STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Jun 22, 2024 @ 4:51pm
Minor Update 4.2 - Changelog
- Tactical pop cap has been increased from 200 to 240, increasing the scale of battle and allowing two 120 pop battlegroups to be deployed together. Note that this will cause framerates to go down a bit but the amount will vary from player-to-player, so let me know if this something that should remain or be rolled back.
- A new variation of the Complete GC has been added, with all factions starting with a single planet and one battlegroup each.
- The Complete FreeTech campaign has been replaced with the one-planet start version of the Complete GC.




- Buildable strikecraft have been reworked, with the system of them being tied to Quasar carriers removed. Now all strikecraft built in GC represent three squadrons in battle.

- The one exception to this is the Elite TIE Interceptors, which are still tied to Quasars and consist of 4 squadrons since these fighters have no hyperdrive.
- Elite TIE Interceptors have had their build limit of 3 re-applied. In Revisited however this is a limit of 3 carriers, so 12 squadrons total.
- Buildable fighters for each faction adjusted, AI restrictions on them removed. AI is still forbidden from cross-building fighters however.
- Fighters with interchangeable weapons tied to an ability now have all their weapons active and the ability removed.

(For those looking to edit the buildable strikecraft, they are now in a new file "Units_Space_Revisited_Strikecraft.xml", while "Units_Space_Quasar_Fightercarrier.xml" has been disabled).




- Many fighter and corvette heroes have been reworked, turned from individual units to squadrons and from script-granted to being buildable. Additionally, several heroes that were removed have returned and the AI is now able to control fighter heroes.
- As a general rule, a fighter hero's wingmen have the stats of the base craft with 2x shield regen, 4x shield strength and 4x hull strength. Corvette hero wingmen are identical to the hero ship.

- 181st Fighter Wing is now purchasable from tech level 2, removed from scripts. This hero is now tied to a Ton Falk carrier which will auto-upgrade it's squadrons to Interceptors at tech 3, and Defenders at tech 4. No changes to individual fighter stats.
- Defender Wing is now purchasable from tech level 2, removed from scripts. This hero is now tied to a Liberator carrier which will auto-upgrade it's squadrons to K-Wings at tech 4. No changes to individual fighter stats.
- Dash Rendar has returned, buildable at tech level 2.
- Luke Skywalker has returned with a squadron of improved X-Wings, buildable at tech level 1.
- Mara Jade has returned, buildable at tech 1 alongside a squadron of improved Z-95's.
- Prince Xizor is now buildable at tech 1, removed from scripts and comes with a squadron of improved Starvipers.
- Obi-Wan Kenobi, Jak Kannadee, Leia Organa and Talon Karrde have been converted from individual units to corvette squadrons. Purchasable, removed from scripts.
- Millennium Falcon and Rogue Squadron are now purchasable and removed from scripts.
- All script spawning/upgrading heroes are now linked to the faction homeworld. This applies to Apailana and Toonbuck, which were previously linked to Naboo and Muunilinst.

(For whatever reason, the AI is unable to build or attach Millennium Falcon and Dash Rendar to attack plans).



- AI income bonus has been lowered (Easy from 20% to 10%, Medium from 80% to 60%, Hard from 160% to 120%). What the AI builds depends on how much money and income they have, so expect more smaller ships on easy and larger ships/battlegroups on hard.
(When playing on the AI control and mixed control campaigns, the player faction will get the medium difficulty bonus regardless of difficulty chosen).
- Income was added to some CIS, Republic, Mandalorian and Sith heroes, to help them keep up with the main factions.
- Reduced AI interest in building the DH-Omni Supply Ship and Pelta frigate.
- The Hunt ability has been added to all fighters, bombers, gunships and corvettes so you no longer have to micromanage them. Since units in EAW can only have 2 ability buttons, some craft had one of their abilities removed to make room. This is usually s-foils, flares and weapon swap.
- Fighters have been re-added to the random starting forces for all factions.
- Neutral/Pirate random starting forces increased by 10%, due to the tactical pop cap increase.
- Golan 2 and 3 fighter spawn rate changed from 20s to 15s.
- Providence and all of it's variants and heroes had their fairly weak torpedo reload ability replaced with full salvo, improving fire rate of all weapons by 50% for 20s, with an 80s cooldown.
- Harrower incorrect garrison fixed, full salvo ability adjusted to improve fire rate of all weapons by 50% for 20s, with an 80s cooldown.
- Warlords Ton Falk double garrison fixed.
- Fixed Aggressor's main cannon projectiles being thrown off course by the unknown invisible thing in the middle of the map.
- Sith Interdictor now fires forward, no longer broadsides.
- Xizor income moved to Tyber Zann with his change to a squadron, Underworld hero income increased a bit overall to keep up with Empire and Rebels.
- Boba Fett, Bossk and IG-88 were added to Underworld unit filters.
- Empire, Rebel and Underworld heroes moved to the correct category in the unit filters.
- Added Pirate Asteroid Base stats and garrison to it's tooltip, and replaced one Trireme squadron with one Interceptor IV squadron.



