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Star Wars: Empire at War Downloads > Mods:
Absolute Enhancement Mod (5.1)
Filename: aem5.1.zip


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124.64 MB
5.1
Mobbmann
62973
01-30-2009
Empire At War
Mods


Average User Rating: 7.5
Number of Votes: 182
Related Files:
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4 Other Files by Mobbmann:
- ACM2.4 Plugin Pack 1 (Droids 4 all and 50 Pop Cap) (2.4)
- Absolute Corruption mod (2.4)
- AEM (4.5)
- Mobbmann's Absolute Enhancement Mod (1.0)


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Absolute Enhancement Mod (5.1) - File Description  


Description:
This mod is For Empire At War (NOT Forces of Corruption) AEM changes many of the gameplay features of the game along with many other aspects such as: over 72 planets added, many more space units, land units, more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build and where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is.



Absolute Enhancement Mod (5.1) - Screenshots  
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Absolute Enhancement Mod (5.1) - File Download Options  

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Download from Worldwide Mirror by FileFront Download Absolute Enhancement Mod!



Absolute Enhancement Mod (5.1) - Readme  
Readme File:
Absolute Enhancment Mod 5.1


For regular EAW (NOT FOC)




* Table of contents

1. New additions and units
2. Gameplay changes
3. Map changes
4. installation
5. Thanks.


Welcome to version 5.1, There have been many additions including: over 72 planets added, many space units and land units. also more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build and where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is. No matter what you build It will all fit in the build tray at the bottom of the screen, so dont worry, have fun :)


New additions, changes and fixes in 5.1:

- Lucrehulk battleship
- all fighter and bomber complements for ships have been reduced for better game play
- atst MkII and AtAT MkII build time shorter
- T3B-s and T4B-s build time shorter
- fixed bug in MC 40 where it took up 3 population points, it has been lowered to 2.
- further tweaked AI.
- Fixed various typos

New additions, changes and fixes in 4.5:

- Full support for skirmish mode on land and in space.
- Resized Droideka's to be smaller in size
- Col. Veers combat bonus now works properly.
- T4B-s and AT-AT MkII now recieve the same planetary bonuses as the regular at-at and T4b's.
- Fixed MC-40 hyperspace speed was too slow
- extended Range of artillery units
- Raise pop points generated by lvl 5 station by 2
- Made Imperial Ai slightly more aggressive.
- Removed Dauntless and Red imperial guards from Imperial build options on Sullust and Coruscant.
- Improved garrison for officer accademies and can now build without barracks.


* 1. NEW UNITS


- All ships have been scaled accurately per canon as much possible including fighters which are now smaller and space Tactical population has been increased.


New ships and fighters:

- Executor SSD with Battlegroup

- MC104 Battlecruiser with Battlegroup

- Lucrehulk Battleship

- Corellian Battlecruiser

- Praetor Battlecruiser (imperial only)

- Mediator Heavy Cruiser

- Allegiance class

- Dominator Interdictor/Destroyer (imperial only)

- Corellian Destroyer

- Republic Destroyer

- Imperial star destroyer MK.2

- MC90 Cruiser

- Recusant

- Providence

- MC80 type 1 Cruiser

- MC80 type 2 Cruiser

- Interceptor IV Frigate

- IPV system patrol craft

- Dauntless Cruiser (Rebel Alliance)

- Geonoshian Cruiser

- Victory II Destroyer

- Corellian Frigate

- Munificient

- CC-7700 Rebel interdictor cruiser

- MC40 Light Cruiser

- Venator cruiser

- Assault Frigate MK.1

- Carrack

- Nebulon B frigate (Empire)

- Nebulon B-2 frigate

- Lancer frigate

- Imperial strike cruiser

- Escort Carrier (TIE) (Empire only)

- Escort Carrier (TIE Int.) (Empire only)

- Quasar Fire Class Carrier

- Improved correllian Gunboat

- Droid Tri Fighters

- V-wing Fighter

- Vulture Droid Fighter

- Naboo Fighter

- Clawcraft

- Cloakshape fighter

- R-41 star chaser

- Scimitar bomber

- Eta-2 fighter

- T-wing fighter

- Virago/starviper

- E-wing fighter

- Arc-170 bomber

- B-wing bomber

- K-wing bomber

- Tie advanced fighter

- Tie Defender fighter

- Missleboat bomber

- Gunboat bomber

- Bothan Spies

New Land Units:

