Awakening of the Rebellion 2.7 is the upcoming Version and its a massive Update and Improvement then the actual release Version 2.6. The AI is almost rewritten and will be a challenge as ever before There are new Story Events and reworked existing ones. All Space and Ground-Units are updated and/or replaced with new Models/Textures. New Soundeffects and Music-Tracks, a New Galaxy Map that is almost Canon and new Space and Groundmaps.

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Welcome everyone to another update for Awakening of the Rebellion. The time since the last update has flown by, and the team has continued to be hard at work getting the mod closer and closer to completion. We’ve got some brand new goodies to talk about, so let’s get to it.

Mod of the Year

Yep, it’s that time of the year again! Time for you to go to the banner at the top of this page and vote! Seriously, do it right now. It will feel good, I promise. In the current stage of voting, you can vote for multiple mods. We would like to also ask you to support our fellow mods and vote for them as well.

Rise of Hope: Nkorn and the ROH Modding team

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Rise of the Mandalorians: Farseer

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Star Wars Rebellion: Megabalta

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Battlefront Commander: Clonetrooper163

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Galactic Battlegrounds – Expanding Fronts – Gen_Rhyn_Dallows

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Thrawns Revenge: ICW and Ascendancy – Corey

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And we also would like to give out a shout out to

YuuzhanVong at War: Burntstrobe and the Shapers

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Even though they are considered out of the running for this year’s Moddb award because of last years most anticipated mod win, they are a vital component to our success and provide a lot of support to the entire EaWmodding community.

We will also be doing a special event for this year’s mod of the year event. Starting from now until the end of the year, we will be doing daily unit updates showing off our updated units and unit roster. These images will also be used for the mod’s manual that will release along with the mod. So enjoy the sneak peek and once again, don’t forget to vote!

AotR 2.6 Steam Workshop Support

As many of you know, Petroglyph and Disney have been very kind to restart support for Empire at War on Steam. The new patch adds multiplayer support and a lot of additional bugfixes, the most impactful for this mod being that the AI can now be fully loaded from the Mods directory. Because of this, we have released an updated version of AotR 2.6 onto the Steam Workshop, which has no additional steps for AI installation. Simply load the mod from the in game launcher, or use the provided launch options in the description. The mod also fixes the minor issue of the Death Star spawning for the AI after a successful Rebel story completion.

We also are looking into releasing a version here for Moddb for all you non-steam user folks. Thanks to Corey from Thrawn’s Revenge, who has many times repeated (to my blissful forgetfulness) that we can try and compile the AI and XML files into a Meg file to load the AI without any additional installation on your part. Hopefully, we can get that fix in along with the additional fix for the Death Star story for everyone to enjoy.

Now on to 2.7…

Alpha, what Alpha?

Over the past few months, the much fabled AotR 2.7 Alpha has circled around various testers and YouTube personalities. The goal of the closed alpha was to help ensure general stability and overall feedback on the new AI and design changes. We have plans for a third and (hopefully) final alpha which will have some more core features and updates that need testing. But before we talk about that, I wanted to share some of the high level learnings that the team has taken from the closed alpha.

We found that the AI from the alpha has lost a lot of aggressiveness than what was expected out of an AotR experience. Instead the AI opted to put more effort into defenses and especially in the late game, had the tendency to be able to build things they should not be able to. To remedy this problem, the AI attack scripts and evaluations have already received a major overhaul. More focus was put on the AI aggressiveness into back systems, so they are always moving towards the galaxy edge from their starting positions.

Victory1

Another minor adjustment with a lot of impact is the fact that the AI can now attack planets through systems that are not defended in space. Meaning that holding the ground on a world will no longer prevent them from attacking weaker planets in the back. This small change has already made huge impacts into how difficult the AI is, and it causes some very interesting encounters to happen.

