Star Wars: The Mod Awakens

Star Wars: The Mod Awakens 1.11

SW:TMA EPIC 3.0 is finally completed (will be ready to download from MODDB in 1hr).

Numerous added units, buildings, new factions, new resources, new production trees, some interesting changes to the Jedi/Sith. Utilizing Flintlock's mod to get even more depth and challenge.

Game is meant to be played as one of the Imperial Remnants, the New Republic is a monster. The game starts off with numerous wars, pirate challenges, economic disasters. Key systems are hardened significantly, sneak attacks against the AI while at a fleet disadvantage will not likely result in useful territorial gains, and may consume what limited capital ships are available.

This 'Epic' Star Wars mod is incredibly immersive, so enjoy.

Special thanks to (in no order, I've also missed several individuals, apologies I've not taken the best notes)
Meteor Man <<< base MOD (zero chance I would have even attempted anything with out your MOD)
RedMaul
Civinator
Flintlock <<< unreal EXE MOD, thanks!
Vuldacon

NOTE: The mod is tested for the following settings: Display Territory & Pop. Percentages; Conquest Victory; Victory Point Scoring (all other settings deselected); Yoda difficulty; Less aggressive; NO barbarians (see a tutorial on how).
 

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Just gave it a quick whirl. It feels like I need to go back to basics with the mod. Great stuff!
 
Visually, though there are some changes, the mechanics is the big one, C3X was thought of through the entire build. You should notice a much wider variety of units being built by all factions. Some minor but interesting factions have been flushed out more so the Chiss, and others feel more unique and filled out.
 
Sorry for this piecemeal feedback - pirates are a great addition to force one to extend carefully and not throw ahead the starships with puny land forces protecting the rear.
And I love the new design of the UI lower left and right hand side boxes.
 
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Just coming back to comment on how impressed I am by the refinements introduced in the latest iteration (advisers, resizing of ships - maybe the Venator is the last one to need a bit of love if possible and even more the thoughts put into the industrial / economics supply chain)
 
Appreciate the feedback @RedMaul, will see if I can't include some of that (some of the direction I took in 3.0 was literally as a result of some of your suggestions).

Quick Patch, I just don't take the best notes while fixing things (late at night always, I need coffee).

Anyway 3.0A patch (need 3.0) will be available on ModDB in ~1.5hrs from this post.

EPIC 3.0A patch:
  • Major fix to prevent circular build problems.
    • AI will continually build buildings which have the "replace if checked" attribute, causing wasted maintenance, and worse they prioritize these vs capital ships. Result will be the best most productive planets produce little of value.
    • Legacy problem from SW:TMA1.10, however the way game logic was set up in that version there would have been limited impact vs EPIC. Without this patch the AI will gradually become incredibly weak (as they are not building the biggest best ships as frequently as they could, also they are killing their economy).
      • Surprised it took so long to notice, I've really been looking into optimizing AI build and thus challenge without simply doubling everything they have.
  • Minor fix to some build logic (most noticeable, only larger planets can build the SW version of a "granary")
  • Minor graphical (mainly Wookiepedia related)
  • Minor territorial changes (New Republic is in even a better position, Galactic Empire will be even more disadvantaged).
Circular Build issue is a big one, apologies for not noticing this earlier.

As always enjoy!

Also, I added a SW scroller with the backstory to the galaxy as it is.
 

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Just dropping comments here : I must say that I cannot find faults with the latest iteration. The new ship construction requirements actually provide for a more diverse fleet composition and enable to find uses for a variety of planets !
If I were to add some nice-to-have stuff, here it goes:

- Make barracks provide defensive bonuses only to ground troops (if the game engine can do that)
- Add even more unique buildings to planets (I guess that's a chore)
- Use some of the Fleet-related techs that are empty to provide ATT or DEF stats bonuses (again dunno if the game engine can support things like that)

I really love this mod, but I guess that's kind of obvious!
 
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