A mod that wants to keep the original FoC experience, just with improved graphics and higher funfactor, while adding a few units to keep it interesting.

Report Empire At War: Re Beta IV

This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.

Filename
EAW-Re.1.rar
Category
Full Version
Uploader
Jeroenimo
Added
Size
1.25gb (1,345,216,518 bytes)
Downloads
24,239 (6 today)
MD5 Hash
1b3a256601c9694a6988a9d11c2ee9f1
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Description

New version of the mod! The 4gb allocation patch is now included in the archive for easy access. The archive includes the mineral patch fix.

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Empire At War: Re Beta IV
Comments  (0 - 50 of 131)
Commander_Veers
Commander_Veers

Oooo look a shiny!

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sleekpineapple
sleekpineapple

jizzzzzzz

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Elratie
Elratie

omg omg omg noice!

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Ramon_Velasco
Ramon_Velasco

Changelog? Gotta know if the gameplay changed or this new version simply adds more maps.

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I.M.D.
I.M.D.

Read the latest news article

Moddb.com

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Jeroenimo Author
Jeroenimo

A lot of stuff changed. I don't keep changelogs.

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wheelmandan
wheelmandan

what did you do too the AI i mean frake i can't even fight back and crash are you going to make it for steam?

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sleekpineapple
sleekpineapple

So after applying the 4gb patch, the game keeps giving me erroe code 51. Is that suppose to happen ?

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Delblero
Delblero

I have the same error, are u using GOG or Steam?

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I.M.D.
I.M.D.

If you are using the Steam version the patch will not work. I tried to play without it but the game keeps crashing, both in skirmish and conquest. I´m waiting now for the game beeing on sale on GOG.

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Jeroenimo Author
Jeroenimo

Link your steam account to gog and you'll get the gog version for free. ---> no more crashes.

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I.M.D.
I.M.D.

Well, I just tried that but EAW is not part of that feature. They have started this connect-thingy in 2016 with only 22 games and apparently didn´t add any other games so far. If you google the topic you can find that the whole thing is quite messy.

I think I´ll just wait for a sale. I mean five bucks for this mod? Sure! Just to bad that you won´t get the money ;)

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Jeroenimo Author
Jeroenimo

Does it not carry over? That's new for me. There's of course other ways to "aquire" the GoG version of the game without spending money on it.

Well if you really want to throw money at random things I do have a tip jar hidden all the way on the bottom of the mod description on the front page, however that's completely optional and in no way required, this mod is completely free!

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I.M.D.
I.M.D.

From what I´ve read so far I´ll have to check on a daylie basis if the game is tranferable. There seems to be some kind of notification system via email or something. I think I read that in GOG forums but I can´t find it right now.
Anyways, sooner or later I´ll get the GOG version. Steam EAW doesn´t start with the patch at all and keeps crashing without it. I´m done with that.

Regarding the tip jar: I´ve got no paypal so no money for you :P (... but I´ll keep that in mind)

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Jeroenimo Author
Jeroenimo

No problem, as I said I don't expect anyone to actually use that. About the GoG thing, I've sent you a pm.

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SpyWing
SpyWing

Hey do you mind Jeroenimo pm one my way to? Thanks

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SlayerHG
SlayerHG

Hey i instaled GOG but still don't know how can i get GOG version of star wars empire at far forces of corruption can u tell me how to do it? Cause i really want play this mod but... Its look's like i can't on steam thanks a lot

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abellyons
abellyons

yeah me too, i got it on steam but for some reason its not working on steam

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TheBuzzLiteBeer
TheBuzzLiteBeer

I seem to have the same problem.... Really would like to play this mod but I have the Steam version. Connected my GOG account and the connect thing says no eligible games.

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coolcolt57
coolcolt57

I connected my gog account to my steam account but it doesnt detect any eligable games from my steam. i have empire at war on my steam. will that get me a copy form gog for free? if so how? i need help.

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Gazimbo
Gazimbo

why am i only just learning this?????

