STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Crime Lords
449 Comments
melgu 9 Oct @ 10:25am 
@GeneralMacek Yes, that's a bug. A couple of people (including me) have reported it in the Bug reports thread. So it's not just youl
GeneralMacek 25 Sep @ 7:21am 
Palpatine's mission in the campaign has only a black screen. Is there a bug?
harrisonkscot 21 Jul @ 7:08pm 
This is an absolutely beautiful mod. I absolutely love it. That being said, I do have one small gripe with it. every faction has some sort of sniper infantry unit except for the empire. If possible, is it okay if you guys would consider giving the empire faction a sniper infantry unit of their own, just for balance purposes. It can either be the scout troopers (Who are, canonically speaking, excellent imperial snipers) or storm commandoes. either one works.
calzadilla.travis 12 Jul @ 5:51pm 
Hi Author/Authors i would like to start with i love this mode so much. But as i was playing the original campaign for the Rebels. when you get to the Kessel Rescue mission. you can not collect the prisoner Shuttles with the Sunderd Heart. 2nd if you don't put the Y-wing bombers in the first spawn slot before the start of the space battle. it will cause the mission to fail. if you can look into this and fix it, it would be awesome. of course when you can and are able thank you. This mode is Amazing work!
Kin-andybird 11 Jul @ 8:59am 
Tried playing all of the factions and i liked it. Tho, the major problem i am having is that the Death star wouldn't fire on the enemy space station. Nor would it fire at any of their fleet either? If you play as another faction going up against the Death star, it still wins and destroy the planet at the same time. Seems there is no way for you to defeat it. All ready lost 7 planets as Zann. Dispite it all, i really like the mod, hope there would be a fix to it in a later future! I hope ;)
Darman1128 21 Jun @ 8:38pm 
Mandalorians aren't playable?!....Shame.
Hungry Lion 26 May @ 6:17am 
Ok there are some problems with the Quasar but they are not consistent, some times it spawns Z wings some times it doesn't, went to the .XML and changed it to 2 X-wings and I haven't come across the problem anymore.

Played Zann Campaign. Here are some thoughts. I have played it 100 times, so how about spicing stuff up with the new units to have fun? I went and added Mandalore_Story to all Mandalore units. But it should be a tougher fight in space to get the Planet at start and it only has some ipvs defending it. I would give the Scyk, Dunelizard etc too(Mandal motors craft) but it would get cluttered. And then I did the same with some of the Hutt units and Nal Hutta.
Hungry Lion 23 May @ 2:09pm 
Rebel quasar carriers spawn only a single Y-wing squadron, they are not helpful at all for 3 population.
GeneralMacek 4 May @ 8:41am 
I ran into a problem that Rebels have access to N1 Fighters on Ground (in Empire campaign) and Empire on Tech Level 1 has no response to them besides building AA emplacements. Could that be remedied?
vjeko1701  [author] 29 Mar @ 4:16am 
I'm currently away so my responses will be more sporadic.

Hutts and the Black Sun advance tech via "Black Market connections" upgrade object available in galactic UI. Special structures are required.

Hero squadrons serve as superweapon killers for both the Black Sun (Ace Squadron) and the Hutts (Blood Dagger)
Killerbannana_1 25 Mar @ 11:17pm 
(Playing the From the Ground Up Scenario with friends, friend is wondering how he researches)
Also how can they kill my death star?
Killerbannana_1 25 Mar @ 10:39pm 
How do you research as the black sun pirates?
vjeko1701  [author] 12 Mar @ 1:12am 
Thank you!
merpaderp 12 Mar @ 12:41am 
I love the mod. Truly I enjoy playing with vanilla mechanics but still have access to new units and planets. My PC kills itself when I try to run thrawns revenge (need to purchase new GPU) but this mod is awesome no matter how many times i play it or what faction.
vjeko1701  [author] 12 Mar @ 12:09am 
In general, I would like to redo ground flyers to act better and be more effective but most of the things I tried made almost no difference.
GenericUsername 11 Mar @ 6:50pm 
still the best mod on the workshop icl. perfect balance of new content with vanilla feel.
GenericUsername 11 Mar @ 6:47pm 
I think that the TIE strikers are a little underwhelming. takes about a whole minute for 3 of them to kill a single air speeder.
vjeko1701  [author] 11 Mar @ 3:06pm 
Since it's a mixture of various different lores/continuities, it's difficult to pinpoint exactly what would be appropriate. However, the new GC would take place before the events of Ahsoka and Mando.
mayconborgesgato717 11 Mar @ 2:42pm 
We're missing more characters from the Imperial Remnants: The Praetorian Guards for us to buy, the Shadow Council has more Imperial officers, there are also Gideon's soldiers with Beskar armor, Thrawn is already present in this galaxy. Now we need to know what resources Captain Pelleon is saving for Thrawn's arrival.
bullettrain101 24 Feb @ 10:08am 
My bad, I thought I was in the Bug reports page.

