At its core it combines the massive galactic map from the Ultimate Galactic Conquest mod with Republic at War but mainly contains various edits by me such as new heroes and different units. I made this mod because RaW was missing a large scale feeling as well my want of a cleaner more realistic artstyle. The majority of the credit for the models goes to the RaW team and Nomada. The galactic map is credited to gutang the creator of UGC. While the majority of my assets are from other mods I still try my best to include unique work without to much replication such as my own remade variations of some textures on ships and other vehicles.
Update V.0.5.2 is NOT complete, I had so many ideas I tried to make work at once I started failing to finish even small concepts as well, this might give the mod a feeling of incompletion here or there.
Thanks to the help of my Co-Developer Duntyler, the space combat system now has a more realistic feel! What does this mean? How base Empire at War and other mods do ship weapons is to have them fire their projectiles in bursts, so this means that when the ship wants to fire it fires 4 shots in rapid succession and then stops and waits for a cooldown however in V.0.5 this is the case no longer! Ship weapons have no burst fire mode, instead they fire each shot individually independent from each other which makes for more realistic combat in space.
The health and shields have also been redone with care calculations to make the ship true to its own class.
Ship costs also have been redone taking into account the cost of each specific hardpoint as well as the total hull and mass of the ship.
Along with this I have finally figured out how to make ships have varied positions along the Z-Axis in space combat, this should make engagements have more variety as well as adding a cool aesthetic look to battles.
2. Graphical Changes
I have redone the textures for the Munificent, Recusant, Supply Ship, Carrier, Providence, Lucrehulk, Acclamator, and the Venator. The reason I redid the textures is simply a personal choice, I do like the original textures however I felt they were getting a bit dull and as such I redid them to my own satisfaction of course you will no doubt noticed that I have not done all the ships and my answer to that is that it is not an easy task to redo textures for ships.
I have also created unmarked variations of the CIS ships which were intended to be used as early tech ships
3. Major GUI Changes
I thought that the current GUI could be also redone so I did so. As well as adding unit filters inspired by the Alliance mod, these filters were added because later on I want to add many different ship variations as well as other things that would fine the filters very useful however since these features have not been finished some filters are not used.
4. Economic/Hero Re-balance
Instead of letting the CIS start off with the full Separatist Council and their benefits I disabled them from spawning via tech upgrade, alternatively they have been made purchasable in the Major heroes category, this also applies to the unique Tactical Droid commanders. Simply put I felt the CIS had to many starting advantages.
Going with faction specific advantages I also redid the general economy for both the CIS and Republic so the sort of contrasted with each other. For example, the main source of income for the CIS is their financial institutions on 3 specific planets as well as the added bonuses from heroes and supplemented by mining facilities and refineries as for the Republic my original method for equalizing their income for game balance was to make Coruscant an extreme bonus to the Republic's income. That fix was a mistake and if the CIS just focused on taking Coruscant the Republic would have lost 70% of their income, now I have added Tax Collection centers that can be built to add income, the advantage to this is also a disadvantage because while it is good not to have the majority of your income focused on few areas it makes it so that any planet lost that has a Tax center is felt in the treasury. This solution rewards capturing new planets and punishes losing them while not completely destroying the economy.
5. Space Defense Balance
This has always been an issue from the start of this mod, it is not possible to defend this many planets and making station garrison to overwhelming is unfair. I tried my best to balance this and I seem to have found a decent balance. Now instead of space stations spawning in the ships individually and leaving them vulnerable to destruction, I have added garrison commanders that can call in reinforcements at will, inspired by the Alliance mod this ability allows the player to decide where and when they want they forces in space defense. This is by no means the perfect solution.
6. Minor Ground Re-balance
I doubt anyone will get ground combat properly balanced in EaW but Ill keep trying. I took inspiration from the Phoenix Rising mod and made it so that all infantry equipped with a blaster have the ability to fire from the hip the downside of this being the shots are obviously inaccurate and lack fire direction, this change was made to counter the "rock paper scissors" like feel to infantry combat.
-1. Tech Level Bug
The unfortunate consequence of adding the filters to the game was a bug where if below tech 5 for the CIS when a filter was pressed the tech level would change to match the ship with the highest tech level in it's category. I could not find out how to prevent this besides making all ships tech 1 which of course defeats the purpose of having tech levels. Because of this the unmarked early variations of the CIS ships are essentially useless because they are not intended to be used at higher techs another result of this bug was that I was forced to make the only Galactic conquest locked at tech 5 to prevent a major tech imbalance during the campaign.
Other minor changes include:
AATs are now more long range at the cost of health, they also independently fire missiles
Geonosis can now produce capital ships
A bug with ships taking enormous amounts of damage from nothing has been fixed
Hardpoint names have been corrected
Limited Wookie Warriors to a max of 10 units
All heros die and stay dead
V.0.5.2
Fixed lag issues as well as fixing saves from being corrupted
Added new textures for Bulwark and Hammer Picket
Added new division structure for fighters on the galactic map
That's all I can think of at the moment, I need to keep better logs for my changes. As I stated earlier I had to many ideas for one update so there might be an element of something random here and there because I might have left something in accidentally. If you spot any bugs please let me know immediately so I can fix them and make a patch, you can comment, private message me, or add me on steam to let me know. I hope you enjoy my mod and please feel free to comment a suggestion or criticism about the mod.
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I'm not sure if you've been asked this or not but how do I get access to grievous and the other separatist heroes beyond the ones recruitable from Geonosis?
The mod is filled with interest, it's great. I wish you do not stop and move forward, improve your ideas. However, I ran into a problem: when loading a save, the game crashes to the desktop with an error about stopping the appcrach. Could you give advice on how to avoid this and successfully load the game after saving? After a couple of days of game saving are loading, but already a later game - when loading saving it crashes to the desktop with an error ...
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greetings, how do i install 0.5.2? do i need previous version for it to work?
I'm not sure if you've been asked this or not but how do I get access to grievous and the other separatist heroes beyond the ones recruitable from Geonosis?
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I love the mod but can you please add the Dark times back into the mod that's my favorite GC era.
The Research Buildings don't do anything
will you add the heroes senator organa and captain rex and wolf and the ability to recruit space captains for the republic and some units of empire?
How do you get General Grevious?
you need to balance the venator from what i could see the cannons fire too quick when you fire all weapon
The mod is filled with interest, it's great. I wish you do not stop and move forward, improve your ideas. However, I ran into a problem: when loading a save, the game crashes to the desktop with an error about stopping the appcrach. Could you give advice on how to avoid this and successfully load the game after saving? After a couple of days of game saving are loading, but already a later game - when loading saving it crashes to the desktop with an error ...
After how many days does a save not work for you?
from 5 to 10 days approximately
Yes I know too have this issue I just tested it, I will look into it
I wish you success