STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

1,773 ratings
Empire at War Remake: Clone Wars Holdout Factions Submod
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Game Type: FOC
File Size
Posted
Updated
4.558 GB
14 Apr, 2022 @ 10:11am
24 Jul @ 11:31am
110 Change Notes ( view )

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Empire at War Remake: Clone Wars Holdout Factions Submod

Description


The dawn of the year 19 BBY saw the last, shuddering gasps of the Clone Wars. In its place is yet another war against the Republic’s successor state, the Galactic Empire. But old grievances can die hard. The remnants of the Confederacy of Independent Systems still stir in forgotten corners of the Galaxy, guided by holdouts ultimately vindicated by the Empire’s rise. The Republic, too, languishes on in some forms- the sudden zeal of the queen of Naboo, rogue cloners and the staunchly idealist.

The time is right for their resurgence under your leadership.



Features:
  • Playable CIS and Republic in all Galactic Conquest campaigns
  • Playable CIS and Republic in Space and Ground skirmish modes
  • CIS and Republic Tech level cap raised from 3 to 5 in Galactic Conquest
  • An Era System added in Skirmish for the Holdout factions, allowing CW era content
  • New Heroes, Ground Units and Ships added to the CIS and Republic roster
  • The return of the Intervention Mission System, currently in Alpha testing
  • New GC, "Shatterpoint", a Clone Wars era GC with custom scripts, a unique hero suite and more
  • New GC, "Valhalla", featuring a One Planet Start and High Resources
  • New GC, "Rise of the Empire", which acts as a 'Hard Mode' for all other factions except the Empire and adds some exclusive heroes
  • New GC, "Twilight Struggle", designed for a purist Galactic Civil War experience
  • New GC, "Sandbox", a low stakes experience designed to help you learn Remake's mechanics
  • New GC, "Final Destination", which starts all factions off with endgame tech (Tech 5)
  • Fixes to vanilla Remake 4.0 bugs, AI improvements and much more

Planned Features:
  • Implementation of GC and Skirmish research
  • Galactic Conquest faction story events




This is a submod for Empire at War Remake and REQUIRES it to be activated in order to function properly.

Currently on Remake Version 4.0.91

Installation Steps:
1) Subscribe to this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2794270450 and the Remake Mod: https://gtm.steamproxy.vip/workshop/filedetails/?id=1770851727
2) Go to the EAW Gold pack under Library and click the Gear icon and then Properties.
3) Under General paste STEAMMOD=2794270450 STEAMMOD=1770851727 into the Launch options.
4) Run FOC and play the Submod

As a general rule, do NOT attempt to run other submods alongside Clone Wars Holdouts except those specifically mentioning Clone Wars Holdouts compatibility. This includes submods like 'Easy Empire', 'Venator Overhaul' and others geared towards base Remake 4.0.9



Feel free to join the Discord to discuss the submod, Star Wars as a whole and to get sneak peeks into development!
https://discord.gg/6PF5StA2wp



CanadaMan7

Emperor Niko, who provided tireless technical and creative consulting, early access to Clone Wars related material and his friendship. He's provided an astronomical amount of skins and model tweaks to me by this point.

Kasderan, for his thoughtful consulting and providing the new ground-based units for the CIS and Republic.

Luke Lasermaster, for his time, expertise and friendship. He's also created the new banner, the Prequel soundtrack integration, the intro movie and some of his Voiceovers from his upcoming mod.

Admiral Espo and v.perriens, from our sister submod at "Assault". They've provided numerous models, textures, rigs that have greatly sped progress along.

Check out the "Assault" submod for the upcoming Empire at War Remake 5.0!
https://www.moddb.com/mods/star-wars-assault-empire-at-war-mod

Kalani6324 and Grimsley, both of the AotR "Dark Times" submod fame, for their appreciated partnership.

Check out the "Dark Times" submod for Awakening of the Rebellion!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2313576303

Kubli/Sly, known for his Awakening of the Rebellion work and generally just being a modding force of nature. Specifically, I used the (free release) Trade Federation Bomber, the Fantail Destroyer and his Scorpenek Droid. He also created the holographic portraits used for Intervention missions.

The Farseer, who was commissioned to provide his expertly crafted rendition of Asajj Ventress. Hats off.

Clonetrooper163, for supporting this community and free releasing his high quality ground unit models. Thank you so much, man!

Burninalways, for providing technical troubleshooting.

Delta2234, for providing some great screenshots used in this Steam Workshop profile and making the original trailer for the submod.

Kharak, for providing most of the providing most of the Separatist Holdout vessels, but also the fantastic Republic and CIS Modular Taskforce Cruiser livery. Special shout out to AtolmAzel for working with him as a concept artist. You're both the architects of the CIS into the future and I fully expect to your designs utilized by canon one day.

The creative minds at Hearts of Durasteel, for inspiring my Alternate History paths. Special thanks to LuxLoser, who also provided the portrait for Asajj Ventress!
You can find out more about Hearts of Durasteel here
https://www.reddit.com/r/HeartsOfDurasteel/

Sergeant Barlex, due to his selfless support of his modding community via his Free Release models. Additionally, I based my Republic livery Gladiator texture on his old promotional material.

