Requires Empire At War Remake: Galactic Civil War
Requires the Empire at War Remake 3.3 Mod, 3.3.5 Patch and 3.4 Patch. Features and Install instructions are in the Description.
This is an unofficial Submod for Remake, I'm not one of their Devs, however I have been making submods for a long time just for Remake which bug fix each new release and add new features.
This Submod is just that it contains all previous bug fixes I have done to Remake, that the Devs haven't got to yet, and as many fixes as I can do in the current version. As well as add a ton of new features which I hope people will enjoy.
The Empire Level 5 Starbase reverting to the vanilla model has now been fixed.
The previous fix let you spawn an additional Executor at the next Phase each time you repaired them and let you sell each one for 400000 credits.
To fix this I have removed the repair feature as it was the cause.
Instead you will now build a Construction Phase, which lets you build the Executor, then when the Executor is completed the Construction Phase is removed.
Upon losing the Executor Phase 5, the Construction Phase will respawn allowing you to buy the Executor again.
Additionally the Executor has received a hero head, so it appears in the hero box at the top right of the UI, allowing you to quickly find where it has gone.
This also prevents you from selling the Executor.
Also Piett's Executor now Phase changes too.
Currently when the player attacks the Ai they stand still and maybe rotates around, even when taking heavy damage and when the Ai does attack they will only use what they begin with.
This is not the case anymore they will now defend their Starbase, so prepare for a fight
The Ai will now use their reinforcements, and put them in the thick of battle instead of their spawning point.
Right now in a skirmish the Ai is non-existant.
They only upgrade and send their free starting units to your Starbase, and nothing else.
This has been Fixed.
They will build new units and capture nearby structures, while attacking you at the same time.
Also they will build Unefended and Defended Mines instantly.
Skirmish Starbases now list nearly all faction units, you can see this in the screenshots.
Additional faction units can be found at the Merchant Space Dock, though it's not present on all skirmish maps.
Reinforcement prevention radius have been increased so you can no longer spawn right next to a Starbase.
A new Starbase has been added to Kuat and Mon Cal, which doesn't die instantly.
All Starbase upgrades have been updated to affect every unit of their own faction, unless stated in their tooltip. In Remake the upgrades only affect vanilla units so this is a big upgraded.
The Uplink Command Station reinforcement upgrades have been updated to be more useful, and has also received an additional costly reinforcement upgrade so you can better defend if you have the credits.
Three new structures haven been added, one for each playable faction, which gives you back what was lost when ground was removed. The Hypervelocity Gun. Which would of allowed you to fire a projectile from the planet to deal damage to enemy forces in orbit during a space battle.
It's not the same as it was, it's even better now.
Empire
Arkax Defense System
Fires a overpowered laser at enemy vessels which remove all shielding and blocks shield regeneration.
Rebel
Starbright Defense System
Launches missiles at an enemy detonating before contact destroying supporting vessels, fighters and bombers.
Underworld
Kriost Defense System
Launches a nuke at the enemy dealing heavy damage to all vessels in range of it's blast radius.
Each structure can be destroyed and are costly to produce as they should be.
They can only be built at Level 5 Starbases.
That is not all they also come with their own garrison, and you can build two of them.
However the Ai can build them too.
The Ai will build all 3 types. Instead of only the small laser version, the one on the left side.
They have also received an increase in armor so they are don't die too easily.
Also they now slowly regenerate their health.
These changes affect both GC and Skirmish.
The Unefended Mine sight range has been reduced.
The Unefended and Defended Mine both now slowly regenerate their health.
The Defended Mine now projects a field of control, meaning if any nearly capturable structures like the Defence Satellites will now be under the control of the faction that controls the mine.
This also prevents you or the Ai from capturing the Defence Satellites if you don't own the Defended Mine.
The Unefended and Defended Mine income upgrade is also found on the Starbase, so even if you lose all your mines the upgrade persists.
The Merchant Space Dock no longer become neutral as soon as a single unit comes a long, it takes a bit of time to lose control, and if you have a Defended Mine nearby you never lose control.
Allied & Enemy units or structures will no longer fire upon the Merchant Space Dock if it becomes neutral, it can be destroyed if a faction control it and will respawn if destroyed.
Battlegroups combines existing units to form fleets each with different units, strengths and weaknesses.
There are a total of 32 Battlegroups.
There are specific faction only Battlegroups and sub-faction ones that any faction can build.
Battlegroups are available at Tech Level 1, and more unlock as you or the Ai increase your Tech Level.