- Jedi Knight

- Sith Lord

- B-1 Battledroids

- B-2 Battledroids

- B-3 Battledroids

- AAT Tank Company

- Droideka's

- L.A.A.T

- AT-AT MKII

- AT-ST MKII

- T4B-S

- T3B-S

- TIE Avenger ground

- TIE Int. Ground

- X-wing ground Fighter

- Nantex Ground Fighter

- Tie fighter G/T ground fighter

- T3-B tank

- Anti Air AAC-1

- AT-AP walker

- Air skiff

- Swamp speeder

- Spec Force Company

- Shock Trooper Company

- EWEB Troopers

- Imperial Elite Guard

New Hero Companies:

- Guri Female assassin

- Princess Leia

- Kyle Katarn

- Mara Jade

New Buildings:

- Medium Factory

- Financial Center

- Sith Temple

- Jedi Accademy

- Droid Works

- Fighter Facility

- Advanced weapons Facility






2-a. Important Gameplay changes:

- Raised population cap to 33 for fleet battles and maxed out the landing zone you start with on all maps to 10.


- Fleet commanders now provide a 50% sight bonus, 25% attack and defense bonus, and 10% speed bonus, now flag ships are important targets :)


- Field commanders now provide a 50% sight bonus and 25% attack and defense bonus, youll need this to be able to spot the new improved turbo laser towers before you get in their firing range.


- Most Named hero units have either field or fleet commander bonus and some build reduction bonus, read heros descriptions in game. example: obi wan has field commander bonus, colonel veers has field commander bonus, and akbar has build cost reduction and fleet commander bonus, and many more heros have bonuses.


- Click on planet info button after you zoom in on planet for special build abilities. it's a blue bar on the right side of the screen and the build abilities are at the end of the planet description.


- swamp speeder and scout bikes can capture reinforcement points and build pads.


- At-St is now a tech level 2 build, the Rebel counter part at tech level 2 is the T-3B. They both stomp the crap out of T-2B's and 2-M hover tanks which are both now level 1 vehicles which are meant to be anti infantry and have high mobility.


- Much more effective land based turbo laser towers, and placement. You will need artillery, fighters or destroy the generator to deal with them, they are formidable and worth building :)


- Over 70 maps added


- New improved garisons for structures (read building descriptions)


- Read all unit descriptions in game!!! Many of the heros and units have added abilities listed when you click on them or let your curser hover over their symbol.





* 2-b. Other Gameplay changes



- units available for ground battles has been rebalanced very slightly, imperials now get the 2-m tank, tie mauler and at-ap first at tech lvl 1, then at tech lvl 2 get the at-st which is more of a match for the T-3b. (read the new tech tree down below)

- Power to weapons slows units speed down but does not drain shields, duration of power to weapons has been shortened in time as not to be over powered, power to shields is most units counter to power to weapons.

- Space stations are much tougher, they are in fact now strongholds in space.

- Ground fighters now can repair at repair stations

- T4Bs now come in a pair of tanks but are much more powerfull and have greater range

- some companies such as at-aa, tie fighter g/t now come in companies of 4 instead of 3.

- read the descriptions of the units, there are valuable clues buried in the descriptions.

- Made it possible for scout bikes and swamp speeder to capture buildpads and reinforcement points, this adds a fast break option at the start of the land battle.

- read the abilities and bonuses granted by the emperor, mon mothma, admiral akbar, moff tarkin, colonel veers and space commanders and field commander, they have changed for the better they give 25 percent offense and defense bonus in space or on ground depending on the hero. field commanders and fleet commander grant a sight range bonus that is incredibly valuable against stumbling on turbo laser towers, you want to be able to spot them before your in range or large fleets of ships when in space... use them.

- corvette class ships are now deadly to fighters and bombers, correllian corvettes, correllian gunboats, tartan cruisers and lancer frigates are devastating to fighters.

- y wings, b wings, k wings, gunboats and missle boats all have ion attack abilities.

- at-ap available at tech level 1, at-st is now improved and available at tech level 2 with a heavy factory. The at-st is more powerfull than before but very balanced considering the new units and changes, its equivalent to the T3-B.