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Guest
Guest

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myxale
myxale

Might fine morning.
Thanx

DL'ing now.

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WizzyLuke
WizzyLuke

Oh lord, i don't suppose you have a complete changelogg? There's a ton of stuff i'd no doubt like to bring over to my version, like the shield/health increases. But if i just blindly copy stuff over some of my own changes wil be lost.
Does it already include the Annihilator and stuff?

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Scorch17
Scorch17

Yep, but Annihilator still have Overlord's VO, not the new one.

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WizzyLuke
WizzyLuke

Oh J, did you manage to fix the particle persistance bug yet?
I've noticed it also affects space, if you build a repair station in space and use it to repair vader/han or any other ship the repair spark effect wil stick on the unit.

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Jeroenimo Author
Jeroenimo

Interesting, never saw that. Probably because I never build repair pads. No idea what that might be, sorry.

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WizzyLuke
WizzyLuke

That sucks. It's negligible in space, but in ground combat it can reduce the fps to a crawl if you micro walkers too much. And every repaired unit keeps flashing. I know you couldn't care less about ground but for those of us that do it's a pain in the ***.
I've depleted all my possible solutions and have come up empty.

And no changelogg then. Wel it's gonna take some doing but i'l figure that out.

Dang that all sounds very negative. It's not meant that way! I know you do all of it for free, i just want to help make it better. :)

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Jeroenimo Author
Jeroenimo

No problem, you could find the particle (if it's a particle) and delete the emittors, that way you still hear the ping but no flash. Additionally, if you dive into GameConstants perhaps the flashing is a coding thing, just like the shield flash effect. If you change the colour of alpha to 0 there should be no more flash.

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WizzyLuke
WizzyLuke

Right, problem is that's more like a band-aid and not fixing the issue. Something must be causing it to act like the way it is. Instead of there being a natural end to the partical like any of the walker footpuffs. They keep popping up until a certain limit is reached, then the last ones start finally dissapearing when new ones are made. But that still leaves me with a massive trail of recurring footpuffs over the map that kills the fps.
This wasn't present in beta II, and only popped up in Beta III. I'm redownloading that version to see if i can find something new.

EDIT: ok now it's apparently in beta II aswell. But i'm sure it wasn't there when i played it when it came out...

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Jeroenimo Author
Jeroenimo

I have long since stopped attempting to figure out why the game does stupid ****, for example, I didn't change anything regarding asteroids and now suddenly mining asteroids are apparently uncapturable. Why? Nobody knows. It just...does it.

This game is very good at creating bugs from seemingly nothing, these bandaid fixes are all you can do to stop the stupidity that is this game's ability to make glitches appear out of thin air.

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WizzyLuke
WizzyLuke

Yeah i understand.
I've finally fixed it tho :)

In the ''PARTICLES.XML''

Look up:
''Projectile_Dirt_Collide''
''AT_AA_FootPuff_Default''
''AT_AT_FootPuff_Dirt''
''AT_AT_FootPuff_Water''
''AT_AT_FootPuff_Grass''
''AT_AT_FootPuff_Snow''
''Shield_Sparks_Small''
''Shield_Sparks_Medium''
''Shield_Sparks_Large''

For each of these, change the:
<Particle_Lifetime_Frames> </Particle_Lifetime_Frames>
From 5000, to 30.

I don't know how i missed this before.
I thought it might have had something to do with my installation, so i tried vanilla, but it wasn't present. I looked at the vanilla XML and it was at 30, not 5000.

It's weird because almost all the particle entries are 5000, yet these are the only ones that cause problems in the game.
I assume they were put to 5000 because of some new particles you introduced to space, and somehow changed all of them.

Either way this fixes the problem of persistant particles for land and space.

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Jeroenimo Author
Jeroenimo

Very good find, I'll change it.

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John_Miller
John_Miller

I have the problem that I can not take any mines. It only appears in the GoG version. Any tips?

