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Star wars: Empire at war mods

Posted: 2010-09-06 02:16pm
by HMS Sophia
Ok, first question first: Is it still possible to mod my copy, even if its bought off steam?
I got the gold edition which has both games, but they arn't mutually exclusive, I can play either.
Also, if it is possible, Can anyone suggest any good ones?
What I'm mainly looking for is something that allows me to play the clone wars, but any mods that expand the game are good, although I would like to stick with star wars :D

Re: Star wars: Empire at war mods

Posted: 2010-09-07 09:47am
by adam_grif
Probably the best mod I ever saw was Stargate: Empire at War, but that's not a SW mod. You should try googling the answer to your first question.

Re: Star wars: Empire at war mods

Posted: 2010-09-07 11:52am
by Samuel
http://empireatwar.filefront.com/file/z ... ddon;77903

Adds alot more stuff.

http://empireatwar.filefront.com/file/A ... _mod;97499

The joys of 7 slot capitals ships are dampened when you bring in your 21 slot behemoths. Did I mention they come with full fighter and bomber complements? And that the AI actually builds them to throw against you?

http://empireatwar.filefront.com/file/P ... sing;85477

The closest I have ever seen someone attempt to model the "real" star wars galaxy. Will your computer be able to handle it? Probably not, but if so you might find it interesting.

Don't forget the patches. And before you ask, these were ones recommended in previous threads about getting any milage out of Empires at War (the default game is very... shallow).

Re: Star wars: Empire at war mods

Posted: 2010-09-08 04:33pm
by HMS Sophia
Ok, so I really like the look of phoenix rising.
I have the mod, i put the executable in place so it works, i even added the data stuff to the data file, and it just boots the normal EAW
Can anyone help?

Re: Star wars: Empire at war mods

Posted: 2010-09-08 04:43pm
by The Vortex Empire
Did you download SMG's EaW/FoC Mod Launcher?

Re: Star wars: Empire at war mods

Posted: 2010-09-08 04:45pm
by HMS Sophia
OK, I got it working sort of.
I was clicking the wrong button, but anyway.
It now says I have a parsing error?
Does anyone know what that means/ how to fix it?

Re: Star wars: Empire at war mods

Posted: 2010-09-08 08:28pm
by HSRTG
I wound up modding my copy for a ~50 pop cap for all of the mods I have. If your computer can handle it I'd suggest you do the same. The bigger battles are awesome. I'd go for more but my computer's usually on the edge as it is.

I've included my primary impressions of the mods' main ships. I despise ground battles, and always auto-fight those, so I can't really review for them.
(z3r0x) Adds alot more stuff.
Rebels. Liberator Carrier in slightly escorted groups of four or more. Doom fleet. Carriers/Stations have unlimited fighters/reinforcements, and those fighters are unbalancing strong.

Frigates (Of which the Rebels' Nebulon B2 is indisputably king) shine here. A dozen B2s, 5-6 Corellian Corvettes, and 5-6 Liberators is an unstoppable doom fleet. If any enemy ships make it past the swarms of fighters the Liberators endlessly pour out the B2s will easily pound them into scrap. B2s easily have the highest firepower for size/cost in the game, good point defense, and the shield regeneration ability allows 3 to pound an ISD into scrap without losing shields.

Ironically the Venator is their closest match, but it's finicky turret array fires only every now and then making them second best.

Liberators. Dear god, where do I start? Endlessly maintaining 3 A-Wing, and 3 B-Wing squadrons (Best fighters and bombers in game), four of these can swarm even the largest fleets under with only minimal escort against lucky fighters. When confronting them in anything more than twos, auto-battle is the only option.
(Absolute Corruption) The joys of 7 slot capitals ships are dampened when you bring in your 21 slot behemoths. Did I mention they come with full fighter and bomber complements? And that the AI actually builds them to throw against you?
I like the scale of this, ISDs are truly just medium ships, but on to my opinion of the mod!

Of the 21 slotters only the Rebels' Viscount is worth a damn, and the Empire is totally broken otherwise. Titans with anti-starfighter escort can pound through dozen to one odds of enemy ISD size craft without even losing its shields, and the Imperial Nebula is hands down the best Destroyer for weight. The Rebel's counter, the Mediator, isn't bad but the Empire has a larger production base of Battlecruiser (7 slot) type craft (Kuat, Fondor, Mandalore, Korriban, Maw, Mon Calamari, and a few I'm probably missing) as compared to maybe three for the Rebels and nothing for Zahn (Trade Federation ringships just suck).

I've found that even the Viscount with escorts (approx. 90k credits) dies hilariously against a pair of Titans and attendants (approx. 72k credits), though it is good for eating single Battlecruisers and Executors (Did I mention how fucking useless that ship is? It is).

