STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Clone Wars
1,319 Comments
Thorveim 18 Jul @ 12:15pm 
after test, the pop loss was after losing Geonosis... 600 population lost, ouch
Thorveim 18 Jul @ 10:44am 
didnt buy any heroes really, and sicne the world I lost was one i chose to not develop it gotta be something spawned in at game start on the large campaign.

as for the tri-droids, usually I take a pair of them (the Magna ones) alongside 4 MTTs... and the MTTS somehow are NOT the one that get stuck despite how large they are. Meanwile several times I saw the magnas lag behind , sometimes because 2 of them are face to face on eachother and struggle to stop hugging eachother
General Brooks  [author] 18 Jul @ 8:07am 
@xPrimearchX, heroes are plenty strong if you use them right, but you can't expect them to be one man armies. Running them at the enemy will get them killed.
@JmyX, I find that frankly baffling coming from an AotR and rebelsim player. The AI doesn't have any greater cheats here than it does there, production isn't any slower, etc. Its widely considered to be easier than AotR. We're happy to accept feedback but calling it unplayable or completely unbalanced is just nonsense and frankly a bit rude.
@Thorveim, first I've heard of that with tri droids. Agri worlds are worth nowhere near that much pop cap, they are just planets worth slightly more than others (and all are labelled as agri worlds in the planet descriptions). Did you perhaps buy some heroes that increase pop cap, and have them all leave at the same time as you lost that planet, resulting in the big pop cap loss? That's the only explanation I can think of.
Thorveim 18 Jul @ 5:18am 
the CIS doesnt get an orbital buildings like that.. only a ground one (the labor center), and you can only build one per planet, plus occasionally the congressional office for an extra 10 (but few planets can have the latter)
molchåmor 17 Jul @ 6:57am 
@Thorveim popcap is easy to increase, just use the population stations in space, same as in AOTR. I think max is 3 per planet so most planets (except production and space mining centers) can give you 30.
Thorveim 16 Jul @ 2:22pm 
Two little gripes:
-Octupterra tri-droids are painful to use. For some reason they keep creating traffic jams and getting stuck in absolutely everything while moving alongside other vehicles... A shame since I love using them as spotters and that they are great for overall combat
-I think more tools to increase population could be useful. I lost what I think is an agri-world and saw my pop cap instantly drop by several hundreds, and all I can use is labor camps for a measly 10 pops each as taking over planets barely helps too (a'd as for taking agri worlds, thing is I have no way to find where they are and they seem real rare)
JmyX 16 Jul @ 9:15am 
@molchamor tbf I do really like the ground battles in this mod and I do find they're well balanced, I should have clarified that in my comment.
molchåmor 15 Jul @ 3:55am 
molchåmor 15 Jul @ 3:51am 
@Jmyx Yes agree, I also see the mid-late space battles as frustrating in this mod. As I described before in the discussions section, basically you cannot defeat an enemy fleet many times your size without IMHO unacceptable losses by playing smart, as you can in say FOTR. You need to retreat and go again many times and eat them piece by piece. For the rest, I disgree. On ground defending or attacking you should as an experienced player be able to defeat a force 10x your size at chokepoints etc. (unless they have loads of arty) basically with 0 losses. AI has more production yes but you can also have an OP economy and multiple production planets to match them. Sounds like you expand too slow, turtle will not work in EAW in hardest setting.