* 3.Map Changes

- More than 70 maps added


Space maps:
I redid every space map to be about 50% larger and moved much of the space debris to allow for better combat, added some build pads in space, and raised the space pop cap to 33, any higher than that and it would upset the flow of the game, its been tested.


Land maps:
Land maps have all been redone PROPERLY!!! When you invade you now get 10 reinforcement points at the start and more reinforcement points will allow you to land closer to your advancing army, all the build pads have been moved to better locations such as tactical choke points, as well as the turbo laser towers. speaking of turbo laser towers, they are much stronger than before and are very well placed on the map, definitly worth the 3000 credits, to take them out i suggest artillery units or airstrikes.




4. Easy Installation: DO NOT MIX MODS, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!



1. unzip the contents of the mod folder into your "C:Program FilesLucasArtsStar Wars Empire at WarGameDataMods folder. when you are done it should look like this:
"C:Program FilesLucasArtsStar Wars Empire at WarGameDataModsAEM5.1


2. You can either use a mod launcher to launch the mod or if you have problems with the mod launcher there is a button in the folder that says double click to play AEM5.1, Double click that and you can still play without mod launcher. Thats it, your ready to play :)


This method works only if your game is installed in the default directory, the alternative method below is still easy but a little more complicated.


- Known issues: there are some ships that will only show up as engine glows if your video settings are too low, to fix this, raise your settings one step at a time until you see them in game.


To uninstall:


If you did the easy install:
Just delete the mod called AEM5.1, thats it :)







* 5. Very Special thanks


steiner group: for permission to use the following models: Mc90, strike cruiser, lancer frigate, assault frigate 2, cc-7700 intertictor, tie defender, tie advanced, tie interceptor, gunboat, missleboat, b-wing, e-wing, k-wing, T-wing and many more miscilaneous things down to TGA Icons. The Steiner group, I cant thank you enough...

Evillejedi: for permission to use the following models: allegiance star destroyer, mediator cruiser, nebulon b2 frigate. t3b medium tank, all cruiser and frigate class ships.

Keeper_of_faith@gmx.de / Evillejedi once again for all the models

LOW for all the tech help from your former members, thanks for the help

and also EAW@filefront members for the help in the forums and testing.




if you have any comments or suggestions pls feel free to leave them in the comments page of the mod, if there is a bug let me know, I will fix it asap and release a new version. Feel free to use this mod as part of your own just give credit where credit is due.

thank you,

MOBBMANN a.k.a ||3RB||MOBB


Absolute Enhancement Mod (5.1) - User Comments  
The following comments are owned by the user that posted them. Empire at War Files is not responsible for their content.

Total comments: 200 | Last comment: 04-17-2013 at 09:56

 #1 - Any plans for new updates to AEM? - 01-30-2009 at 14:28
Ice_cougar
From:
Joined: November 4th, 2005
Posts: 9
Hi. I still prefer playing AEM than ACM. & I still luv ur mods. So do u have any plans for future updates to AEM 5.1? Thanks for all the great mods & all ur hard work. Looking forward to future releases.

 #2 - 01-30-2009 at 14:30
simplestarwarsfan
From: (Indianapolis)
Joined: July 17th, 2008
Posts: 239
dude can you make patches instead? please? i know its easier to upload the whole thing but to download the full thing again and again... still a great mod thoughsmile

 #3 - sorry for double - 01-30-2009 at 14:34
simplestarwarsfan
From: (Indianapolis)
Joined: July 17th, 2008
Posts: 239
oh d**** this is aem not acm...... crap still patches are faster both great mod too

 #4 - 01-30-2009 at 16:31
mobbmann
Joined: March 10th, 2006
Posts: 198
mmmm... k then

 #5 - 01-31-2009 at 11:42
the_stag (Staff)
From: (California)
Joined: October 29th, 2008
Posts: 106
AEM 5.1 was released months ago. What's this all about?

 #6 - 01-31-2009 at 17:17
mobbmann
Joined: March 10th, 2006
Posts: 198
and it was pulled and I added different models...done

 #7 - 02-04-2009 at 05:55
cereal96
From:
Joined: December 19th, 2008
Posts: 14
What if you have AEM 4.5, should I just delete those mod files and replace them with the AEM 5.1 files?

