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

Continuation of the changes that didn't fit in the description:
ISD 1, 2, and ISD heroes now have their tractor beam ability back.

Papa Palpatine no longer gives discount for Admiral Zaarin and Death Star
Mon Mothra no longer gives discount to Admiral Raddus and Booster Terrik
Foerost now properly allows for the construction of CIS ships
Missile Launchers on the buildable turret pads updated
Fortressa now buildable from all CIS planets for the Rebels instead of only 3
Balmorra now has a garrison fleet
Talon Karrde now flagged as a hero to the AI

Added K-Wing to the filters
Added Underworld Z-95 Bomber to the filters
Reenabled Neutral Z-95

Fixed these ships not appearing in battle results screen.
Crusader
StarViper
Eclipse
MC80 Liberty-type
Skipray
Keldabe
[REDACTED]
MC80 Home One-type (Garrison Unit)

K-Wing text added
Papa Palpatine discount text added
Mon Mothra discount text added
Fortressa shield stats text missing a 0 fixed

Added StarViper to Rebel and Empire filters
Added Captain/Admiral to AI attack plans
Made Captain/Admiral use proper Capital and Frigate tags and removed SpaceHero tag
Added z-layer script to Minstrel(Garrison only) and Quasar-Fire

All starfighters (except for the hero fighter squadrons) are now victory irrelevant. No more mopping up starfighter squadrons long after the enemy ships are gone.

Fixed immortal 181st squadron bug, the entire squadron was trying to redirect damage to teammates, so nobody took damage.

Went assertion error hunting, fixed a ton of mini issues.

Fixed A-wing engine issue.
Removed weapon behaviour from starfighters, this used to make them behave better, but with the starfighter optimizations of recently, it was barely noticalbe anyway.

Fixed major scimitar issue, the bomber only fired half of the intended torpedoes.

Scimitar assault bomber moved to tech 4.
Added a lategame garrison version of the Gladiator and Quasar.
Gladiator carries 3 TIE Hunter squadrons instead of TIE Fighters, and Scimitars instead of TIE Bombers. Cost of the advanced garrison version is 10K compared to the original for 5K.
Quasar carries 3 A-wing squadrons instead of X-wing, and B-wing instead of Y-wing. Cost is 7,5K compared to the original for 4K.

Increased strength of fleets the AI attacks the player with.

Starfighter squadron pop value has been adjusted to reflect the relative strength of the squadron.
Regular fighter and bomber units get graded from 1 pop to 4. 1 Being a TIE fighter, 4 being a TIE Defender. Current stats:
Pop value 1: TIE Fighter, TIE Interceptor, TIE Bomber, TIE Bizarro, TIE Scout, Sith Starfighter, CIS Vulture Droid, Rep V-wing, Headhunter, Headhunter torpedo bomber,
Pop value 2: TIE Phantom, Starviper, CIS Tri-fighter, A-wing, X-wing, Y-wing, Rihkxyrk (Pirate heavy fighter), Ugly squadron
Pop value 3: TIE Hunter, Elite TIE Interceptor, Arc-170, CIS HMP
Pop value 4: TIE Defender, Scimitar, B-wing, Skipray
Pop value 5: Elite A-wing
Pop value 10: Elite TIE Defender, Elite B-wing, K-wing

Reply Good karma+9 votes
Admiral-Ash
Admiral-Ash - - 1,809 comments

Mon Mothra? Godzilla crossover?

Reply Good karma Bad karma+6 votes
LucianoStarKiller
LucianoStarKiller - - 2,399 comments

I'm particularly a fan of that Redacted ship, always been one of my favorites

Reply Good karma Bad karma+4 votes
Guest
Guest - - 689,258 comments

i were asking a question to myself :
when some ships like the praetor or the annihilator are destroyed are not respawning or rebuildable. Will it stay like that or you'll change it.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,258 comments

How did you avoid the old MDU bug when you made starfighters not victory relevant? Or does it only apply to hangar squadrons and not buildable fighter units?

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Disciple612
Disciple612 - - 77 comments

Looking forward to finding out what the [REDACTED] item is :D

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Description

New ion cannon models, Xyston commission finished (Not in the mod), and more changes that happened this week:

New voice overs added to:
- Xizor
- Jabba
- Elite B-Wing
- Elite Tie-Defender
- K-Wing (Thanks to ThatOneBullet from AOTR)
- Vigil
- Arquitens
- Sabaoth Destroyer (Thanks to Miragefla)

Found and fixed the two most major balance issues this mod has ever had.
Due to the Diminishing_Firepower and Object_Max_Health_Multiplier_Space tags in gameconstants, all units in space have 50% more health (so armor, not shields) than they should've. Also, all projectiles fired in a pulse after the first shot dealt decreased damage. These issues have now been fixed, but it has lobsided the entirety of the gameplay balance.

Ships having 50% more HP than they should have is a major issue, bombers were only 66% as effective as they should be, all shield penetrating weapons have this problem, star destroyers with their focus on HP over shields are imba, mon cal cruisers weren't as powerful, basically anything to do with health is fucked. This wasn't my fault, these stats were in the vanilla game. Both vanilla Empire at war and vanilla Forces of corruption. I just now noticed it, and it's completely fucked my balance system. What I thought worked so well was a total lie, but it did work well. So, now we'll see if the "intended" balance system plays as well as the "fucked" system. If not, it can easily be unfixed if people prefer the "technically fucked" system.

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