STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] May 31, 2023 @ 7:56am
Major Update 3.0 - Changelog
- Added the "Reduced" and "Core" small-scale GC campaigns from Remake 3.5, featuring only the 3 major factions starting with a single planet. Free tech variants will be added in a future update, for now they are tech upgrade timer only.

- Most corvettes have become a squadron of three. This means corvettes effectively have triple the firepower making up for how weak they now are, but also having 3x higher pop cap and credit cost. Max limit of 20 was removed, and they can now be built by the AI. Corvette spawns in battlegroups were reduced to keep their ship numbers the same or close to before, and starting corvettes were reduced by 2/3.
+ Geonosian Cruiser, Hutt Solar Sailor and Quasar are now considered frigates again. IEC, Marauder and Jahavey are unchanged.

- All buildable fighters are now built as a group with corresponding pop cap, cost and build time increases. They are brought in via a modified "Quasar Fightercarrier" and the number in each group depends on type. Fighter squadrons like the TIE Interceptor come in a group of 4, bombers like the Y-Wing come in a group of 3 and gunships like the Krayt in a group of 2. Most squadrons returned to their Remake 4.0 tech levels, build limit of 8 added. With this, the AI can build fighters, bombers and gunships in GC again.
+ The Quasar Fightercarrier is a modified version of the standard Quasar that is more fragile, has less firepower and less speed, but is also more expendable since it is cheap and empties it's hangars instantly. It's designed to support friendly fighters in close quarters with it's laser cannons, fighter repair drones and point defence lasers. Specific stats:
+ Shields reduced from 4500 to 2000, regen rate from 90 to 45.
+ Missile launchers and turbolasers removed.
+ Power to engines ability removed, replaced with point defence ability that has a radius of 500. Fighter repair drones ability remains.

- Main menu will now rotate between the three maps from Remake 4.0 and the menu map from CWH.
- All corvettes now have the hunt ability.
- AI now sees frigates as targets to be escorted, targeting priorities improved.
- Golan 2 and 3 armour type corrected (now takes 15% more hull damage)
- AI and autofire has been added for cross-buildable ships that use the Power to Weapons and Full Salvo abilities.
- Rakata Prime returned to pirate control in the Old Republic campaigns.
- Barsa Sector Fleet battlegroup spawn now matches it's tooltip.
- Barsa Sector Fleet missing spawn fixed for Underworld.
- Switched ship spawn order for Tremendous Battle Group.
- Missing planet lock for Hapan Task Force Antilles battlegroup added.
- Fixed incorrect AI combat power values for TIE Defender, X4 Gunship and PT-1.
- Further reduced pop cap in GC, halving the pop cap increase from starbases.
- Pop cap in battle down from 200 to 180.
- Wingless MC80 is now tech level 1, Winged MC80 is now tech level 2, Rebel Venator's planet lock was restored (Liberation still has no planet lock).
- Updated tooltips for battlegroups with corvettes.
- Moved all battlegroup corvette spawns from LUA scripts to garrisons.
- Random starting forces adjusted adding Quasar fighter squadrons for all factions and individual squadrons for pirates. Pirate starting forces have been replaced with a new spawn list.
- A very low chance for more powerful Republic and CIS ships to spawn has been added to the pirate random starting units.
- Warlords starting forces slightly decreased.



Parity with Clone War Holdouts update from 15/05/2023 and subsequent minor CWH updates
https://discord.com/channels/327563463952171009/1022651014408589402/1107777891632165031

*Note: Future additions of CWH features will include Holdouts era units only - Clone War/Shatterpoint units will not be added.*

- Added Servator-class Star Destroyer to the Republic Hardliner roster, which is cross-buildable by all other factions from Republic worlds.
- Added the XX-777 “Crusader” Droid Platform to the Separatist Holdout roster, which is cross-buildable by all other factions from CIS worlds.
- Voiceover provided for the Republic hero, Queen Apailana.
- Added new icon for the BTL-B Y-wing.
- Added several Submod specific bombers and Revisited cross-buildable corvettes to the StrikeUnit AI plan, making the AI better at hit and run attacks.