Empire:
Arkanis Sector Fleet
27th Denarian Fleet
Cadavine Sector Fleet
Third Ado Superiority Fleet
EM4 Assault Fleet
Barsa Sector Fleet
Solaest Fleet
Rebel:
Task Force Starfall
Strike Force Indigo
Dauntless Brigade
Strike Force Pegasus
Task Force Antilles
Task Force Organa
Underworld:
Pirate Raiding Fleet
Hammerhead Collective
Dragon's Tooth Task Force
Black Sun Vanguard
Dragon Breath Task Force
Mandalorian Strike Force
Mandalorian Armada
Consortium Planetary Siege Force
Republic:
Azure Defense Fleet
Open Circle Fleet
Chandrila Defense Fleet
Bright Nebula Fleet
CIS:
Confederate First Fleet
Confederate Third Fleet
Quellor Sector Fleet
Old Republic:
Tremendous Battle Group
Ancient Sith Armada
Hapan:
Galney Fleet
Sullust:
Quasar Defense Force
There is also an upgrade to change the production of various units that have a advanced version.
You can also retrofit the old Battlegroups to use the advanced version of the unit within the Fleet.
There are also upgrades to gives Battlegroups Captain and Admiral Fleet Commander Bonuses.
In order to have Battlegroups display, I had to move Freighters down to the Fighter and Corvette Filter.
Battlegroups and their upgrades are found in the Structure Filter.
In order to have access to the Battlegroups, you need to build the Battlegroup Command Station at a planet. The Battlegroup Command Station is also another orbital structure.
The Battlegroup Command Station has it's own upgrades in space battles that increase the garrison with new fighters and bombers.
The new UI has bought a lot of problem with it, that I'm hopping to correct.
So I have revert some of the changes made, and have made improvements on what has changed.
I have reverted tooltips to how they were, so text is organised and doesn't shoot out the sides.
You also don't need to hurt your eyes when reading them.
This changed has caused a slight misalignment here.
I have also changed this part of the UI on the GC and in Space Battles.
Now units and credits will never clash together again.
You need a billion credits to even get close to the unit capacity.
I have also gone and fixed the icon sizes in Space Battles and Skirmish so they are no longer too big or small.
Right now when you lose the 1st Phase of Executor you lose it on the GC even if you win or retreat.
I have gone and fixed this broken mechanic.
Phases changes were based on a bug and was never tested in the GC.
Phases still happen in battles, however when the unit changes phases the unit will respawn on the GC as a lesser version than the one that went into combat.
So even begin with a Phase 1 Executor and lose all other Phases it will respawn.
I can't fixed the population loss after a phase change, would require the fix below.
I could of fixed it so it the unit dies, without it changing phases you just lose, and it respawns. However that defeats the point of the Phases and I though it would be fun to fight against.
Now that the Executor survives combat you now have the ability to repair it, Remake mechanic to do this was also broken, it's been fixed.
It requires the Executor to be orbit of the Level 5 Starbase, and you can only repair one phase at a time.
When or if you repair the Executor it will jump to another system under your control.
These repair abilities are found in the Capital Filter.
Now here is some bad news, in order to have the unit survive I had to limit to build limit to one. However it will take multiple battles to even destroy the Executor.
I have also make it so Piett's Executor doesn't Phase change, he has it as it was before this broken mechanic was put into place.
His has no hardpoints, and when or if you lose his Executor he will revert back to his Imperial Star Destroyer.
Skirmish Executors don't Phase change either, something that Remake Devs didn't consider.
Palpatine has been removed from the game, he only did a discount so you never had to risk him in combat.
Black Squadron (Darth Vader), Mara Jade, Kyle Katarn, Luke Skywalker, Yoda, Bossk, IG88, Xizor have received buffs to stats, new projectiles and abilities.
Tyber Zann starts in his Kayt Intercetor IV Corevtte.
Tyber Zann & Jabba debuff each other in combat.
Tyber Zann can be upgraded.
Jabba can be upgraded.
Screed can be upgraded.
Grand Moff Tarkin can now retreat in combat, allowing you to auto resolve a Space Battle.
Heroes tooltips have updated for no ground combat campaign maps.
Heroes tooltips now show the correct abilities, and not their ground versions.
I have added Captains and Admirals to the Underworld faction.
Mon Mothma & Tyber Zann now have their own Fleet Commander bonuses.
While I have removed Palpatine his discout have been given to Grand Moff Tarkin.
Grand Moff Tarkin, Mon Mothma and Tyber Zann tooltips have been updated to relect this change.
Captain Antilles no longer has a Fleet Commander bonus or debuff.
His shield cost for movement speed is gone.
Xizor has been given a Fleet Commander bonus.
Two new units have been added to the Undwerworld rosta, the old Vengenace Frigate and my own design a Savage Destroyer.
The Savage Destroyer is a Remake model repurposed for the Underworld.
Additional the Mandalorain faction has join with the Underworld, to bolster their rosta.
Zann's Subjugator giant ion turrets have been given a new projectile.
