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 !
2,448 Comments
MiniGui98  [author] 7 Oct @ 1:16pm 
ХАоSS: Hi, there are no larger flagships in the mod than the Executors.
ХАоSS 7 Oct @ 11:25am 
Hello everyone. Author, I need your help. Are there any additional modifications to expand the Imperial fleet's inventory? Two Executioners seems way too few. Ideally, an Eclipse, a Praetor, and even larger ships, like fleet flagships, would be great.
Marcin 6 Oct @ 11:40am 
Will do!

I did the 142 planets run with the Galactic Empire starting at Tech 5 with 10k credits and several planets already captured.
MiniGui98  [author] 6 Oct @ 11:30am 
Marcin: Some people reported that saving while a big fleet was moving could cause issues but then again it's only isolated reports... Really sorry about you playthrough... If you try to do another one and still encounter the problem, please report back.
Also, what map were you playing on? And which faction/starting tech level?
Marcin 6 Oct @ 11:27am 
I have an idea what could have caused the bug. For the first time i saved and quit a game after a ground battle AND while an enemy fleet (rebels) was approaching a system. Maybe this caused the issues?
Marcin 6 Oct @ 10:36am 
Damn thats hard, ive invested so many hours in the game haha. Unlucky. Yeah I had a back up save which was 1 playhour behind. This one also does not work. So it seems the problem comes from somewhere else.

I turned off the game after saving some hours ago and went away. Came back, started my PC and now im here. So i do not even know how to reproduce it. :(
MiniGui98  [author] 6 Oct @ 10:34am 
Marcin: Hm, that weird then.. does it happen with other saves too? It might be an unlucky case of random save corruption, but you also might have found a deeper issue if you can reproduce the bug.
As for the save itself, I'm afraid I can't fix it. Corrupted saves are gone forever unless the problem comes from something else. Sorry about that :/
Marcin 6 Oct @ 10:17am 
I did not save during a battle, atleast i think. I started a new GC some days ago. So the mod was on the newest update...
MiniGui98  [author] 6 Oct @ 10:13am 
Marcin: Hi, did you save during a battle? This could cause save corruption.
Also I updated the mod not really really long ago, maybe the save was from the older version? This could also be a cause for saves not loading.
Marcin 6 Oct @ 10:09am 
Hello, i have an issue. I have a savegame (GC) using the mod. Since today i try to load it and the game just crashes while loading. Black screen and dead. I have not loaded the savegame without the mod.

Maybe you can help me.

Greetings
MiniGui98  [author] 29 Sep @ 9:10am 
The Field Marshal: No, the Shili system is not in the mod.
The Field Marshal 28 Sep @ 9:53pm 
Question, does this include the Shili system?
sauni 15 Sep @ 6:54pm 
MC30c frigate bomb release doesn't explode after using ability to clear the fighter

It does release the bomb but doesn't explode after that and fighter still hitting it rightafter , not a single fighter was lot during that :V

Pls fix thanks
sauni 15 Sep @ 5:09am 
Also add tech 5 for black sun since it default max tech possible for black sun in advance is lv 4

If i turn max tech to all lv5 it will result to only gives me 10k credits as black sun instead of 25k or 12k as default , i even tested for zann , empire and rebel , all 3 of them even with max tech all lv 5 it still give 25k while black sun is only receive 12k because black sun tech 5 doesnt exist so it not working properly when manually set max tech lv 5 possible
sauni 15 Sep @ 5:03am 
All planet combat bonuses doesnt apply in combat , i tested all 3 faction , empire , rebel and black sun , even zann dont have it

Only research bonus apply when research during combat , pls fix

This one is like felucia bonus no movement penalty when controlled felucia planet did not apply for any faction at all in combat

No bonus from combat applying in combat , only research in combat apply :/

Im playing lagfest all planet and A.I function GC

Also venator laser point defense not working properly , missile and torpedo still hit venator and i dont see any blue laser for laser point defense at all that hit on torpedo :V

And also black sun need heroes , if hutt faction A.I that have Jabba the hutt as hero then black sun also need a hero like that one pirate guy from the tv show clone war / rebel with red uniform coat ( or something idk ) for balancing purpose :V , and high credits boost if neccesary or more firepower capital ship like lucrehulk to deal agains executors and eclipse
Dynonychus 1 Sep @ 8:28am 
Just started with this mod...love how it mostly retains the simple gameplay of the original.