- Nerfed the Saboath's garrison down to the size of its vanilla equivalents, 4 squadrons
- Mildly reduced AI_Combat_Power on Sabaoth in an effort to get the AI to stop spamming them
- Slightly buffed Reaper Squadron's attack and shield regen
- Slight buff to AI Combat Power value for Munificient

- Implemented the Targeting Priority Fix, a major AI improvement. Previously, an oversight resulted in units picking out unintended targets when they did not have player assisted targeting. This improves both the AI and units idling under the players control.
- Added retreat text strings for all minor factions.
- Fixed Dreadnaught's Ion Cannon icons.
- Added Jeroen's fix for the Tartan's heavy laser.
- Fixed Republic Y-wing turret rotation.
- Fixed the lack of aggro for Apailana's N-1 and N-1B garrisons

- Added Sgt Barlex's Dreadnaught livery for the CIS and Republic (some further edits made by Niko)
- Added Niko's custom variation for Garm Bel Iblis's Peregrine
- Implemented Barlex's mildly improved skins for the regular Dreadnaught

- Mildly improved the XX-777's ion damage
- Mildly decreased the Munificient's build time

- All super star destroyers have had their cost and build time massively reduced, limit on build quantity removed and planet locks removed. Right now they are too expensive and too restricted compared to battlegroups.
- AI are now able to build and use the Executor, Eclipse, Viscount and Zann Subjugator.
- SSD are now unable to retreat.
- Mis-matches between SSD total hardpoint HP and ship HP fixed.
- Starbases now add to pop cap for the defender in battle, removing the possibility for planets to have a defence well over 300 pop. The pop cap amount used depends on starbase level.
- To offset differences in how pop cap works for players and AI, and ensure players don't start campaigns over the pop cap limit, players have been given a 300 pop bonus at their homeworld.
- Reduction in size for battlegroups that had a cap at 150 pop, but in real terms pop value of the fleet is higher than this. They've been brought down to 200 maximum pop real-terms size with their build cost reduced accordingly. Tooltips and spawn scripts adjusted to their new rosters.
- All battlegroups have had their AI combat power, costs and pop values re-calculated, as many numbers were unchanged from Remake 3.5 Overhaul.



Note that some bugs still persist as their causes have not been found yet:
- Destroyed neutral fighters and corvettes don't appear in the battle results list.
- Mining platforms and Battlegroup Commands built on Rakata Prime vanish when built.
- For all my attempts I could not get the game to crash, so nothing has been changed here. If people do crash I'll need as much info as possible to work out how to counteract crashes.



- Some buildable fighters have had their tech levels changed, while some that seem redundant or are already spammed by frigates/capitals were removed from production.
- Rakata Prime removed from Sith control for all campaigns.
- Pirate starting forces reduced slightly, major faction forces increased slightly, Sith starting forces increased massively.
- Centurion and Star Home returned to their original stats, meaning Centurion has it's advanced torpedoes again.
- Errors in unit names for AI unit build/command scripts fixed.
- AI budgeting adjustments, making it build more larger ships/battlegroups, hold less money in reserve and build starbases more slowly.
- AI GC attack contrast adjustments.
- Fixed issue allowing Rebel players to instantly advance from tech level 4 to tech level 5.

NOTE
Fighters are almost certainly going to require further adjustment, which I'll be needing player feedback on. Are there too many or too few? Are the AI too restricted by only having 2 maximum per plan? Is it right to block the AI from building other faction's fighters? Are some at the wrong tech level? Do some of the more powerful fighters spawn in too high a number? Is 8 a good build limit for each fighter type or should that number be adjusted? These questions are a hard to work out on my own and all are subject to change, so please let me know how you feel. :)



- Servator now fires it's QTLs, possible missing projectiles for XX-777 fixed as well.
- TIE Interceptor Elite carrier garrison fixed.
- Victory condition changed on the Reduced and Core GC campaigns to require full galactic conquest for victory, but exclude the dummy/anti-crash planets.
- Corvettes spawned by level 1, 2 and 3 starbases no longer take up pop cap.
- Corvettes with the point defence ability (Crusader + Lancer) now work correctly.
- Corvettes had their pop cap usage halved when converted to squadrons - this has been undone. Corvettes now take up their full pop cost.
+ This was applied to battlegroups that spawn corvettes squadrons.
- AI is now able to cross-build other faction's fighters.
- Quasar Fightcarriers speed increased from 1.75 to 2.5 (not reflected in tooltip currently)
- Battlegroups changed to a maximum of 2 of each fielded at a time.



