Empire at War Expanded (EaWX) is a series of mods by the Thrawn's Revenge team for Star Wars: Empire at War which overhauls all aspects of gameplay and graphics while bringing the game into different parts of the Star Wars timeline, attempting to incorporate elements of modern grand strategy and 4X gameplay from games like Stellaris and Total War into Empire at War. The project was started in 2006, and in recent times we've moved to trying to do monthly live updates, bringing new, improved, and refined content with each release. The main project for the last 14 years has been Empire at War Expanded: thrawn's Revenge, taking place in the Post-Endor period of the Star Wars galaxy, covering the collapse of the Empire after Endor through to the end of the war between the burgeoning New Republic and their peace treaty with the Imperial Remnant, although this timeline is being expanded into the Yuuzhan Vong War, Swarm War, and Second Galactic Civil War period and events up to 44 years after Endor with upcoming updates. A second mod, EaWX: Fall of the Republic, is launching in early January 2020, bringing the same gameplay style to the Clone War period, covering the galaxy-spanning conflict between the Jedi-led Clone Army and the Separatist Battle Droid armies.



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Today we're taking a look at the massive visual upgrades coming in the next versions of Thrawn's Revenge and Fall of the Republic.

What's Coming in THRAWN'S REVENGE 3.0 & FALL OF THE REPUBLIC 1.0

What's Coming in THRAWN'S REVENGE 3.0 & FALL OF THE REPUBLIC 1.0

News 3 comments

We're going to have more specific breakdowns for each individual feature coming, but today we're taking a broad look at everything coming to both of our...

1.0 Preview Playthrough! Visual Updates, New GCs, and More!

1.0 Preview Playthrough! Visual Updates, New GCs, and More!

News

We've got a lot under way for 1.0, and today we're starting off a new look at some fresh features!

14th Anniversary Celebration!

14th Anniversary Celebration!

News

It's our fourteenth anniversary today, so we're going to be streaming from noon to midnight (eastern), taking a look back (and forward) at all of our...

Ground Overhauls - Field Bases!

Ground Overhauls - Field Bases!

News 2 comments

Fall of the Republic already received the full ground and space unit stat reworks, with Thrawn's Revenge getting them in 2.3.6 which will be releasing...

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[Steam] Fall of the Republic 0.6

[Steam] Fall of the Republic 0.6

Full Version 16 comments

0.6.2 release of Fall of the Republic, including space reworks

Fall of the Republic v0.5 [Steam]

Fall of the Republic v0.5 [Steam]

Full Version 27 comments

Palpatine's machinations and the decay of the Republic have brought the galaxy into the most destructive war it's ever seen. The Separatist droid armies...

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FulcrumRevan
FulcrumRevan

Can someone help me find the correct files for this mod? Im using it via Steam, want to change starting credits which I believe is in a Conquest or maybe Faction.xml file? But I cannot find it. As well as change the cost of individual units. Any help?

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FulcrumRevan
FulcrumRevan

Final Reply: I attempted to modify certain Heroes' stats by going to the Republic_Heroes.xml and in this case, modified the Max Speed to 3.45 and even the Movement Animation Speed to 2.0 for <Unique_Space_Unit>Anakin_Eta</Unique_Space_Unit> in hopes his Starfighter would be faster but dont really see a difference? Will play with that number some more..

The more pressing issue is that I have also attempted to modify his Damage to 600, but in game it seems to have somehow made him invinvible yet unable to deal any damage himself? Ive already played with chaning the Damage Values to 300, 100, 60, 10, and 5 thinking there must be some kind of 'Cap' to the value but still nothing...
Edit: Now that I've reset the .xml to default with a backup... I realize the normal Anakin Eta damage is extremely little, I dont see any damage being done to any type of enemy (vulture droids, frigates, etc) and I made sure everything is default so now my Anakin Eta is no longer invincible. So still have the issue that he doesnt do enough damage I think he should output, so please someone post how to increase his starfighter damage!

If anyone could assist, I'm trying to get my Jedi to feel faster and stronger like they do in the show.

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FulcrumRevan
FulcrumRevan

Update: Found the path for starting credits at corruption>Mods>FalloftheRepublic06>Data>XML>Conquests>CloneWarsProgressive... and edit Campaigns_CloneWars.xml this 'default' .xml is for the Large Map, then there's Medium and Small of course.
I still don't think downloading from Steam provides the files necessary to make any adjustments.

Still trying to figure out where to edit individual unit costs.

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FulcrumRevan
FulcrumRevan

I ended up just downloading off this site and using this site's "version" instead of through steam... My problem is that I cannot determine which .xml file or files need to be adjusted in order to change the Starting Credits, anyone know which I need to edit?

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SSDImperium99th
SSDImperium99th

I must also mention I've been playing as the Confederacy on your largest map and cruel AI or not, I've been blowing through the republic like they're nothing. Just took Coruscant and it's only week 23. Any idea why this is so easy?

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SSDImperium99th
SSDImperium99th

Everytime I enable "Cruel AI" and reload my save after I'm done playing it has been disabled again. What's going on here?

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.Corey. Creator
.Corey.

Cruel is still on, it's just the button toggle goes back to off. The button, when pressed, fires an event that turns on the AI, the AI isn't technically tied to the button state. EaW doesn't save button states when the game is saved so there's unfortunately nothin we can do about this.

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Vali.S
Vali.S

will a gog version be launched in the future? :<

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SupersebaGT
SupersebaGT

Unfortunately there will not be for the reasons Corey already explained

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