Awakening of the Rebellion 2 is something completely new compared to version 1.1, as you now get an improved techsystem which is linked to the shipyard system, story events that let you reenact famous situations from the moves, as well as a completely overhauled balancing. Videos, voiceovers, new sounds as well as particle effects let AotR 2 become the most intense StarWars experience you ever had.

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Awakening of the Rebellion 2017 Update


Hi everyone! I hope you had a wonderful holiday and I hope the new year is treating you good! It’s been a while since the last update and a lot of planning for the future has gone under way. I want to bring you up to speed on all of that, but first let me bring you up to speed on the status of the team.

Lock S-Foils into modding position!


As you may have noticed, a bunch of awesome people have been helping the mod out recently so I would like to take some time to shout them all out.

First on the list is Sly442, who started out by supplying new models, is now officially on the team and is the main driving force behind many of the updated land units. He also has been a great inspiration for fresh ideas and I’m sure you will be seeing some of those come to fruition in the next version.

I would also like to thank Delta730, nkorn, and Jedi-Clone-X2 for working closely with Sly on some of his projects. Even though they are not officially on this mod team they have helped out a lot more than they think! I’m also going to shout out BurntStrobe and the entire YvaW team and Corey from Thrawn’s Revenge who have taught me some fantastic things about EaW modding. Because of their support I am now full swing into modeling, rigging, and texturing in 3dsmax which used to be a limiting factor for me in the last release. Finally, Steiner, one of our original members, is back and also helping out once again. So thank you all for the amazing support, I really can’t do it without you guys!

Red Group, Gold Group, All modders follow me!


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. Because there is a LOT of new Star Wars content coming in thanks to the new Disney canon, there is a lot of fans suggesting that we add many things into AotR from the new movies, Rebels, and various books and comics.

While I can’t promise any specifics just yet, know that we are Star Wars fans just like yourself and we are definitely considering every single thing that has come from said sources. We also want to let you know that this NOT mean we are discounting the Legends side of things. We hope to find a cohesive middle ground between Legends and Disney material. However, it might be some time before you see all the new content in an actual release.

Version 2.6 Beta, which is our most recent release, is not the completed product that we promised originally. Many original members had temporarily or indefinitely postponed working on the project around the time we released our beta due to personal reasons. As such it never became the version we wanted it to be.

“Through the Force, things you will see. Other places. The future…”
AotR 2.7


AotR version 2.7 is the next planned version to be released. That means we are going to skip releasing the final version of 2.6. At this point a lot of extra work has been done past the originally planned 2.6 content. So what are the goals for 2.7? A complete space and land unit/structure overhaul for starters.


After taking a look at the current state of the mod, we realized that many models have still been using the vanilla assets. Along with that, many of the custom models we have either do not hold up to the quality we would want to have, or are missing essential effects such as fires, ion stun, shield and engine effects, and death clones. We plan to have every space and land model, including space stations and structures have those things at the bare minimum. Many models however are going to be replaced on top of that, so we would very much appreciate anyone that is willing to share models with us. We are also going to be free releasing every model that we do create as well, so that everyone else can have them for their own personal projects.


On top of that we also have the following planned:

  • Particle Overhaul.
  • Improved Planet Textures and Models.
  • Improved Starfield Textures.
  • Fixing Legacy 2.6 Beta Bugs.
  • Damage/Armor rebalancing.
  • Redone Vanilla ground maps.
  • A Small amount of new content.

We wanted to make sure that 2.7 is the definitive version of AotR. A base that we can work off of with the additional things we plan to do. Before we can add a bunch of new content, we need to make sure everything currently in the game is working as intended and stands up to the quality that we want. This is the reason you might not see a bunch of additional units in the next version.


AotR Expansions

This brings us to the future releases and what is planned for them. Some of the details here are intentionally left vague simply because we have nothing set in stone yet. However, much of the content you are asking for will be featured in the next versions. Also, I want to make absolutely clear that the future versions are merely projections for where we are headed, and are also themselves not set in stone.


If you think of AotR 2.7 as the “base” AotR version, then everything following will be minor expansions set to a theme. These will be smaller updates mostly geared towards expanding the GC and adding theme appropriate units on top of the base AotR. You might be beginning to see why we need 2.7 to be as polished as it can be.

GC Planet Overhaul


This is an initiative that will span through all of the versions and will be done alongside the versions after 2.7. The high level goal of this project is to have every GC planet have a unique land and space map. Along with that, each GC planet will have updated Corruption types, Negotiation missions, and fixed planet abilities. Because this is a massive undertaking and it is relatively separate from core game from a code perspective, we think it would be better to not delay any versions because of this. Instead it will just be an ongoing process throughout each of the released versions.


