STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake: Clone Wars Holdout Factions Submod
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?
Serephiel 7 Oct @ 7:24pm 
This mod makes the overhaui so much better, ty so much for this!!!
Nortline 7 Oct @ 12:42pm 
Is there a submod that allows you to build all ships in battle?
CanadaMan7  [author] 6 Oct @ 6:07am 
@Cristianmrvzla:
No plans on that. It's dependent on if Jeroen can put out a more stable build. The current 5.0 build is much less stable than Remake 4.0 + CWH due to my years of support on it.

@isa0005:
Yeah, it's been longer than I would have liked, but rest assured I'm still working and have a lot still in the pipeline. I had a lot of IRL things occur (bought a house, got married, etc), so that's obviously taken priority.

@catherine.050868:
Salut ! Jetez un œil à mes instructions d'installation ci-dessus. C'est peut-être dû à ça, ou à un bug affectant Steam Workshop.

@ND7567:
Does it specifically say that it's for Clone Wars Holdouts? I have a special note in my Installation Instructions that mentions it requires CWH specific submods to function correctly. Additionally, a Sandbox mode already exists as a GC option, so it's not necessarily even required.
ND7567 6 Oct @ 4:35am 
Why isn't it working with the 1 credit 1 second mod. it always crashes in the loading screen. really makes mad
catherine.050868 27 Sep @ 10:43am 
oui bonjour cest moi armand dailly je voudrai vous dir que jai mon mode ne veu pas souvrire vous pouvez me dire pourquoi et vous pouvez maidait sil vous plait mercie
isa0005 26 Sep @ 8:46pm 
@CanadaMan7 any news on further updates? It's been a hot minute
Cristianmrvzla 26 Sep @ 8:22pm 
Empire at War: Remake 5.1 - The Final Update pls
Paulista 24 Sep @ 9:45am 
Mods were not working - some players found ways to make mods work through using MODPATH and FoC Options>Mods, but FoC options only allows to select 1 mod at each time. Since submods needs the parent mod to work .. How do we make submods to work again?
Deni083 18 Sep @ 1:05am 
Great mod! Micro-suggestion I have: can you put tactical droid voices on Providence/Munificent ship instead of its original when it's actually tactical droid unit?

Or, if I can help with it, write me :)
GalacticEmpire_09 6 Sep @ 6:13am 
Can we have an update for the Rebel alliance? Like having the decision to declare the new republic and building the galactic senate and the senators offices on planets as government structures and having bail organa as an hero like Mon Mothma? Oh and can you do something about the trajectory of the ships during battles? They are very strange. Thank you a lot for reading the comment, Anyways very good mod especially with the animations of sunken ships and space battles
lordmirau 4 Sep @ 5:51pm 
Are the Skorpenek and Fantail models from Kubli free to use?
Icey 4 Sep @ 10:37am 
Youre right, my bad, I am stupid. Thank you for the help.
CanadaMan7  [author] 4 Sep @ 6:58am 
@Icey:
There should be no missing icons or names. Check your launch options and make sure you're not running any additional submods. They're likely out of date or causing the issues.
Icey 4 Sep @ 6:20am 
I have noticed a lot of icons and descriptions are missing with this mod, and also names as well. Will those be fixed in future updates? Or are you not focusing on those right now?
CanadaMan7  [author] 4 Sep @ 2:19am 
@_Ex0dus_:
I've recently implemented the Torpedo Sphere for Imperial Skirmish and I'll continue to put in any ships or heroes I develop. I don't think implementing the Super Ships into it is something I'm very interested in doing, but you could always try your hand at a submod. Just stay tuned though and I can promise you that more things are in progress.
_Ex0dus_ 3 Sep @ 1:27pm 
Also, any way we can get some more options for the Empire? Feel like we are missing the executor for skirmish. IDC if its like 200K points
_Ex0dus_ 3 Sep @ 6:23am 
Its the best mod currently for skirmish. Which is why as much work as it would be, Id love to see you keep growing it.
CanadaMan7  [author] 2 Sep @ 4:59pm 
@_Ex0dus_:
Not sure of the ask here. This is pertaining to additional factions (beyond the Hardliners and Holdouts) in Skirmish? But yeah, I don't know if you've played CWH Skirmish, but it's an area I've invested a lot of time and development towards. It plays significantly better than vanilla Remake 4.0
_Ex0dus_ 30 Aug @ 1:32pm 
I would really be happy with just skirmish/MP factions to start things. I get it thats my opinion lol, cause i think most people play GC right?
CanadaMan7  [author] 30 Aug @ 8:57am 
@_Ex0dus_:
The plan is definitely more expansion and eventual story arcs for the factions. I don't know if it'll be near the depth of EAWX/etc since I'm a one-man show, but Missions are something I'm actively looking into.
_Ex0dus_ 30 Aug @ 6:53am 
Is there any plans to keep expanding the mod? I would love to see a thrawns revenge style mod with the remake's quality level ect. Even if its just as multiplater skirmish factions
Mister Cthulhu 26 Aug @ 9:55am 
Ah okay, thanks for the heads up.
CanadaMan7  [author] 26 Aug @ 2:33am 
@Mister Cthulhu:
If it were up to just me, I'd make this entire mod open source. Unfortunately, it's not and I have various artists that I need to maintain permissions for the usage of their assets. So it would have to be a on a case-by-case basis. Reach out to me regarding specific ones and I can either deny, approve them or point you in the direction of the artist themselves.
Mister Cthulhu 24 Aug @ 6:38pm 
Do you allow people to use some of your assets in other mods?
Geara_Doga_Flakes 23 Aug @ 7:58pm 
4.0 is for all intents and purposes still the "official" current release version of Remake. 5.1 is essentially a dev build posted by one of the Remake devs after the team disintegrated.
_Ex0dus_ 23 Aug @ 9:33am 
So whats up with remake 5.1 vs 4.0/This mod?
Camalie 19 Aug @ 3:58pm 
I'm fairly certain that's just an issue that Empire at War has, unfortunately
undeadfish66 19 Aug @ 11:32am 
howdy i have a question about the clone walkers they get stuck on everything and are kind of useless compared to the other units in the future will you be making it where they can walk over your units so they cant get stuck?
TheRedMafiaPanda 15 Aug @ 6:38pm 
@candaman7 I have one off of the Modb but its been a minute i can always hunt around and update you if i find anythin decent although the one i used looked decent imo
GalacticEmpire_09 15 Aug @ 9:34am 
Anyways very good mod especially with the animations of sunken ships and space battles
GalacticEmpire_09 15 Aug @ 9:32am 
Can we have an update for the Rebel alliance? Like having the decision to declare the new republic and building the galactic senate and the senators offices on planets as government structures and having bail organs as an hero like Mon Mothma? Oh and can you do something about the trajectory of the ships during battles? They are very strange. Thank you a lot for reading the comment
CanadaMan7  [author] 15 Aug @ 3:04am 
@matteomora95:
I technically have Imperial skins for all of those ships, but I will likely restrict those to specific mission rewards once those are implemented in regular GCs. Right now I don't want to dilute the Republic Hardliner's faction identity by making them buildable everywhere for others.

