STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Old Republic at War: Revamped (Beta Release v1.1.1)
162 条留言
Jaktt1337  [作者] 11 小时以前 
divaYJ; Thank you. I'd say either Mandalorian Wars or Jedi Civil War, at least in this version. The GCs have been changed a bit since then. The AI is also being tweaked to be more active and to enable minor factions to have a bigger impact
[F.I.S.T] diva.Y.J 10 月 19 日 上午 9:37 
First of all:
I just saw the Main Menu Battle and I am already in awe what you guys and the original developer has done! It's an amazing atmosphere you are able to transport!
The Galactic Map in Conquest Mode looks amazing too! The planets, the background, everything just screams Old Republic and Star Wars vibes!

Now, I have some questions (or mainly just one):
Which would you guys say is the most "finished" Galactic Conquest that I could play right now?
I would just like to get into a Galactic Conquest and be immersed in the atmosphere you guys seem to build.
Big Blu 10 月 14 日 下午 3:37 
okay well thank you. Love the mod tho
Jaktt1337  [作者] 10 月 14 日 上午 10:43 
Our workload is pretty full already. Not planning on starting any new projects from scratch. There was an older mods on Moddb called World War Escalation. It had the US, Russian Federation, and UAE iirc
Big Blu 10 月 12 日 上午 8:10 
so just a idea can you create a mod were the usa is playable with f22, uss Iowa, and every peace of us flying around, I tried but I was unable to get it good, And over all scrapped the idea. I ask because this mod is great and I think you guys could.
Jaktt1337  [作者] 10 月 7 日 下午 9:38 
Added new discussion to post progress updates
Jaktt1337  [作者] 9 月 19 日 上午 9:59 
@Razortron: That'll work. @The Nightmare: Yes, this is still being worked on. It's just life issues causing a slow down.
The Nightmare 9 月 18 日 上午 11:29 
Are you still working on this mod:c?
Razortron 9 月 13 日 上午 11:04 
@Jaktt1337 Nevermind I guess, I see Jeroenimo has a bunch of modder resources on Moddb and just mentions to credit without being specific about it. I'll make sure to credit them in the my submod description then.
Razortron 8 月 21 日 上午 12:01 
@Jaktt1337 Do you know any good way to get in contact with Jeroen? If you can let me know that would be appreciated.
Jaktt1337  [作者] 8 月 20 日 下午 7:38 
@Razortron You can ask Jeroen, he also made Empire at War Remake
Razortron 8 月 20 日 上午 10:36 
@Jaktt1337 Thank you for looking into the credits file when you return.
Jaktt1337  [作者] 8 月 20 日 上午 9:01 
I was gone on a work trip until late last week. @Minigun_Monkey: Technically the Zenith and Inexpugnable are heroes. Bastila is buildable by AI. More heroes will be added/changed once balancing and factions are at a better stage. @Razortron: I will get back to you. Not at home so I can't check the credits file
Razortron 8 月 13 日 上午 1:09 
@Jaktt1337 Hi! Just wanted to ask if I could get permission to use content from this mod, mostly .alo models from this mod like the Sentinel Droid? I would like to eventually upload them in a submod I am creating for another mod. If I can use them, I can put credits regarding the models or a link to this mod or please let me know what would work.
Minigun_Monkey 7 月 23 日 下午 8:26 
is there no heros in the mod?
Jaktt1337  [作者] 6 月 21 日 下午 6:53 
@Absolute: Absolutely! XD At least in the current version. They are being rebalanced and the unit company sizes are being adjusted. Still debating on whether to implement "current" build limits for land starfighters
[AA] Whale 6 月 17 日 下午 7:04 
are Mandalorians fighter aircraft still overpowered?
