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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