@TheRedMafiaPanda:
Sure, I just need a model for it. The trouble is that finding one that doesn't look bad among Remake's High Quality assets is a tall order.
TheRedMafiaPanda 14 Aug @ 6:00pm 
Is there any plans to add the "Legacy" venator SD to the submod or no?
matteomora95 14 Aug @ 2:02am 
Good morning,

You're doing an incredible job, keep it up.
I'd love to see the J-45, Valiant, and Secutor versions without the red color in the future for an Imperial release, just like the Venator.

Good work.
Geara_Doga_Flakes 10 Aug @ 6:16pm 
@CanadaMan7 No worries. It would be really cool to see something like that in your project at some point. There's a real lack of Prequel-era purist mod content like that out there.
CanadaMan7  [author] 10 Aug @ 8:15am 
@Geara_Doga_Flakes:
Like most of Remake / CWH, Shatterpoint is a looser Clone Wars sandbox setting rather than hyper lore accurate. I think that's something I'd eventually be interested in doing, but it would require a ton of script-based roster changes (in terms of Tech level requirements) due to CWH's primary setting in the Galactic Civil War. I'll have to see it's something I'll consider in the future.

@Serial Designation J:
You could always play the Sandbox GC? Aside from that, you'd need to do some custom editing on your side.
Serial Designation J 2 Aug @ 8:29pm 
I have one question....is there a way to remove fog of war
(I just prefer not having it in most games)
Geara_Doga_Flakes 2 Aug @ 6:59pm 
Is the Shatterpoint campaign accurate to the CW Multimedia Project? i.e. no Venators and such in the first year of the war etc.?
T'erissk 1 Aug @ 2:29pm 
@Canadaman7 Gotcha; I have him in Rise of the Empire. Hope ya manage to find a VO and get him in the other scenarios perhaps ^_^
CanadaMan7  [author] 1 Aug @ 8:09am 
@T'erissk:
I've already placed Krennic as an Imperial hero in Rise of the Empire, but I'm waiting for a more permanent VO solution or role before reworking him. Take a look at the code and you can see there are actually two versions of him, one Imperial and one Defector.

@Laurentic:
Check out the discussion board "Submod Roster" for a thorough roster of all Core and Planet-Specific ships and ground units.