Requires Empire At War Remake: Galactic Civil War
Requires the Empire at War Remake 3.5 Mod. Features and Install instructions are in the Description.
Requires Empire At War Remake: Galactic Civil War
Not compatible with saves from the Remake
Even though I am one of the Devs for Remake, I have a difference of opinion on a number of subjects and this submod lets me express them.
As a submod I'm only uploading the files that I have changed, all models and textures praise go to their creators some are other members of the Remake Team.
So there's a whole host of changes.
Some old features from previous versions of this submod, new features which I hope you like, and some reduced features too.
So in this new version Tech Levels are not brought, left to tick down in a far off planet, they are gained by playing the game.
As you conquer worlds your Tech Level advances, and after a certain amount of worlds have been taken you gain access to new units and buildings. Which does help the Ai a lot when you choose a One Planet start.
Each Campaign has different requirements for Tech Levels to be granted.
Which takes me to the next talking point.
The differences between Complete, Large and Small Campaigns:Complete Campaigns have all features included, and that does mean Invasions from other galaxies, expect in Total War, basically an endgame crisis.
Battlegroups & Orbital Structures from the previous versions updated of course and a new features: blockades on Republic and CIS unit producing worlds.
These blockades make me smile with what awaits you.
Now there is some controversy over Battlegroups on how to deal with them, it's your choice if you want to break the immersion of deadly fleets coming to end your regine.
Large Campaigns have everything above, except Invasions.
Small Campaigns have none of the above, even less in fact.
These Campaigns no longer have access to Dreadnoughts or Battleships, the orbital Defense Systems, especially not the Starforge building or the battle.
Just pure game play I hope you enjoy it.
Orbital Structures
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 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.
Battlegroups
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
Strike Force New Republic
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
You can also retrofit the old Battlegroups.
There are also upgrades to gives Battlegroups, the 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.
Battlegroup Command StationIn 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.
Heroes
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 Interceptor IV Corvette.
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.
Fleet Commanders
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 reflect 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.
Units
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 enabled.
Ion Cannons no longer fire a fighters, bombers or transports.
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.
Squadrons
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.
Planet Locks
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:
TIE Scimitar Squadron
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:
K-Wing Squadron
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
Endurance Fleet Carrier
Viscount Star Defender
Rebel Fleet Commander Admiral
All buildable Heroes
Task Force Antilles
Task Force Organa
Strike Force New Republic
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
Radar
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.
Download the file, extract the file with 7zip, winrar or winzip.
For those using steam paste the folder into Mods and in the launch options put.
MODPATH=Mods\Overhaul MODPATH=Mods\EAW-Remake
Non-Steam 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.
i have this issue where some texture are just bright green and it becomes nearly unplayable
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there are some planets where there is a solid green color instead of the planet texture. i'm not sure if this is an issue of the installation, i installed remake 3.5 full build and didn't encounter this issue (played 2 campaigns) until i installed the overhaul. i tried both ways of using steam to load both mods, and copying and replacing the original data files from the remake mod, but still encountered this issue
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