 #8 - 02-04-2009 at 21:01
mobbmann
Joined: March 10th, 2006
Posts: 198
read the install directions...

 #9 - 02-06-2009 at 15:18
dartheric
Joined: January 15th, 2009
Posts: 15
Tell you what....those destroyer droids need some rescaling really really bad.

Its bigger then a tank!

 #10 - 02-07-2009 at 09:58
To3_J4m
From: (North Carolina)
Joined: April 23rd, 2008
Posts: 229
No homo, but I love you man 10000000000000000000000/10

 #11 - 02-07-2009 at 21:11
ballaholicxjerm
Joined: December 16th, 2008
Posts: 9
@9 the scalling isnt that bad the tanks are kinda in the backround.

 #12 - 02-08-2009 at 13:00
mobbmann
Joined: March 10th, 2006
Posts: 198
dartheric,
why dont you actually try playing the mod and see that the droidekas are the correct size... the screenshots look bigger than they really are... alot bigger... Im getting really tired of that stupid comment...please at least play the mod first before you start throwing your two cents in.

 #13 - 02-08-2009 at 16:01
shike53d
From:
Joined: September 10th, 2007
Posts: 42
Keep in mind that some of those screenshots are outdated.

BTW I got some questions on the future of AEM. You said you would add every new units from ACM to AEM right? Well I was wondering on how you're going to do that exactly. Are you going to add ALL of the new units at once for the next version of AEM or are you going to add some new units little by little on a series of new AEM versions,like versions 5.2,5.3,5.4,etc?
Personally I would like to see a series of new AEM versions because it seems fun that way for some reason. Plus I bet adding all the new units all at once for the next version might take too long to accomplish.

 #14 - 02-08-2009 at 18:48
mobbmann
Joined: March 10th, 2006
Posts: 198
shike,
I'm a little burnt out right now.. give me a couple of weeks or a month or two and I'll revisit aem...

 #15 - 02-09-2009 at 07:43
x_The_Jester_x
From:
Joined: August 25th, 2002
Posts: 67
Played AEM back in the day, and impressed with how much better it made the game. Haven't had EAW on my system for a while but have reinstalled to give this a whirl.

If it's anything like previous versions of this mod, I won't be dissapointed!

Cheers Mobbmann!! Pimp!

 #16 - Having trouble with the total conquest map - 02-10-2009 at 22:40
Gamewizcreations
Joined: February 10th, 2009
Posts: 1
I just downloaded the 5.1 version for this mod, looking very foward to playing it as well! After installation I noticed there was two maps available, one was the AEM Total Conquest one, where you start with one base only, and the other was like Galactic Conquest, where you start with many planets. Personally I love starting from scratch, so I was really wanting to play the Total Conquest map. However I noticed that when playing as the Rebellion (have not tried the Empire side yet) that I could not have access to all the ships available even after I have the full tech tree unlocked. I have access to all the fighter types (I think) as well as the corvette-class ships. But anything that is classified as Frigate or above does not show up. the highest my tech tree goes is the MC-40. Any idea why this happens? My tech tree works fine in the Galactic Conquest map, just not the Total Conquest map.

I tried looking through the XML files but didn't find anything really unusual aside from the fact that in your campaign list it doesn't show your two maps which I found rather strange, only the original maps were listed. Where could I find them so perhaps I can take a look myself even to see if there's a problem? Any help would be great!

 #17 - bug - 02-11-2009 at 22:35
jonathanzeta
Joined: February 11th, 2009
Posts: 2
When i downloaded the file and played as the empire the nebulon b did not have an actual feature and it was just 5 hardpoints in space so we need some graphics there plz
-thks

 #18 - jonathanzeta, dis is very tiring! - 02-12-2009 at 10:32
Ice_cougar
From:
Joined: November 4th, 2005
Posts: 9
jonathanzeta, the reason its not showing up is coz u have turn down the graphics to a very low settings that it is impossible to see the image of the Nebulon B ship! For goodness sake increase the graphics settings! I hope this stops ppl from asking the same stupid questions again!! Grrr...