I do have a suggestion, but I understand if it's very hard to implement, but I think it would be kind of cool if any planet that can be enslaved by the Consortium, if they're conquered by the Hutts they gain access to the slave units as well, and the Black Sun can gain access to various Rebel, Imperial and Consortium ships and/or vehicles through "piracy" by conquering a planet.
vjeko1701  [author] 23 Feb @ 10:51pm 
Never encountered anything like that. Will try to duplicate.

Also, there's a "Bug reports" discussion. It's much easier to address bugs if they are reported there.
bullettrain101 23 Feb @ 7:32pm 
Rancor on the Hutts side caused a crash after it destroyed an anti-vehicle turret. This was after I activated it's rage ability on the planet Duros.
vjeko1701  [author] 21 Feb @ 11:12pm 
Thank you!
GenericUsername 21 Feb @ 6:18pm 
This is my favourite mod. Thank you.
vjeko1701  [author] 15 Feb @ 8:10am 
Thank you for your kind words. Watch out for the next update, it will have a bunch of new stuff.
Argentin_Marosvarics 14 Feb @ 5:38am 
Yea, I'm not blaming you, just yesterday my units killed me mentally with their stupidity. Regarding this issue, the best solution would be, if I could give them more complicated commands, like "guard this unit", and they would try to automatically engage with the enemies they are likely to beat, and try to avoid death traps, like gunships the AA cannons.
Other then this issue (which is from the base game) this is one of the best mods. It's pretty close to the original game, but with tons of vanilla-like features, and I love that the heroes are modernized. And I also love the Star Wars Rebels content.
vjeko1701  [author] 14 Feb @ 2:31am 
Storm Commandos are not off the table however they are not in any immediate plans either, It depends on multiple things.

The AI is slightly fixed and optimized base game AI so any problems with it are pretty much problems with the base game code.
Argentin_Marosvarics 13 Feb @ 10:38am 
The AI (I mean my troopers) are criminally stupid. I had to micro-manage them constantly, I didn't tell them exactly what to do for a total of 3 seconds, and the managed to rush in and die instantly. I don't know if this is the game or the mod, but this isn't an RTS like this. If I have more than 2 types of units, I have to constantly stop the game to tell them exactly what they have to do, because otherwise, they will choose the stupidest way. Not to mention that the AI can micromanage everything since it's a computer. Very frustrating.
harrisonkscot 13 Feb @ 5:19am 
Interesting game. I actually quite like it. Hey, quick question if I may. Are you, by any chance, considering adding Storm commandos for the empire faction? I am just asking because I find those guys interesting. They could be a sort of minor hero for the imperials.
vjeko1701  [author] 9 Feb @ 12:45am 
Just checked Taris map, the station is oriented to face the bottom of the map, enemy ships enter the map on the bottom left.
timofeyshunaylov 9 Feb @ 12:27am 
On the planet Taris, the space station is turned the wrong way!) It turns out that it is turned to the enemy fleet on the wrong side and many of the firing points are simply located behind.
Azihar 4 Feb @ 6:07am 
Thanks a bunch for bringing the destroyer droid for modding!
timofeyshunaylov 2 Feb @ 11:38am 
nteresting point: In some builds I saw that you can hire Red Guard on Coruscant) They were essentially a bit useless, but the very fact of being able to hire them is fun!
timofeyshunaylov 2 Feb @ 11:36am 
Just logically: If Acalamanthor is a Gladiator, then why not replace Arquitens with something else when leveling up? Argument for Byss: There are no planets on the territory of the Empire where you could hire a special unit. Only when conquering territories is it possible to hire them, but this is not quite a balance, because at the beginning the Alliance has the opportunity to hire several special units. The Black Sun does the same, as does the Syndicate. I simply suggest making some special unit for the Empire on the planet Byss - it could be a corvette, frigate or cruiser. For example: Carrack-class Light Cruiser
timofeyshunaylov 2 Feb @ 11:26am 
After the update I can write an opinion: Good units, making the game even more interesting. It's a pity, of course, that the Immobilizer-418 has not undergone changes in terms of weapons (the Alliance uses ships of the same special class for line battles). The Immobilizer needs at least two turbolaser points so that it can somehow support its brothers. Question: The planet Byss itself is special in the Empire, but in the game this is revealed only by the presence of large places for a ground base. Is it possible to make, for example, some special unit that could be hired only on this planet? For example, it could be the Procursator-class Star Destroyer, which would be useful to the player before the Destroyers appear in his fleet. If this ship breaks the balance somehow, then I can suggest the Vindicator-class Heavy Cruiser, which could be a good assistant in line battles.
vjeko1701  [author] 1 Feb @ 9:07am 
I wanna continue development as long as I can
DAWEY 1 Feb @ 7:19am 
I am glad to see that you kept on keepin on with this GINORMOUS project!
vjeko1701  [author] 30 Jan @ 12:14pm 
:D thx!
DAWEY 30 Jan @ 11:47am 
Vader is fixed not healed. GENIUS sir is who ye are!!!
vjeko1701  [author] 27 Jan @ 12:53pm 
Hmm, they do appear as initial units. Unintended side-effect of the new build restrict system. I guess another solution will be needed.
timofeyshunaylov 27 Jan @ 12:23pm 
Also, on the planet Sullust, you can't summon a Dreadnought-2 into space (not build it, but summon it to the battlefield). This also can't be done on Fondor.
timofeyshunaylov 27 Jan @ 11:58am 
I found a strange thing: for some reason, after a battle with the Alliance in space, Neutron Stars are not shown in the enemy's losses section. I won the battle in space, destroying all enemy units, among which were Neutron Stars, but they were not shown in the losses section. Bug?
vjeko1701  [author] 25 Jan @ 4:03pm 
Vanilla campaigns are not going to be expanded. They were updated enough to allow for new factions to be played (on maps they were already present) with reasonable balance. But all new additions are planned and executed in line with new maps and canonical planet placement. It's simply not possible to take into account both canon and vanilla planet positions at the same time. There are multiple new maps, I suggest you try some of them out. They are the ones everything was built upon.

