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Star Wars: The Mod Awakens

Star Wars: The Mod Awakens 1.11

New Epic 3.0c is available, you can download it here:

SW:TMA EPIC 3.0c

Main changes: refresh to a number of menu and buttons giving further SW themed feel; updated button and other menu sounds SW themed; minor unit graphical refreshes; minor bug fixes.
-- Should be backwards compatible with saves from 3.0a -- not 100% sure on this.

Next update will likely have significant changes in the playability.
 

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Would it be possible / sensible to ban certain alliances from happening in-game (like. New Republic with criminal factions or with Imperial remnant factions or with Sorcerers of Rhand / Ssruis) ? Some of these in-games alliances feel weird lore-wise :)
A setting that is not preventing this problem, but is mitigating it, could be to set opposing sides in different culture groups (as beeing in the same culture group gives a bonus in understanding each other) and giving them forms of governments that are mostly disliked by the other group and a higher level of aggressiveness.
 
Heya all. One small comment having had the chance and pleasure of playing longer into a campaign : the NR seems to be building massive stacks of transport ships (both the CEC and the Gallofree ones) and pushes around stacks of 50-60x transports that maybe partly explain the length between turns.
I am really impressed by the deep thinking that enables this mod to make Civ3 so much enjoyable and starwarsy :)
 
EPIC 4.0 Star Wars Mod Update – Coming Soon!


Hello, all! I'm thrilled to share that EPIC 4.0 is nearing release. Before launch, I need to resolve a freeze issue to ensure a smooth experience, either by fixing the root cause or ensuring it isn't game breaking. Here’s a preview of what’s new in this massive update:

  • New Units & Multi-Units: Every major faction now has powerful Fleet units, surpassing the largest buildable capital ships with significantly higher hit points. Note: Some multi-unit visuals are placeholders and may be updated post-release, with no impact on existing games or saves.
  • Buildings & Visuals: New buildings with faction-specific cultural designs enhance the Star Wars atmosphere. Minor map and visual updates further immerse you in the galaxy.
  • Specialists: Nearly every faction (or faction group) has unique specialists. Jedi and Sith specialists are exceptionally powerful once their respective techs are researched, with many more specialists tied to specific techs.
  • Reworked Bombard Mechanics: Bombard strength has been nearly doubled for all units, balancing combat dynamics.
  • Starfighter Transport Changes: Starfighter transports are now limited to carrier units and select specialized units, reflecting Star Wars canon where starfighters typically serve as point defense for capital ships, reducing human player advantages.
  • Space Terrain Overhaul: “Near orbit” and “space” terrains are now “Near Space” (civilized, populated regions) and “Space” (empty, no value). This reflects canon galactic populations, allowing Core Worlds to become highly populous and productive, while most Rim Worlds remain smaller, with rare exceptions.
  • Key Jedi and Sith Locations: Iconic Jedi and Sith locations are now identifiable on the map, adding strategic and thematic depth to exploration and conquest.
  • Tech Tree Revamp: Many factions now have unique techs, adding strategic depth and variety.
  • Expanded Factions: Lesser factions like the Chiss, Mandalorians, and CMIC have been fleshed out with unique hero/command units, specialized techs, and buildings.
  • And More: Countless other tweaks and improvements I can’t remember! LOL

This is a massive update, and I'm thinking -(ignoring the multi-units completion)- of waiting for the next EXE release to ensure this mod is taking full advantage of all of Flintlock's top notch work. Stay tuned for more details, and reach out for any suggestions for what to add.
 

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SW:TMA 'EPIC' 4.0 is LIVE!


The wait is over — version 4.0 is now ready for download!
All-new features, polished gameplay, and deeper immersion await.


Download Link: https://www.moddb.com/mods/star-wars-the-mod-awakens-epic-mod/downloads/swtma-epic-40
Installation: See the included README.txt


Drop the files as outlined and launch into the galaxy far, far away.
May the Force be with you — feedback most welcome!