NOTE: Main factions now have heroes way above the display limit in GC of 9, so many will be missing from the top right area of the UI. Squadron based heroes will also visually disappear from this list when killed, but their respawn timer still works correctly.





- Partial parity with Clone War Holdouts from July 26th 2024. New units, voices and ship garrisons were not included. Changelog and full credits can be found here: https://discord.com/channels/327563463952171009/1022651014408589402/1266431052012982362

**Note:** As Clone War Holdouts submod continues adding assets from many different sources and creators, each requiring their own permissions, maintaining parity is becoming more difficult. As an example I am unable to use either the new garrisons or VO for the Providence and have to leave them as default. The amount of CWH assets and changes missing from Revisited will increase over time.

- New model added for the Dreadnaught Heavy Cruiser.
- New projectiles/particle/engine effects and some stat changes from CWH applied.
- Various misspellings/typos in the game's text found and fixed in CWH have been applied here as well. Darth Vader description text replaced.




- Small adjustments to AI budgeting calculations in GC.
- Increased the disadvantage the AI must be at in battle to begin retreating, due to the scale of space battles in Revisited. Note the issue with AI retreating while the starbase is still intact remains, and a few different attempts to fix this failed.
- Replaced starting battlegroups on the "Complete - 1 planet start" GC campaigns with a tech 2 capital ship (excluding Hapes).
- Research Institute can now be rebuilt once destroyed.
- Missing garrison for Screed (Republic) fixed.
- Trireme Gunship planet lock removed for CIS.
- Condor Heavy Bomber garrison changed to 4 units per squadron (was 12).
- Adjustments to heal amount and range of CIS Supply Ship and CIS hero Kalani from CWH applied.
- Republic hero Apailana's ISD garrison fixed.
- Missileboat weapon bug fixed.
- Incorrect Arquitens hull and shield strength fixed ingame and in the text tooltip.
- Incorrect text labels for some Recuscant, Sabaoth and Providence hardpoints fixed.





- Fixed Rogue Squadron, Defender Wing, Luke Skywalker, Mara Jade, Black Squadron and Xizor sometimes becoming immortal.





- Two new Republic fighters have been added from Clone War Holdouts - the R-32 Interceptor and J-45 Sabre. Thanks to SgtBarlex and Kharak for creating and giving permission to use these units, as well as realrd12 and canadaman7 for their assistance in making this possible. More info on both ships can be found here: https://discord.com/channels/327563463952171009/1096551079119962193/1232043609327665222, https://discord.com/channels/327563463952171009/1096551079119962193/1246146567073824811



- R-32 Interceptor is buildable from tech level 3, and cross-buildable from Republic worlds.
- J-45 Sabre is buildable from tech level 4, and cross-buildable from Republic worlds. Weapon switching ability has been removed and replaced with the hunt ability. All weapons are always active, and SLAM ability duration was reduced from 30s to 15s in line with the Missileboat and K-Wing.



- Fighter garrisons for Republic Golan 2 and Golan 3 have been adjusted.
- Underworld Golan 2 and Golan 3 capital ships replaced (3 Kedalbe Battleship -> 4 Chalendion Destroyer).
- Garrisons for Venator and Providence Destroyer, as well as heroes Liberation and Intemptor have been replaced. They now auto-upgrade as the tech level increases.
- Garrisons for Servator and Asharad Hett adjusted.
- Garrison for Providence Dreadnaught improved, to ensure it stays ahead of the new Providence Destroyer garrison.
- Garrison reserve for Underworld and CIS variant Sabaoth Destroyers increased, as it was quite low by carrier standards.
- Neutral/Pirate strikecraft replaced with the 3-squadron Revisited variants.
- Main battery turbolasers on Liberation replaced, it now uses the same QTL battery as Darth Vader's Venator.
- Trireme Gunship added to CIS unit filters.
- Addition of R-32 Interceptor and J-45 Sabre text tooltips.
- Adjusted garrisons reflected in text tooltips.





