 @ 1:58pm 
Really loving the mod so far. One thing i'm not fond of is the long upgrade times. For example the Mandalorian defense stations upgrade takes too long and i only get the Dreadnought when the battles almost done. I've already paid for the defense system so let it just spawn in immediately. So basically can we reduce the upgrade times or just make them instantaneous for both space stations and defense systems.
FireStorm20 Jul 6, 2019 @ 3:30pm 
One more thing: loving the fact that the AI builds the super ships, a lot of them:).
Mr. Melons Jul 14, 2019 @ 7:29am 
it is perfect and doesn't have any balancing issues imo
Izzy Strykes Jul 20, 2019 @ 6:26pm 
Just finished my second playthrough. I lost, as the Black Sun on Expert. I'm not entirely sure it's possible to win haha!

I've put hundreds of hours into this mod in it's previous iterations, and this update is a huge improvement. I love the new art, the new units, and especially I love the AI. It is MEAN now when on the hardest difficulty. I did a quick few hours on a the standard difficulty, and felt the balance to each level of difficulty was fair.

Everyone who worked on this update - You are AMAZING. It's very fun.

One of my only gripes, is in regards to Space Defense. Sometimes I go aggro, sometimes I like to turtle and expand slowly. The turtle method is no longer viable, as far as I can tell. Lvl 3 space stations die to a single enemy capital ship. Lvl 5 don't fare much better. The XQ-3 Defense stations used to be badass, but now they are weak as hell. If I were to suggest a change, it would be buffing space stations. It's fun to turtle up and wreck a massive fleet because you invested in the proper defenses.

THANK YOU for making Imperial fighters and bombers more useful. They still die quick, but their torpedoes actually hurt and 4 groups can destroy a subsystem. They used to be so useless I wouldn't even give them commands, capital ships did 100% of everything. It feels more balanced now.

Black Sun is hard. Holy HELL hard. I beat the game with the Empire on Expert. Black Sun... Not so much. The Empire AI is relentless in targeting me even when the Rebellion is slowly taking over all their territory, and the "raids" from the Rebels come far too frequently and with ridiculous strength.

Buildings per world. If I could self-mod my game, and I'm way too stupid to even attempt this, but if IF I could, I would add 1 building slot to every single planet. I feel so cramped now. Never enough room for things.

Thank you for the amazing mod, as a random player, I appreciate it immensely.

Edit addition:
Rogue Squadron in ground battles is BROKEN. If AI uses it, the battle is lost regardless of the forces you have. They are nigh invincible and their damage output is insane. HARD nerf on that would be a great change.
Last edited by Izzy Strykes; Jul 20, 2019 @ 6:50pm
Than's Vans Inc.  [developer] Jul 20, 2019 @ 7:40pm 
Originally posted by Izzy Strykes:
Just finished my second playthrough. I lost, as the Black Sun on Expert. I'm not entirely sure it's possible to win haha!

I've put hundreds of hours into this mod in it's previous iterations, and this update is a huge improvement. I love the new art, the new units, and especially I love the AI. It is MEAN now when on the hardest difficulty. I did a quick few hours on a the standard difficulty, and felt the balance to each level of difficulty was fair.

Everyone who worked on this update - You are AMAZING. It's very fun.

One of my only gripes, is in regards to Space Defense. Sometimes I go aggro, sometimes I like to turtle and expand slowly. The turtle method is no longer viable, as far as I can tell. Lvl 3 space stations die to a single enemy capital ship. Lvl 5 don't fare much better. The XQ-3 Defense stations used to be badass, but now they are weak as hell. If I were to suggest a change, it would be buffing space stations. It's fun to turtle up and wreck a massive fleet because you invested in the proper defenses.

THANK YOU for making Imperial fighters and bombers more useful. They still die quick, but their torpedoes actually hurt and 4 groups can destroy a subsystem. They used to be so useless I wouldn't even give them commands, capital ships did 100% of everything. It feels more balanced now.

Black Sun is hard. Holy HELL hard. I beat the game with the Empire on Expert. Black Sun... Not so much. The Empire AI is relentless in targeting me even when the Rebellion is slowly taking over all their territory, and the "raids" from the Rebels come far too frequently and with ridiculous strength.

Buildings per world. If I could self-mod my game, and I'm way too stupid to even attempt this, but if IF I could, I would add 1 building slot to every single planet. I feel so cramped now. Never enough room for things.

Thank you for the amazing mod, as a random player, I appreciate it immensely.