 #19 - 02-13-2009 at 04:15
jonathanzeta
Joined: February 11th, 2009
Posts: 2
dude i am sooo sorry,
i didnt read the rest o the form about the graphic settings. Unfortunatley my computer is a laptop and i had to turn the graphic settings down because the mod is so awsome my cpu can barley handle it.
so i guess that at the beginning can you write in the beginning of the readme to PUT UP THE AWSOME GRAPHICS FIRST FOR THE GREATEST MOD EVER...
thks

 #20 - 02-14-2009 at 08:05
DarkLord_SithMaster
Joined: November 18th, 2008
Posts: 24
Um................ When i tried to extract the files it said there were no files to extract.

 #21 - 02-15-2009 at 16:34
bernagamo
Joined: January 21st, 2009
Posts: 6
Excellent mod

 #22 - Mssing folder - 02-16-2009 at 14:53
NastyButler
From:
Joined: February 16th, 2009
Posts: 3
I've downloaded the AEM, but when I went to unzip it I found that I'm missing the 'Mods' folder in my 'Game Data' folder. Can anyone help me out with this?

 #23 - 02-16-2009 at 19:03
mobbmann
Joined: March 10th, 2006
Posts: 198
nastybutler,
read the @)#% readme, you need to make a mod folder...btw are you the same !TOP!NASTYBUTLER?

 #24 - 02-16-2009 at 21:23
NastyButler
From:
Joined: February 16th, 2009
Posts: 3
I'm not sure....whats !TOP!?

 #25 - Making Mod folder - 02-16-2009 at 21:46
NastyButler
From:
Joined: February 16th, 2009
Posts: 3
I've read the Readme several times, and I still can't for the life of me figure out how to make a 'Mod' folder

 #26 - to NastyButler - 02-17-2009 at 12:23
shike53d
From:
Joined: September 10th, 2007
Posts: 42
To make a Mods folder you create a new folder and rename the title of that folder to "Mods",then you can put the AEM folder in the Mods folder.

 #27 - Having trouble loading - 02-18-2009 at 03:06
psw10uk
Joined: February 18th, 2009
Posts: 1
Hi guys..

Really new to this 'modding'.. I've done what was said in the read me file about installing. But when i double click on the mod icon I get the following:

An exception has occoured. See_logfile.txt and_except.txt for details. Press CANCEl to exit or RETRY to debug

This happens if I try to load the game from it's original loader.

Please can anyone help. I'm really looking forward to playing this mod..

Thanks...

 #28 - About the lag.. :( - 02-18-2009 at 15:01
Silent_Blue_Rain
Joined: February 18th, 2009
Posts: 2
How come that menu, galaxy map and some space battle lag so much as if I have 1 gb ram and while I have 4 gb... 3.25 to be correct big grin

 #29 - About the lag 2 - 02-18-2009 at 15:06
Silent_Blue_Rain
Joined: February 18th, 2009
Posts: 2
Ok hang on.. that was too cruel frown
I really love this mod, I adore it
Its amazing how you pulled it off mobbmann

Well anyway, I'd like to fix this lag I'm receiving. On the galaxy map ( i had about 6 planets) and it was lagging and breaking here and there, impossible to do anything unless the game was paused and it was just fine, still unable to move unless I unpause lol (the units)

And the main menu with shooting and all is fine for about 15 seconds, than it starts to lag, and I have advanced pc.. Witcher works nice on highest.

Some space battles are lagging due to the lots of lasers, but I'm more concerned about galaxy map..

You'll probably tell me to play map with less planets? big grin

 #30 - This was my first MOD and it blew me away - 02-18-2009 at 21:20
applesauce11
From: (Austin, Texas)
Joined: February 18th, 2009
Posts: 3
This was my first mod but it is awesome. I had only a little problem getting it started since I had no Mod launcher. Nor any idea where to obtain one but I was able to use your click to play shortcut. This game was great before the Mod was added but it took it to another level and I started playing it again like it was a new game. Thank you so much mobmann.
Just had one question: In Galactic Conquest during the space battle my lvl 5 bases give me units but they don't regenerate once destroyed even though I still have the hanger deck. I thought that they supplied new ones after they original ones got destroyed. And this is no means criticism but wish the AI attacked your bases more often. Thanks again.

 #31 - Need lots of Help - 02-21-2009 at 12:51
Atheistbassist666
From: (Texas)
Joined: February 21st, 2009
Posts: 1
Okay so this is my fisrt ever mod, but I don't know how to get it to work! When I bring up my mods folder and click the "double click to play" a pop up comes up that says "path does not exisit. Chesk your path and try again." Does anyone know what to do? I need help thanks alot!