AotR Skirmish


This will be a smaller update to the entire skirmish mode. Some of the things planned for this release are the rebalancing of all unit costs and build orders. Also on the list is having the Shipyards and XQ stations be moved to the skirmish build pads. Space mines will also function more like the GC version, using the Pirate Base structure. The idea for this is to bring back the spirit of the old SAU 3.3 Skirmish mode into AotR.

AotR 2.8: Spark of Rebellion


This expansion will feature content seen in the Rebels TV show and Star Wars Rogue One. It will mainly focus on the beginning of the rebellion and what transpired during that time. As such the main GC will be pushed backwards in time, beginning at around the time the Rebels TV show takes place. Heroes and units such as The Ghost Crew and Phoenix Home will work with other cells around to galaxy to bring the Rebellion together to join forces and fight the Galactic Empire’s ultimate weapon: The Death Star.


AotR 2.9: The First Order Awakens


Shortly after the battle of Endor, the galaxy is ripped apart after the Civil War and the newly formed Republic will need to stand up to the remaining forces of the Imperial Remnant using new technology acquired through the Fleet Modernization Program and a strong standing military. However, distrust brews in the new senate and soon a First Order will rise, threatening the galaxy with an oppressive regime once more…


So there you have it, a sneak preview into the future. We hope to bring you more information as the releases get closer. But as always, the rule of thumb for mod release dates is “it’s done when it’s done” and we plan on keeping that tradition. It’s not you, it’s us. Sorry. ;)

Oh and..


Until next time,
That One Bullet
Steiner Modding Group

Awakening of the Rebellion 2017 German Infos

Awakening of the Rebellion 2017 German Infos

News 12 comments

Neuigkeiten zur deutschsprachigen Fassung von AotR 2.6 im jahre 2017.

AotR Developer Update - Slugging Forward

AotR Developer Update - Slugging Forward

News 25 comments

It's a rough time for the team (and by team I mean me). Things are going slow but progress is still progress.

AotR 2.6 Developer Update

AotR 2.6 Developer Update

News 10 comments

Hello everyone! You may have noticed very little news about AotR for the past year. That's because the team is hard at work (or hardly working) on releasing...

Awakening of the Rebellion 2.6 in the Top 100!

Awakening of the Rebellion 2.6 in the Top 100!

News 4 comments

Thanks to everyone's voting, we have made it into the top 100 mods of 2014. We have another round of voting to go through, so vote for us again! As a...

RSS Files
Awakening of the Rebellion 2.6 Open Beta - German

Awakening of the Rebellion 2.6 Open Beta - German

Other 7 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 9 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 204 comments

Its finally here! The AotR 2.6 Open Beta is now available for your enjoyment. Join the Awakening Rebellion, The Menacing Empire, or the Credit-Hungry...

Awakening of the Rebellion 2.5

Awakening of the Rebellion 2.5

Full Version 40 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 1,802)
TheGuniverse94
TheGuniverse94

The rebel transporters (space to ground) which spawn rebel infantry are out of scale (too small), how can I fix that? :-)

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-MaxiM-
-MaxiM-

They know about that and fixed it for 2.7. If you want to change it right now you have to change the <scale> value of the transport

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DirgeOfCerberus111
DirgeOfCerberus111

What if whatever building Mon Mothma occupies becomes shielded? Normally rebel buildings do not have shields but because she is so important the Rebels fortify the building for her protection. That plus a bodyguard unit helps her earn her keep.

It makes killing her a little more difficult and interesting for the attacking player. The shielded building concept could also apply to other Governor/Production Heroes like Jabba or Tarkin.

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-MaxiM-
-MaxiM-

Hello Team of SMG,

I've noticed some bugs or have some ideas, that I'd like to share with you.

The first one is quite simple, if you play the Black Sun and have build the "Ship Trader" and the "Great Ship Trader" you are unable to buy the Pinnance Frigate and the Crusader Corvette, because they don't fit into the GUI anymore. I changed the GUIrow Parameter of the IPV and Heavy Corellian Corvette to 0 to change that. Now you are only unable to buy StarVipers and Skiprays when Mercenarys are Buildable and your Space Station isnt fully upgraded.

The second thing i changed are the way to build A-Wings and B-Wings. I liked the idea on how to get them, but find it hard to figure out as a newcomer, so I made them buildable on any FighterShipyard and locked them via Techcenters. To build A-Wings one has to build Techcenter 1, for B-Wings Techcenter 2.

Also LAAT/Is are always making difficultys because of their ability to spawn Troops anywhere, but I heard they will be changed for the Thrawns Revenge, so I won't go in anymore detail.

