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

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Jeroenimo Author
Jeroenimo - - 6,765 comments

The new mega unit phases (Supposed to be boss battle-stype phases) will get a seperate news post at some point.

Ah, and I almost forgot:
Added Talon Karrde and the Wild Karrde.
Characteristics Include:
Passive Missile Shield - They come flying at it. These dumb high-yield firecrackers thinking they can end the smuggling with a single hit of their payload. Karrde knocks them aside with it's shield. FORCE IT'S A STRONG ABILITY! Scrabbles their targeting computer. Probably shatters every sensor it has.
Reinforced Armor - ARMOR! CEC, force what a stupid company. Karrde GETS. MORE!
Independent Shield Power Source - The reactor was too basic, it wouldnt activate the stronger shields. The engineer's mother was a dumb ***** with a fat *** but he likely didnt know that. The shields were too powerful for the reactor. He was sent to fetch the reactor stretcher. It was a long time before he figured it out and a 2nd reactor was installed.
Astromech Storage - Which is the bigger number, Five or One? One. One army. A real fleet of astromechs united behind one directive, with one purpose. Make sure the ship doesnt die with mad Captain.

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Description

So a lot of stuff has been happening that hasn't been posted to moddb. Here I want to put some of the recent updates down so you guys know what we've been up to:

- Maxim to the rescue once more. Our combat AI has been rescued from the basement Niko and I put it in by the AI Protective Services of the Awakening of the Rebellion team, and has since seen a thorough education in subjects like tactics and strategy.
- Executor now has 5 stages. Each stage focusses on a different aspect of the ship and to fully destroy it you have to destroy each phase (stage) in sequence. If you don't destroy the whole thing the ship will stay in the phase you left it in, so if you only got it down to phase 3 it'll stay in phase 3 until repaired back to full HP.
- AI now has higher priority for building starbases and teching.
- New mouse cursor textures to go with the new UI.
- Eclipse stages have begun work, as of yet unfinished.
- Starfighter formations now have higher tolerance for error, should make starfighter combat a bit smoother with less time focussed on getting back in formation and more time fighting.
- Ton of bugfixes. Ton of smaller tweaks.
- Mandator II shield points reduced from 75K to 60K, and health points from 225K to 175K. The ship now better reflects what it was meant to be designwise, and the faulty stats in the unit descriptions have been fixed and updated.
- All starfighter-fired lasers now only deal 50% of their current damage against shields and armor of all units corvettes and up.

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