 #32 - Help - 02-21-2009 at 16:03
eraser310
Joined: February 21st, 2009
Posts: 3
Ok, I installed the mod to the proper place, as the readme said. But, when I launched it with the "double click to play..." icon in the folder, it just launched the regular EAW not AEM. Am I doing something wrong or am I not seeing it for some reason? Any help would be appreciated.

 #33 - 02-21-2009 at 17:01
the_empire_guy
From: (Pennsylvania)
Joined: February 16th, 2009
Posts: 309
i might as well just give this mod a try instead of ACM

 #34 - 02-21-2009 at 18:13
applesauce11
From: (Austin, Texas)
Joined: February 18th, 2009
Posts: 3
Atheistbassist666 snf eraser310 I do not know for a fact but it might be Vista. I installed this program on my computer with Vista and everything worked fine but for the "double click to play" but when I put it on my XP version of Windows everything worked just fine.

 #35 - same old probs - 02-21-2009 at 18:18
the_empire_guy
From: (Pennsylvania)
Joined: February 16th, 2009
Posts: 309
the same thing happened with ACM. i just tested AEM, with all my fingers crossed, i swear my computer hates me. it takes me to the regular EAW game!!!!!!!! Aaargh!!! ACM didn't work, and i'm rly starting to get mad.

 #36 - Some shpis don't appear. - 02-21-2009 at 20:35
IthacaSkinhead
Joined: February 21st, 2009
Posts: 1
You can see their engines and select their hardpoints, but the ship itself is invisible. Happens with the Nebulon frigates if you're playing the Empire.

 #37 - #36 - 02-21-2009 at 20:55
Heckenshutze43
Joined: March 28th, 2008
Posts: 37
read the other posts the answers are there about ur invisible ship problem

 #38 - Response - 02-22-2009 at 10:22
eraser310
Joined: February 21st, 2009
Posts: 3
The computer I installed it on is XP DOES ANY ONE KNOW WHATS WRONG!!! I'm really starting to get mad. mad

 #39 - 02-22-2009 at 20:15
rozial
Joined: February 22nd, 2009
Posts: 1
When ever I use the click to play button it says the network connection it refers to is unavailable. I don't know if I put it in the right folder. right now it's in Dstick out tonguerogram FilesLucasArtsStar Wars Empire at WarGameDataModsAEM5.1

I guessed at where to put it. It's in D because that's where the game's installed. And if anyone knows where I can get the right mod Launcher that would really help. I know I sound like a retard for asking this but I'm really stumped.

 #40 - doesnt work HELP! - 02-24-2009 at 06:27
arc_trooper10
Joined: April 13th, 2008
Posts: 50
that mod doesnt work, i have put AEM 5.2 folder into folder called Mods in gamedata, but it deosnt work, when i try to use the icon with mod normal game runs.. my game version is 1.02

 #41 - new - 02-26-2009 at 16:05
spacetrooper
Joined: December 15th, 2008
Posts: 40
You should make mod that lets you play as zann

 #42 - hey whats going on? HELP!!!!!!!!!!!! - 03-01-2009 at 11:41
naacho0
Joined: March 1st, 2009
Posts: 1
hey this is a great mod and i want to play it but i have a big big problem the mod doesnt work and i open it from the mod launcher but still doesnt work i want to play it !!!!!oh and i dont have other mod this si the only one can someone help me plzz thnxxx

 #43 - having trouble - 03-01-2009 at 16:28
Skywalker71
Joined: March 1st, 2009
Posts: 10
i am having trouble figuring out how this works my copy of empire at war does not have a mods folder in the game program files area so please help.

 #44 - Kweery - 03-08-2009 at 09:30
sk8ersith
Joined: March 8th, 2009
Posts: 1
Hey mobman, this mod is AWESOME, but, you say it supports instant action, half the unit arent there, no naboo starfighters, no invisible hand, are these things only available for galactic conquest? i normally only play instant action n i only have like a quarter of the units mentioned frown

 #45 - 03-11-2009 at 09:55
arc_trooper10
Joined: April 13th, 2008
Posts: 50
it doesnt work-.- but maybe i need 1.5 patch?