The MC-75 and MC-80A have joined the Rebel rosta.
The Gladiator II has been added the to the Empire rosta.
Dominator Star Destroyer has been fixed and enabled.
Star Dreadnoughts & Battlecruisers Ion Cannons no longer fire a fighters, bombers or transports.
Star Dreadnoughts & Battlecruisers now display the correct countdown colour for the faction that builds them. Red, Yellow, Blue.
Star Dreadnoughts & Battlecruisers can now retreat.
MC-75 & MC-80A shield hardpoints are no longer targetable.
Hapan Nova Cruiser hardpoints are no longer targetable.
Hapan Battledragon hardpoints are no longer targetable.
Several units have been updated with the new tech levels, stats, squadrons sizes, population costs and build costs.
New Icons have been added to various units, mostly those with a advanced version so you can tell the different between them.
I have gone and reduced the population cost of fighters and bombers back to only costing one population.
Except for Elite Squadrons and the K-Wing which now cost 3 population.
I have also given back their victory relevance, meaning they will not cause you to lose if they are the only forces you have left in the Space Battle.
However ARC-170s and V-Wings that spawn from Pirate Starbases have lost their victory relevance, so you don't have to hunt them down at the end anymore.
A lot of units are now locked to specific planets that you need to conquer, however once conquered they will be buildable at any planet you own.
Not every Campaign Map has these planets so the locked don't always apply.
Empire:
Kuat:
Broadside KDB-1
Broadside KDB-2
Imperial Star Destroyer
Imperial Star Destroyer II
Dominator Star Destroyer
Allegiance Star Destroyer
Torpedo Sphere
Titan
Purifier
Annihilator
Executor
Eclipse
Death Star
Empire Fleet Commander Admiral
All ISD Heroes
Third Ado Superiority Fleet
EM4 Assault Fleet
Barsa Sector Fleet
Solaest Fleet
Rebel:
Mon Calamari:
MC-30 Frigate
MC-50 Tide
MC-75 Cruiser
MC-80 Star Cruiser
MC-80 Liberty Star Cruiser
MC-80A Heavy Star Cruiser
Nebula Star Destroyer
Viscount Star Defender
Rebel Fleet Commander Admiral
All buildable Heroes
Task Force Antilles
Task Force Organa
Sullust:
Dauntless Cruiser
Quasar Defense Force
Dauntless Brigade
Underworld:
Mandalore:
StarViper Squadron
Crusader Gunship
Jehavey
Vengeance Frigate
Recusant II Destroyer
Kandosii
Savage Destroyer
Kedalbe Battleship
Underworld Fleet Commander Admiral
Dragon Breath Task Force
Mandalorian Strike Force
Mandalorian Armada
Consortium Planetary Siege Force
Skirmish Maps have been updated, I'm hoping that they will now let you team up against the Ai or other players.
Combat Power has received a complete overhaul, to improve stability during end game content.
So you are less likely to crash.
The [REDACTED] and Walt Disney will now spawn on all 3 Complete Conquest Maps, no matter the faction.
Radar has received a complete overhaul, so you now can see what happens on the radar screen with your capitals and what you will be fighting against.
I hope you like it.
In 3.3 the Devs found that their units were receiving a health increase of 1.5%, and thus removed the buff.
I have gone and restored this buff.
Download the file, extract the file with 7zip, winrar or winzip. Take the folder inside the submod, called Data, and paste into the the EAW-Remake folder. Override the files and play the Remake mod normally.
Question about the invasions, is that originally part of the base EAW RE mod and has some slight changes from this one? or only with this? i seem to have had a hard time finding information about this feature, and which conquest maps to play on to eventually get this. thanks!
Hello there
this is a great mod but there seems to something wrong with the AI it doesn't do anything in GC, it doesn't build and attack nearby planets. anyone know anything about this!
Same here, the AI just stand there with 1 planet and do nothing apart from research tech level. Im on week 10, 11 planets conquered and the AI stay the same as the beginning.
Perhaps there is something wrong with the original mod not the overhaul
but no one is reporting this bug on the official discord channel, so my guess is that this submod is causing it. I will try a clean install.
Well Let us know if it is fixed
Ok, i just did a clean install of EAW Remake and all its updates on a new EAW: gold pack (steam version), the AI work just fine. Then i added this overhaul and the AI bug appeared. So the problem its definetly on this side. Its a shame cause it has some cool features id like to have...so we'll have to wait till its patched.
Well we will wait but I think it will take some time
How did you get the AI to work? Even after i reinstall the mod, ai don't work. did you install both hot fixes?
Has the merchant space dock been removed? Its on no maps now and I cant find it in the map editor.
AI almost does not develop on the galactic map. Heroes are copied after they are removed.
Thank you i will try this!
After upgrading the heroes there are two of them