On top of this, we reworked how the AI gets its units. They will no longer be able to build a unit they do not have the required structure for, preventing the late game slog of large ship stacks. However, because of this change, we have made the Empire’s basic frigate shipyards buildable on all planets in order to keep them from getting “unit locked” without a shipyard planet. This brings them on the same playing field as the other two factions.

“Difficult to see, the future is”

There are a couple of additional features that have found their way late into the game for AotR. Spearheaded by Maxim, and with the help of YvaW’s very own KadVenku, we were able to add some features that were previously a challenge for us. Because of this, we are going ever so slightly delay working on the beta for a short bit, and instead work on releasing a third alpha. Many of the new features use completely new Lua architecture that needs to be tested for stability. Keep in mind that without these new Lua discoveries, these items were previously not going to be in AotR!

Hero Rescue Missions

Ever since the moment I began working on AotR, I had an idea to change how the normal hero respawn system worked. The problem with heroes in Empire at War stems from the fact that you can use them with a lack of regard for their survival and always get them back after a simple respawn timer. While this is an alright system for heroes that don’t provide much combat bonuses, it becomes a problem with heroes such as Admiral Akbar or the Executor. Many players have complained that they would kill either of these two heroes, sacrificing a majority of their fleet only to have their hard work be annulled with the hero respawning.

So the next option would be to remove hero respawns all together. While that would be an easy solution, it presents two more gameplay concerns. Firstly, an infinite death system causes players to be far too cautious in using their heroes for combat, favoring to keep units in the back lines to keep their galactic bonuses. We don’t want all heroes to become just stat boosts, and we don’t want to make the player fear using them. The second issue here is that AotR has an in depth story element that requires certain heroes to be alive in order for the story to progress. In a way, we need certain heroes to come back so the story can continue.

Which is where Hero Rescue Missions come into play. Major story characters, such as Leia or Darth Vader, have been given an alternate respawn system. As soon as your hero has been killed in either the galactic map or during combat, you will now receive a mission that informs you that your hero has been captured by the enemy. A “semi-random” location is chosen based on the enemy you just fought, and you will be tasked to take back the planet to get your hero back. This system is only on heroes that are story mission specific and do not have a major impact on combat. Heroes like Akbar or Garm Bel Iblis will not receive these missions, and once killed will be gone forever. Now if your hero is needed for a future mission, you better make some adjustments to your strategy and free them from captivity.

Right now the AI has a basic respawn mechanic in place to simulate this event for them. It is also only applied to the heroes that need to have it for story reasons. We are still thinking about creating missions for capturing AI hero prisoners, but for now we think a basic respawn system suits our needs just fine. If you kill the Executor, you kill it for good. But that doesn’t mean you or the AI won’t be able to rebuild a similar classed ship…

Unit Filters

In order to help reduce the clutter of all the building and unit upgrades and help alleviate the limitation of the number of units in the build bar, we have introduced a new filter system for the GUI. By using the new filter buttons you are able to only look at categories of units you wish to see. This becomes especially useful on large production planets that may have more production options than build bar slots. The biggest blocker before for doing this properly is getting it to work correctly with unlocked units via mission rewards. Maxim has solved this problem, so now the unit filters are fully operational.

Mercenary Wages

Star Wars Empire At War Forces O 4

We wanted to make a system for the Black Sun mercenaries (and any other future units using this method) to collect wages on a weekly basis. Mercenaries will now come cheap initially, and will be a great unit to recruit in a pinch. However, each week there will be a recurring mission that pays for the mercenaries. The mission fixes mercenaries not having to be paid if they are enroute to a world, or draining credits from enemy planets when stationed over them. If you are unable to pay the full weeks’ worth of mercenary wages it will result in mercenaries leaving your cause.

