STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

The Clone Wars - 4.0 [NOT UPDATED ANYMORE]
Will this ever be overhauled/patched?
First and foremost i want to say i'm actually a big fan of this mod; it's the only one iv'e had more time in than ACM 2.4 and that's saying something.

In addition i know the description says it's not being worked on anymore; i mainly want clarification on the status of the assets (If it's abandonware could we spin off a new version and fix it ourselves so long as we credit the original author or not?) And also to see if some people have had similar issues and have fixes that i haven't found with the google.

That being said this mod is still broken in almost every aspect; it retains all the same bugs and "Interesting" choices that it had back in 2012. So what am i talking about?

Bugs-
GC freezes after around 100 turns; after using the defreezer random hyperspace lanes are generated that were never previously there. This occurs after every single use of defreeze; and afterwards you're lucky to get 30 more turns.

Some hero's don't engage with their lightsabers; apperently there's XML code missing that i can plug in but still pretty annoying. Regular troops will also fail to engage targets within range routinely without explictly clicking on the enemy; afterwards they resume killing as normal so it's a minor issue.

You can actually orbit and land troops on a "Neutral" planet; at which point they vanish into the abyss never to be seen again. You don't capture the system or get your dudes back; easy fix would just to be not allowing troops to land on "Neutral" systems or better yet remove them and add hutts/pirates instead.

All maps are borked; units wander off passable terrain on a routine basis until they clip into crap and end up 1/3 off the side of a sheer drop happly chugging away. This is a huge issue for ground combat; especially since occasionally they clip and never move again.

Level 2 space stations are often not indicated; in galactic view scrolling over often reveals no space station to begin with.

Many grammar, spelling and syntax errors in unit descriptions; mostly a nitpick but felt like mentioning it.

"Interesting choices"
These aren't included in bugs because by and large these are my own opinion and not actually something to be "Fixed"

Republic LVL1 Space Station- The acclamator cruiser used has all of it's firepower foward; the moment ships get behind it the armament becomes useless. This is a glaring weakness and i honestly don't think it's something that would be overlooked by the republic. Simple solution would just be using two acclamators with one facing "South" and the other facing "North"; which as they would be left over from ground assaults anyway seems hardly more expensive.

Republic factories- Not all planets can build heavy factories; those that cannot aren't indicated as such. Simple solution would be allowing all systems to build them; this is what i would prefer (And will likely edit the xml to achieve) The alternative is indicating in the text which planets can build heavy factories.

Space Station Caps- None of these really make sense to me; why do i have clusters of three planets that each have a different station cap. I could see limiting LVL5 stations to all but shipyards or major metropolises; but there's too many planets where they can only have a LVL1 station right next to a massive industrial system with the ability to have a LVL4.

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Ozzy667 30 Oct, 2018 @ 11:56am 
It is in the works. I am just trying to find out which of my team posted on here so I can edit the page on here
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