STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War: Remake 4.0 – [OFFICIAL]
EmperorNiko  [developer] Mar 14, 2022 @ 5:47pm
4.0.5 Update
Repost from discord which is a much better play to actually communicate with the devs and other players is a much less toxic and negative environment than the workshop.

Ok hotfix turned big patch is out!

- Reworked Ground Shield: Now only covers the Base area to prevent bombing runs and bombardment.
- Bombardment Rework: Bombardment is now a more precision delete button from the sky rather than the endgame bringing of the end times. This allows it to be used all throughout the battle rather than only at the end. Will cost you to auto-delete units from immortal void in the sky though.
- Hero Respawn Rework: Heroes will give an alert on the GC map when dead letting you know they will return in a given time rather than showing on the hero bar on the top right.
- Underworld GC start reworked so it's more balanced to the other 2 factions
- "Beginner" GC added. This is so you have time to read over everything and learn so you can play the proper GCs and in no way the designed experience.
- Base Income from planets increased slightly
- Temperate Worlds now have an economic building "Farms"
- Criminal Underworld now has the Tech 4 Battleship Principality
- Infantry garrisons adjusted to better fit the role of their given regiment
- AA Rocket towers now limited to Sectors and Systems
- Flak Towers buildable on planets
- Javelin-class role changed from pure tank to support tank
- Ground to Space weapon cost added. Price to build and upkeep reduced to compensate
- Sullustian Artillery Regiment removed MLCs
- Supply Posts now allow the construction of support platforms. Heal/Repair/Sensor
- Larger Outpost garrisons
- Neutral faction regiments added to select worlds
- Cost pre-shot added to artillery
- fuel cost added to Airborne Regiments
- New VO for Tide and Titan along with other sound tweeks
- Ground AI issues fixed
- Removed bad maps from land skirmish
- Fixed Imperial Palace income
- Removed AI ability to make Spy MTC
- Added some missing attrition refunds
- Added missing Rebel One ability
- Tarkin's missing repair fixed
- ISD Tractor beam fixed
- Random GC defeat fixed
Some other stuff i cant fit because nitro ♥♥♥♥♥♥♥♥

New Update - March 22
- Fixes Loronar CTD
- Fixes dead faction hero respawn CTD. Note that there are now dummy planets for all the AI. You cant see them well but you could find them if you look for them.
- Mixed/Multi-Role Regiments added to all factions
- Empire Colony Garrisons nerfed
- Javelin and Colony no longer feature Hull HP separate from the hardpoints. This had resulted in 2x HP so now that it's gone they are much faster to kill.
- Farms income slightly nerfed
- Mines no longer buildable on Temperate worlds
- Gas Refineries multiplier nerfed from x3.5 to x2.5
- Based planet income nerfed back to earlier levels. Sectors and Systems income remains buffed.
- Fixed Juggernaught not firing
- Fixed ungradable heroes triggering respawn event causing duplicated heroes
- Golans moved up 1 tech level each
- Movement around the colony and other stations improved
- Skipray Blastboat slightly nerfed
- Faction Leader income bonus halved
- Reworked Criminal GC start
- Heavy Ion Cannons projectiles now move faster
- Fixed missing Barracks discount on some regiments
- Republic Hardliners now start with Brentaal
- Buildings that had 0 Combat value like mines now have some. This will hopefully prevent some of the AI auto-resolve loop freezes where the game is paused but not frozen or crashed.
- Empire variant of Zaarin made rebuildable again
- 181st Fighter Wing population points bug fixed
- Bombing Run variants added to the Tech Tree
- Minor Faction Golans now have themed garrisons
- Hero respawn text errors fixed
- ISD hero pop normalized
- AI desire to build Golans lowered
- Dantooine gained a level 2 Shipyard
- Coruscant Golan II reduced to Golan I
- Golan shield regen rate halved
- Golan HP reduced by 10%
- Trireme pop increased to 3
- Golan AI value lowered so the AI should attack them more
- Colony AI value increased to account for garrisons
- Regiment inflated AI value fixed
- AI improvements
- Audio in alot of places has been reworked or tweeked
Last edited by EmperorNiko; Mar 21, 2022 @ 10:28pm
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Showing 1-15 of 36 comments
Zaithia Mar 14, 2022 @ 7:03pm 
Wow lot's of fixes!! I have a question. Are their any plans to adjust the lighting in space battles? I find it super hard to see what's going on :/
AdorableSparrow Mar 15, 2022 @ 2:46am 
did ya fix Infantry not being able to get inside transports like AT ATs most the time they run around the dam thing.
TheFriendlyBro Mar 15, 2022 @ 7:24am 
"New VO for Tide and Titan...", can't wait for people to blow up the units I voiced!
spartan078ben Mar 15, 2022 @ 7:40am 
I love this mod but the health values are WAY too high IMHO
Wolfyclaws Mar 15, 2022 @ 8:04am 
It is possible to add 1 Planet Start GC ? Kinda prefer to make my own empire from the ground up :)
EmperorNiko  [developer] Mar 15, 2022 @ 8:07am 
Originally posted by HudoraX:
can i get an unban on discord ?
to report bugs and ask questions about the mod
You were banned for posting slurs even after a warning so not likely to be unbanned.
EmperorNiko  [developer] Mar 15, 2022 @ 8:11am 
Originally posted by Wolfyclaws:
It is possible to add 1 Planet Start GC ? Kinda prefer to make my own empire from the ground up :)
The Beginner GC is 1 planet start but is more for learning how to play rather than the intended player experience since things like the minor factions are disabled and everything is designed to be dummy easy for new players to learn the systems of the game
.
Maybe in the future when we add more GC options we'll do smaller starting position with like 3 planet starts or something.
Mikado Mar 15, 2022 @ 11:54am 
Originally posted by EmperorNiko:
Originally posted by Wolfyclaws:
It is possible to add 1 Planet Start GC ? Kinda prefer to make my own empire from the ground up :)
The Beginner GC is 1 planet start but is more for learning how to play rather than the intended player experience since things like the minor factions are disabled and everything is designed to be dummy easy for new players to learn the systems of the game
.
Maybe in the future when we add more GC options we'll do smaller starting position with like 3 planet starts or something.