JmyX 14 Jul @ 2:54pm 
I tried returning to this mod since I first tried it on release and I just can't recommend it. I have many, many hours in AOTR and the Rebel Sim submod but this mod is just not fun. Its a tedious grind, hopelessly unbalanced and basically unplayable. The AI blatantly cheats and you cant match its economy and ship production. Production is ridiculously slow even with maxed shipyards. By mid game the AI frequently sends massive fleets you cant do anything about. You're forced to spend hours chipping away at them battle after battle because you cant just fight them in a straight up battle without sacrificing all your assets. I could say more but suffice to say don't play this unless you're a masochist.
xPrimearchX 14 Jul @ 1:27pm 
Heroes are so weak its ridiculous, like I am being intentionally dissuaded from using them as Republic.
Lord Of Pain 11 Jul @ 12:26am 
the big octapurra droids are already in the mod
davybruere51 10 Jul @ 11:29am 
would you guys make the octup tarra Tri Droid from episode 3 you know the big one from Mygeeto
General Brooks  [author] 10 Jul @ 10:07am 
If you'd read the description, you'd know we don't support multiplayer.
MicroLord253 10 Jul @ 7:46am 
Is multiplayer GC working? Using 1v1v1 btw
General Brooks  [author] 9 Jul @ 7:18am 
They don't have a hyperdrive, droids are more about carriers, and their playstyle reflects the lore in this. We will not change this.
SadFart64 8 Jul @ 6:55pm 
@General Brooks why??????? you can build arc-170s as republic, why not vulture droids as CIS?? makes no sense and as someone who uses fighters is sad. please fix
mezzacasa68 7 Jul @ 5:03pm 
Very new to this but continue to have the freezing issue quickly upon loading Galactic Conquest
General Brooks  [author] 7 Jul @ 3:17am 
Fighter complement only.
SadFart64 6 Jul @ 2:45pm 
how can i/can i? produce vulture droids or are they only a fighter complement for the confederacy, i have upgraded all techs to 3???
General Brooks  [author] 5 Jul @ 3:23pm 
Does it consistently freeze at the same point? If so could you possibly post a full bug report on our discord with the save file? Nothing we can do to fix your save now, but we might be able to resolve the issue for others.
Howl 5 Jul @ 9:19am 
Hello, I am on week 488 and I have been enjoying this mod so much, but I cannot get past week 488 because of it freezing, and need to restart my laptop to open it again which in turn is futile. How can I fix this as I have uninstalled the mod and reinstalled it a bunch of times. Thank you for all the help that this would get. Love y'all
General Brooks  [author] 5 Jul @ 3:00am 
Heroes aren't weak, they are well worth usng, you've just got to think about it rather than sending them charging directly at the enemy.
If all the jedi were as strong as Vader the mod would be totally unbalanced.
xPrimearchX 5 Jul @ 2:38am 
Why are heroes so weak, vader is so strong in AotR but every jedi here is garbage, not even worth using?
General Brooks  [author] 5 Jul @ 1:59am 
@sups.gg | no nonsense guy, progress through the CIS story missions.
@maximilian1994, there is no Coruscant guard hero.
@✴️ Pezhetairoi ✴, glad you like the mod, but I'm afraid all of these things have been considered and decided against previously, we will not be doing them (in the case of unit controls, because it isn't possible to improve them).
✴️ Pezhetairoi ✴ 4 Jul @ 2:24pm 
Suggestions for Awakening of the Clone Wars

