STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Dec 21, 2023 @ 12:31pm
Minor Update 3.3 - Changelog
- Parity with all Clone War Holdouts updates, dating back to October 23rd. Full changelogs, additions and credits can be found here: https://discord.com/channels/327563463952171009/1022651014408589402/1166177430441050192



- A new Republic ship the Valiant has been added at tech level 4, and is cross-buildable by all other factions from Republic worlds. More details here: https://discord.com/channels/327563463952171009/1096551079119962193/1164628972106170378
- The Arquitens has been given a new model, thanks to the creators of the Star Wars Assault submod. More details here: https://discord.com/channels/327563463952171009/1096551079119962193/1157370218641903856
- Delta-7 Light Interceptor has been added, available only as a garrison from some Republic ships. More details here: https://discord.com/channels/327563463952171009/1096551079119962193/1156968778152824913
- Republic hero A’Sharad Hett has been added - he commands a unique Servator and is available from tech level 3. More details here: https://discord.com/channels/327563463952171009/1096551079119962193/1161419763021525012
- All the new sounds and voice lines added to these CWH updates have been added.
- Changes to ship stats and text tooltips in CWH were applied here as well.
- Apailana's Acclamator garrison changed.
- (Changes to Providence garrisons and CIS Supply Ship build costs were not included)




- The Golan 1 platform has returned in much the same form as it was in Remake 4.0. All factions can build it with two Golan 1 stations appearing in combat. These can only be built on worlds with a maximum starbase level of 3, with a level 3 starbase in orbit, from tech level 2. *They cannot be built on level 4 and 5 planets which support the Golan 2 and 3 starbases.*
- Battlegroup Command now requires a level 3 starbase in orbit (was level 2).




- CIS hero General Grievous is now granted automatically at tech level 2.
- Some buildable CIS heroes had their tech level changed.
- Republic hero Screed is now granted automatically at tech level 2.
- CIS Sabaoth Destroyer moved from tech 2 to tech 3.
- The blanket double turn rate bonus in Revisited was missing from some CIS ships and has now been applied to them.
- Non-homeworld pop cap increase changed from 40 to 50.
- Valiant added to list of random neutral planet starting spawns, and more powerful ships are more likely to appear.
- Lifetime build limit for SSDs and Battlegroups removed, although the maximum fielded at once limit remains.




- Fixed Broadside Cruiser missiles not firing.
- Fixed Enforcer Cruiser ion cannons not firing.
- Fixed Aggressor Destroyer weapons having bugged accuracy against capital ships (from CapiHP_TAl to Capital)
- Fixed Empire, Rebel and Underworld SSDs becoming respawning heroes. All SSDs now show in the hero list in battle.
- Magnaguard Escorts removed from in battle hero list.
- Missing garrison for Popora The Hutt fixed.
- Missing garrison for Underworld tech 3 Quasar fixed.
- Jango Fett having no FOW reveal range fixed.
- Various fixes of incorrect text tooltips.
- Removal of rogue text in some XML files.
- Fixed prop Vanilla EAW starbase sometimes appearing for Empire instead of the Golan 3.
- Fixed 1 hp hardpoint on Golan 2 and 3.
- Fixed Republic Hullcracker game crashes.
- Disabled the game from reading vanilla EAW, skirmish and ground unit files, since they are unused and causing errors.




- Updated the list of CWH credits.





Alternative/optional AI files have been added which will block the AI from building ships from other factions which can be found in "Steam\steamapps\workshop\content\32470\2894927178\Data\AI Crossbuild Blocker.zip". Simply extract the files into the folder and overwrite. This will allow for a better roleplaying experience if that is what you want, with AI factions only able to build their own faction's ships. This includes battlegroups.

Some notes:
- This affects the AI only, not the player, so you are still able to cross-build ships yourself if you wish, or ignore them if you don't.
- Should work with existing saves/campaigns, but the AI won't be able to control already built ships from other factions in GC. They will still work normally in space combat.
- Underworld can still build Mandalorian ships.
- CSA can still build the Fantail.
- CIS can still build the Sabaoth.
- Republic can still build their versions of Empire ships.
- Hapes can still build New Republic ships.
Last edited by BigCheese256; Feb 5, 2024 @ 7:40am
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Showing 1-2 of 2 comments
OoF Dec 25, 2023 @ 9:19am 
was auto-resolve nerfed at one point? my battlegroups and fleets with way higher strength keep losing to 60 strenght fleets
BigCheese256  [developer] Feb 5, 2024 @ 7:13am 
Alternative/optional AI files have been added which will block the AI from building ships from other factions which can be found in "Steam\steamapps\workshop\content\32470\2894927178\Data\AI Crossbuild Blocker.zip". Simply extract the files into the folder and overwrite. This will allow for a better roleplaying experience if that is what you want, with AI factions only able to build their own faction's ships. This includes battlegroups.

Some notes:
- This affects the AI only, not the player, so you are still able to cross-build ships yourself if you wish, or ignore them if you don't.
- Should work with existing saves/campaigns, but the AI won't be able to control already built ships from other factions in GC. They will still work normally in space combat.
- Underworld can still build Mandalorian ships.
- CSA can still build the Fantail.
- CIS can still build the Sabaoth.
- Republic can still build their versions of Empire ships.
- Hapes can still build New Republic ships.
Last edited by BigCheese256; Feb 5, 2024 @ 7:40am
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Showing 1-2 of 2 comments
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