STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

French Fried Taters EAW Remake + CW Holdouts SubMod
Showing 1-10 of 62 entries
< 1  2  3  4  5  6  7 >
Update: 22 Sep @ 9:45pm

🟢Additions:

- Added blue engine glow to the Vigil-class CHS

- Added an improved texture for the Imperial YE-4 Gunship (credit to Emperor Niko)

- Re-added Dedra Meero as an Imperial hero stealth/scout unit, flying a buffed YE-4 Gunship

- Added custom dual heavy laser projectiles that match the barrel configuration of Pelta turrets


🟡Changes:

- ZC Sabaoth AICP reduced from 2650 to 2000

- CIS Sabaoth AICP reduced from 1925 to 1800

- Increased range and accuracy of all Pelta-class Hospital/Assault ship weapons

- Admiral Raddus MC75 Cruiser Profundity SP increased from 30k to 60k, shield recharge increased from 300/s to 500/s

- Imperial Tector-class Star Destroyer added to Conquer_Enemy_Space_Empire.lua, Conquer_Enemy_Planet.lua, and Conquer_Unrestricted_Space.lua scripts

- Added several FFT-specific CIS units to the Conquer_Enemy_Space_CIS.lua script (C9980 variants, Affliction Strike Frigate, Devastation Gunboat, Raxus Corvette, etc)

- CIS Vulture, Hyena, HMP, and Tri-fighter squadrons made un-buildable and removed from Conquer_Enemy_Planet.lua, Conquer_Enemy_Space.lua, and Conquer_Enemy_Space_CIS.lua scripts

- Signifigantly buffed the XB-17, now fires 8 proton torpedoes and 2 ion torpedoes, in addition to gaining two forward-firing ion cannons, and a slight increase in the ROF of the medium laser turrets, with a slight decrease in their accuracy.

- Completely overhauled the Executor-class Super Star Destroyer, phases removed, SP increased from 400k to 500k, weapons overhauled to include x10 Heavy Ion Cannon, x10 Heavy Concussion/Ion-Pulse Missile Launcher, x12 Dual Heavy Turbolaser, x24 Dual Ion Cannon, x230 Dual Turbolaser, swap weapons ability added to switch between heavy concussion missiles or heavy ion-pulse missiles, all weapons given increased range and accuracy, with a slower ROF, garrison changed to 12 TIE Fighter Squadron (120), 6 TIE Interceptor Squadron (60), 4 TIE Bomber Squadron (40), 4 TIE Defender Squadron (20)

- Completely overhauled the MC153 Viscount-class Star Defender, shield recharge rate increased from 100/s to 1000/s, phases removed, weapons overhauled to include x6 Heavy Flak Laser Cannon, x10 Heavy Proton/Plasma Torpedo Launcher, x12 Heavy Turbolaser, x26 Heavy Ion Cannon, x48 Quad Turbolaser, swap weapons ability added to switch between heavy proton torpedoes or heavy plasma torpedoes, all weapons given increased range and accuracy, with a slower ROF, garrison changed to 4 X-Wing Squadron (16), 8 E-Wing Squadron (16), 8 A-Wing Squadron (16), 4 Y-Wing Squadron (16), 2 K-Wing Squadron (6), 2 B-Wing Squadron (6), 1 DP-20 Squadron (1)

📈Price Increases:

- Imperial Admiral 3 → 40000 credits


🛠️Fixes:

- Fixed a bug that made Admiral Raddus invincible

- Removed duplicate projectile data (reported by Klem)

- Added missing Sith Harrower turret models (reported by Liam75)

- Fixed a missing weapon on Admiral Ackbars MC80A (reported by Klem)

- Fixed incorrect garrison for Rebel-built Centurion (reported by Liam75)

- Fixed an XML parse error in the Praetor hardpoints file (reported by Klem)

- Added missing Republic buildabe Lancer-class corvette (discovered by Klem)

- Fixed missing ion cannon hardpoint on Royal TIE Interceptor (reported by Klem)

- Added missing Imperial Escort Carrier heavy ion cannon turrets (reported by Liam75)

- Fixed missing ion cannons hardpoints on neutral/rebel Providence (reported by Klem)

- Fixed a missing AP missile launcher hardpoint on the Belbullab-24 (reported by Klem)

- Fixed Imperial Admirals costing only 3 credits (reported by Imperial Loyalist and huh)

- Fixed missing facing and hangar hardpoints for Toonbuck Tooras Recusant (reported by Klem)

- Added missing Insolvence-class (TUOC) to the Conquer_Enemy_Space_CIS.lua script (reported by Klem)

- Fixed a script/XML issue causing a CTD when Captain Needa is killed (reported and fixed by Emperor Niko)

- Added several missing original remake starfighter hardpoints used by ugly scrapfighters (reported by Klem and Niko)

- Added missing weapons info text to Mandator II heavy concussion missile launcher hardpoint (reported by Karl and huh)

Known Issues:

- FFT is not fully skirmish compatible, still WIP.

- The invincible hardpoint bug is a random game engine bug and there is nothing anyone can do about it.


📝 Notes:

- The Dominator-class Star Destroyer remains disabled and will probably stay that way.

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework.

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions.

