STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Ultimate Galactic Conquest Custom Edition (UGC CE) - No Consortium and More !
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Update: 15 Nov, 2017 @ 10:31am

Death Sticks Update
Small little things...

  • Unlocked multiple Executors in GC. 5 maximum.
  • Hutt Command Palace now can spawn under the Pirate command center marker.
  • Nar Shaddaa fixed.
  • Pirates turbolasers *might* spawn now.
  • Pirates AI kind of works in skirmish...
  • AI uses custom units. (Should at least.)
  • Price of the pirates Venator increased from 2000 to 3500.
  • Fleet commanders now goes in battle with a frigate if put in the first unit slot or if they are dropped in battle later on.


XML THAT CHANGED :

SpaceUnitsFrigates.xml Units_Space_Empire_Executor.xml Markers.xml SpaceUnitsSupers.xml UniqueUnits.xml SpaceBuildablesSkirmish.xml GroundBuildablesSkirmish.xml HeroCompanies.xml

Update: 9 Nov, 2017 @ 9:27am

THE PIRACY UPDATE

Ok, so this is by far the biggest piece of changes I uploaded at once. Enjoy !

- Nar Shaddaa added as a planet !
  • Added to The Galaxy Awaits GC map. (One planet start as well.)
  • Can construct Hutt palace and Cantinas.
  • Has technology price reduction (15%)
  • Very own strings.
  • Very own maps
  • Positioned right above Nal Hutta, as it is its moon.
  • I may have missed some bugs.

- Scale redone ! More accurate scale of ALL SHIPS and projectiles !
- Increased radius of missile deflection of the interdictor from 750 to 1500.
- Tweaked "Hard" difficulty to an easier setting.
  • AI is more equal to the player, but still has some bonuses.
  • -10% HP, -15% Shields but 30% additional damages.
  • Overall constructs faster than player.

- Got a very experimental playable pirate faction... Shit is half broken in skirmish. GC should be somewhat playable. But hey, it's fun to play really.
  • Space turrets cannot be constructed for some reason.
  • Playable in GC "The Galaxy Awaits" only.
  • Cannot build cantinas and Hutt Palace in GC.
  • AI doesn't do shit so let's say it's human player only.
  • Upgrades :
    + Increased income land/space work same way as for other factions
    + Vehicle and troops armor upgrades are expensive, long to produce and in unit queue but a bit more powerfull.
    + Space armor upgrade lvl 1 affects fighter and IPV, lvl frigate and cruiser.
    + Space more damage upgrade affects all ships and starbase. (2 minutes build time !!)

- Eventually added the Shock Squadron in skirmish, and fixed a bug where it would break the damn game.
- Fixed the Tantive IV cap issue. (Maybe)
- New intro clip. (More to today's taste. ;-) )
- Allowed the rebel MDU laser turret to auto target air units and rendered them a *bit* more useful.
- Enhanced the AT AA Walker Turret.
- Acclamators now have Tie Fighters again.


Due to a request from someone, I will, for this update and the future ones, include a list of the xml files that have been changed in the update. Please note that this list might not be exhaustive.

XML THAT CHANGED :

Movies.xml factions.xml UPGRADEOBJECTS.XML STARBASES.XML SpecialStructures.xml SpaceBuildableSkirmish.xml Multiplayer_Structure_Markers.xml SpaceUnitsCorvettes.xml UniqueUnits.xml GroundCompaniesIndigenous.xml CONTAINERS.XML GroundCompaniesRebel.xml GroundBuildablesRebel.xml SecondaryStructures.xml Markers.xml GroundBuildablesSkirmish.xml Factions.xml SpaceUnitsFrigates.xml Squadrons.xml SpaceUnitsFighters.xml CAMPAIGNS_EIGENE_KAMPAGNEN.xml DifficultyAdjustments.xml HUTT_FACTION_UNITS.xml SpaceUnitsCapital.xml PLANETS.xml Projectiles.xml Units_Space_Underworld_Interceptor4.xml UNDERWORLD_TRANSPORTUNITS.xml TransportUnits.xml UNITS_SPACE_UNDERWORLD_KADALBE_BATTLESHIP.xml UNITS_SPACE_UNDERWORLD_BUZZ_DROIDS.xml Units_Space_Underworld_Vengeance.xml Units_Space_Underworld_StarViper.xml Units_Space_Underworld_Krayt_Destroyer.xml Units_Space_Rebel_BWing.xml Units_Space_Empire_TIE_Phantom.xml Units_Space_Empire_TIE_Interceptor.xml Units_Space_Empire_TIE_Defender.xml Units_Space_Underworld_Crusader_Gunship.xml UNITS_SPACE_REBEL_MC30_FRIGATE.xml Units_Space_Empire_Executor.xml Units_Hero_Rebel_Rogue_Squadron.xml Units_Hero_Rebel_LukeSkywalker.xml Units_Hero_Empire_Thrawn.xml Units_Space_Underworld_Skipray.xml GroundTurrets.XML TurretTargetingPriorities.xml GROUNDVEHICLES.XML

Update: 4 Nov, 2017 @ 1:18am

Fixes...

- Adjusted some tactical camera settings.
- Fixed a texture bug with the selection ring.