PinkPanzer and his original vision of The New Order, for being a constant inspiration of compelling writing.
See you, Space Cowboy...

SwissKnight and the Dawn of Victory project, for somehow being 15+ years ahead of the industry in the field of Game UI Design. They're also a great example of rich worldbuilding.

DH-Omni Support Vessel
Model: Warb_Null
Texture: Elratie
Rigged: Emperor Niko

BTL-B Y-Wing
Model: WarbNull, Kalani6342, Grimley
Textures: Kalani6342

Belbullab 22/24
Resource is from "Battlefront Commander" by Clonetrooper
Rigged: Emperor Niko


A massive shout to Jeroen and the team behind Empire at War Remake, without whom this mod could not exist. Thanks for the base mod and assistance provided during development!
Popular Discussions View All (15)
241
17 hours ago
PINNED: Bug Reports
CanadaMan7
131
1
17 Aug @ 6:48am
PINNED: Suggestions
CanadaMan7
96
22 Oct @ 11:07am
PINNED: Questions and Answers
CanadaMan7
1,887 Comments
CanadaMan7  [author] 27 Oct @ 2:15am 
@Robert de la Croix:
Ah, I think I misunderstood your question earlier.
You're saying you just want to build Frigates and Capital Ships? That's already in the mod. Remake utilizes a shipyard building system.

Did you already attempt to build on the Asteroids you can capture on a map?
Robert de la Croix 26 Oct @ 12:41am 
@CanadaMan7 Sorry but I just don't get the point of restricting player freedom, especially in a mode like skirmish... I think this mod would be amazing if we could build actual capital ships / cruisers in skirmish battles rather than be restricted to only small vessels and starships. Hope you can consider changing this or at least make a submod that allows this to provide more freedom and customization
Geara_Doga_Flakes 21 Oct @ 8:04am 
You could also remove some of the CU's more busted ships or at least lock them behind a tech level requirement or planet conquest -- for instance, they might only get the big Hutt ships like the Privateer and Chelandion after defeating Hutt Space and conquering Nal Hutta.

Just some ideas. Really looking forward to whatever you come up with. I might start a Rise of the Empire campaign soon-ish and mess around with the CIS' new wacky tech like the Insolvence. :)
CanadaMan7  [author] 21 Oct @ 6:34am 
@Geara_Doga_Flakes:
Fittingly enough, that method is actually one of the ways I nerfed the minor factions. I'll consider it, though I don't think it'll make as big of an impact in the long run.
Geara_Doga_Flakes 21 Oct @ 5:53am 
@CanadaMan7 One idea you could try is, through the XML event system, switching the CU's AI off at gamestart, then making a timer that turns them back on after 10 or 20 in-game months. That way you could slow down their expansion to a reasonable level without making them completely inept.
CanadaMan7  [author] 21 Oct @ 2:40am 
@Fletcher_the_Wolg (continued):
Also, while the submod focuses on adding content to the Republic Hardliners and Separatist Holdouts, these political movements are long-shots compared to the superpowers of the galaxy (the 'big 3' original factions of the game). I'll do my best to brainstorm ways of slowing the CU down a bit, but just wanted to let you know where my head was at conceptually.
CanadaMan7  [author] 21 Oct @ 2:39am 
@Fletcher_the_Wolf:
Hey, thanks for giving the mod a try!

So, comically enough, the Criminal Underworld is the one faction that I provided absolutely zero buffs to. I think it's a combination of 3 factors. (1) The AI now builds very competent fleets thanks to a hand-written AI overhaul. With the AI now actually fielding proper variety and not spamming out terrible ships, factions with strong ships obviously tend to do a lot better. The CU in Remake have quite a few of those. (2) I nerfed the minor factions. This includes the Hutts, which are typically an absolute plague in the Outer Rim. Without an early roadblock, the Criminals would smash through the nascent Hardliner and Separatist Holdout movements. (3) The area the Underworld starts in is very lucrative if you produce mines on them. For the CU, after the Hutts, RH and SH are steamrolled, they are suddenly left with a large war economy and no nearby enemies to fight.
CanadaMan7  [author] 21 Oct @ 2:26am 
@Nortline:
Do you mean in Skirmish? Roster bloat is a major concern during smaller tactical battles, so rosters are trimmed down a bit to make individual factions shine.

@Serephiel:
It's a labor of love- thanks for playing CWH!

@Robert de la Croix:
Hey Robert- please see my reply to Nortline. Skirmish is hard enough to balance on its own and the inclusion of Super Ships would be largely an 'I win' button. Some factions do field 'strategic weapons' like the Insolvence and Torpedo Sphere, but its the exception rather than the rule.
Fletcher_the_Wolf 20 Oct @ 5:18pm 
So i was suggest to try this mod by someone on my youtube channel. Its a good sub mod however I do have one question...why are the Consortium so damn over powered?

Ive played 3 GCs so far (just the valhalla one) and in all of them the consortium over power everyone. They knock out the republic and seps so fast, and practcially anhilate the rebels too. Something needs nerfing surely because it isnt really very fun being constantly attack by the consortium in every GC...
Robert de la Croix 12 Oct @ 12:30am 
Why can't you build large ships in custom battles?