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 :)
 
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