STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Jan 27, 2023 @ 5:31am
Minor Update 2.4 - Changelog
- All ships that were cross-buildable by the major factions prior to this update with the correct planets controlled can now be built by all minor factions.
+ Where the ship's garrison changed depending on the faction, unique variants were made with specific minor faction garrisons.
+ Where a faction can already build a specific unit they will not be able to build duplicates. This is most relevant to the Warlords, Extremists and Republic which share tech with the Empire and Rebels.
- All battlegroups can now be built by all minor factions with the correct planets controlled and a Battlegroup Command in orbit, but only if the flagship is cross-buildable. For example since the Titan is not cross-buildable, neither is the Solaest Fleet.
+ Unlike individual ships, battlegroups do not use faction variants and will always use ships from their primary faction. For example the Arkanis Sector Fleet will always use Empire variant Gladiators with an Empire garrison. As before duplicates are not allowed, which mainly applies to Warlords and Extremists.
- 3 ships that were not cross-buildable before are now available - Aggressor Destroyer (Mandalorian worlds), Xyston Star Destroyer (Sith worlds) and Tector Star Destroyer (Republic worlds).
- MC-75 Cruiser is now buildable by the Rebels and Extremists at tech level 3. This ship is cross-buildable from Mon Calamari, and has unique garrisons for each faction.
- MC-80 Home One Cruiser is now buildable by the Rebels and Extremists at tech level 4. This ship is cross-buildable from Mon Calamari, and has unique garrisons for each faction.
- Task Force Organa battlegroup is now cross-buildable from Mon Calamari, in line with it's flagship now being cross-buildable.
- Acclamator I and II are over-priced, and were both lowered by 3000 credits.
- Empire variant Secutor and Bright Nebula Fleet can now be built anywhere from tech level 3.
- Warlords have access to more Empire battlegroups.
- Since the Underworld has no cross-buildable units at all, some of their battlegroups have been made cross-buildable. Hutt Cartel Vanguard is buildable from Nal Hutta, while the rest are buildable from Tatooine.
- As many more battlegroups are now available for all factions, the maximum number of each that can be fielded at once was lowered from 2 to 1.
- Battlegroups were moved to the top UI row so that they fit on the commandbar. They're accessible under the space structures unit filter.
- Re-sorted the order that units are displayed on the commandbar, with unit category taking priority over faction.

- Cleanup of planets and planet tooltips on the GC map. Redundant info from Remake 4.0 was removed and planet abilities/production boosts were removed. Planet abilities may be remade and re-added later.
- Planets that were renamed in the merger between Remake 3.5 and 4.0 are now returned to their 3.5 names, and were given new description text.
- Dummy planets were added for Empire, Rebels and Underworld to prevent hero spawn crashes when these factions are defeated.
- Mon Mothma now commands a CR-90 identical to Leia's to prevent crashes.
- Auto-resolve values were reverted to where they were prior to Remake 4.0.9 parity was added, as they were causing stronger ships and battlegroups to die too often when victorious. The Final Order battlegroup should never be destroyed by the pirates auto-resolving but that's what was happening.

- Parity with Clone War Holdouts update from January 22nd https://discord.com/channels/327563463952171009/1022651014408589402/1066900368421822504.
+ New minor hero Reaper Squadron was added for Republic.
+ New minor hero SoroSuub Enforcer Squadron was added for CIS.
+ New minor hero Dedra Meero was added for Empire and redesigned. She commands an Immobilizer 418 cruiser with improved shields and a TIE Phantom garrison and is buildable from tech level 2. For reference, standard Immobilizer is buildable from tech level 3.
- Fixed Immobilizer Cruiser being unbuildable, and it now has a build limit of 5.
- CIS Supply Ship is cross-buildable again, and keeps it's build limit of 10. Cost raised from 6000 to 10000.
- Venator pop value costs fixed.
- Maximum pop value in battle for all factions lowered from 200 to 180, to help improve framerates a bit.
- Unit filters are now operational for Republic, CIS, Mandalorians and Sith.
- Some errors in the campaign, planet and unit files were fixed, most of which were missed when merging Remake 3.5 and 4.0.
- Reaper and Final Order invasions have been disabled due to bugs - they keep starting control of the mini galaxies however.

