This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

  • View media
  • View media
  • View media
  • View media
  • View media
New patch!
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Commander_Veers
Commander_Veers - - 290 comments

You said this was dead... I'm happy nonetheless

Reply Good karma Bad karma+2 votes
Omega117a
Omega117a - - 254 comments

This mod comes back to life more than most religious figures.

Is Jeroenimo the one true god?

Reply Good karma Bad karma+17 votes
Zajin
Zajin - - 79 comments

"This mod comes back to life more than most religious figures." -Genius

Mod DB 4:16, This mod is my religious figure and as a humble disciple I faithfully await the rapture that will be its return or the apocalypse of its death

Reply Good karma Bad karma+10 votes
myxale
myxale - - 666 comments

Rejoice!

Kudos!

Reply Good karma Bad karma+1 vote
Awesomesauce935
Awesomesauce935 - - 312 comments

Jeronimo you legend! Big props to XP3PiX as well, that massive GC map was painful.

Now i can play the empire like 2static.fjcdn.com

Reply Good karma Bad karma+4 votes
Jeroenimo Author
Jeroenimo - - 6,765 comments

That's an awesome picture. Saving that.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Moddb.com

A large bugfix and edit patch.

Darth Vader now spawns at tech level one for the Empire in every GC map. He's got his good old TIE back.
Now buildable in skirmish for the Empire that were not previously buildable:

-TIE Hunter squadron
-Customs Frigate (Old relic from a previous mod version, decided to make it buildable anyway, for fun.)
-Procursator Medium Star Destroyer
-The Conqueror (A star destroyer with a massive superlaser. Same story as with the Customs Frigate.)

The Lucrehulk now spawns Basilisk War Droid squadrons instead of V-wing squadrons. Not really sure why I did that. I also increased the Galactic Conquest buildtime of the Lucrehulk to four minutes, from two minutes.

The Keldabe...Kedalbe...shit, now I forgot what it is myself. That large dark battleship that shoots orange goo has had its Galactic Conquest build time increased to two minutes, from 75 seconds.

The Vengeance cruiser has had its Galactic Conquest buildtime increased to 90 seconds, from 50 seconds. All these build time increases are to compensate for the fact that the Consortium technically has all its warships available from tech level one.

Tyber Zanns ship now works properly. I removed the Blast ability, and instead greatly increased the ships regular damage output.

The vanilla Galactic Conquest maps are back! Thanks to user XP3RiX who put them in the mod. Credit to him. That one map without the consortium still exists. As it turns out, the original (the large one) Galactic Conquest map had so many planets that occasionally the saves crash. The smaller GC maps should not have that problem.

Concerning the Death Star, I was conflicted about making it buildable again, since it'll probably be buggy on some of the new maps that come with the mod, but I decided to make it buildable again anyway. If you do not want the Death Star to be buildable do not replace the Space...Supers.xml file.