- Bright Nebula Fleet (Republic variant) missing spawns fixed for CIS and Empire.
- Third Ado Superiority Fleet now correctly spawns 6 Ton Folks (was 5).
- Tremendous Battlegroup spawn order changed again to try and fix issue with Hammerheads getting stuck. I'm not sure what is causing this, as it doesn't happen to any other battlegroup spawned ship.
- Incorrect Tremendous Battlegroup countdown timer removed.
- All corvettes had their speed decreased a bit when turned into squadrons - this has been undone and corvettes are back to their original speeds.
- Neutral Underworld Venator missing garrison fixed.
- Rebel Venator double-garrison fixed.
- Venators replaced with MC-75's for Rebel starbase spawns (level 2 and 3).
- Space structures removed from capital ship priority target list.
- All Clone Wars campaign starting level 4 starbases changed to level 3.
- Game crash when the Empire tries to build the Imperial and Republic variants of battlegroups at the same time has been fixed.
- Fixed Golan 2 and 3 stations being considered destroyed after battle if they have lost a hardpoint when the attacker retreats.
- Space pop cap raised again from 180 to 200 - upon playing a bit 180 was awkward to work with, especially with battlegroups.
- Mon Mothma income increased and AI no longer uses her in attack plans. The AI losing Mothma in battle constantly badly hurt the Rebel AI's income and made them too weak.
- Tyber Zann income increase when he upgrades to the Merciless has been removed, as the Underworld has been over-performing in the late game.
- Homeworld income increases for Mandalorians and Hapes, decreases for Underworld.
- Gunship carriers holding only 2 gunship squadrons made them a bit useless - they now carry 3 squadrons.
- Battlegroup pop costs rounded down to the nearest multiple of 10, so it's easier to work out what you can pair with them for your starting fleet.
- AI got some of it's starbase building budget back.
- AI attack script changes for GC.
- AI will keep it's fleets on newly conquered planets for a bit longer, before being allowed to allocate them to other plans.
- Changes to auto-resolve values, so that both sides lose less ships during an anti-resolve retreat.

NOTE: Many attempts were made to try and reduce the issue of overwhelming "fortress worlds", that is planets with a Golan 2 or 3 plus a 200 pop fleet in orbit, but all resulted in failure and didn't work. As a result in the next update changes will be made to starbases and how they work, mostly returning them to their original Remake 4.0 form. Until then be wary of low framerates and potential crashes when attacking or defending these "fortress worlds".



- Missing starbase spawns fixed.
- Starforge cloaking device removed (again).



- Aurek Carrier text description fixed.
- BTL-B Y-Wing missing hardpoints added.
- Uplink Station has been made un-buildable (making it buildable was not intentional).



- All factions are now able to build the Starforge on Rakata Prime.
- Starforge has been switched from Remake 3.5 code to Remake 4.0 code.
- Fintail Destroyer has been added from Clone War Holdouts. Available from tech level 2 and buildable anywhere by the CIS, it is cross-buildable from Etti IV by all factions from tech level 1.
+ This is somewhat different from CWH, and intended to fill the role of an ion destroyer for the Sith Cultists factions.
- Planet text tooltip for Etti IV updated, missing text for CIS ship building from Muunilinst added.
- Interceptor IV and V are not suited for dogfighting as all their weapons face forward, and have been returned to their original single-unit form.
+ All text mentions and spawns of these corvettes have also been reset, such as with Underworld level 1-2-3 starbases and battlegroups.
- Corvettes that aren't part of squadrons, such as the Interceptor IV/V, XX-777 and Jahavey are now considered frigates in terms of AI control and targeting. Applies also to corvette heroes. This will stop them sitting behind capital ships not doing anything.
- Quasar Fightercarrier has been given back it's turbolasers.
- GC icon for SoroSuub Enforcers corrected.
- Hutt Terrada class "kiter" status removed so it no longer runs from combat.
- Darth Vader Devastator ISD fighter garrison tooltip corrected.



- Non-CIS Fantail crash fix (CSA model from CWH was missing)
Last edited by BigCheese256; Jun 24, 2023 @ 9:18am
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Showing 1-15 of 22 comments
bdbeast019 May 31, 2023 @ 4:38pm 
E̶x̶c̶i̶t̶i̶n̶g̶!̶ ̶W̶i̶l̶l̶ ̶t̶h̶i̶s̶ ̶s̶e̶e̶ ̶t̶h̶e̶ ̶r̶e̶t̶u̶r̶n̶ ̶o̶f̶ ̶t̶h̶e̶ ̶d̶e̶a̶t̶h̶ ̶s̶t̶a̶r̶?̶ Just saw your comment elsewhere, hopefully it gets fixed soon!
Last edited by bdbeast019; May 31, 2023 @ 4:41pm
BigCheese256  [developer] Jun 1, 2023 @ 12:26pm 
Death Star is out of my hands until it gets fixed in Remake main unfortunately. When it does the fix will be applied here too, but it'll be some time before that happens.
WataMate313 Jun 1, 2023 @ 9:50pm 
Can't wait to cook my PC have fun destroying enemy Super Star Destroyers but that said, has the Eclipse bug been fixed? The one where subsequent Phases don't appear?
Gamer[Ger] Jun 2, 2023 @ 9:10am 
what is the problem with the deathstar?
BigCheese256  [developer] Jun 2, 2023 @ 12:27pm 
Originally posted by WataMate313:
Can't wait to cook my PC have fun destroying enemy Super Star Destroyers but that said, has the Eclipse bug been fixed? The one where subsequent Phases don't appear?