However, I've noticed that, apparently, the Rebels can just kind of bypass planets even with a substantial fleet? I had Alderaan and all the planets around it secured....no clear path to Alderaan that I could see that wasn't through another one of my controlled planets. Yet the Rebels just showed up there with 10+ capital ships, definitely NOT a raiding fleet.

Is this an intended mechanic or is there some other sneaky path there I'm not seeing?
MiniGui98  [author] 28 Aug @ 7:46am 
Nagaar: Thanks for your feedback! There is no submod planned anywhere by anyone as far as I know.
And sadly, there is no wiki or documentation available. I should have built one but never had the courage :( You can however join the Discord server and ask your questions there and you will get help and more informations this way :D
Nagaar 27 Aug @ 5:54am 
great mod, love playing it. is there a Wiki with the Planets etc or are there any submods planned?
CVader 9 Aug @ 5:06pm 
ISDs need a buff please
MiniGui98  [author] 9 Aug @ 12:32am 
Bhazturd. : Yeah the ZC faction still has some game breaking bugs that never got fixed because it's not the main focus of the mod.
If you can give me a precise list of which planet on which GC map causes the issue I might be able to improve things.
Bhazturd. 8 Aug @ 6:07am 
hi, so i been trying to play as the zann for a while now and almost everytime i engage in tactical combat to spread corruption the screen turns black and audio stops completely?
MiniGui98  [author] 2 Aug @ 6:35am 
pc_suffering: The update shouldn't break saves
Малоросс 1 Aug @ 6:49am 
>didn't finish my campaign
>they release an update

