STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Jan 9, 2023 @ 1:51pm
Minor Update 2.3 - Changelog
- Parity with Remake 4.0.9 - This includes adjusted AI combat values for all units, adjusted auto-resolve values and new icons for Rebel One and Fortressa. This will change AI behaviour and build priorities hopefully for the better - but let me know if the AI starts acting strangely.
- Parity with Venator Rework submod - Tech level 1 Darth Vader now starts with a special Venator named Predator. This Venator has Quad Turbolasers, and untargetable Laser Cannons have been replaced with Untargetable Ion Cannons. He gains a SPHA-T. Comes with Lieutenant Tanbris commanding Black Squadron as a garrison.

- Republic and CIS buildable fighters adjusted, BTL-B Y-Wing now tech level 1.
- Slight firepower boost for the Venator.
- Underworld Venator now auto-upgrades it's garrison at tech level 4.
- Faction outposts now start with level 4 starbases instead of level 3, to prevent them falling 5 seconds into a campaign. Does not apply to outposts on planets with a max starbase level of 3.
- Rakata Prime is now under pirate control in all campaigns.
- Onderon is now under Mandalorian control in all campaigns.
- Utapau is under CIS control again in the Clone War campaign, but the Lucrehulk there is removed.
- Pirate randomised starting forces reduced slightly.
- Empire, Rebels and Underworld have their starting battlegroups back in all campaigns. Same ones as before on the same planets as before.
- Due to the above, their randomised starting forces were massively reduced.

NOTE: Be very careful auto-resolving battles with battlegroups against the pirates, as with the new auto-resolve values it is possible to lose it.

- Starting tech level and credits for complete map Sith start fixed.
- Added missing shaders.meg - should help with issue of bright green planets, Death Star and Executor.

- A variant of the complete map, "FreeTech" has been added, where automatic tech level advancement is disabled and the player controls the tech level.
- Liberation turret behaviour and HTL fire rate fixed.
- Battlegroup Command garrisons now match their tooltips.
- Player income bonus increased from 6000 to 8000.
- Praetor build conditions fixed.

- Fixed tech levels being buildable in all campaigns (it is now FreeTech campaign only as intended)

- Removed -50% fire range bonus from Darth Vader, which was causing AI pathfinding issues and making Empire unplayable.
- Reversed buffs to beam weapons and Xyston, both are now back to Remake 4.0.9 values.
- Reaper and Xyston now cost 30 pop instead of 10.
- All Venators except Underworld variant cost 15000 - some costed 18200 before.
Note: Reaper and Final Order invasion scripts are still broken.

Since there is demand for it, next update (minor update 2.4) will give minor factions the ability to build other faction's units from marked planets. This will need to be done for all units of all factions, all minor factions will need the unit filters set up and planet tooltips will be cleaned up and re-written. This is a fair amount of work and will take some time, please be patient.

I will additionally be brainstorming a way to re-calculate the build cost and pop value cost for all units.

- Fixed tech level upgrades being missing in the FreeTech campaign, CIS start.
Last edited by BigCheese256; Jan 21, 2023 @ 10:42am
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Showing 1-15 of 24 comments
Craptain Crunch Jan 10, 2023 @ 2:22pm 
Was there a change to the pathfinding AI? Something I've noticed is that when I give an attack order, ships tend to turn around in the opposite direction of their target.
BigCheese256  [developer] Jan 11, 2023 @ 4:19am 
No there was no changes to that part of the AI, just combat values for each unit and auto-resolve calculation changes so that's a bit strange.
Vex Jan 12, 2023 @ 6:56am 
Something is wrong with pathfinding, when you give attack order to a group of ships they start spazzing out doing turns, or constantly readjusting their way.
Edit: Its unplayable at least for me now, because of this issue, pathfinding in EAW is, let 's put it lightly, bad, but now it actievely is fighting against you when you try to attack specific targets. Do you want to attack shield generator on this providence class? No problemo! Admiral do a barell roll and turn the ships away and to the other corner of the map! xD
Last edited by Vex; Jan 12, 2023 @ 7:07am
BigCheese256  [developer] Jan 12, 2023 @ 9:03am 
They're trying to confuse the enemy. xD
Nothing changed regarding pathfinding so how this happened is a bit of a mystery. I'll look into it.
Craptain Crunch Jan 12, 2023 @ 11:02am 
Originally posted by BigCheese256:
No there was no changes to that part of the AI, just combat values for each unit and auto-resolve calculation changes so that's a bit strange.