Still in the buglist, but I wasn't able to recreate this problem myself. Could it be that this is a problem limited to the Clone Wars GC campaign?
I also wasn't able to recreate the problem of long-battle game crashes that have been reported a lot, even after trying to crash my game on purpose. I threw two 12000 pop fleets against each other for a battle that lasted several hours but still no crashes.

Originally posted by GamerGer:
what is the problem with the deathstar?

It seems to be mainly it's position/placement on the map - sometimes it's really close to the combat and just looks silly - mainly on the in-atmosphere maps where it's poking it's dish through the clouds. On some maps as well it appears in the middle of the map, so both teams are fighting inside the Death Star.

Another issue is when told to destroy the planet, or attack enemy ships it's superlaser misses - fires off into the abyss. These problems not only make the battles look silly but makes it useless, which is why it is in the mod still but not buildable (raised to tech level 99).
Last edited by BigCheese256; Jun 2, 2023 @ 12:29pm
Gamer[Ger] Jun 2, 2023 @ 1:22pm 
weird, i have the death star enabled in my version and i have no problem with the superlaser missing (i increased the rotate speed a bit but i dont know if this has anything to do with it). the only problem is with the normal space stations (not the golans). there the superlaser does not do damage correctly but all in all the death star is still extremly effective.

ps. what do i have to do to download the new patch? For some reason the mod does not update.
Last edited by Gamer[Ger]; Jun 2, 2023 @ 1:24pm
WataMate313 Jun 2, 2023 @ 5:40pm 
Originally posted by BigCheese256:
Still in the buglist, but I wasn't able to recreate this problem myself.

Are Google Drive video links alright? Have a look, hopefully it helps. [drive.google.com]

It happens at about 16 minutes in.
Last edited by WataMate313; Jun 2, 2023 @ 5:43pm
BigCheese256  [developer] Jun 3, 2023 @ 4:14am 
Originally posted by WataMate313:
Originally posted by BigCheese256:
Still in the buglist, but I wasn't able to recreate this problem myself.

Are Google Drive video links alright? Have a look, hopefully it helps. [drive.google.com]

It happens at about 16 minutes in.

Hmm well first of all I see the destroyed phases are not correctly de-spawning, but phase 3 becoming un-attackable looks like a mis-match between the hardpoints and unit HP - I can see in the top left while it can't be attacked it still has health. I never touched the hardpoints or stats for the Eclipse so this likely happens in Remake main as well. I can look into both certainly.

EDIT: Confirmed, in the case of the Eclipse P3 the hardpoints have a total HP of 243k, but the ship itself has a HP of 250k. This is identical stats to Remake main so it'll happen there too. I'll raise the superlaser hardpoint's HP by 7000, and check the rest of the SSDs for this mis-match of HP values as well.
Last edited by BigCheese256; Jun 3, 2023 @ 4:32am
BigCheese256  [developer] Jun 3, 2023 @ 10:53am 
Additional changes, included in tomorrow's release after some balance passes:

- Some buildable fighters have had their tech levels changed, while some that seem redundant or are already spammed by frigates/capitals were removed from production.
- Rakata Prime removed from Sith control for all campaigns.
- Pirate starting forces reduced slightly, major faction forces increased slightly, Sith starting forces increased massively.
- Centurion and Star Home returned to their original stats, meaning Centurion has it's advanced torpedoes again.
- Errors in unit names for AI unit build/command scripts fixed.
- AI budgeting adjustments, making it build more larger ships/battlegroups, hold less money in reserve and build starbases more slowly.
- AI GC attack contrast adjustments.
- Fixed issue allowing Rebel players to instantly advance from tech level 4 to tech level 5.

**NOTE**
Fighters are almost certainly going to require further adjustment, which I'll be needing player feedback on. Are there too many or too few? Are the AI too restricted only have 2 maximum per plan? Is it right to block the AI from building oher faction's fighters? Are some at the wrong tech level? Do some of the more powerful fighters spawn in too high a number? Is 8 a good build limit for each fighter type or should that number be adjusted? These questions are a hard to work out on my own and all are subject to change, so please let me know how you feel. :)
Max_Zero Jun 4, 2023 @ 3:50pm 
Hi has anyone else noticed the Servators don't fire their Quad Tubro lasers?