Additional factions are not gonna be added, minor or major because the game was hardcoded in a way that Rebels and Consortium cannot advance tech by stealing/buying it from factions outside the original 3 playable ones. Adding new factions to the map inhibits their tech advancement because they have less and less planets eligible for it.

If Petrogylph devs fix that limitation, new factions are possible.
timofeyshunaylov 25 Jan @ 3:52pm 
in general, comments under the mod are turning into correspondence for me) Sorry for this, but there are a lot of questions and ideas
timofeyshunaylov 25 Jan @ 3:50pm 
I just really like playing the campaign with 5 factions (59 planets) and unfortunately in the north of the galaxy there are no planets on which factions could hire special unit ships. In general, I would like to see more planets added to this campaign. For example, the idea of ​​expanding the corporate sector by adding 2-3 planets or, for example, adding a planet to the Empire - Bastion
vjeko1701  [author] 25 Jan @ 3:39pm 
Yeah, unless put in the lower layer of the map, they practically cannot navigate trough any map that has obstacles and usually get stuck and/or can't reach their target. Even in the lower layer, they can have problems.

As for planet unlocks, it depends on the map. All new GC maps are based on more canon planetary placements and there's quite a bit unlockable units on the upper parts (Mandalore, CIS planets, Dathomir, Ziost, Florrum).

Vanilla maps have different placements but I'm not basing any new additions on old vanilla placements.
timofeyshunaylov 25 Jan @ 3:34pm 
Got it. Thanks for answering. I didn't know that big ships create such problems for the engine. Anyway, the new ships fit well into your mod, so they will be used with great pleasure! In general, sometimes I notice that the north of the galaxy is empty in terms of the possibility of hiring special units... I don't know yet how to come up with something there, but it seems like something needs to be done there
vjeko1701  [author] 25 Jan @ 3:20pm 
But this variant is shown with the sharp flat nose...it's simply how it looks. It is the canon Dreadnought variant used by the Empire. Different ship. Those used by the Hutts are classic Dreadnoughts, a different design variant. I don't know how to explain it better.

Big ships are a problem for the game engine, especially on vanilla map sizes. Going canon with the size would make the ship unusable or it would have to be put in the SSD's lower layer so I just left vanilla scaling.

Putting it in the SSD layer, it would have to be retooled and better armed to stand a change to survive any battle. That would also mean the empire would get another "super" ship which would screw with the overall balance.
timofeyshunaylov 25 Jan @ 2:58pm 
It's just that he has this "sharp nose".....anyway, thanks for improving the mod. Last question: Is it possible to increase the size of the Hammer Arc Factory Ship? It's just that it's even smaller than Victory, even though it was big. I understand that it is not a ship of the line and should not be one, but it is so small. Can't we just make it bigger?
timofeyshunaylov 25 Jan @ 2:55pm 
Wouldn't it be logical to take a Dreadnought model from the Hutt Cartel faction?