- Created a workaround for Rebel hero Leia who isn't respawning - she now has an infinite build limit (max of 1 at a time).
- Corrected Venator broadside cannons being unable to fire forward, which was accidently replaced with the values in CWH.
- Replaced the Golan 3 of inactive factions in all GC campaigns with the Golan 2
- Inactivate factions on the Large GC campaigns now hold only their homeworld, other planets switched to Pirate control.
- Rebel One has been given the Rebel Providence livery.
- Jabba and Zann hero income increased slightly.





- Frigates with a credit value of 8000+ were added to the AI's untargeted build script. They will now mix high-cost frigates in with their capital ships, reducing capital ship spam.
- Maximum number of a single battlegroup type that can be attached to an attack plan reduced from 2 to 1.
- "AI Crossbuild Blocker.zip" updated to reflect the above changes.
- Corrected some corvettes from a level 1 starbase requirement to level 2.
- Imperial Escort Carrier corrected from a level 1 starbase requirement to level 2.
- Removed double garrison from Republic hero Sagoro Autem.
- Underworld Recuscant II speed increased from 1.5 to 2.
- J-45 Sabre is now unable to fire HE missiles at corvettes, frigates, capitals or structures.
- Providence Dreadnaught, along with CIS heroes Trench and Greivous that use this ship type had their hit points significantly increased. Tooltips updated with the new values (20500 -> 40000)
- Reapers are too fragile and had their hit points increased (30000 -> 60000).
- Greivous hardpoints moved from "Hardpoints_Variants.xml" to "Hardpoints_Neutral_CIS_Providence_Destroyer.xml" in the game files.
- Global countdown timer re-added to some battlegroups (Confederate Third Fleet, Confederate First Fleet, Black Sun Vanguard, Chandrila Defense Fleet) and removed from Dauntless Brigade.
- Text tooltip corrections.
- Tech level 4 Venator/Liberator garrison adjusted (2 J-45 Sabre (4) -> 2 Z-95 CVMR (4)).
- Rebel credit accumulation rate from 1.1 to 1.05.





- Text tooltip corrections.
- Tech level 4 Venator/Liberation garrison adjusted (2 J-45 Sabre (4) -> 2 Z-95 CVMR (4)).
- Rebel credit accumulation rate from 1.1 to 1.05.





- Fixed corvette heroes sometimes becoming immortal.
- Corrected garrisons for CIS heroes Grievous and Trench.
- Edited text tooltips for Empire hero Thrawn and Republic hero Obi-wan Kenobi.





- Fixed Talon Karrde sometimes becoming immortal.
- Removed bugged jamming pods ability from the buildable versions of the TIE Interdictor and TIE Scimitar, which has made the hunt ability functional again. Jamming pods still exist on the garrisoned versions of these units. To offset this the AI combat power and cost of these two units was lowered.
Last edited by BigCheese256; Dec 7, 2024 @ 3:11pm
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Showing 1-15 of 25 comments
WataMate313 Jun 22, 2024 @ 9:43pm 
Sith Interdictors no longer need to broadside, effectively doubling their firepower and preventing them from spinning around: nice.

Fighters now spawn without Quasar Carriers and their point defense systems to screen super heavy proton torpedoes: double nice.

There's never been a better time to fight as the Sith Cultists!
Loronnard Jun 24, 2024 @ 8:54am 
Save game before patching is unavailable ....RIP i restart a fresh campaign
heinrichven Jun 24, 2024 @ 11:12am 
Performance is broken now, unplayable for me :(
BigCheese256  [developer] Jun 24, 2024 @ 1:26pm 
Originally posted by Loronnard:
Save game before patching is unavailable ....RIP i restart a fresh campaign

That happens most of the time unfortunately. I did give a few days warning before uploading to make a backup.

Originally posted by heinrichven:
Performance is broken now, unplayable for me :(

What are your PC specs?
If you'd like to go back to 200 pop, look for Factions.xml and Factions_minors.xml in "Steam\steamapps\workshop\content\32470\2894927178\Data\Xml", and change all instances of "<Space_Tactical_Unit_Cap>240</Space_Tactical_Unit_Cap>" to 200, or whichever number you like.
heinrichven Jun 24, 2024 @ 1:57pm 
Originally posted by BigCheese256:
Originally posted by Loronnard:
Save game before patching is unavailable ....RIP i restart a fresh campaign

That happens most of the time unfortunately. I did give a few days warning before uploading to make a backup.