Update: 14 Sep @ 3:38am

🟡Changes:

- Added deploy buzz droids ability to the CIS Diamond-class

- Made the Empire extremely OP in the Rise of the Empire GC map

🛠️Fixes:

- Fixed AI not doing anything in Galactic Conquest mode

Update: 13 Sep @ 3:03pm

Quick Hotfix

🟡Changes:

- Tector-class Star Destroyer made buildable for the Empire at Courescant, Kuat, and Fondor

- Carrack-class and Longbow-class frigates made buildable for the Empire at Courescant, Kuat, and Fondor


🛠️Fixes:

- Fixed Rebel One broken hardpoints

- Fixed a typo causing most of OOM-9's weapons not to fire

- Fixed an issue with the "multiplayer" variant of the Secutor not spawning a garrison

Update: 12 Sep @ 11:36pm

🛠️Fixes:

- Fixed typo causing main guns on Star Destroyers not firing

- Fixed Vulture Droid Starfighters not shooting/reacting to anything (fix by Riplobus)

Update: 12 Sep @ 9:04pm

🛠️Fixes:

- Fixed CTD by adding missing Procursator model

- Added missing text and hardpoints on several Providence variants

Update: 12 Sep @ 12:22pm

SEE DISCUSSIONS PAGE FOR COMPLETE CHANGELOG

Update: 6 Aug @ 7:58am

🟢Additions:

- None

🟡Changes:

- Hutt Tarrada-class Light Cruiser SP increased from 6500 to 8000

- Criminal Underworld Headache-class (Hammerhead Nebulon) SP increased from 4750 to 6000, speed increased from 3 to 4

- Disabled the Procursator-class Star Destroyer being available to the AI Empire at tech 1 because thats fucking stupid

- Buffed the Fantail-class by increasing the SP from 12000 to 16000 and shield recharge from 200 to 400, also improved the turning speed so hopefully it can turn to face targets quicker

- Nerfed the Dauntless-class Heavy Cruiser weapons a bit by reducing the range of the heavy turbolasers from 4250 to 3250, but reduced its tech level requirement from 4 to 3, also improved its turning ability

- Hutt Principality-class Heavy Cruiser renamed to Privateer and buffed, SP increased from 20000 to 25000, HP increased from 46500 to 50000, price increased from 20000 to 40000 credits, advanced mass drivers now penetrate shields

- Zann Consortium "Headache"-class frigate buffed slightly with the additon of an ion cannon, and price increased to 10000 credits since the mass drivers penetrate shields it is now very powerful by itself


🔴Removals:

- None


📈Price Increases:

- Headache-class 5000 → 10000 credits


📉Price Decreases:

- None


🛠️Fixes:

- Added a whole bunch of missing text

- Fixed Hutt Dor'bulla spawning double garrisons

- Added missing textures for Trireme and Actiov VI (report by CodeNamedFerret)

- Fixed the Zann Consortium Javelin firing the wrong type of mass driver (medium instead of heavy)


⚔️ Skirmish Compatibility Updates:

- None


⚠️ Known Issues:

- FFT is not fully skirmish compatible, still WIP.

- The invincible hardpoint bug is a random game engine bug and there is nothing anyone can do about it


📝 Notes:

- The Dominator-class Star Destroyer remains disabled and will probably stay that way

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- Many of the "super ships" (Executor, Viscount, Eclipse, etc) remain unchanged from their Remake 4.0 stats/performance. Changes are planned, but will take time to work on.

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions.

Update: 3 Aug @ 2:45am

Change log posted in discussions due to being over character limit

Update: 25 Jul @ 3:13pm

- Quick hotfix

Update: 25 Jul @ 2:37pm

🟢Additions:

- Added new Marauder corvette models/icons with faction color schemes for the CSA and Underworld (credit to Emperor Niko)

🟡Changes:

- Marauder corvette behavior/weapons changed slightly. Now moves like a "turret" (similar to the Hammerhead cruiser), heavy ion cannon replaced with a standard ion cannon, with higher ROF. Heavy turbolasers now fire dual heavy turbolaser projectiles, a bit faster. Both ion cannon and heavy turbolaser range increased from 4000 to 4500, one set of the light turbolasers was removed, combined into two simple hardpoints with slightly decreased accuracy but more range. The standard Marauder for the pirates/underworld fires yellow bolts, the CSA Marauder fires blue bolts, and the Rebels fires red as usual. Hitpoints increased from 1425 to 1500, updated descriptions and stats.


🔴Removals:

- None

📈Price Increases:

- None

📉Price Decreases:

- None

🛠️Fixes:

- Added missing texture for the dual light turbolaser turrets found on ISD/Vindicator (report by Liam75)

- Fixed various issues with space structures/tech levels/units being unavailable to all factions (reported by the whole planet, fixed by Emperor Niko)

⚠️ Known Issues:

- Various bits of missing text here and there. I'm getting to it when I catch it.

- FFT is not skirmish compatible and will stay that way for a while. I'm trying to work on getting it compatible but there's a ton to do.

- Some random things experience the invincible hardpoint bug, most notably space colonies. This is a random game engine bug and there is nothing anyone can do about it


📝 Notes:

- The Dominator-class Star Destroyer remains disabled and will probably stay that way

- The Heavy Proton Torpedo variant of the Star Destroyer remains disabled pending rework

- An overhaul is planned for all ground unit transports, to include faction specific transports and differet types/sizes of transport depending on the ground unit inside

- Many of the "super ships" (Executor, Viscount, Eclipse, etc) remain unchanged from their Remake 4.0 stats/performance. Changes are planned, but will take time to work on.

- A massive project is underway to completely overhaul the Criminal Underworld "Ugly Scrapfighters" with new models, textures, stats, performances, and squadron compositions. This will take time. Stay tuned!