To be played in YODA difficulty no barbarians for barbarian level -- see forms for how to get zero barbarians if you don't know how (don't worry there will still be plenty of pirates and other 'bounty hunter scum' to deal with)
-There are many changes to that difficulty level, AI, human, optimum planets, etc. Please play at these settings and choose a more difficult faction for increased difficulty.
-Sub bug forces wars, it is left in intentionally, for most factions either you strike first or be struck first.

See here for further details on updates and changes for this version — not exhaustive:

1763184065976.png



Note: Sadly not all multi-units have been finished, placeholder units are in place (updated units could simply drop into the mod, save game compatible).


And finally, some appreciation for the CIV3 community, literally I think any member who posts regularly I've used something from, many thanks!
 
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Oh man, that civ selection sound made me flinch. Isn't that the missile proximity alert?

Also, the SPHA-T has ranged bombard but not the button to actually allow it to bombard.
 
made me flinch. Isn't that the missile proximity alert?
LOL I didn't know that was the sound. I just grabbed a bunch of SW sounds and added them, with less obtrusive sounds for clicks, and more prominent sounds for something you need to pay attention to. Don't worry all flavor.


SPHA-Ts have defensive bombardment values, similar to the ISD and other capital ships. Only comes into play if you are attacked, it will defensively bombard -- will add a note to patch it so it's more obvious it only is useful as a defensive unit.

If you were looking for artillery units out of the box, you need to have Orbital Shipyards + Factory World within the same planet. If so most factions can build an Acclamator II assault ship, this is your artillery unit as well as troop transport as well as ship-to-ship unit --- rather well rounded especially early in the game.

Also, taking inspiration from episode V, the Hoth gun (w-165 planetary turbolaser) provides bombardment, so if you have annoying capital ships blockading your planet, you can target them -- quite powerful.
 
I meant it in the sense that SPHA-T has 1 range in its bombard, which usually denotes that the unit has the bombard action and can bombard adjacent tiles. Defensive bombard is usually left at 0 range to make it clear to players that it's only used for defense.

Oh, and the sound is especially harrowing when dragging the viewscreen on the minimap, might want to change that.
 
Ah, the 0 range denotes defensive. Ok, didn't know that I think all defensive bombardment units in the game have +1 range, would be a bit of a change, but I suppose easy enough to double check the unit list and verify.

And the sound make you think "attacking now" got it. Do you have any suggestions? I don't need a specific sound clip already edited, if you know of some sound you think would be appropriate I could probably add it to an update.

Thanks for the feedback!
 
FYI, Some of the more minor factions have been flushed out a bunch. Pyke should be playable, not sure how easy it would be to win on conquest victory. Chiss, is a fully formed faction now with it's own artillery units and bombers.

Note: Starfighters have had dramatic changes, you now as Imperials especially, need dedicated carriers to have any meaningful offensive capabilities with your bombers. Key detail, rebels and NR had hyperdive equipped starfighters, Imperials didn't.

Lot's of changes. Very fun so far in my Galactic Empire play through. . .

YODA difficulty, no Barbarians (probably should put this in the announcement too).
 
Hi, love the scenario. However, with the latest update it seems to be taking 15/20 minutes for the next turn on my computer. I’m using c3x 26 beta, computer is relatively powerful, and it’s not happening with other civ3 scenario. Any suggestions to fix, please?
 
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Hi, love the scenario. However, with the latest update it seems to be taking 15/20 minutes for the next turn on my computer. I’m using c3x 26 beta, computer is relatively powerful, and it’s not happening with other civ3 scenario. Any suggestions to fix, please?
Sadly, turn times are brutal, especially during the beginning -- 512 planets already preplaced, thousands of units on the field, half the galaxy fighting the other half or eliminating local pirate threats. It gets much better once the fighting stops, especially as you gain territory.

By the time you get to 100+ planets, AI turn times can drop to sub 2min in peacetime -- on a processor running at 4.2Ghz+ (multi processors do nothing).

With the EXE settings having AI turn popups show up like how they would in multiplayer games, you can just play your turn and let it do it's thing in the background -- grab some food, lift some weights, etc.


Hope this helps, though I know not the answer you wanted.
 
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