STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Feb 18, 2023 @ 2:25pm
Minor Update 2.5 - Changelog
- Added new textures from Clone War Holdouts update from 13/02/2023, created by Niko and CanadaMan7: https://discord.com/channels/327563463952171009/1022651014408589402/1074771208681308160
From CW Holdouts changelog: "-The Republic Livery Consistency Overhaul is here! No longer will the Republic look so disjointed artistically. New skins arrive for the Gladiator (custom by me), Imperator Star Destroyer and the Tector Star Destroyer. Existing fighters (the Z-95 CVI/CVB) and the Acclamator receive edits to match the shade of the rest of the ships.
-Meanwhile, major factions gain access to liveried versions of minor factions ships, including the Providence, the Acclamator and the Venator.
Credit for this once again goes to Niko."

AI Behaviour changes:

- AI self preservation behaviour in battle has been disabled - they will fight to the death and no longer run to the map's top right corner.
- AI ship production massively increased. No longer will the AI sit on loads of money that it doesn't use. Expect larger, more powerful fleets to be produced much faster than before.
- AI is now much more willing to build battlegroups and heroes, however they will still need to be very wealthy to build the more expensive battlegroups. This is most noticeable when an AI faction controls many planets, or you are on Death Sticks difficulty.
- Due to the new production behaviour, AI income bonus was adjusted as follows:
+ Kolto: 20% bonus (was 0%)
+ Spice: 80% bonus (was 100%)
+ Death sticks: 140% bonus (was 200%)

General changes:

- Gas Depots have been changed from 25% increase to a fixed 350 credits per tick, price reduced from 2500 to 1500.
- Player income bonus reduced from 6000 to 4000.
- Slight economic rework for major factions - heroes that spawn at tech level 4 will provide fixed credits for their faction. Try to keep them alive.
(This is setup for the upcoming minor faction ship levelling system, which will require major factions to be able to afford their stronger ships late game).
- Hapes income increased slightly.
- Major faction random starting forces slightly increased, Warlords slightly decreased.
- ISD-II firepower increased.
- Previous QTL buff for the Providence is now applied to Invincible II/Trench.
- Fixed pirate controlled Gladiators and Venators having no fighter garrisons.
- Fixed ship spawn script for Bright Nebula Fleet.
- Incorrect countdown timer removed from Galney Fleet.
- Fixed some other battlegroup spawn script errors.
- Fixed Retaliation/MShinj having double the intended fighter garrison.
- Fixed every Black Squadron fighter having Darth Vader's voice lines.
- Changed Krennic's Venator from Republic to Imperial weaponry.



- Mon Mothma CTD fixed, and this hero has been completely reworked. She is now a combat hero commanding an MC-80 Wingless Cruiser and provides a very meaty fleet bonus. She still provides 4000 credits per tick though, so try to keep her alive if you're using her in combat.



- Fixed error in spawn script for Mandalorian battlegroups controlled by the Mandalorian faction.
- Quasar Defence Fleet spawns switched from garrisons to LUA scripts.
- Quasar Defence Fleet and Arkanis Sector Fleet flagships now spawn fighters.
- Kalani's Zeta Munificents spawn changed from garrisons to LUA scripts.
- Fortressa no longer requires a CIS world to be built.
- Recuscant Light Destroyer speed increased from 1.5 to 2, so it no longer makes AI fleets crawl towards your starbase.
- Fixed Sloane's missing engine hardpoint which made him enter the battle on fire.


- Fixed Kalani's Zeta Munificent spawn script.
- Fixed typo in Third Ado Superiority Fleet (Rebel faction)
- Replaced loading screen text from "Remake 4.0.9" to "Remake 3.5 Revisited"
- Replaced main menu logo to a 3.5 Revisited version (Thanks to Luke Lasermaster for creating this for me!)

NOTE: There's been a few reports recently of game crashes in large, long-lasting battles. I believe this is caused by the game running out of memory. Since EAW can only use a maximum of 4gb of RAM, when it hits this limit it will crash. Unfortunately this is a limitation of the base game and can't be fixed via modding so there's nothing I can do about it.