oh God... again
Ollycat1 13 Jul @ 4:58pm 
MiniGui98: I managed to fix the AI on Trade Routes (it's my favourite map so I tested my theories there). By day 40-50 I had a fleet with 15 Capital ships attacking me
The fix was simple, let the AI start with 3 planets each with a level 1 space station, barracks, light factory and a mining facility.
I also added some pirates in, literally just 2 planets on either side of the map to keep it balanced. It worked perfectly, seems the AI just cannot handle expanding from 1 planet. It needs some threats around it and some starting resources. If you want me to join the Discord and discuss what I did in detail just let me know!
MiniGui98  [author] 13 Jul @ 9:43am 
Jackel: Yeah, I know this might be not ideal, although it was the best solution I found to balance things out when I added garrisons to the rebel ships
MiniGui98  [author] 13 Jul @ 9:42am 
Ollycat1: Feel free to do some modifications! :-) If you think it might interest some other players, you can join the Discord server and we can talk about it more in details!
Jackel 13 Jul @ 8:21am 
It's cool that the rebelion can also generate fighters in the mod, but the ships don't have a hanger that can be destroyed, which makes the whole thing OP
Ollycat1 13 Jul @ 5:50am 
MiniGui98: Thank for your response! What I found is sometimes the AI is very aggressive from the start and other times it doesn't move even later into the game. However I mainly play the maps other than the galaxy awaits GC. I think the lack of pirate fleets and early game resistance on those maps is what's making the AI stagnate. Though as you say, it seems to be a mystery. I might personalise the mod for myself and add some pirate fleets and more initial resistance to the map for the AI and see if that changes anything. If you're interested if that changes anything, I can let you know!
MiniGui98  [author] 12 Jul @ 7:46am 
Ollycat1: Yeah this happens sometimes... this AI is a bit of a mistery even for myself. The AI is sluggish because it has a bunch of goals and conditions to reach before attacking and depending on the map, these conditions are really hard to complete for the AI. I never managed to improve the behaviour so much though... What you can try is to "kick the hornet's nest" by attacking and/or conquering a planet and maybe they will wake up, cheat a fleet in and roll on your forces, but that's not 100% certain :/
Ollycat1 11 Jul @ 8:34am 
On the Trade Routes map, playing as the Empire on hard, I noticed by day 70 the Rebellion just weren't doing anything. The AI just seem to sit around doing nothing, they did build 1 fleet but didn't move it even after I attacked and left. Any idea why this is?
MiniGui98  [author] 10 Jul @ 2:18am 
memepaspeur78: Thank you very much for your kind message :D
memepaspeur78 9 Jul @ 1:04pm 
I love your mod! This game was my favourite about Star Wars 15 years ago. But now I replay it with your mod and you did a spectacular job on it. You make it great again! Thank you! thank you a thousand of so much! May the Force be with you!
ComradeBen 6 Jul @ 9:32am 
Hey, this is a fantastic mod, its the only one I play. My one problem is I like to play the Zann story mode on it and specifically some of the planets like Corellia, Corulag, and Aeten 2 I cant Piracy corrupt for the unique ships for my fleet. So my question is is there any way you can take the planets from the vanilla map, cross reference the ones in UGC that arent Imperial or Rebel controlled, and make them so? Thanks again.
MiniGui98  [author] 5 Jul @ 11:52am 
Nuclearfish: Yes in most maps they aren't supposed to produce anything, so they have no stations.
Nuclearfish 5 Jul @ 9:36am 
is it normal that the pirates are pushovers on every planet? no space station etc
echo4609 4 Jul @ 6:41pm 
what exactly is the difference between the CE galactic conquest maps, and the non CE GC maps? other than the planets that you start off with, i cannot tell an immediate difference between the two
MiniGui98  [author] 22 Jun @ 4:50am 
TheLastJarl: You could probably do that by modifying the XML files of the mod. There are tutorials on the Internet that can help you do that.
TheLastJarl 21 Jun @ 4:04pm 
Hey! Love the mod! I wanted to ask, could it be possible to add more SSDs available in galactic conquest?
Nuclearfish 21 Jun @ 3:47pm 
ahh its all good! i love the mod regardless.
MiniGui98  [author] 21 Jun @ 11:53am 
Erudito: There is an issue with land skirmishes?
MiniGui98  [author] 21 Jun @ 11:53am 
Nuclearfish: Yes because they aren't compatible with the mod
Nuclearfish 20 Jun @ 7:40pm 
Hi! for some reason the original GC maps arent on my list? is this normal?
Erudito 18 Jun @ 4:20pm 
Any plans to fix land skirmishes?
samuelalleyii 16 Jun @ 1:53pm 
Never mind I found it. This is a great mod!
samuelalleyii 15 Jun @ 7:09pm 
Is there any way to get Vader's flagship? I'm pretty sure I played a mod like this where you could build them but I can't remember if it was this one or not. I started a game as the empire and couldn't find it but I wanted to see if i'm just missing something.
MiniGui98  [author] 15 Jun @ 12:49am 
MaskVincible: This requires a modified .exe file for the game and we can't do that directly through workshop mods. I have heard of people playing 1v1v1 GCs in UGC CE with the modified .exe available somewhere on the Internet and apparently it works as expected.
TroubleSome 14 Jun @ 7:01am 
Do you have plans in the future to make the Galactic Conquest multiplayer for more than 2 people?
MiniGui98  [author] 13 Jun @ 6:54am 
CrouchingFalconHiddenWings: I was too lazy to find a way to enable them in certain circumstances and not others.
MiniGui98  [author] 13 Jun @ 6:53am 
Brebs: Hm, that's good to know, thank you for testing that!
CrouchingFalconHiddenWings 12 Jun @ 2:08pm 
So are the consortium corruption mechanics disabled as well for the campaign even if you play as them?