STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Dreadnoughts (Awakening of the Clone Wars Submod)
109 Comments
SMmania123 14 Oct @ 1:41am 
@Kurosu Sukafosu I've been using both mods for a little while now plus, a clone wars music mod and everything seems to be working just fine. I've noticed no issues at all, and the new ships are quite useful.
DelusionalDeath 2 Oct @ 2:17am 
The recusant dreadnoughts shield points are mislabled, it has 24000 shield in the files.
Kurosu Sukafosu  [author] 13 Sep @ 5:09pm 
unfortunately it's not compatible, the mod tweaks the same build limit scripts as the limitless heroes mod
HarryPottah 13 Sep @ 3:42pm 
Is the mod compatible with the limitless heroes mod? I've heard it is but I've tried launching it with the AOTCW mod and Limitless heroes mod but the dreadnoughts never show up?
NECRO_Cade 10 Sep @ 9:15pm 
could you make a version that only adds the providence and recuscant dreads, basically just the february update
shaunmab07 5 Sep @ 3:56pm 
@Kurosu Sukafosu

Ah right i just never comapred them side by side, thats great to hear.

I have gone into the files and changed his shield from 24,000-30,000 but now he doesn't appear anywhere?, is Trench a hero that needs a special event in order to get him?

thankyou for superfast replies, great submod and keep up the good work.
Kurosu Sukafosu  [author] 5 Sep @ 9:27am 
@shaunmab07

Trench's providence dreadnought is already a modified version with faster recharging shields, and his weapons have +2 round when firing

also trench is already a very broken hero due to his special abilities
Das_Peter von Betro 5 Sep @ 4:19am 
No popcap update please? My oc explodes with such number of ships :c
shaunmab07 5 Sep @ 12:30am 
Will Trench's Providence Dreadnought be a modified one perhaps in future updates?, his ship is known for powerful shields and weapons compared to regular providence Dreadnoughts. also love how quick you updated this brilliant mod.

thankyou Kurosu Sukafosu! (:
NECRO_Cade 4 Sep @ 6:27pm 
had some problems with the new units added in the update not loading in or just having missing missing text, i was also doing the limitless heroes submod but ive used them both together before and it was fine
Kurosu Sukafosu  [author] 3 Sep @ 6:43pm 
yeah it's most likely to need an update to fix some conflicts, i'm on it
The Mad Demoknight 3 Sep @ 1:16pm 
So I haven't tried the new AOTC update yet, but would this submod work fine without needing an update unless it ran conflict with the new changes? I'll take the launch code off the startup list for now until then.
NECRO_Cade 2 Sep @ 6:52pm 
would it be possible to make a version of the game where the maelstrom battlecruiser is added instead of the legacy class
Kurosu Sukafosu  [author] 26 Aug @ 4:14pm 
@SCP

yes it is
S.C.P | REIU-IV "Meg" 26 Aug @ 1:32pm 
this mod compatible with the febuary version of the AOTC?
Kwame Owusu 12 Aug @ 4:50am 
Such is EAW. Thank you for the quick response and resolution of this issue. This is a great mod regardless of any bugs.
Kurosu Sukafosu  [author] 10 Aug @ 11:49am 
just did a small playthrough long enough for noticing that that issue seems to have been solved

unfortunately, the way the game handles scripts require a new GQ game to take effect
Kwame Owusu 10 Aug @ 7:00am 
I can confirm what the others have reported, the republic are getting the legacy command ship in their spawned defence fleets from tier 2/3 stations. I am on week 4.
Kurosu Sukafosu  [author] 3 Aug @ 1:54pm 
2nd time someone reports that, i'll check it
quantM 3 Aug @ 11:31am 
literally the second battle in the whole campaign and the enemy has a legacy command ship, which is supposed to be locked behind tech 3
shadowblades 27 Jul @ 9:33pm 
looking forward to what comes next
shadowblades 27 Jul @ 9:32pm 
the secutor is such a nice addition good job mate
linusb*****ar 24 Jul @ 10:50pm 
Hi, i was wondering if you could either add the imperator class star destroyer to this mod or make it compatible with the "Rise of The Imperator" submod?
Kurosu Sukafosu  [author] 14 Jul @ 7:40am 
that's more of a personal change, i find it easier to spot on the mini-galactic map
Sculptyre 12 Jul @ 11:13pm 
its reverting the colors tho from a dark blue to a light blue for CIS, you sure? Although I appreciate the fast response times
Kurosu Sukafosu  [author] 12 Jul @ 6:08pm 
surely just a visual bug bc of the text files, nothing to worry about
Sculptyre 12 Jul @ 5:57pm 
yo, with this mod it reduces my version to 1.1.0 instead of 1.1.6?
This mod is amazing! Any chance this will be updated for the no popcap increase version?
Cybertryx 27 Jun @ 1:03pm 
Ah ok so far i encountered like 1 being trench and that man got deleted by the whole fleet at once
Kurosu Sukafosu  [author] 27 Jun @ 11:47am 
the secutor broadside was just fixed, it happened bc a wrong spelling in the xml file, and the legacy's purpose its to stop the CIS' OP Providence Dreadnaughts
Cybertryx 27 Jun @ 11:42am 
So far the Secutor has made it its mission to go for broadsides at any given opportunity and the Legacy feels kinda too strong
dasnocap 26 Jun @ 7:37pm 
Not sure if this is an issue with another mod but the legacy/secutor lack a description have no limits nor a tech requirment good work still like the resucant and providence
Kurosu Sukafosu  [author] 21 Jun @ 6:57pm 
@Cybertryx