- Fixed game crash when attacking the neutral Final Order battlegroups on the complete map.
- Fixed missing tooltip for Neimodia.
- Fixed AI having the ability to clone Sykes, Ackbar and Screed.
- Removed bugged fire range bonus from Trench and removed speed debuff to compensate.
- Removed non-functional invasion scripts completely, as they may have been causing FPS issues beyond tech level 5.
- Starbase AI combat value adjustments to better represent their strength when auto-resolving.
- Battlegroup command AI combat value halved as it shows in battle results twice, cost reduced from 15k to 10k.

- Reworked auto-resolve values to better match the damage both fleets would take in a tactical battle between 2 AI. Damage taken by the losing team during auto-resolve has been greatly increased and winning team increased by a smaller amount. This simulates the two teams fighting for a while and both taking losses before one side chooses to retreat with what remains. Previously, 95% of auto-resolves simulated a near instant retreat which rarely happens in tactical battles.
- Auto-resolve will prioritise weaker ships for destruction first, which will make losing more powerful ships or battlegroups less likely.
+ These changes to auto-resolve fix an issue where the winner was taking too many losses, allowing a single fighter squadron to kill capital ships and heroes. This allowed an exploit where a player sending waves of fighters at the enemy and auto-resolving spamming could take out entire fleets.



- Parity with today's update to Clone War Holdouts: https://discord.com/channels/327563463952171009/1022651014408589402/1084910352535408710
- Change to Lancer being buildable by Republic has been expanded - all factions can now cross-build the Lancer from Empire and Republic worlds. Republic, Warlords and Empire can build it anywhere.
- All Dreadnaught Cruisers except for pirate controlled versions have been switched to the Refit version for all factions. Empire and CIS versions have unique garrisons.
- Included CW Holdouts stat changes to the Geonosian Cruiser, Lancer, Dreadnaught Cruiser, Invincible Dreadnaught and Arquitens. Further details about the changes to these ships can be found on the above linked changelog.
- Some rogue planet abilities that have broken text were removed.
- Missing text on Golan 2 hardpoint fixed.


- Missing Dreadnaught Cruiser hardpoints fixed.
- Katana Fleet spawn script corrected.
Last edited by BigCheese256; Mar 14, 2023 @ 3:52am
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Showing 1-12 of 12 comments
BigCheese256  [developer] Feb 20, 2023 @ 6:27pm 
- Mon Mothma CTD fixed, and this hero has been completely reworked. She is now a combat hero commanding an MC-80 Wingless Cruiser and provides a very meaty fleet bonus. She still provides 4000 credits per tick though, so try to keep her alive if you're using her in combat.
BigCheese256  [developer] Feb 26, 2023 @ 2:36pm 
- Fixed error in spawn script for Mandalorian battlegroups controlled by the Mandalorian faction.
- Quasar Defence Fleet spawns switched from garrisons to LUA scripts.
- Quasar Defence Fleet and Arkanis Sector Fleet flagships now spawn fighters.
- Kalani's Zeta Munificents spawn changed from garrisons to LUA scripts.
- Fortressa no longer requires a CIS world to be built.
- Recuscant Light Destroyer speed increased from 1.5 to 2, so it no longer makes AI fleets crawl towards your starbase.
- Fixed Sloane's missing engine hardpoint which made him enter the battle on fire.
Imperator RAD-X Feb 26, 2023 @ 7:57pm 
Originally posted by BigCheese256:
- Fixed Sloane's missing engine hardpoint which made him enter the battle on fire.

Sloane using nuclear fuel engines to prove a point with melting reactors. Madman.
BigCheese256  [developer] Mar 3, 2023 @ 4:56am 
- Fixed Kalani's Zeta Munificent spawn script.
- Fixed typo in Third Ado Superiority Fleet (Rebel faction)
- Replaced loading screen text from "Remake 4.0.9" to "Remake 3.5 Revisited"
- Replaced main menu logo to a 3.5 Revisited version (Thanks to Luke Lasermaster for creating this for me!)