Update: 31 Oct, 2017 @ 2:05pm

- MP GC maps should now have pirates but with no AI.

- Added models names to some other vehicles/spaceships/...
- Tweaked the Tantive IV and made it available in skirmish and GC. (This could have broken the story mission where the Tantive is supposed to be though.)
- Heroes respawn time increased from 36 to 120 seconds.
- Luke Skywalker is now also able to destroy the Deathstar II, since there's a bug where Rogue Squadron doesn't always respawn.
- Granted one acclamator as a garrison for the lvl 3 empire station.
- Granted 1 victory destroyer instead of 1 acclamator for lvl 4 empire station.
- Granted 2 Victory Destroyers indstead of 2 acclamators, 1 more Tartan Cruiser, 1 more Interceptor squadron and 1 more bomber squadron to the lvl 5 Empire station.

Update: 29 Oct, 2017 @ 2:14pm

I said near future...

- Menu overlay redone.
- Added the original UGC Galactic Maps to the selection.
- Changed some strings for a more polished product.

What's next ?
- I don't know, really, I've done everything I wanted...
- Few extras.

Update: 29 Oct, 2017 @ 8:55am

THE VISUAL UPDATE

- New UI Colour !
--> - Almost everything is blue again.
--> - Font color hasn't changed because I didn't find how to change it.
--> - Some parts of the UI come from EaW. (Adds a bit of nostalgia!)
--> - Few parts remains unchanged because I didn't find them or missed them. (And most of them or not really a visual problem, so they might not change at all.)
--> - Some graphical effects have been resized and enhanced. (Explosions, selection ring,...)
- Added to all 4 weapons hardpoints of the Interdictor Cruiser 15 HP, for a total of 65.
- Added 50 HP for a total of 400 to the turbolaser hardpoints of the Alliance Assault Frigate.
- Replaced the Tie Fighter Squadrons by Interceptor Squadrons for the Acclamator Frigate.

Update: 27 Oct, 2017 @ 9:01am

Multiplayer Fixin', Yaaaay.
Update was supposed to come with other things, but anyway.

- Scaled down the space unit cap down to 60 from 120 for the Rebels.
- Scaled down the space unit cap down to 50 from 100 for the Empire.
- AI in GC should build more defences.
- Multiplayer GC maybe works this time. (No more AI and pirates though, that's how it works, sorry.)
- Duro and Polis Massa GC maps have been adjusted.
- Tython has now some ruins again, thanks to the awesome work of RadicalEdward2 !

Update: 24 Oct, 2017 @ 9:53am

THE MP UPDATE

- Fixed the deadly parsing error. AI is back to its full modded potential !
- Fixed a bug where the Interdictor and the Nebulon-B frigate were indestructible.
- Price of production of the T4B tank brigade in the GC is now also increase from 1400 to 1800.
- ALL UGC MAPS for the Empire and the Alliance now are only Empire vs Rebels !
- You rebel scum ! We have only one planet to start with now ! "The Galaxy Awaits" GC map is now available with only one planet as a starting point !
- Prepare your internet connection ! MULTIPLAYER IS HERE. All UGC MAPS have now a multiplayer equivalent.
- ALL CG MAPS, SinglePlayer and MultiPlayer, have working AI for the Hutts and the Pirates. (Multiplayer AI might not work)
- Custom music now also applies for the Empire. (Oddly enough I didn't find the Consortium musicevents file...)
- Minor changes on Polis Massa map in order to fix some bugs.
- Adjusted scale of bombing run units. (From 1.0 to 2.0.)
- Scaled up the Venator Cruiser from 1.2 to 1.6
- Added V-Wings squadrons as a garrison for the Venator.
- Scaled the V-wings down from 0.7 to 0.3.
- Enabled the Executor in skirmish battles.
- Completed the names of the rebel fighters with their exact model names. (Will probably do it for the Empire as well.)
- Kashyyyk has now the original GC map again.

Update: 18 Oct, 2017 @ 7:18am

- Added 150 shield points for the Interdictor frigate for a total of 950.
- Added 300 HP to the Interdictor cruiser for a total of 1000.
- Gave 1 Interceptor Squadron as a garrison for the Interdictor.
- Scaled up Interdictor cruiser from 0.9 to 1.2.
- Added 300 HP to AT-ATs for a total of 1300.
- Increased production time for the T4B tank brigade from 23 to 25 seconds.
- Increased production cost for the T4B tank brigade from 1400 to 1800.
- Added a new custom squadron to the rebels, called the Rebel Shock Squadron. 1 officer, 8 soldiers and 6 plex. Only available in the GC for an unknown reason.

What's next :
- More construction options in skirmish.
- The UI colour, although you will have to wait a couple months for this one.
- Whatever I think to be cool.
- Fix of the preview images not matching the map.

Update: 15 Oct, 2017 @ 6:40am

Hotfix due to the SWEAW update. Other updates are sheduled !

- InfrastructureGalacticEquations.xml located in Data\XML\AI\PerceptualEquations was somehow faulty. Thank to Almine2 for making me gain a LOT of time !

What's next ?
- Upscaling the Interdictor and its HP and giving him garrison.
- Add HP to AT-ATs
- Increase production cost of T4B tanks
- Fixing few maps not matching their preview.