This is version 1.75 release for EAW only. It goes into your EAW/Gamedata/ folder. This release includes some major bugfixes and some new additions to GC/Campaign land mode.
Star Wars: Empire at War Mini Mod
- Power C
Version 1.75
Some additions and updates, mostly pertaining to Galatic/Campaign Land mode. 1.75 only has some minor cosmetic changes from 1.74. It is not necessary to update from 1.74 unless you want the changes.
1.75 Changes -
- Changed Stormtroopers, ATST, and ATAT blaster color back to red, to match the movies. (If you wish to keep them green. Either keep 1.74 or refer to the article section on how to change them manually)
- Hutt Gangsta Squad now includes Pirate Plex and size increased to 15.
Additions: (GC and Campaign mode only)
- Rebels can now build these indigenous troops when they have freed their worlds:
- Wookie Warriors (Kashyysh) - Strong infantry with hunt ability (5x2 = 10)
- Gungan Warriors (Naboo) - Fast and agile infantry with sprint (5x2 = 10)
- Bothan Infantry (Bothawui) - Standard infantry with take cover (5x3 = 15)
- (1.74) Pyn'gani Warriors (Polus) - Heavy Infantry with weapon boost (3x2 = 6)
- Empire can now build these indigenous troops when they conquered their worlds:
- Geonosian Scout (Geonosis) - Fast noncombatant aerial scouts (5 scouts per squad)
- Sullustan Infantry (Sullust) - Strong infantry with weapon boost (3x3 = 9) (boosted to 9 in 1.74)
- Twi'lek Infantry (Ryloth) - Standard infantry with take cover (5x3 = 15)
- (1.74) Hutt Gangsta Squad (Nal Hutta) - Heavy infantry with take cover (5x3 = 15) (boosted to 15 in 1.75)
(Note: Indigenous units can only be built in barracks from their homeworld, with the exception of the Hutt Gangsta Squad, which needs a Hutt Palace. All planet text updated in 1.74.)
They won't actually affect the game much at all. It just bothered me that after freeing the Wookies, they weren't part of the Rebel alliance in battles. Units are chosen with some reasonability to the main story. Wookies and Bothans are obvious, but Gungans may be a bit of a stretch. But, they did have experience fighting the Trade Federation. Finally, as much fun as it would be to have Ewok warriors, I just can't bring myself to do it. It is just too silly.
Empire's side needed some background research. First, Ryloth became a protectorate of the Empire, basically a vassal. So, it reasons they would be enlisted as militia forces. Next, Geonosians are easily enslaved to do the Empire's bidding. Lastly, Sullustans are controlled by the SoroSuub Corp, which sided with the Empire.
I did not include any human indigenous groups because it would reason if they joined either Rebels or Empire, they would be in uniform.
Bug fixes:
Corrected Stormtroopers, AT-ST, and AT-AT laser color. They're now green as they should've been.
- Fixed Wookies' weapon to red laser. This is not mod related.
- Accidentally replaced uniqueunits.xml with FOC version last time, it caused some minor problems and crashes. Fixed now. (Because of this bug, I'm releasing this EAW version before finishing the FOC version.)
- Light Calamari Cruiser raised to level 4 starbase in GC and campaign. (1.74)
- 1.73 Bug fixes:
- Home One now has hangar and can launch fighters
- Interdictor SD now can launch Tie Fighters
- Wookie War Party and Twilek Infantry can now attack buildings
Difficulty Adjustment:
Easy - Dropped AI credit gain to 1.5, making this setting more for GC mode. (1.74)
good goooood
i love this mod
Thanks! :)
Dude your mod is not safe I can't download please make the mod 100% safe, why is your mod not safe at all and others are please tell me (I have SmartScreen Filter on)
That is an issue with the admin, I don't have control over that. As you know, my mods are uploaded directly to moddb and they screen the mods before authorizing it for download.
I should probably spend more time debuggin', but these were issues back in 1.6 that I didn't catch until now. I spent most of 1.6 debuggin' on the AI.
File updated - 1.78
Minor Bug fix:
- Home one doesn't have a hangar, so no fighters. Fixed!
- Interdictor SD only produces Tie Bombers, no Tie Fighters. Fixed!
(Feel absolutely free to report bugs, helps me out a lot)
Is the above link the download for 1.74 or 1.78? You mentioned that you updated it to 1.78...so if I downloaded the above link it'd be the 1.78 file and not 1.74, right? (Sorry, I'm just confused because the file name says 1.74 lol).
My sincere apologies. 1.74 is the latest version. What happened was originally I let the upload auto change the name. For some reason, it set it to 1.78 (instead of 1.73), skipping 3-7. Later, I manually added the final digit in the next update, which is 4.
I should've wrote a reply to my comment indicating this.
Yes. 1.74 is the latest version. Thank you for bringing it up!
Awesome, thanks!
hi for some reason ive got missing issues some of the units are missing their icons and when i place them down the game crashes. need help please.
Hi,
It will help me out a lot if you can tell me specifically where the bug occurs. So I can trace which file is causing it.
Can you tell me which units they are specifically?
Which game mode you are observing the glitch?
Also, please make sure you have the latest 1.73 EAW version and it is for EAW, not FOC.
Thanks for reporting!
Are the Nebulon frigates supposed to have only one turbolaser on one side of the ship (the other side is the hangar)?
Yes, I replaced one of the turbolaser with the hangar. This goes for all the ships that were given a hangar with the exception of a couple of them. There are a few reasons for this.
- It is the easiest and fastest way to do it. Adding additional hardpoints require quite a lot of work.
- It also saves me from rebalancing gameplay. The AI combat power, cost, etc... all remain relatively the same because these ships lost 1 laser but gained a hangar that carries squadrons of fighters. It is an equal trade off.
- Also in many cases, the location of the hangar is exactly where the laser is. For example, in Neb B, the location of the hangar from previous games such as X-wing, Tie Fighter, XvT, and XWA were in that position where the laser is.
:)
Okay, I see. I just thought that it'd be kinda odd if I would have to turn my ship to one specific side just to get the turbolaser to fire at the enemy. Oh well. I wasn't planning on using the Nebulon much anyway.
Thanks for your response!
Well, I do believe Neb B has 2 more turbolasers in the rear. So it can attack from both sides. Unfortunately one side is weaker with just 1 turbolaser and also don't want the hangar facing the enemy, they'll just destroy it and you won't have additional squadrons.
Updated it to 1.75
It is mostly just a cosmetic update, not really necessary unless you want the changes.
- Changed Stormtroopers, ATST, and ATAT blaster color back to red, to match the movies. (If you wish to keep them green. Either keep 1.74 or refer to the article section on how to change them manually)
- Hutt Gangsta Squad now includes Pirate Plex and size increased to 15.
i have EAW on steam. do I need to use it in a mod launcher or no.. please help
Sorry, I'm not familiar with steam.
However, when all things fail, just look inside the ZIP file. In both EAW and FOC, the actual mod files are in a folder called "data". The data folder should already exist in your game, simply place the folders in "data" into your game "data" folder.
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