NOTE: There's been a few reports recently of game crashes in large, long-lasting battles. I believe this is caused by the game running out of memory. Since EAW can only use a maximum of 4gb of RAM, when it hits this limit it will crash. Unfortunately this is a limitation of the base game and can't be fixed via modding so there's nothing I can do about it.
OoF Mar 11, 2023 @ 9:35am 
Either this update or the latest nvidia drivers (531.18) are causing blue screen for me. Sometimes the mod freezes on startup, when it doesnt the fps is horrendous and after that comes the blue screen. Any ideas?
BigCheese256  [developer] Mar 11, 2023 @ 11:21am 
Could be any number of things but won't be related to this game/mod. More likely your hardware is dying or you've got some malware running. I'm using a GTX 1660 Super with the 541.18 Nvidia drivers without issue, so the drivers are fine.
BigCheese256  [developer] Mar 11, 2023 @ 2:10pm 
- Fixed game crash when attacking the neutral Final Order battlegroups on the complete map.
- Fixed missing tooltip for Neimodia.
- Fixed AI having the ability to clone Sykes, Ackbar and Screed.
- Removed bugged fire range bonus from Trench and removed speed debuff to compensate.
- Removed non-functional invasion scripts completely, as they may have been causing FPS issues beyond tech level 5.
- Starbase AI combat value adjustments to better represent their strength when auto-resolving.
- Battlegroup command AI combat value halved as it shows in battle results twice, cost reduced from 15k to 10k.

- Reworked auto-resolve values to better match the damage both fleets would take in a tactical battle between 2 AI. Damage taken by the losing team during auto-resolve has been greatly increased and winning team increased by a smaller amount. This simulates the two teams fighting for a while and both taking losses before one side chooses to retreat with what remains. Previously, 95% of auto-resolves simulated a near instant retreat which rarely happens in tactical battles.
- Auto-resolve will prioritise weaker ships for destruction first, which will make losing more powerful ships or battlegroups less likely.
+ These changes to auto-resolve fix an issue where the winner was taking too many losses, allowing a single fighter squadron to kill capital ships and heroes. This allowed an exploit where a player sending waves of fighters at the enemy and auto-resolving spamming could take out entire fleets.
OoF Mar 12, 2023 @ 10:28am 
After some experimenting i have come to the conclusion that it is in fact this mod causing it. Everything else works like clockwork, antivirus has not found anyting. Also i should mention that before these issues, the mod worked fine, however i cant remember if it was before or after the driver update, the mod got corrupted while playing, skybox textures not loading in and text was glitched, in tv static way glitched.
OoF Mar 12, 2023 @ 11:01am 
after more conlusions, it seems the problem is with FoC itself, not the mod.
BigCheese256  [developer] Mar 13, 2023 @ 4:36pm 
- Parity with today's update to Clone War Holdouts: https://discord.com/channels/327563463952171009/1022651014408589402/1084910352535408710
- Change to Lancer being buildable by Republic has been expanded - all factions can now cross-build the Lancer from Empire and Republic worlds. Republic, Warlords and Empire can build it anywhere.
- All Dreadnaught Cruisers except for pirate controlled versions have been switched to the Refit version for all factions. Empire and CIS versions have unique garrisons.
- Included CW Holdouts stat changes to the Geonosian Cruiser, Lancer, Dreadnaught Cruiser, Invincible Dreadnaught and Arquitens. Further details about the changes to these ships can be found on the above linked changelog.
- Some rogue planet abilities that have broken text were removed.
- Missing text on Golan 2 hardpoint fixed.
BigCheese256  [developer] Mar 14, 2023 @ 3:52am 
- Missing Dreadnaught Cruiser hardpoints fixed.
- Katana Fleet spawn script corrected.
Craptain Crunch Mar 14, 2023 @ 5:28pm 
Thanks again for all your hard work we appreciate the regular updates and bug fixes
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