Structure Upkeep

With the upgrade and downgrade base system functional and tested, we are now going to be working on having a downside to keeping planets heavily upgraded. Each building that is not a credit production facility will require weekly upkeep. Cost will be determined based on two categories: building type and upgrade level. Production buildings will cause a small base amount of credits while defensive structures will require more. Anything that requires a power generator will cost the most amount of credits to keep operational. On top of that, the higher the level of building the more it will cost as well. This change will allow us to take full advantage of what the system was designed to do, and that is make sacrifices in order to keep your economy growing positively.

Along with this mechanic, we want the AI to be able to figure out good planets to save money on and actively downgrade planets that are in better defensive spots. This should be the final major galactic AI change we need to do, so we would like to test their behavior thoroughly.

Space Defense Structures

Many people have asked about being able to build additional space structures tailored exclusively for additional defenses. We have been on the fence about this idea for a while, but after hearing the large request for it we are going to work on giving each faction some sort of space structure for defense. Right now we are thinking additional Golan platforms for the Empire (provided you already have a Golan space station), additional Rebel XQs, and some special stuff for the Black Sun that we reveal at a later point. Also included in this project is expanding the Space tech levels from 3 to 5 in order to prepare for our larger pool of units. Each of these stations will use the original space station models, but their weapons and loadouts will be rebalanced so that they will only be able to protect themselves from minor attacks.

It’s Gonna Get a Lot Beta.

I also want to take some time to dive more deeply into the development stages for version 2.7. After the final alpha build, we plan to move forward into developing for the Beta stage. In traditional development terminology, reaching Beta involves being “content complete.” This means that every feature, unit, story mission, and everything to do with galactic conquest is completed. On the road to beta the team will be focusing on finishing the unit overhaul, overhauling the battle AIs, and finishing the entire story. This will not be a short development cycle. In fact, this next stretch of development will be the longest yet. We have well over 100 units to still redo, and three total campaigns to redo from scratch. And that is just the big ticket items. Don’t worry though, we will be providing constant updates as we always have, and there is definitely going to be some really cool surprises along the way.

Once we finish Beta, we will move into the final release candidate development. Here we will focus on balancing, audio, text, and of course, squashing bugs. Once we are confident with the state of the mod, we will then, and only then, release version 2.7.

Throughout our discussions we have had to sacrifice some big ticket items and push them back into future versions. Two major things that are planned that will not make it into the release of 2.7 are the overhauled ground combat and skirmish mode. Much of this work here can be done at the same time as our work for 2.8, but will release sooner than that version. We have added an additional release of 2.7.5, which will include the things that were mentioned above.

Our reasoning here is that while we do want these things completed, they require a significant time investment to complete. Right now we do not have an established mapping team, and many of the ground assets discussed are far grander than any ground map has gone before. We like to make sure that the game engine can actually handle the ideas we have via prototype before actually promising what they are.

On top of that, while skirmish is a mode that we definitely want to make our own, we don’t really feel that it should hold up the release of version 2.7, which already has enough things on its plate. Skirmish in 2.7.5 will take advantage of a lot of gameplay goodies that AotR is known for. Shipyards, upgraded units, and structure upkeep just to name a few. We are heavily inspired by the skirmish mode in SAU 3.3, so take a look at that mode for a better understanding of what we are aiming for.

Anyways, that’s all for now. Once again, don't forget to vote for mod of the year. And as always here's a cool little nifty thing I found...

low planet orbit

Summer Update 2017: Closed Alpha!

Summer Update 2017: Closed Alpha!

News 32 comments

In depth update about the last 6 months of development, new features, and hitting our alpha milestone!

AotR 2.7 Livestream Announcement

AotR 2.7 Livestream Announcement

News 17 comments

Hello AotR fans! It’s been a while since our last update, but we have tons of new goodies to show! We want to invite everyone for our grand presentation...

Awakening of the Rebellion 2017 German Infos

Awakening of the Rebellion 2017 German Infos

News 19 comments

Neuigkeiten zur deutschsprachigen Fassung von AotR 2.6 im jahre 2017.