Edit addition:
Rogue Squadron in ground battles is BROKEN. If AI uses it, the battle is lost regardless of the forces you have. They are nigh invincible and their damage output is insane. HARD nerf on that would be a great change.
ground combat overhaul is coming
Forceman472 Aug 7, 2019 @ 5:09pm 
Just wanted to say this mod is great. I mainly play as the rebellion. I've notice on hard the Empire repeatedly gets it butt whooped by the black sun for example they even the Expert campaign im doing just can't keep the planets surrounding Fondor the empire instead of defending it own territory tends to without the needed resources just loss against the black sun if i don't make a immediate push for there territory. To balance this out I would suggest lowering the amount of planets the Black sun start out with I mean at the point the campaign is in the timeline is supposed to have the Fondor shipyards building SSD's but the empire doesn't even own the territory. Just giving the the Fondor/Theferra sector to the empire. I get that we are trying to balance this out for the black sun maybe increase the forces they start out with in other sectors. The Black Sun shouldn't be the absolute main threat in the Galactic Civil war and for a player playing as the Black Sun it should be the most challenging campaign. Because of this the Empire never ends up making there way south to actually attack Hoth Like i have no idea if there is a story event for it which would be great. Also raise the stakes force the player as the Rebellion, or Black Sun. Even as the Empire it would force you to protect Endor at all costs. Maybe the Empire starts with a 50 minute game timer to the completion of the second Death Star this would force the player to have a massive battle at Endor basically to decide the Game. I've never had the Empiral AI actually attempt to build the Death Star so adding a high stake to the game. Again I really enjoyed this Mod its the reason I bought the Game and is one of the few mods that i find really challenging and enjoyable at the same time. So thank you for creating this Mod in my mind its the best one for Empire at War.
ThatOneDisco Aug 10, 2019 @ 12:16am 
@Than's Vans Inc. hey, do you know if having multiple shipyards on one planet is possible, like having a frigate and a frigate/cruiser at the same time? maybe by treating them as different stations instead of upgrades, or, like it used to be, have the upgraded station able to build the same stuff as the original, and the upgrade's specific ship-type?
Than's Vans Inc.  [developer] Aug 10, 2019 @ 10:22am 
Originally posted by ThatOneDisco:
@Than's Vans Inc. hey, do you know if having multiple shipyards on one planet is possible, like having a frigate and a frigate/cruiser at the same time? maybe by treating them as different stations instead of upgrades, or, like it used to be, have the upgraded station able to build the same stuff as the original, and the upgrade's specific ship-type?
it's certainly possible to change it, but the devs want it to be that way so you have to have all 3 to build everything
Sor Hugh Aug 31, 2019 @ 11:38am 
Amazing mod! My thoughts:

1- Have you considered an earlier start with just level 1 tech stuff? I'd love for a "Rise of the Empire/Birth of the Rebellion" campaign, pre Death Star 1 still with mostly old Republic tech, transitioning to the Empire/Rebel tech we know and love. I know the "random mode" allows a custom setup, but not the whole "canon planet ownership and minor factions" stuff.
I believe it would be a fun addition.
2- I noticed some inconsistencies in the tech level of ships. Shouldn't for example Tector-class SDs be a tech level higher than the Imperial I-class SDs, seeing as it's a variant of it? Also, shouldn't the Nebulon-B2 Frigate be one tech level higher than the Nebulon-B, for the same reasons as above?
3- It's a bit weird we can build Acclamator IIs (if we take Rothana), bit not Venator-class SDs. I know they're both obsolete at this point in time, but I feel you should either be able to build both or none.
4- Did you remove the MC-30s Frigates? I liked them.
5- Have you considered adding stuff from the New Canon? (BBY stuff only) I'm talking MC-75 star cruisers (From Rogue One), Hammerhead corvettes (also from RO), U-Wings deploying troops (RO and SW:Rebels), Death Troopers (RO and SW:Rebels), TX-225 GAVw "Occupier" combat assault tanks (RO), Imperial Army Soldiers (from Solo) and AT-DTs (also from Solo). (Also points 6 and 7 based on the SW:Rebels series).
6- Have you considered making Quasar Carriers available for the Empire as well if you own Sullust? In the new cannon they both have access to it.
7- Let us build Gozanti-class Cruisers, and give them some punch! They'd make great early-game corvettes for the Empire, with the dorsal Twin Laser Cannons and ventral Heavy Laser Canon, plus the 4 Tie-Fighter Carring capacity they have in the new canon! (1 squadron?)

Anyways, great work!
Last edited by Sor Hugh; Aug 31, 2019 @ 12:13pm
4eugenio Sep 5, 2019 @ 12:29pm 
It takes forever to save the game
Executioner Sep 20, 2019 @ 9:49pm 
requesting the following new units:

Hapes Consortium;
Nova Class battlecruisers
Beta class cruisers
Miy'til assault bombers

furthermore, i would request that the Battle Dragons receive more weapons as they seem incredibly underarmed. also would like for them to have an "air wing" of 2/2 Miy'til starfighters and 2/2 Miy'til assault bombers. furthermore, if a faction owns any of the planets the Hapes Consortium start out with, they can build both the Miy'til starfighters and assault bombers (for example, just like how anyone can built Fang fighters at Concord Dawn). furthermore, if the faction has access to Sullust, they can upgrade the Quasar class carrier with said starfighters and assault bombers. also, please allow the Hapan Planetary Defense station to allow the owning faction to build the Nova and Beta classes.

please add the Namana class light cruisers to the game and have them be built at the Bakuran Planetary Defense station.


Love this mod, keep up the good work
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