I look forward to that. Small Start, Huge Galaxy was one of my favourite game plays with this fantastic mod.
Treyu Mar 15, 2022 @ 12:15pm 
I prefered the first iteration of the planetary shield, it was much more "challenging" to first take down the generator to be able to bombard everything :)
Great work anyway, I'm loving the mod !
Last edited by Treyu; Mar 15, 2022 @ 12:16pm
TK3437 Mar 15, 2022 @ 3:33pm 
Is it more stable past day 200+ now? My first GC kept freezing midway through day 213 for some reason.
Archangel217 Mar 15, 2022 @ 6:31pm 
Originally posted by EmperorNiko:
Originally posted by Wolfyclaws:
It is possible to add 1 Planet Start GC ? Kinda prefer to make my own empire from the ground up :)
The Beginner GC is 1 planet start but is more for learning how to play rather than the intended player experience since things like the minor factions are disabled and everything is designed to be dummy easy for new players to learn the systems of the game
.
Maybe in the future when we add more GC options we'll do smaller starting position with like 3 planet starts or something.

Thank you again so much for doing the update it has helped a lot however the issue about the gc ending abruptly has popped up again this time around the Month 523 it was previously ending at 510 and as i started playing and it was corrected this was the new date of the game ending now. I have tested it a few times and narrowed it to that exact time frame at Month 523
Thrawn Mar 16, 2022 @ 1:34am 
hello, thanks for all of the hard work, really appreciate it, while it's not really important, I wanted to ask if it is possible to make the red areas (the areas where you can't hyperspace ships into) a bit more brighter? especially in the new in-atmosphere maps you can't see the red very well
nebo3014 Mar 16, 2022 @ 5:30am 
save compatible?
The Senate Mar 16, 2022 @ 1:48pm 
Everytime I attack Loronar for some reason the game just crashes to desktop :/
Had no other problems tho
juan.kovacs Mar 17, 2022 @ 8:41am 
I don't know if this came up yet or you are aware of but some heroes (Tarkin, Thrawn, Piett) when you upgrade them in Kuat appear as "defeated" and the game respawn the previous iteration (this creates duplicates of heroes in different ships). When you upgrade Vader and the 180th wing (or whatever number it is) this do not happen, the previous unit disappears for good.
Last edited by juan.kovacs; Mar 17, 2022 @ 6:49pm
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