I do like the way fighters and bombers were executed, as well as the dynamics of everything below the Battlecruiser weight class. Starfighters can tip the balance but alone will get buzz-sawed, are scaled appropriately, and just feel right. I've contemplated several times moving everything below BC class into tech 4 and disallowing tech 5 to get rid of the imbalance, but have just never gotten the motivation to do it.
(Phoenix Rising) The closest I have ever seen someone attempt to model the "real" star wars galaxy. Will your computer be able to handle it? Probably not, but if so you might find it interesting.
This feels like X-Wing Alliance, if it was an RTS instead of a flying game. I would dearly love to play a GC with this, but my computer just can't handle it, and Skirmishes suck balls. I can't really speak to this mod as I just can't play it like it's meant to be.

Re: Star wars: Empire at war mods

Posted: 2010-09-08 08:58pm
by Thanas
What system requirements does Phoenix Rising have?

Re: Star wars: Empire at war mods

Posted: 2010-09-09 12:55pm
by The Vortex Empire
My computer's a piece of shit from 2005 and it handles PR fine.

My main complaint with PR is that some of the planets are so close together that more than once I've accidentally sent a land army to another planet in the process of clicking on the damn planet. Coruscant is a major offender.

The mod also seems to speed up blasters and lasers and make missile explosions larger, which together works wonders for the look of space battles.

Re: Star wars: Empire at war mods

Posted: 2010-09-09 12:58pm
by The Vortex Empire
I wound up modding my copy for a ~50 pop cap for all of the mods I have. If your computer can handle it I'd suggest you do the same. The bigger battles are awesome. I'd go for more but my computer's usually on the edge as it is.
What folder in EaW would I go to to do this? I've always wanted a bigger population cap.

Re: Star wars: Empire at war mods

Posted: 2010-09-11 12:29am
by The Kernel
Thrawn's Revenge just released their Imperial Civil War mod and it is probably the best mod I've played for this game. Really high quality stuff--still has a BIT of polish needed but it has fantastic graphics, great units and the heros die for good when they are killed which adds a fascinating dynamic to the game.

What's especially cool is the different scenarios you can play in, all with different leaders, timelines, units, etc. It's a really great mod and well worth a look.

Re: Star wars: Empire at war mods

Posted: 2010-09-11 03:35pm
by HSRTG
The Vortex Empire wrote:What folder in EaW would I go to to do this? I've always wanted a bigger population cap.
This should work for both vanilla and mods:

Go to data/xml in the folder of what you want to modify (Vanilla, or the mod's folder), then find factions.xml (Vanilla factions) and expansion_factions.xml (Zahn). Make a backup copy of these, just in case.

Open them, find the text "<Space_Tactical_Unit_Cap>", and change the number to what you want. You'll have to change each faction's population cap individually. As far as I know, there is no limit to the number you can put in as long as your computer can handle it.

If the mod does not have these XMLs, then change the vanilla population caps since the mod will use those xml.

Enjoy the larger battles!

Re: Star wars: Empire at war mods

Posted: 2010-09-15 08:51pm
by Aasharu
Quick question: I have the Steam version of both games, (whole bundle's currently going for 5 bucks on Steam,) is there anything special I'll have to do to install any of these mods? And Samuel, are all three of those mods compatible, or would I need to pick one, and leave the others out?

Re: Star wars: Empire at war mods

Posted: 2010-09-16 01:02am
by Samuel
All are compatible (my brother has all three installed on the same computer). There is a mod laucher you can download to make managing them easier:
http://empireatwar.filefront.com/file/E ... cher;73979

You can raise the popcap in Absolute Corruption to 100, but it turns out not to be a great idea. Although 3 super star destroyers is good to watch just for the terror value. :D

Re: Star wars: Empire at war mods

Posted: 2010-09-16 11:26pm
by Aasharu
Hm, I'm still having some problems, and I'm sure it has to do with the fact that I have the Steam version of both games. The Mod manager doesn't recognize that I have anything installed - is there some way I can change what directory the Manager searches for the game in?

Re: Star wars: Empire at war mods

Posted: 2010-09-16 11:44pm
by Darksider
Quick question.

Has anyone here managed to get this KOTOR mod to work? for some reason it keeps crashing on startup no matter what I do.

Re: Star wars: Empire at war mods

Posted: 2010-09-17 07:13pm
by SapphireFox
Darksider wrote:Quick question.

Has anyone here managed to get this KOTOR mod to work? for some reason it keeps crashing on startup no matter what I do.
I cant say I have but considering that on the page given that his mod is beyond hope and is being merged with another mod you may not be alone in this problem. Have you tried the mod that this one is being merged into? It might be more worth your time.