NOTE: This update adds a large number of cross-faction ship and battlegroup variants and a very large number of new text tooltip lines, so there will likely be bugs or things I missed. If a faction is not able to cross-build something they should or the opposite building something they shouldn't, please let me know. Also let me know if you see any missing or broken text/tooltips, or ship garrisons not matching their tooltips.



- Battlegroup unit spawns have been switched from garrisons to LUA scripts.
+ Benefits of this spawn system are:
1) Units spawn in facing the same direction as the flagship, so no more having them always spawn facing east and needing to correct with a giant circle movement.
2) Units spawn in a fixed order based on the LUA script, rather than in a random order.
3) AI assigns a combat value to these spawned units and will use them correctly, rather than having them all charge ahead to their deaths.
4) LUA scripts open the door for randomized spawns in the future, as they can choose from multiple sets at random (as currently happens for level 1, 2 and 3 starbases).
+ Most corvettes and gunships will still spawn via garrisons.

- Reaper squadron game crash fixed.
- Pop cap returned to 200.
- Main menu music changed, as previous one didn't loop.

NOTE: There are a whopping 280 scripts in total so if any battlegroups are not working right, let me know and I'll correct it. Bugs could include incorrect spawns, no spawns at all, or units spawning in owned by the wrong faction. I'll need to know which fleet it is, and which faction owns that fleet to fix any issues.



- Battlegroup unit spawn rework applied to Golan 2 and Golan 3.
- GC campaign I used for testing removed, was left in by mistake.
Last edited by BigCheese256; Feb 10, 2023 @ 9:00am
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Showing 1-7 of 7 comments
Imperator RAD-X Feb 4, 2023 @ 5:34pm 
YEEEEEEES, keep them coming dude. :D
Mcragest Feb 4, 2023 @ 11:01pm 
good job!
SoDakMatt Feb 5, 2023 @ 3:03pm 
Awesome work man, keep it up. Only thing I will miss is the 200 population cap. Tarkin's Allegiance with the Solaest Fleet was simply amazing.
BigCheese256  [developer] Feb 5, 2023 @ 6:12pm 
Thanks guys. :)
The 200 pop cap may return, it depends how much of a difference it makes to framerates. If the framerate gain is pretty small I'll more likely reverse this change.
BigCheese256  [developer] Feb 10, 2023 @ 7:33am 
- Battlegroup unit spawns have been switched from garrisons to LUA scripts.
+ Benefits of this spawn system are:
1) Units spawn in facing the same direction as the flagship, so no more having them always spawn facing east and needing to correct with a giant circle movement.
2) Units spawn in a fixed order based on the LUA script, rather than in a random order.
3) AI assigns a combat value to these spawned units and will use them correctly, rather than having them all charge ahead to their deaths.
4) LUA scripts open the door for randomized spawns in the future, as they can choose from multiple sets at random (as currently happens for level 1, 2 and 3 starbases).
+ Most corvettes and gunships will still spawn via garrisons.

- Reaper squadron game crash fixed.
- Pop cap returned to 200.
- Main menu music changed, as previous one didn't loop.

NOTE: There are a whopping 280 scripts in total so if any battlegroups are not working right, let me know and I'll correct it. Bugs could include incorrect spawns, no spawns at all, or units spawning in owned by the wrong faction. I'll need to know which fleet it is, and which faction owns that fleet to fix any issues.
BigCheese256  [developer] Feb 10, 2023 @ 9:00am 
- Battlegroup unit spawn rework applied to Golan 2 and Golan 3.
- GC campaign I used for testing removed, was left in by mistake.
-_TchY-t3r Feb 10, 2023 @ 12:41pm 
i love you <3
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Showing 1-7 of 7 comments
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