yeah that's a common sight in both Awakening mods, AI can get extremely passive for no apparent reason
Cybertryx 21 Jun @ 12:54pm 
Not sure why but the ai is insanely passive playing on extreme and the cis isnt even attacking roche with no fleet present while they got a fleet with 2 dreadnoughts 1 system away
vovan784 19 Jun @ 7:36am 
Good day. Tell me how to remove limits on units and heroes? In which XML file is this located? Thank you
Kurosu Sukafosu  [author] 15 Jun @ 12:38pm 
thru steam its fine for this
Kurosu Sukafosu  [author] 15 Jun @ 10:54am 
@DrakeB can you DM me with any screenshot for further inspection? you´re saying that the ships are 1 credit cost?
DrakeB 15 Jun @ 1:32am 
I’m not sure why, but the ships now show up. However, they are now listed as at single credit. Any idea how to fix this
DrakeB 15 Jun @ 1:10am 
The CIS ships work great for me, but I cannot for the life of me figure out how to get access to the republic’s ships from this mod. I have level three warships researched and advanced capital shipyard. Yet there is no option to purchase them. The ai were able to use them against me in my CIS match, but for some reason, I can not build them myself
Kurosu Sukafosu  [author] 12 Jun @ 7:56pm 
i´ll give it a look anyways, i tested it on player-side and its indeed not available until WARSHIPS III Tech is researched
Barken 12 Jun @ 3:02pm 
No, it was a new game. However, I forgot that I had the 'Wreckage and Bodies Stay' mod installed, maybe that’s the issue. The author said it should work well with this mod
Kurosu Sukafosu  [author] 12 Jun @ 1:03pm 
@Barken that happened in an already existing save?

if that so, i pointed that bc of the way the game handles build requirement scripts, addon ships are inmediately available for build in pre-existing save games disregard of tech
Barken 12 Jun @ 12:07pm 
Is the Republic supposed to be able to build the Legacy Command Ship from week one, or is that a bug? I was surprised and completely crushed when six of them attacked Sullust in week 19
Deados 19 Apr @ 4:15am 
@Kurosu Sukafosu

I have managed to fix it and keep all the other mods. Turns out it was a load order issue. After the fix it has managed to work with previous saves as well.

I have managed to fix it by placing your SteamMod# first in the que. so for me it is:
SteamMod=3401570228
SteamMod=3402036364
SteamMod=3435713749
SteamMod=3387971722

The other mods are

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3402036364&ysclid=m9o4b7qiyl768768672 - RF+ Hard Contact + Legion+. Adds new heros for CIS and new legions for Rep.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435713749&ysclid=m9o4cealgm80054847 - Bigger Clone Wars Submod. Increase pop caps and duble ground units. Fair worning, lag might be a problem. Please mod responsebly.
Floof 16 Apr @ 6:07pm 
Text localization is completely fucked and the dreadnaughts aren't threatening unless you have like one venator, they're kinda just peltas with huge health pools in my experience, either they have guns and don't shoot them, or the guns they shoot aren't very good. the lucrehulk tweaks also break defensive battles because the CIS fleet as a whole is now a lot more cowardly, and will not attempt any pushes during space combat without munificents in the fleet for some reason
Kurosu Sukafosu  [author] 14 Apr @ 9:23am 
@Deados

You may have some other submod that's incompatible with this, that creates that issue
Deados 13 Apr @ 4:48am 
Hello! Love the mod love the models! That said, for some reason the icon for both is not there and description of both has some develoiper notes (the caps-lock text like [ADD_DISCRIPTION_HERE]). How can I fix those issues?

thank you in advance:)
[RUS] Yurlova 3 Apr @ 6:11am 
For future development can you add that Mar Tuuk starts with a Lucrehulk instead of a Munificent frigate like the CW series - or maybe making him upgradable with tech so CIS is not too strong early on.
demarcusscott06 24 Mar @ 9:35am 
i got the providence dreadnought mod working but the adv version is bugged with the title still wondering if ship crashes game in battle but was wondering if you could make a submod to make compatible or just change a file or two?
'Jin 18 Mar @ 9:08am 
This iteration of the Dreadnaughts are way more satisfying than others. Wondering if you have anything for the poor Republic though, perhaps they should get Imperators and Tectors. There is another mod that does give them that but their version of the Dreadnaught are not as good.