Originally posted by heinrichven:
Performance is broken now, unplayable for me :(

What are your PC specs?
If you'd like to go back to 200 pop, look for Factions.xml and Factions_minors.xml in "Steam\steamapps\workshop\content\32470\2894927178\Data\Xml", and change all instances of "<Space_Tactical_Unit_Cap>240</Space_Tactical_Unit_Cap>" to 200, or whichever number you like.

Will try that thanks. PC specs aren't the problem, performance was ok before. CPU is AMD Ryzen 5 1600, 16GB of DDR4 Ram at 2666mhz, GPU is an AMD Radeon RX6600, tried all settings at low, medium, no difference, hardware mouse off an on, no difference. Will give feedback if your solution works. :steamthumbsup:
Camelith Jun 24, 2024 @ 4:12pm 
Sith Interdictors appear to still be turning broadside to fire if left unattended.

Nevermind, my copy of the mod hadn't updated properly.
Last edited by Camelith; Jun 24, 2024 @ 7:37pm
I have an Question.
Is there an Plan to add an Hero Using the Valiant Star Destroyer as the Ship for the Captain/Admiral.

(And another Question why does the Hapans have Nebula and Endurance Star Destroyers ._.)
BigCheese256  [developer] Jun 25, 2024 @ 8:46am 
Originally posted by Professor Vykos:
I have an Question.
Is there an Plan to add an Hero Using the Valiant Star Destroyer as the Ship for the Captain/Admiral.

(And another Question why does the Hapans have Nebula and Endurance Star Destroyers ._.)

No plans there from my side, though if a Valiant hero is added to Clone War Holdouts it would be added here as well.

This is to give the Hapans something for the late game since they only have a roster of 2 ships which are both very weak at later tech levels. With this they get access to the K-Wing, E-Wing, Nebula, Endurance and 2 late-game Rebel battlegroups. This is loosely based on the old canon where the New Republic and Hapes Consortium were allies and shared technologies.
WataMate313 Jun 27, 2024 @ 4:26pm 
Hapian base garrisons still aren't spawning properly. Only a single Battle Dragon despite whatever the tooltip says.
oh okay.
Thanks for the Answer.
I now atleast understand why they have the Endurance and so.
BigCheese256  [developer] Aug 15, 2024 @ 8:18am 
- Partial parity with Clone War Holdouts from July 26th 2024. New units and voices were not included. Changelog and full credits can be found here: https://discord.com/channels/327563463952171009/1022651014408589402/1266431052012982362

**Note:** As Clone War Holdouts submod continues adding assets from many different sources and creators, each requiring their own permissions, maintaining parity is becoming more difficult. As an example I am unable to use either the new garrisons or VO for the Providence and have to leave them as default. The amount of CWH assets and changes missing from Revisited will increase over time.

- New model added for the Dreadnaught Heavy Cruiser.
- New projectiles/particle/engine effects and some stat changes from CWH applied.
- Various misspellings/typos in the game's text found and fixed in CWH have been applied here as well. Darth Vader description text replaced.




- Small adjustments to AI budgeting calculations in GC.
- Increased the disadvantage the AI must be at in battle to begin retreating, due to the scale of space battles in Revisited. Note the issue with AI retreating while the starbase is still intact remains, and a few different attempts to fix this failed.
- Replaced starting battlegroups on the "Complete - 1 planet start" GC campaigns with a tech 2 capital ship (excluding Hapes).
- Research Institute can now be rebuilt once destroyed.
- Missing ship reinforcements for Hapan starbases fixed.
- Missing garrison for Screed (Republic) fixed.
- Trireme Gunship planet lock removed for CIS.
- Condor Heavy Bomber garrison changed to 4 units per squadron (was 12).
- Adjustments to heal amount and range of CIS Supply Ship and CIS hero Kalani from CWH applied.
- Republic hero Apailana's ISD garrison fixed.
- Missileboat weapon bug fixed.
- Incorrect Arquitens hull and shield strength fixed ingame and in the text tooltip.
- Incorrect text labels for some Recuscant, Sabaoth and Providence hardpoints fixed.
Last edited by BigCheese256; Aug 15, 2024 @ 8:20am
BigCheese256  [developer] Aug 16, 2024 @ 5:04pm 
- Fixed Rogue Squadron, Defender Wing, Luke Skywalker, Mara Jade, Black Squadron and Xizor sometimes becoming immortal.
BigCheese256  [developer] Sep 1, 2024 @ 2:39pm 
- Two new Republic fighters have been added from Clone War Holdouts - the R-32 Interceptor and J-45 Sabre. Thanks to SgtBarlex and Kharak for creating and giving permission to use these units, as well as realrd12 and canadaman7 for their assistance in making this possible. More info on both ships can be found here: https://discord.com/channels/327563463952171009/1096551079119962193/1232043609327665222, https://discord.com/channels/327563463952171009/1096551079119962193/1246146567073824811



