STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 4.0 – [OFFICIAL]
Possible to remove Marauders ( Ship ) build Order for AI ?
First i really love this Mod here & play it really often.

But: I hate the damm Marauders.
Rebel & Pirate AI is spamming them & Auto Resolve lost against them.
AI attacking a Lvl 5 Station with 3-5 from this Ships = Auto Resolve Battle lost.

So my Question: Is here a way to "turn off" the Build Order for that Ship?
So that the AI never build them again?
Because i just want "Fleet Battles" & not this long range "SNIPER" Ships.
Last edited by Commander Jonathan Archer; Sep 25, 2021 @ 7:35am
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Showing 1-10 of 10 comments
Valmorian Sep 25, 2021 @ 9:59am 
I'd like to know how to remove ships too, is it just simply removing the file? The rebels are spamming Endurnace Class ships, and the other once that look like them with EXTREMELY OP fighters that almost blew up one of my Annihilator class battlecruisers, like its not even fun
Elimm Sep 25, 2021 @ 10:14pm 
Removing the file will make the vessel completely disappear in the game.
However I do not know if there will be any side-effect, so I would say saving the original file at other place is recommended.
Valmorian Sep 26, 2021 @ 8:55am 
Originally posted by 48 61 74 69:
Removing the file will make the vessel completely disappear in the game.
However I do not know if there will be any side-effect, so I would say saving the original file at other place is recommended.

I modified the Xyston ISD file so that you can build it, but I messed up somewhere and everytime I start the game it gives an error (you can still play tho) but yeah def save the original file, I guess if you modify it to make it weaker or not spawn but still have the file also might work
Originally posted by Valmorian:
Originally posted by 48 61 74 69:
Removing the file will make the vessel completely disappear in the game.
However I do not know if there will be any side-effect, so I would say saving the original file at other place is recommended.

I modified the Xyston ISD file so that you can build it, but I messed up somewhere and everytime I start the game it gives an error (you can still play tho) but yeah def save the original file, I guess if you modify it to make it weaker or not spawn but still have the file also might work
about make it weaker thing - that will be ok for me to. ( just dont want that it Snipe my Space Station Lvl 5 & stay outside of their Weapon Range )
But i dont know how to nerf the range from it.
Valmorian Sep 26, 2021 @ 3:36pm 
Originally posted by Captain Ed Mercer:
Originally posted by Valmorian:

I modified the Xyston ISD file so that you can build it, but I messed up somewhere and everytime I start the game it gives an error (you can still play tho) but yeah def save the original file, I guess if you modify it to make it weaker or not spawn but still have the file also might work
about make it weaker thing - that will be ok for me to. ( just dont want that it Snipe my Space Station Lvl 5 & stay outside of their Weapon Range )
But i dont know how to nerf the range from it.

Wsh I could help you but im not sure either :c
Gamer[Ger] Sep 28, 2021 @ 9:53am 
ok so the easiest thing is always editing the unit file (NEVER just remove a file otherwise dont wonder if your game crashes). in this mod every ship type has a seperate xml file under Data\Xml\Units\Space.
for the marauder its Units_Space_Rebel_Corvette_Marauder .XML. there you could for example edit the life <Tactical_Health> or shields <Shield_Points> or even the autoresolve values the game uses to calc the battle (<Autoresolve_Health>, <Damage> and <AI_Combat_Power>).
if you want to lower the range you have to look for hardpoints. the marauder has 7. as with the ships there is also a seperate file for the hardpoints of every shiptype under Data\Xml\Units\Space\Hardpoints. if you open the file for the marauder you can see that its <Fire_Range_Distance> is 4000 (which is huge obviously). just lower that to 400 or so and it shouldnt be able to snipe your space station anymore.
Gamer[Ger] Oct 1, 2021 @ 10:03am 
one little addition. if you want the AI to stop being able to build a ship then you just set the techlevel to 99.
Originally posted by GamerGer:
one little addition. if you want the AI to stop being able to build a ship then you just set the techlevel to 99.
Sorry to ask that. But can you tell me maybe where i can find the XMLs for the Mod?

Because never edited/changed them before.

Im atm in D/Steam/steamapps/common/StarWarsEmpireAtWar

And then i can see some Folders

( GameData/Data/XML - thats for the "normal Eaw" & Corruption/Data/XML is for "Foc" )

But nothing about a Mod/EmpireAtWarRemake or something like that

Last edited by Commander Jonathan Archer; Oct 1, 2021 @ 1:07pm
Gamer[Ger] Oct 1, 2021 @ 2:11pm 
the default path for workshop stuff is: Steam\steamapps\workshop\
this Mods Data Path is: Steam\steamapps\workshop\content\32470\1770851727
from there you can navigate to the ship files: Data\Xml\Units\Space
Originally posted by GamerGer:
the default path for workshop stuff is: Steam\steamapps\workshop\
this Mods Data Path is: Steam\steamapps\workshop\content\32470\1770851727
from there you can navigate to the ship files: Data\Xml\Units\Space
Thank you.
Edited the Black Sun and Rebel Marauder Corvette - they are now at Tech 99.
Last edited by Commander Jonathan Archer; Oct 2, 2021 @ 4:31am
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