I've also noticed that sometimes the pathfinding can't seem to make up its mind after giving an attack order, sometimes the green lines will be wiggling around like a snake without a head
BigCheese256  [developer] Jan 12, 2023 @ 2:40pm 
I just played a bit there, player control GC battles and didn't notice any issues with the path finding - at least none that weren't there before. The path finding should be identical to Remake 4.0+ and from I can see it is. The only change here is the doubled ship turn rate.

I would usually send the group to attack-move where I want it to go, and when it's in range I give the attack order - most of them stop moving, look turn towards the target and focus fire on it.

I believe path finding and other AI scripts of that type are going to be adjusted for the SCO coming in Remake 5.0, until then all we can do is wait. I won't be porting the SCO here, but I will port over useful parts from 5.0 like these AI scripts. The most I could do is disable detection of other units, and allow ships to clip through each other.
Vex Jan 12, 2023 @ 4:09pm 
Thanks for taking your time and looking into it. If the pathfinding will still be acting like that I will adjust my way of playing so it includes this new type of tactical manoeuvres.
starkiller324 Jan 15, 2023 @ 1:11am 
having another massive crashing issue. had to delete an empire playthrough because i was caught in a crash loop loading into a battle, and will now have to delete another campaign due to a crashing loop entering a battle. this time i was loading a battle above jabiim, with a very sizable rebel force and every time i click the begin button, it crashes. ive updated drivers, my os, steam, uninstalled and reinstalled both the mod and the game, i dont know what else to do.
BigCheese256  [developer] Jan 15, 2023 @ 4:42am 
Can you send me your save file? I'll put it through the debugger and have a look.
BigCheese256  [developer] Jan 15, 2023 @ 5:03pm 
- Starting tech level and credits for complete map Sith start fixed.
- Added missing shaders.meg - should help with issue of bright green planets, Death Star and Executor.

- A variant of the complete map, "FreeTech" has been added, where automatic tech level advancement is disabled and the player controls the tech level.
- Liberation turret behaviour and HTL fire rate fixed.
- Battlegroup Command garrisons now match their tooltips.
- Player income bonus increased from 6000 to 8000.
- Praetor build conditions fixed.
BigCheese256  [developer] Jan 17, 2023 @ 5:39pm 
- Fixed tech levels being buildable in all campaigns (it is now FreeTech campaign only as intended)
Craptain Crunch Jan 17, 2023 @ 10:23pm 
Ok, the pathfinding issue only occurs with the empire. I did not see the headless snake path lines or the turn around after attack order problems with the rebels.

Thanks for all your support in keeping this all up to date, you're doing a great job @BigCheese256
Last edited by Craptain Crunch; Jan 18, 2023 @ 2:16pm
Vex Jan 19, 2023 @ 7:06am 
Originally posted by Craptain Crunch:
Ok, the pathfinding issue only occurs with the empire. I did not see the headless snake path lines or the turn around after attack order problems with the rebels.

you are right, guess its time to play some other facton... :(
BigCheese256  [developer] Jan 19, 2023 @ 12:22pm 
Strange, what units are causing this do you think?
Craptain Crunch Jan 19, 2023 @ 2:46pm 
It mainly happens with star destroyers and other imperial capital ships. Doesn't happen with rebels or CIS that I've experienced. It may have to do with how the ships are set as their optimal attack position, like the Providence being broadside when you give an attack order. Perhaps there is something weird going on with that calculation.
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