This mod catapults Empire at War into 2018. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

Report Large Patch, GC maps, Death Star, skirmish ect.

This patch has been archived by the uploader because it is out of date and no longer supported.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 patch.

Filename
GC-Deathstar-Patch.1.rar
Category
Patch
Uploader
Jeroen(imo)
Added
Size
70.57kb (72,260 bytes)
Downloads
2,483 (1 today)
MD5 Hash
59422e253d26226ff3af34640ae61d2e
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Description

OLD OLD OLD OLD OLD OLD OLD OLD OLD OLD OLD OLD OLD!

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Large Patch, GC maps, Death Star, skirmish ect.
Comments
isa0005
isa0005

Well that was kind of out of the blue! :D
Awesome!

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WizzyLuke
WizzyLuke

Customs frigate? That's something other than the Customs corvette?
Also, i found the texture files of the Secutor, and found some images of it here.
Why did you end up not including it?

EDIT: Ok yea i remember seeing that customs frigate somewhere some time ago. I added it to skirmish from the beta III version but it's got the aclamator icon, gladiator description and doesn't fire it's guns :P

I'm guessing the version in the patch works as intended.

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Jeroen(imo) Author
Jeroen(imo)

Nope, it does not. Good that you mention it. I'll get right on that.

Alright I re-uploaded the patch. I removed the Customs frigate from skirmish again.

See, this is why I don't randomly add old content back in the mod. Or atleast, I generally don't. So that issues like these don't occur.

I replaced the Secutor with the Allegiance. Honestly, I liked my textured Allegiance better than my textured Secutor. Which is a shame since my secutor model is not at all bad I think. I also thought that the Allegiance was a bit more iconic as an Imperial warship than the Secutor. Maybe somewhere in the far future I'll reskin the Secutor.

I actually still have the Secutor model laying around. If anyone's interested in having those files pm me and I'll upload them somewhere.

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WizzyLuke
WizzyLuke

I thought as much. Though i was really just curious. I wouldn't want another big ship for the empire as their navy is already a tough nut to crack as the rebellion.
I'm really loving the balance for the space combat as it is now and wouldn't want to mix it up again.

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StrikerUSA
StrikerUSA

Would love to see you upload the Secutor in the addons section of this mod. I actually think all the hardpoints code is still in the star destroyer hardpoints xml file at least on earlier patches. Even if you just upload the models and textures that would be great.

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Barseil_Pellaeon
Barseil_Pellaeon

What I'd love to see implemented in the mod would be different models when you progress in tech levels (something like Thrawn's Revenge era system)
Like when you progress up to a certain point the Secutor is replaced by the Allegiance, the Predator by the Procursator, or the MC-80 Liberty by the MC-90

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Jeroen(imo) Author
Jeroen(imo)

This mod is supposed to be Empire at War as it would've been made today, instead of 10 years ago. So better graphics, a few more units ect.

What you're talking about is a total conversion. That is a different thing entirely and not what I'm trying to make.

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XP3RiX
XP3RiX

You probaly going to encounter some problems in the small GC maps, like unreachable planets. Im working on to link them as their should be.

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{HEROIC}Doci
{HEROIC}Doci

I cant tell how happy I am that you are back at work, dude ! :D
Any chance we might see the Kandosi ? Do you need someone to rig it ? ;)

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Jeroen(imo) Author
Jeroen(imo)

Yeah that's coming up, not for this mod though. Rigging it shouldn't be a problem, the annoying thing will be to texture it properly :)

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RainyDays1971
RainyDays1971

Thank you so much! I was getting so ****** off by the Consortium because they always kept coming with their cruisers and I was still trying to get to the next tech level!

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RainyDays1971
RainyDays1971

Is there a way to manually decrease the number of planets? I still want to play the big map with as many planets as possible against all 3 factions, but decrease enough planets so that my saves don't crash.

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Jeroen(imo) Author
Jeroen(imo)

This patch contains new gc maps with less planets.

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Guest
Guest

I understand. So if I play the original GC mod maps I'm still vulnerable to save crashes? I want to play your original GC Equal Footing map (or at least it's core layout) as much as possible because I got so used to it after trying to beat the game before it crashed multiple times; I just want to beat it at least once on the terms you originally set. I hope that makes.

-Rainydays1971

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Jeroen(imo) Author
Jeroen(imo)

Honestly I can't do much to fix the crashes on the original, sorry.