Jaktt1337  [作者] 6 月 13 日 下午 3:51 
@JustPyro: There are no planet killing weapons in the mod. They aren't planned to be added at this point
Jaktt1337  [作者] 6 月 13 日 下午 3:50 
@Zare: There will be a few new GCs and most will get slight reworks. I'm also planning on adding smaller or region based ones
JustPyro 6 月 13 日 下午 12:44 
Are there any planet killing weapons?
Zare 6 月 5 日 下午 5:31 
Sweet, I can't wait for the GC tbh, but overall looking forward to whats in store.
Jaktt1337  [作者] 6 月 4 日 下午 1:48 
This is still being worked on. It slowed down a bit because of work and other projects. Most of those other tasks were either completed or on-hold for now. Paired with how this summer schedule is looking, more focus is being brought to ORAWRE. This also means that there are new assets available to us (maps/planets, models, textures, etc).
Zare 5 月 28 日 上午 10:27 
Is this stoll in the works and getting updates or is it no longer being worked on?
Jaktt1337  [作者] 5 月 20 日 下午 8:46 
@Krieg, that GC is not fully complete yet. We have more models than what's in the current version. They will be added when the Great Galactic War GC is updated
☠Krieg☠ 5 月 15 日 下午 10:06 
is the great galactic war era not fully complete? it will only let me play as republic who end up being sith? id love to know if there are any 3d models you guys have from that era. like havoc squad and jace malcom? i know you have malgus hha
Jaktt1337  [作者] 5 月 3 日 下午 8:48 
It is still in progress. The base game and most mods have pop requirements. The upkeep, mines, and farms were added so that you have to balance economy with available Pop. I was working on nature set functions to help set environments. It's not polished but they'll make space maps brighter
chriscrushm 5 月 3 日 下午 12:28 
Has this been abandoned?
Малоросс 4 月 30 日 上午 8:26 
man, what a shame. Upkeep cost, pop requirement? and here I thought I'd enjoy this mod
Малоросс 4 月 29 日 上午 11:51 
bars
Sola Fide 4 月 29 日 上午 11:30 
Can you please make it brighter? I can barely see any of the ships even with my brightness and contrast adjusted.
Малоросс 4 月 12 日 下午 8:13 
Does it have the same PC requirements as the legacy version?
Star1337_online 4 月 4 日 上午 11:04 
the cruiser mk III are invinceble
Jaktt1337  [作者] 3 月 16 日 上午 10:18 
Fixed an issue with the uploader, planning a bugfix patch within a week. Still adding units and GCs for a bigger update down the line. The hyperlanes are set up based on the Star Wars Galaxy map. Routes give speed an income bonus based on importance. You can still travel without hyperlanes, itll just be slower. I'll see if it's possible to adjust the planet selection ring to match the max travel radius
nateyolo98 2 月 21 日 上午 7:39 
wish there was more mods were they bring in all star wars factions
Tellashim[GIF] 2 月 17 日 下午 2:15 
I think I must be missing something to do with textures. All the ships seem really dark. No lighting on them whatsoever. The space battles are so dark I can barely make out the ships against the backdrop of dark space.
Dirty_Daz#6026 1 月 8 日 上午 6:13 
hello! I played republic and made it to the battle for the Star Forge and the map doesn't load? has the star forge been removed?
Chillingbear 1 月 5 日 下午 2:48 
I want to love this, but there are some really basic stuff that is messing up my playing experience that I'm sure wouldn't take much to fix.

1. add the lines to show where you can move from planet to planet. It is annoying having to constantly try to figure out what planet can be invaded from what planet.

2. so many text situations that have "TEXT_LASER_01" or "RANDOM_PLANET".