- R-32 Interceptor is buildable from tech level 3, and cross-buildable from Republic worlds.
- J-45 Sabre is buildable from tech level 4, and cross-buildable from Republic worlds. Weapon switching ability has been removed and replaced with the hunt ability. All weapons are always active, and SLAM ability duration was reduced from 30s to 15s in line with the Missileboat and K-Wing.



- Fighter garrisons for Republic Golan 2 and Golan 3 have been adjusted.
- Underworld Golan 2 and Golan 3 capital ships replaced (3 Kedalbe Battleship -> 4 Chalendion Destroyer).
- Garrisons for Venator and Providence Destroyer, as well as heroes Liberation and Intemptor have been replaced. They now auto-upgrade as the tech level increases.
- Garrisons for Servator and Asharad Hett adjusted.
- Garrison for Providence Dreadnaught improved, to ensure it stays ahead of the new Providence Destroyer garrison.
- Garrison reserve for Underworld and CIS variant Sabaoth Destroyers increased, as it was quite low by carrier standards.
- Neutral/Pirate strikecraft replaced with the 3-squadron Revisited variants.
- Main battery turbolasers on Liberation replaced, it now uses the same QTL battery as Darth Vader's Venator.
- Trireme Gunship added to CIS unit filters.
- Addition of R-32 Interceptor and J-45 Sabre text tooltips.
- Adjusted garrisons reflected in text tooltips.
BigCheese256  [developer] Sep 8, 2024 @ 6:37am 
- Created a workaround for Rebel hero Leia who isn't respawning - she now has an infinite build limit (max of 1 at a time).
- Corrected Venator broadside cannons being unable to fire forward, which was accidently replaced with the values in CWH.
- Replaced the Golan 3 of inactive factions in all GC campaigns with the Golan 2
- Inactivate factions on the Large GC campaigns now hold only their homeworld, other planets switched to Pirate control.
- Rebel One has been given the Rebel Providence livery.
- Jabba and Zann hero income increased slightly.
BigCheese256  [developer] Sep 13, 2024 @ 2:37pm 
- Frigates with a credit value of 8000+ were added to the AI's untargeted build script. They will now mix high-cost frigates in with their capital ships, reducing capital ship spam.
- Maximum number of a single battlegroup type that can be attached to an attack plan reduced from 2 to 1.
- "AI Crossbuild Blocker.zip" updated to reflect the above changes.
- Corrected some corvettes from a level 1 starbase requirement to level 2.
- Imperial Escort Carrier corrected from a level 1 starbase requirement to level 2.
- Removed double garrison from Republic hero Sagoro Autem.
- Underworld Recuscant II speed increased from 1.5 to 2.
- J-45 Sabre is now unable to fire HE missiles at corvettes, frigates, capitals or structures.
- Providence Dreadnaught, along with CIS heroes Trench and Greivous that use this ship type had their hit points significantly increased. Tooltips updated with the new values (20500 -> 40000)
- Reapers are too fragile and had their hit points increased (30000 -> 60000).
- Greivous hardpoints moved from "Hardpoints_Variants.xml" to "Hardpoints_Neutral_CIS_Providence_Destroyer.xml" in the game files.
- Global countdown timer re-added to some battlegroups (Confederate Third Fleet, Confederate First Fleet, Black Sun Vanguard, Chandrila Defense Fleet) and removed from Dauntless Brigade.
- Text tooltip corrections.
- Tech level 4 Venator/Liberator garrison adjusted (2 J-45 Sabre (4) -> 2 Z-95 CVMR (4)).
- Rebel credit accumulation rate from 1.1 to 1.05.
Last edited by BigCheese256; Sep 13, 2024 @ 6:40pm
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