STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Dec 4, 2022 @ 5:22pm
Major Update 1 - The Clone Wars - Full Changelog
- Fully implemented all space units and heroes from CanadaMan7's Clone War Holdouts submod.
- Republic and CIS minor factions now fully playable in all campaigns.
- Republic and CIS are now active on the large map.
- Republic were too weak on both maps - their starting forces have been increased.
- CIS are doing well on the full map but are much weaker on large. Their starting forces on the large map have been greatly increased.
- Coruscant income reduced from 4000 to 2000.
- Mon Mothma income reduced from 8000 to 6000.
- All planets pop cap increased except faction homeworlds from 20 to 50.
- As before with minor factions, CIS and Republic do not have respawning heroes, all their heroes must be purchased.
- Build speed bonus for AI on medium and hard difficulties removed.
- Minor factions are the underdogs on purpose, so expect playing as them to be challenging especially at later tech levels. That said they should be powerful in the early game, so now start with 50000 credits (was 10000).
- Minor factions now have the same space colonies as the major factions for their level 1, 2 and 3 starbases.
- Tech level timer display now works properly.
- Reaper/FO invasion raised from 600 conquered planets to 1000. Kind of like an enrage timer for a long-lasting campaign, by the time they arrive you will have been in tech level 5 for some time, at least 100 months.
- Captains and admirals added for Republic and CIS. They command the Acclamator-II, Venator, Munificent and Providence. Captains and admirals for all factions have a build limit of 5.
- Nerfed ISD-1 and Venator HTLs since allowing them to all fire forwards made them too powerful.
- Slight firepower boost for the Providence QTLs.
- Replaced CIS Supply Ship weapons with Lucrehulk QTLs.
- Replaced incorrect hardpoint icons on Toonbuck, Underworld Venator and Light Recuscant.
- CIS Sabaoth garrison was a bit weak, now replaced with: 1 Belbullab-22 Fighter (3), 1 Belbullab-24 Bomber (3), 1 HMP Gunship (2).
- Belbullab-22 Fighter and Belbullab-24 Bomber were added to CIS starbase level 4 and 5 garrisons.
- Republic Secutor, Gladiator and starbases had their Z-95's replaced with BTL-B Y-Wings.
- Lucrehulk went back to 2 Droid Assault Wing (4) garrison.
- SSD's had their 4.0 garrisons restored (Executor, Viscount, Mandator II, Praetor)
- Venator planet lock removed for Underworld and Rebels, giving the Rebels a capital at tech level 1 since they had none before.
- Underworld Venator has a basic loadout at tech level 2 and advanced loadout at tech level 4 (2 separate variants no upgrades). This makes up for how many late game Underworld ships have no garrison.
- Pretranaki and Imperial Escort Carrier are now considered corvettes rather than frigates.
- Tector ISD was given ISD-II icon and voices, so you can tell it apart from the Imperator ISD.
- CIS Supply ship given a build limit of 10, to prevent AI spamming them.
- Tech level that some CIS and Republic ships become available has changed.
- Sith hero Nihilus moved from tech level 2 to tech level 3.
- CIS Kalani hero rework - He is now tech level 2 and comes with an escort of 5 Zeta Munificents. His build time, cost, pop value and AI combat values were increased accordingly. Zeta Munificents are no longer buildable.
- Build limit of all battlegroups raised from 1 to 2.
- Corvette build limit raised from 10 to 20.
- (Bugfix) Republic Secutor now has the correct death animation and de-spawns upon death.

- AI attack priorities changed, they're now more willing to focus their own class.
- AI no longer sees frigates as targets to be escorted, only capitals and starbases. This should mean less fighters, corvettes and frigates staying far away from combat.
- Another attempt at stopping the AI moving damaged ships to the map's top right corner.
(AI is trying to retreat it's forces to a safe area, but sometimes sees that safe area as off the playable map area). This still happens for larger ships like Arc Hammer, Lucrehulk and SSD's though unfortunately.
- AI will keep their attack force on a conquered planet for longer, to allow time for starbases to be built.

Major change - Max starbase limits on all planets have been replaced. Previously they were based on 3.5 values, now they are based on a planet's income. The aim is to reduce late game Golan gauntlets by limiting them to high value planets, much like how they are limited to sectors and systems in 4.0. Values are as follows but may change later:

350 - level 3
500 - level 3
550, 700, 800, 1000 - level 4
2000, 3000, 4000 - level 5

One extra change, battlegroups with a population value of 100 or above are now unable to retreat. This prevents players, and sometimes the AI as well, from retreating to save and restore their battlegroups when only the flagship remains.
Last edited by BigCheese256; Dec 7, 2022 @ 4:17am
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Showing 1-4 of 4 comments
jason13101 Dec 7, 2022 @ 1:56pm 
awsome!
AcePilot652 Dec 8, 2022 @ 1:34pm 
Did this update break previous saves? I was in the middle of a gc and now I can't load into it or the auto save
Rasta117 Dec 8, 2022 @ 1:38pm 
yes it did you have to start a new one
BigCheese256  [developer] Dec 9, 2022 @ 1:17am 
Originally posted by AcePilot652:
Did this update break previous saves? I was in the middle of a gc and now I can't load into it or the auto save

All updates to EAW that change the GC files will break saves, so unless you kept a copy of the older version saves from before 7th December will not work and you'll need to start over.
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Showing 1-4 of 4 comments
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