3. No tech upgrades....
Blitzkrieger 1 月 5 日 上午 9:35 
has the update been done to fix ships not being able to be destroyed when all hard points are gone?
Jaktt1337  [作者] 2024 年 12 月 8 日 下午 9:24 
DVD, thanks for narrowing that down. I'll make a hotfix for that, and to add <Should_Be_Destroyed_When_All_Hardpoints_Destroyed> tag to most space units and structures. Should be up this week
ZeroReborn1 2024 年 12 月 5 日 下午 4:28 
What kind of way are you guys going to revamp combat? Similar to Awakening of the Rebellion or Thrawn's Revenge?
fouty 2024 年 12 月 3 日 下午 2:17 
@A1 Steaksauce but even for Beta, its not playable
A1 Steaksauce 2024 年 12 月 3 日 下午 1:07 
@fouty It literally says in the title it's in beta.
fouty 2024 年 12 月 2 日 下午 2:51 
sorry but these is the worst mod i ever saw. What is that ??

no heroes, no enemy fleets so no space battles, every enemy planet has only 1 infantry troop, you can only build infantry and 1x light tank, many planets are not reachable, half of all galaxy conquest missions are not selectable and those that are playable consist of only a few planets

When i did miss something then please tell me or if these is only a submod, but to me it looked like a standalone and finished mod
DirtyVaderDaddy 2024 年 12 月 2 日 上午 7:27 
Got to do a quick run through, the missing hard point for the Mando Mk3 is the shield generator. So if you add that in then it should be good. Until then sadly the mod is only playable in skirmish Republic vs Sith as anything won't work.
DirtyVaderDaddy 2024 年 11 月 27 日 上午 11:36 
I haven't played in a bit, I bounce around from mod to mod. I normally only stick to finalized mods or ones that I'm testing for someone lol.
The Pak Samad 2024 年 11 月 27 日 上午 1:34 
The performance is poorly done especially whenever you reach a point where you have many units and many planets. My framerates drops every 10 seconds. Need help.
Jaktt1337  [作者] 2024 年 11 月 26 日 下午 7:03 
DVD, I removed the magicspawn scripts so the AI is limited by the same build limits as the player. That's why the Mandalorians and Sith AI's don't expand when they have small starts. This will be counteracted once starting forces are implemented. This can result in GCs where a faction is at, or over, max limit for Pop but they have a large enough force to take a planet or two nearby. Have you had doomstacks of AI capital ships? I am looking at ways to make space structures sell-able. You can still sell and change out land structures until you have a good foundation. Station garrisons and costs have been changed so that the price/time to upgrade is more consistent between levels. I will keep the submod idea in mind, thank you for the feedback.
DirtyVaderDaddy 2024 年 11 月 26 日 下午 6:24 
If you want a money sink, the best thing to do is to make the differing scales of ships and stations vastly more expensive to purchase. Example having T1-3 stations being cheap but then T4 and T5 being overtly expensive and limited certain planets.

Another option is to just have the pop drain and upkeep sinks being a separate submod to give players options and then see how each is responded to in order to locate a middle ground if needed.

Take this with a barrel of salt, this is all just IMO, you've done good work with this and I'm looking forward to seeing where you take it.
DirtyVaderDaddy 2024 年 11 月 26 日 下午 6:24 
The issue with the heavily limited pop caps and restrictive upkeeps is that the game isn't designed around it. Homeworld, you're a small group fighting over a small system or even just a single world/nebula/void sector. But in Empire at War, you're playing an empire, so having to guess if you can afford two or three capital ships while the AI can build hundreds... just doesn't make sense for it. That's why the pop cap is present, to represent what you can and can't afford to have fielded. It's made worse when those pop/upkeep structures can't be removed, since now that means players are rapidly crippled early game since if you build it and win you'll never get the value back and its trapped on a single location.

Sadly, I've seen a lot of good looking mods out there ruined to unplayable messes because of those two things trying to be pushed together.
Jaktt1337  [作者] 2024 年 11 月 26 日 下午 1:47 
I figured if units take pop and upkeep, why not have the structures do the same. That's why structures with bigger garrisons are more expensive. Some structures give pop back after built, I can add the pop bonus amount in the description once the economy is stable. Starbases are handled differently, any up-front pop cost goes away after it's built (base game issue). The pop add amount is adjusted to reflect this. I'm working on an economic balance where it's hard to snowball money and spam units out.