The next thing I changed is the damage of Disruptors, because the Black SUn could conquer the hole galaxy by just spamming them. I think I halfed the damage, hopefully you'll do something similar for 2.7.

The last thing I want to write is an idea for a new hero for the Rebellion: Gold Squadron. It would be really similar to Red Squadron, but you get them from the start and their special ability would not be Lucky Shot, but a variant of that. I imagine they could shot a projectile that disables the target like planetary ioncannons do, so it would act similar to the Ionbombs in Rogue One.
If you could answer me some questions, i could also create this hero myself.

If you have any questions to those ideas or comments, just answer me :]

Best Regards MaxiM

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DirgeOfCerberus111
DirgeOfCerberus111

Gold Squadron could be equipped ion torpedoes. Basically does everything you described.

Could spawn from Home One or be gained on Yavin IV.

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ThatOneBullet Creator
ThatOneBullet

1. For the GUI problem, we can look into better ways to position the units. But with the way their ship building system works we might not be able to fit all their units. Best we can do is hide the fighters like you said.

2. A-Wings and B-wings now can be built at any shipyard, and Dodanna and Ackbar just provide 50% discounts. They are both Tech 2 requirement for now.

3. Disruptors will be looked at. My plan was to redo most of the damage system anyways, so each type of weapon will affect each armor differently. Disruptors would be great at unshielded targets, but do almost nothing to shields.

4. Something like this is already in the works (in more ways than one) But that remains secret for now :)

Thanks for being a fan and for your input!

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-MaxiM-
-MaxiM-

Thanks for the answer, I'm really excited to see what you guys will come up with in 2.7 and that it won't take so long anymore :)

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Guest
Guest

maybe use the old way garrisons worked? as defender youre severely disadvantaged because your troops dont respawn and you only have very few, thats especially true for the black sun

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ThatOneBullet Creator
ThatOneBullet

Garrisons have been switched back to how they used to work. I realized very quickly that the Rebels were at too severe of a disadvantage since their space station relies on their fighter deployment. Same can be said about the Black Sun.

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DirgeOfCerberus111
DirgeOfCerberus111

What if Anti-aircraft turrets can shoot down missiles from Rebel MPTL Artillery and Black Sun MAL? How does that sound?

At least they can shoot down some missiles targeting other units as support, but they can still be destroyed if targeted by missile artillery directly since one AA turret can't shoot down all of them. Maybe helps make New Republic campaigns be less steamrolly because of their powerful artillery.

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leyamasa
leyamasa

That doesn't make any sense considering the turret is "Anti-Aircraft". It is not a "Point Defense" turret.

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DirgeOfCerberus111
DirgeOfCerberus111

Its not point-defense, which are on ships, but why wouldn't they *try* to hit incoming missiles?

I'm not saying to make them the perfect counter. But it might be a good idea that rocket artillery can't wipe out targets with impunity. If you don't have shields, you really have no defense against it unless you sally out or the AI sends them at you alone.

Could also just be a small detail that people might appreciate. They aren't totally effective but they try to shoot them anyway since they are airborne.

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ThatOneBullet Creator
ThatOneBullet

We could add a point defense turret, or add it to the sensor turret. I think adding it to the AA would make that turret counter too many things.

Reply Good karma+2 votes
DirgeOfCerberus111
DirgeOfCerberus111

What if there was a Jamming Station? You build it and rockets from tanks and artillery are redirected?

It won't stop a direct attack but at least you/they can't just rain down on your/their base from a distance.

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leyamasa
leyamasa

Well I guess we've seen lasers stops proton torpedoes (MPTL fires proton projectiles) and missiles in FOC itself. I think it would be nice. It wouldn't too bad. Also don't forget that Juggernauts have point laser defense systems. Not just ships.

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Highest Rated (8 agree) 9/10

This mod creates a deeper game play based more on the old game Star Wars Rebellion. It brings many strengths, making it a FAR richer experience than before. I LOVE this mod. However due to the game engine, or rather the systemic issues WITH the engine, this mod sees horrible lagging. If this could be fixed, this would be a game I would pay again for. Well done and I hope to see a new Lucas Arts production with a better engine based on your game.

Dec 23 2011 by Assassins_Blade

Lowest Rated (3 agree) 5/10

A great mod with great depth on gameplay(something the vanilla really lacks) , managing resources and making or breaking desicions on what to do next. It has a good addition of balanced units but there is great imbalance between imperial and rebel navies , I played both on hard and it was really bad for the rebels because their strength that is their fighters and bombers are not cheap and not really effective anymore against capital ships. Defending with the rebels is terrible , Ion cannon doesn't…

Aug 14 2015 by Hungry_Lion

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