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WizzyLuke
WizzyLuke

I'm still working on my own version, with the big GC working.
I've done a lot more than just edit the GC though, so i don't know if J would be willing to upload it as an alternative for people :P

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XP3RiX
XP3RiX

Did you try to play Equal Footing without the Consortium?

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RainyDays1971
RainyDays1971

Sorry about the late reply. I was able to play 2 days worth of Equal Footing w/o the Consortium. The first time I played, I saved a lot and 1 save (#16 of 20) worked, so I was able to keep playing from there. On Day 2, I kept saving like crazy but I didn't want to lose my place since I was going so far. I kept the game paused when I took breaks, and I put the computer to sleep and returned to it overnight.

Towards the end, I conquered over half the planets (60ish out of 115?) and right in the middle of a space battle the game froze.

Unfortunately, none of the 75 game saves I had made since #16 worked with the same crashes occuring in the other big map with all 3 factions, but I'm thoroughly satisfied and I've had my fill. Though I didn't get to finish, I absolutely loved playing it and now I've definitely gotten the closure I needed.

I apologize for the rant. I absolutely love this game and I have yet to find a substitute for something as wonderful as it and this mod.

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redrobin3871
redrobin3871

haven't check this patch but (if you did then ignore) plz plz fix the campaign map

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XP3RiX
XP3RiX

Are there some planets which you cant reach?

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Tondemonai
Tondemonai

I was trying to get the patch to work today, replaced the .XML folder with the new one, and tried a few different ways of rearranging the files to see if anything changed, but it remained the same as it was: still just two maps, still same ships, all the regular stuff from the most recent update. I could be doing something wrong (could also be completely incompetent), and if someone could give me some details on exactly what to do, that would be really appreciated. Essentially, what I did was (in case it ****** up the mod) I moved the old .XML folder out of the mod folder and put in the other .XML folder from this patch. When I did that and ran the game with EAW-Re, there was no change whatsoever. Do I need to create a new modpath? Hope none of these are dumb questions. Thanks!

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StrikerUSA
StrikerUSA

It's a patch so not all the xml files are in the new one. Merge this xml folder with the old one and replace only the files this changes for the patch to work. You can simply put the old xml file back in then open this patch xml folder, select everything, copy and paste it in the old folder and when it says do you want to overwrite the old files say yes and you're done.

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Tondemonai
Tondemonai

That's what I figured, and what I did and it didn't work. Though the files were in folders, so I'll move them out. Thanks :)

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Tondemonai
Tondemonai

Tried moving all the files to the .XML folder instead of the folders inside the .XML folder, didn't ask if I wanted to replace anything, guess nothing was new? The game is still the same as it was btw

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StrikerUSA
StrikerUSA

Did you merge the xml folder in this patch with the xml folder in the mod? I've done that sometimes where I put a data folder inside an xml folder so the path was messed up and the game didn't read the new xml's. I prefer to open the xml folder in the patch and you should see a bunch of xml files and then copy all of them and open the xml folder in the installed mod and paste them in there. It should say do you want to overwrite the existing files then say yes. If it doesn't say that then your posting them in the wrong place. I do it that way so I don't mess up merging folders. May need to do a fresh install of the base mod and then apply the patch to it.

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Tondemonai
Tondemonai

I dropped every file in this xml with the old one, so now there's only one xml folder with all the files from this patch and the old ones. It might be that I have to download the mod again, but I'll try a few other things first. Thanks :)

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Tondemonai
Tondemonai

Tried copy-pasting from the zip to the file, and it worked. Thanks a lot!

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Tondemonai
Tondemonai

Also, one more thing (which I assume to be a dumb question). Should I be replacing the .XML folder in the EAW-Re file, or in the FoC file?

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XP3RiX
XP3RiX

in the EAW-Re

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Tondemonai
Tondemonai

Thanks. That's what I figured, but just wanted to check

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Tondemonai
Tondemonai

After messing with the new .XML files from the patch, I have managed to get Vader to spawn at tech 1. Everything else is still the same.

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crushingpower123
crushingpower123

Hello,

Awesome mod! I started a campaign as Empire on the Galactic Conquest map. And it seems too easy. I have it on hard (started on tech level 1) and was around day 30-35 on Tech level 3 and the enemy was only building corvettes and nebulon-b frigates. My fleet is destroying large fleets with ease.

Will the AI ever up their tech level and match me?

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Star Wars: Empire at War: Forces of Corruption
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