@BigCheese256 Thank you appreciate the quick fix aswell! Great mod!!
Last edited by Max_Zero; Jun 6, 2023 @ 4:13am
BigCheese256  [developer] Jun 5, 2023 @ 3:27pm 
- Servator now fires it's QTLs, possible missing projectiles for XX-777 fixed as well.
- TIE Interceptor Elite carrier garrison fixed.
- Victory condition changed on the Reduced and Core GC campaigns to require full galactic conquest for victory, but exclude the dummy/anti-crash planets.
- Corvettes spawned by level 1, 2 and 3 starbases no longer take up pop cap.
- Corvettes with the point defence ability (Crusader + Lancer) now work correctly.
- Corvettes had their pop cap usage halved when converted to squadrons - this has been undone. Corvettes now take up their full pop cost.
+ This was applied to battlegroups that spawn corvette squadrons.
- AI is now able to cross-build other faction's fighters.
- Quasar Fightercarrier speed increased from 1.75 to 2.5 (not reflected in tooltip currently)
- Battlegroups changed to a maximum of 2 of each fielded at a time.
Last edited by BigCheese256; Jun 5, 2023 @ 5:12pm
Craptain Crunch Jun 5, 2023 @ 8:21pm 
awesome work as always, much appreciated @bigcheese
alexander512.512 Jun 8, 2023 @ 12:30am 
Thank you for the excellent work. However, reducing the limit from 200 to 180 and turning corvettes into super-heavy fighters made the game less convenient and spacious. Battle groups have also become unprofitable and inconvenient. I play for a crime syndicate.
BigCheese256  [developer] Jun 10, 2023 @ 3:58pm 
- Bright Nebula Fleet (Republic variant) missing spawns fixed for CIS and Empire.
- Third Ado Superiority Fleet now correctly spawns 6 Ton Folks (was 5).
- Tremendous Battlegroup spawn order changed again to try and fix issue with Hammerheads getting stuck. I'm not sure what is causing this, as it doesn't happen to any other battlegroup spawned ship.
- Incorrect Tremendous Battlegroup countdown timer removed.
- All corvettes had their speed decreased a bit when turned into squadrons - this has been undone and corvettes are back to their original speeds.
- Neutral Underworld Venator missing garrison fixed.
- Rebel Venator double-garrison fixed.
- Venators replaced with MC-75's for Rebel starbase spawns (level 2 and 3).
- Space structures removed from capital ship priority target list.
- All Clone Wars campaign starting level 4 starbases changed to level 3.
- Game crash when the Empire tries to build the Imperial and Republic variants of battlegroups at the same time has been fixed.
- Fixed Golan 2 and 3 stations being considered destroyed after battle if they have lost a hardpoint when the attacker retreats.
- Space pop cap raised again from 180 to 200 - upon playing a bit 180 was awkward to work with, especially with battlegroups.
- Mon Mothma income increased and AI no longer uses her in attack plans. The AI losing Mothma in battle constantly badly hurt the Rebel AI's income and made them too weak.
- Tyber Zann income increase when he upgrades to the Merciless has been removed, as the Underworld has been over-performing in the late game.
- Homeworld income increases for Mandalorians and Hapes, decreases for Underworld.
- Gunship carriers holding only 2 gunship squadrons made them a bit useless - they now carry 3 squadrons.
- Battlegroup pop costs rounded down to the nearest multiple of 10, so it's easier to work out what you can pair with them for your starting fleet.
- AI got some of it's starbase building budget back.
- AI attack script changes for GC.
- AI will keep it's fleets on newly conquered planets for a bit longer, before being allowed to allocate them to other plans.
- Changes to auto-resolve values, so that both sides lose less ships during an anti-resolve retreat.

NOTE: Many attempts were made to try and reduce the issue of overwhelming "fortress worlds", that is planets with a Golan 2 or 3 plus a 200 pop fleet in orbit, but all resulted in failure and didn't work. As a result in the next update changes will be made to starbases and how they work, mostly returning them to their original Remake 4.0 form. Until then be wary of low framerates and potential crashes when attacking or defending these "fortress worlds".
BigCheese256  [developer] Jun 12, 2023 @ 2:21pm 
- Missing starbase spawns fixed.
- Starforge cloaking device removed (again).
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