Awakening of the Rebellion 2017 Update

Awakening of the Rebellion 2017 Update

News 47 comments

Now that we have a solid team once again and a wonderful supporting community, we have begun to plan out some exciting things for the future.

RSS Files
Awakening of the Rebellion 2.6 Open Beta - German

Awakening of the Rebellion 2.6 Open Beta - German

Other 16 comments

Deutsche Sprachfassung von AotR 2.6. Enthält nur die Textdatei.

Awakening of the Rebellion 2.6 Open Beta - Russian

Awakening of the Rebellion 2.6 Open Beta - Russian

Other 14 comments

The Russian Textfiles for Awakening of the Rebellion 2.6

Awakening of the Rebellion 2.6 Open Beta - English

Awakening of the Rebellion 2.6 Open Beta - English

Full Version 255 comments

THIS VERSION IS NOW AVAILABLE ON STEAM WORKSHOP!!! Its finally here! The AotR 2.6 Open Beta is now available for your enjoyment. Join the Awakening Rebellion...

Awakening of the Rebellion 2.5

Awakening of the Rebellion 2.5

Full Version 41 comments

Thats the actual Full German Release. You can use it with the Beta Translation and no other Files are required! Don´t forget to activate the AI in the...

AotR 2.5 English Translation (BETA)

AotR 2.5 English Translation (BETA)

Patch 19 comments

If you are unable to find a English translation, for the time being you can download this In Progress English translation to use.

AotR 2.5 Openbeta

AotR 2.5 Openbeta

Patch 28 comments

This is actually english Awakening of the Rebellion 2.5 Openbeta(incl. Hotfix 1). The Openbeta 2.5 is a AddOn to AotR 2.05 What the mod contains... Many...

Comments  (0 - 10 of 2,410)
WizzyLuke
WizzyLuke

Is it me or is the Hapan Battle Dragon a tad OP?
One of them can solo multiple ships of bigger size and there is no notable weakness. Strong shields and their hardpoints repair faster than i can bomb them. I dont't know much about them so i guess they are canonically that strong? In that case the Rebels seem to field a bit too many of them.

Only two things worked so far. Overwhelm them with Star Destroyers, tho have very little of these, so rarely viable.
Or use the mobile starbase to run away, kill the engines and then just keep throwing fodder at them untill i can finally kill the lasers through well timed bombing attacks. But that takes about an hour..

Great mod though, tried it for the first time a few days ago.
I saw the preview footage for 2.7 from the TR dev.
Having to play the 2.6 map after seeing 2.7 is hard though :P

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jomhar97
jomhar97

Is there any great walkthrough guides for this game? I try to watch gameplay videos but I keep getting my butt handed to me by the cheating A.I.

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Brunftzeit
Brunftzeit

Is there a manual? Data about the units?

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LyRobert
LyRobert

Why the enemies do not move in space and land battles ? I play in Hard, but they not move their ships our troops to attack me, its a error?

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El_Pumpo
El_Pumpo

the AI didn't install correctly, are you using the steam version of EAW and are you using the WS version of AotR?

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LyRobert
LyRobert

I'm using the steam version, what is WS version? I think I have an idea of what the problem is:
When I open the mod, before it reaches the menu, the game stops working and a message appears saying: "There were perception parsing error. See PerceptionErros.txt for details" Then I close this message and a few seconds later the mod works again and goes to the menu, running, until in the campaign and skirmish it seems AI does not exist, it just stands still at all.

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El_Pumpo
El_Pumpo

WS = Steam Workshop, follow these steps and your AI should be fixed

Steps to fix AI glitch:
1. Locate your AI folder in the corruption/data/xml folder
2. cut the folder and paste it into the AotR/data/xml folder
3. Select Yes to Replace all
4.launch game, alt tab and press ok on the error message
5.re tab back into the game and it should load normally.

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mrsuperdude
mrsuperdude

Might the rogue one imperial tank be implemented?

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