Thanks for this great mod! I have some improvement ideas:

Allow all upgrades (ground & space: weapons, armor, sensors, etc.) to be researched on any planet.

Let space stations (Lv. 1–3) also have upgrades.

Improve auto-resolve — Venators shouldn’t lose to small frigates.

Increase space & ground pop limits for bigger battles.

Keep all vehicle types (T1–T3) available when upgrading factories — don’t remove lower-tier units.

Replace Phase 1 clones & specialists fully with Phase 2 when researched, same for infantry.

Fix unit controls: vehicles sometimes move without orders, react slowly to retreat, or face wrong way in space battles.


Thanks again for your work — the mod is amazing already!
maximilian1994 30 Jun @ 3:28am 
Is there any ground leader for the Rep. with a red armot like the coroscant/shock troopers have them? just looking for an hhhero that also has this armor with/without buffing
sups.gg | no nonsense guy 29 Jun @ 9:04am 
How do I make the subjugator
General Brooks  [author] 25 Jun @ 2:31am 
@ian, we will not be releasing earlier versions, practically nothing has changed besides balance tweaks and bug fixes so there's really no point.
Fazure 16 Jun @ 7:58pm 
@Slim mac Fatstard Fair enough lol and no worries, I had to edit my comment a couple times while Googling CPU strengths...
Slim mac Fatstard 16 Jun @ 7:39pm 
@Fazure, im honestly kinda talking out of my ass but trying to help skit, my cpu is mediocre but most mods run surprinsingly well on my rig, only times it struggles is when I deliberatly change pop cap (or insane number of fighter spam)
molchåmor 16 Jun @ 8:55am 
@Skit Try disabling HW mouse, it often helps ALOT. Also try not to spam trade ships and other smaller vessels. Possibly the AI has huge stacks of smaller stuff somewhere that you need to go take out. Try setting the two exe files to winxp compatibility mode and similar. Close any background programs. Try upgrading your CPU if slow single-core performance. Reduce your resolution if running 4k. If nothing of this helps, google for more tips & tweaks :)
Fazure 16 Jun @ 7:30am 
@Slim mac Fatstard Great point, single-core strength often comes up when discussing modded games (as I've recently discovered with Skyrim modding). I think the 5800X is around 2 - 5 times more powerful than the top-tier CPUs which were available at the time of EAW's release 19 years ago (in terms of single-core strength), and all other overhaul mods I've tried tend to run at least around 60 FPS so I'm not sure why this one is so chunky. I will say the unit models are really nice and there seems to be a lot of good variety compared to some of the older overhauls, so definitely tracking the development of it :D
Slim mac Fatstard 16 Jun @ 6:50am 
@Skit @Fazure also the game is not meant to run on multi core CPU, so if your single core performence is not insane the game could struggle a bit. Especially on modern CPUs since they're not supposed to rely on only 1 core
Fazure 16 Jun @ 4:52am 
@Skit yes for some reason it really chugs even on lowest settings and with the hardware cursor (typically around 40 FPS and about 7 FPS on the menu). Here are the specs I last tested it with:

R7 5800x
6950XT
32GB DDR4 RAM
Skit 15 Jun @ 6:46pm 
So is this mod a slideshow for anyone else? I have a new and top tier PC and this mod just chugs. Galactic map is freezes every 5 seconds, constant stuttering and the actual combat is unplayable. I afk'd and just let the game run to see how far it would get and after 15 minutes my ship maybe moved a couple of inches....I've watched people play this mod, so how are ya'll getting it to work because it ain't a hardware issue?
lord cutler beckett 15 Jun @ 6:39am 
what files would i need to edit to make factions start with a single planet
ian 14 Jun @ 11:29pm 
Can you release earlier versions of this mod. I want to play the 1.0.4 version.
General Brooks  [author] 13 Jun @ 7:40am 
Reinstall the mod, verify files.
Sovereign 12 Jun @ 3:42pm 
I keep crashing almost every 5 minutes.
General Brooks  [author] 12 Jun @ 7:49am 
@Asherplayz123, known bug.
@MechanicalTurk, invade again and it'll come back, its a weird base game bug.
MechanicalTurk 11 Jun @ 5:44pm 
Sorry if this has been answered, I did search. Every time I win a land battle my army is deleted.
Asherplayz123 11 Jun @ 1:29am 
after i take over concord dawn my game freezes and crashes and its the second to last planet i have to take over the other being geonosis.
General Brooks  [author] 10 Jun @ 2:27am 
@ghost best, it sounds like you're talking about an unofficial submod? Can't help you with that.
@Dr. Quackers M.D., please submit a bug report if you're expereincing crashes, comments like this aren't very useful on their own.
ghost best 9 Jun @ 7:08pm 
im having trouble with the STEAMMOD=3397849127 STEAMMOD=3387971722 republic only mod i cant build anything besides the credit building, everything else isn't there. i do apologze if this already been talked about
Dr. Quackers M.D. 9 Jun @ 1:59pm 
yes was to much crashing
Meta Dragneel 9 Jun @ 3:14am 
a 1 planet start would be a great challenge start
DarfDavDas 9 Jun @ 3:01am 
I really love this mod its good so far, the balancing is good, mission and lore like in the clone wars series. but i would really love a 1 or 2 planet start like in the mod before: awakening of the rebellion.
Orban Viktor.69exe 8 Jun @ 1:34pm 
honestly i wished for only 1planet and rest controll by 1 ai i give up this mod for now no challange
General Brooks  [author] 7 Jun @ 3:44am 
Its a random campaign that is supposed to randomise the planets you start with, not start you with one planet.