No worries. Sadly there's no way to rename files once uploaded so you'll need to rename your original file on your computer, go to your existing ModDB file download page (link below), click the edit button (pictured below) and re-upload the file again. The new file will replace the old one.Thanks! I appreciate the critique on the summary as well as the link recommendation. . . if you give an idiot "do this, and that" instructional I'll change the name of the downloaded file. Life is extremely hectic right now, so uploading this was more or less all the time I can spend on it. I might have some time around Christmas as I mentioned to provide more polish. With that said, any feedback will be noted and when I have time I'll look into!
Once again thanks!
The mods so much better with the November update - downtime between turns is about 5-15mn which is very manageable.It is with much pleasure I'd like to provide an update to the "epic mod" found here https://www.moddb.com/mods/star-wars-the-mod-awakens-epic-mod (should be available for download by tomorrow (Aug. 29th, 2022).
Updates include but are not limited to: some graphical changes, new resources, optimization of turn times (still crazy long but a bit better), numerous new buildings and units (including Ewoks, and fortress worlds). Tweaking of triggers and rules, build paths etc. The Civilopedia has been updated with exception to flavour updates (background descriptions, mod description etc.), basically background information witch won't impact your understanding of how the building tree works. An are which I might not have articulated accurately is you need various levels of star ports for most buildings. As so many buildings require star ports linking them all will cause that hyperlink error, as such read the description of the building if you feel you should be able to build something yet can't, it will explain what is needed.
Units I do remember adding are: Ewok, Jawa, Wookee, Droideka
Buildings I do remember adding are: Rebel Outpost, Endor Base, Underworld, Luxury Apartments, Modular Shipbuilding Facilty, Medical Academy, Fortress World, Commerce Guild Bank, (more???), of special interest is the Galactic Senate (Jedi) and Galactic Senate (Defunct) <-- for when the Empire rightfully takes back Coruscant from the pathetic Republic and those squabbling bureaucrats (please read this last bit in Emperor Palpatine's voice).
Some techs have been altered, some resources I'm especially pleased with are the strategic resource Shawken Spire, and The Maw.
Most ground and naval (ISDs etc.) units have been resized so it is a bit more obvious what you are coming against. No longer are you going to have your ISD coming against some 200m Interceptor IV-Class Frigate and get confused into thinking its anything other than your first catch of the day.
I the "Epic" version of Meteor Man's mod is playable though I need to add some polish to the Civilopedia just to help clean things up a bit. I might have time by Christmas to have a bit of a polish update (though really it won't add much). Longer term if I can figure out why Flintlock's exe mod does not work for my one machine, I was thinking of utilizing some of the features (though I'd need to work on seeing how the ai handles this). Off the top of my head I'm thinking ISDs and similar craft only buildable around Shipyard worlds, having a foundry or something which produces Durasteel by combining Zersium and Lommite. Long time away for those ideas though.
Please let me know if the download works, and I'd be especially appreciative if others (thinking you Blake00) uploaded the "epic" mod elsewhere (I'd hate to lose the work I've put into this).
Once again thank you Meteor Man for letting me muck around with your mod, and thank you for putting your mod together so brilliantly!
Will keep these suggestions in mind!No worries. Sadly there's no way to rename files once uploaded so you'll need to rename your original file on your computer, go to your existing ModDB file download page (link below), click the edit button (pictured below) and re-upload the file again. The new file will replace the old one.
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Excellent, glad some of my optimization paid off. What is the specs of your machine? Processor speed I mean?The mods so much better with the November update - downtime between turns is about 5-15mn which is very manageable.
I am amazed by the refinement and immersion of the mod Hopefully you or Meteorman will find the time and will to do some incremental updates overtime.
Big cheers and big thanks again from me
Thanks for the info!Thanks ajb, that's great news!
It's a macbook pro 2018 (i7-8850H @ 2.60GHz with 16gb RAM) playing on Bootcamp with Win10.
Decent ideas, especially the upgrades (Mk II or similar). If you know of more ships which they can use the same GFX, let me know I'll try to squeeze them in (I've wanted to add the Enforcer-class picket cruiser for the Pentastar Alignment for a while too).If I may, I would like to submit some suggestions for the next iteration of the mod, mainly inferred from some Empire at War mods:
- Upgrades of units (not requiring new visuals / GFX): Acclamator Assault / Mk II (lower carrier capacity and more on fighting power and bombardment); Venator Mk II (similar treatment and making them more relevant)
- Add capacity to upgrade Stormtrooper to Heavy Stormtrooper (did not play with Republic / CIS / Others maybe something could be made there too)
- Mercenaries: maybe add a second tech providing higher quality mercs. Why not making them mercs only purchasable instead of buildable with some heavy discounts for Hutts, Zann, Pyke, Black Sun, CSA?
- add Deathwatch elite units (higher stats vs. Supercommandos)
- add Mando Crusade great wonder (bit anachronic) that would deliver some additional units if built on Mandalore
- Mandalore: Boba Fett (overpowered Slave)?
- Restored Empire: a super powered Venator?
^I've wanted this as well; I added the KD2055 (I think it is 8 or so defence). . . . I assume you are good with thisAnd to continue on this, maybe add too a bit of incremental static defence to planets maybe add the v-150 / using the same visual as w-165 (mentioned in the description of the w-165 requiring specific resources) supposedly 4 times less powerful (ie 6-7 defence, on par with some land units) that would bridge the gap between the weak DF9 turret and the powerful w-165.
It would completely rewrite the game but Kobayashi's Civ2 landmark Star Wars: Insurrection worked that way: Space was ocean and ships were... ships, so you needed ground units to actually seize the planets. Cost aside, I was always a little confused what the point of surface units is in this.I look forward to the next update. In the meantime I'm toying with the idea of changing things so that only troops can capture planets but ships can still move in and through them.
It would completely rewrite the game but Kobayashi's Civ2 landmark Star Wars: Insurrection worked that way: Space was ocean and ships were... ships, so you needed ground units to actually seize the planets. Cost aside, I was always a little confused what the point of surface units is in this.
Not in TMA, but "conventional" Civ3 mods like Space Opera couldn't do Civ2-style "checkerboard" solar systems properly because NS/EW tiles are treated as contiguous and block naval movement. Flintlock's patch re-enables that strait functionality, so naval (space) units wouldn't have to travel all the way around a planet chain:So I'm not sure I understand correctly. The Mod Awakens map is made entirely of land terrain. Only the stars and nebulae are ocean IIRC. How does the Flintlock mod enable ships to not capture planets? I want only land units such as stormtroopers, walkers, etc. to be able to capture a planet