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Akczam
Akczam

Same, on some custom maps it possible, however not raliable.

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Jeroenimo Author
Jeroenimo

What is it with this asteroid thing people seem to be having issues with, I neither changed their code nor the objects on the maps and I'm not having any issues capturing any, both on vanilla or the new custom maps.

Hang on, I put the asteroids on different levels of elevation, but make sure they're capturable by fighters if you get close enough for every level of elevation. Are you guys putting your fighters close enough to the lowered and elevated pads? I think that's the issue.

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Akczam
Akczam

Eyup, Entire swarm of TiE Fighter weren't able to capture Asteroids... And turrets (sometimes). It is weird tbh.

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Guest
Guest

Haven't had troubles with turrets yet. As for asteroids well :P Weird bug.

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Jeroenimo Author
Jeroenimo

wtf is this lol. I'm able to cap everything just fine, except the turrets on the orange space yard thing, but that's because I put them on top of the space docks.

Try reinstalling the game + mod, this isn't an issue within the mod itself, otherwise it would appear everywhere, including my game.

Ok can someone give me a more accurate version of "randomly"? I can check it out but I need to know more precisely where and which asteroids don't "capture".

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John_Miller
John_Miller

Here is a short video about the problem.

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Jeroenimo Author
Jeroenimo

That...has to be some of the dumbest **** this game's produced yet. I have not a single clue as to why this would happen.

I don't know what this black magic is, but I'll try to find out.

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mighty_moose416
mighty_moose416

Same with me

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mighty_moose416
mighty_moose416

It is literally just this mod as well. All my other mods and the previous version of this mod, all fine.

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Jeroenimo Author
Jeroenimo

I'm currently trying to replace all files with the ones from older releases to see where the problem is, so far I haven't found it. I'll keep at it.

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Akczam
Akczam

Eyup, the core game has no issues. I've reinstalled the game and the mod, and the issue still persists.

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Striker11
Striker11

Could just be the asteroid elevation. I've seen it before where I couldn't capture a build pad because it looked like my fighters were on top of them but then if you look at the mini map my fighters aren't on top of it so I corrected their location in the mini map and they looked like they were way below the build pad but lined up on the radar and sure enough it captured them. I can't remember what map it was but was in a previous version of this mod or another mod because I'm currently still downloading this version 4. Try moving your fighters all over not just what looks like is close to the asteroid.Seems like the game doesn't recognize visually close only directly where you need to be even if that's off visually. In that video looks like maybe bring the fighters more below the asteroid and see what happens. I'll try it in about 12 min after my slow internet finishes this download.

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Jeroenimo Author
Jeroenimo

It's definitely a real bug, it only happens on some maps, and it's located in spaceprops.xml Replacing that file with the one from version 3 fixes the issue, I'm currently going through the file itself to figure out where exactly the problem is located, when I do I'll update the archive here and I'll post a link to just the xml file so people wont have to download the whole archive again.

I found the problem. The problem wasn't with the mining asteroids, it was with the asteroid fields in which the mining asteroids were located. I added the "Collidable with living projectile" tags to them since I thought it'd be cool to have lasers hit the asteroids instead of fly through them. Turns out, this disables your ability to capture a mineral pad if it's on the asteroid field. That also explains why the problem was so difficult to find, and that it didn't occur with the maps I tested; the asteroids were far enough away from the asteroids to not have the problem. I'm updating the mod archive right now with the new files.

The download is now fixed.

For those who already downloaded the mod, here is the fixed xml file so you don't have to download the entire archive again: Drive.google.com

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John_Miller
John_Miller

Now it works.
Thanks and keep up the good work :)

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WinKiller
WinKiller

I have the same problem with the map editor adding weird symbols and random letters to map names. Could it be that I am using non-english keyboard?

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Jeroenimo Author
Jeroenimo

Possibly, I've got my language settings for my keyboard set to English though, so that should fix any issue caused by the keyboard I think.

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Star Wars: Empire at War: Forces of Corruption
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