STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [udvikler] 13. dec. 2022 kl. 13:19
Major Update 2 - A Lawless Galaxy - Full Changelog
- Mandalorian Protectors and Sith Cultists minor factions now fully playable on the complete map.
- Republic and CIS now start with a single planet on the large map, similar to the major factions.
- Underworld homeworld on the large map was changed from Tatooine to Mon Calamari. Makes no sense thematically, but there was no way to make them work sandwiched between the active CIS and Republic.
- CIS, Republic, Mandalorians and Sith had their music replaced.
- Vanilla EAW music that was played for all factions has been removed, so now all factions only have their own music themes.
- Almost all starting forces have been removed for the pirates and all factions, and replaced with randomised units. Unique or more powerful ships remain where they are, as adding them to the random generator can cause imbalances.
- Per the above, starting battlegroups for the major factions were removed.
- Starbases level 1, 2 and 3 have their removed 4.0 random support fleets back. New ones were created for the three major factions.
- Pirate starbases call in a random level 2 fleet for defence from any of the game's factions except for Empire and Rebels. Expect a wild mix of ships when attacking the pirates.
- Gozanti and Imperial Shuttle speed increased. When attacking AI fleets were matching their speed and moving very slowly.
- AI has their build speed multiplier re-added, as they were gaining credits faster than they could spent them.
- Slightly increased the number of fighters fielded at once by starbases, carriers and capital ships. The difference was removed from their reserve, so the total number of squadrons is the same. Expect a small framerate decrease as a result.
- Corrected some incorrect garrisons in tooltips, notably some minor faction Golans and some heroes.
- Added garrisons and stats to unit tooltips that don't have them shown in Remake 4.0, mainly heroes.
- A global countdown timer was added for all battlegroups that cost between 120 and 150 pop.
- A surprise was added for the Republic and Empire on Wayland. :)
- Underworld can build the Savage Destroyer again.
- CIS Supply Ship is now buildable by CIS only.
- All factions can build the Recuscant Light Destroyer again (tech level 2).
- Republic can build the Acclamator-II again (tech level 2).
- Republic Secutor and Tector tech levels switched - Tector went from tech 4 to tech 3, while Secutor went from tech 3 to tech 4.
- Mandalorians can build the Aggressor Destroyer at tech level 4, which unlike the Underworld version features Beskar plating.
- Sith now start with control of the Starforge and Rakata Prime.
- Republic and CIS captains and admirals now have a limit of 5, the same as with the major factions.
- Build time of all ships has been capped to a maximum of 200 seconds, which affects supers and larger battlegroups.
- Super SD population cost raised from 100 to 120, so you can't field two at once, but can still bring in a decent escort alongside it.
- Death Star upkeep removed (oops).
- Mandalorian ship reflect chance was previously lowered from 30% to 15%, now raised to 20%. Heroes stay at 30%. A line regarding this was added to Mando unit tooltips.
- Dropdown box for faction select size was increased to show all 7 playable factions.
- Multiplayer and skirmish are non-functional in this submod, but people keep trying for some reason. The option to select these has been removed from the main menu.
- Main menu background map and music changed.
Sidst redigeret af BigCheese256; 21. dec. 2022 kl. 9:56
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BigCheese256  [udvikler] 13. dec. 2022 kl. 13:20 
To ensure you can still play your current campaigns after an update, be sure to do the following:

Copy and paste the mod folder from Steam\steamapps\workshop\content\32470 to Steam\steamapps\common\Star Wars Empire at War\corruption\Mods. Rename the 2894927178 folder to EAW-Remake, then paste "MODPATH=Mods\EAW-Remake" into your Steam launch options.

This will create a mod instance separate from Steam Workshop, that will not be automatically updated. You can then switch easily between this older version and up-to-date version via the Steam launch options.
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