 #46 - 03-15-2009 at 06:27
dark_side_dude
From: (Largs)
Joined: March 12th, 2009
Posts: 12
i am sith yeah ma n

 #47 - Mod - 03-16-2009 at 06:43
dmg89
From:
Joined: March 16th, 2009
Posts: 1
Is the Absolute Enhancment Mod 5.1 compatible with mac?

 #48 - Great Mod - 03-21-2009 at 09:33
SWJ345
From: (Baghdad)
Joined: March 19th, 2009
Posts: 53
This mod defines the word mod. Its a must have download. I was thinking of buying foc but no need now because this has got so much more than foc. 10/10 Great mod, please could you possibly make a patch that adds republic era vehicles like the AT-TE and AT-RT? cool

 #49 - 64 bit - 03-21-2009 at 20:13
tstein
Joined: March 21st, 2009
Posts: 1
how do i get the mod to work in a 64-bit system

 #50 - 04-02-2009 at 23:11
SWJ345
From: (Baghdad)
Joined: March 19th, 2009
Posts: 53
Just a couple of things that stand out to me that could be improved
1. Major problem: If i save a game during a battle, when i try to reload it it comes up with a exception message. However if i save it while on the galactic map it loads fine.
2. On galactic conquest i had a level two space station and a acclamator above a planet (can't remember which one it was now). The rebels attacked with 2 MC 90s, 5 Dauntless Cruisers, Home One and a MC104. I clicked auto resolve and it said i lost my acclamator and my space station and i killed their MC104. How can a acclamator and a level 2 space station defeat a MC104!
But over all a brilliant mod!

 #51 - Unable to control units - 04-05-2009 at 05:38
applesauce11
From: (Austin, Texas)
Joined: February 18th, 2009
Posts: 3
I have recently been playing with this MOD in Galactic Conquest. The problem is that the units can't be controlled. And no this is not a problem with graphic settings. I am using an Alienware computer with highest graphics settings available. I can go back to an older saved game and the MOD works just fine. But it is a problem I have seen several times. Is it a lag issue? I am playing on the largest Galactic Conquest Map with all 72 planets. The population cap atm is over 1000 units. And perhaps that is why my commands to move don't register? Please inform me if anyone has had this problem and some way to fix it. Thank you this is an awesome MOD.

 #52 - # 50 - 04-05-2009 at 22:21
mamoso
Joined: March 9th, 2009
Posts: 22
Crazy things happen when you auto-resolve. I lost my Death Star to a Gallofree Transport (Rebel Plex Solder) when I auto-resolved.

Hey, crap happens.

 #53 - 04-06-2009 at 05:45
SWJ345
From: (Baghdad)
Joined: March 19th, 2009
Posts: 53
and i remembered my third point i was going to post earlier.
3. In my opinion the planets on a space battle are way to high. My ships have to fly through the planet on most the battles.
And one last note. I recently downloaded a ALO viewer and i had a look at the AEM models and noticed models like MTT . And when i had a look for files that were of any kind in the folder (not just ALO files) there were models of AT-TE parts. Is this a easter egg or something else?

 #54 - Cross modding i know u sed not to but... - 04-16-2009 at 08:00
Mister_Hill
From: (Nordkap)
Joined: April 16th, 2009
Posts: 2
.... Will this mod work with the realistic rescale mod becasue if it does that would be rather awesome

 #55 - Urgent help needed - 04-17-2009 at 05:48
SWJ345
From: (Baghdad)
Joined: March 19th, 2009
Posts: 53
I have just found a major ( and random ) bug.
right i'm doing a galactic conquest (with all 72 planets) and i enter a space battle.
On the Begin button that appears up at the top of the screen there is captain piets face and the button dose not work. Also above the unit stack that appears between begin and auto resolve is a image of a vengeance sd. Then i attack the ground of the planet and that same happens. Then i decide to move piet out of my fleet that attacked the space and dumped him above another planet. Then tryed invading another planet. The same happens again. Is this something to do with my space fleets size ( its pop cap is nearly 300) or something else. I don't realy want to restart the conquest as i'm on day 180 ( i like building big fleets). Help please

 #56 - 04-17-2009 at 19:56
DrekShran
Joined: April 16th, 2009
Posts: 3
Whenever i double click the play button, it just sends me to the regular game, could this be because i have the Gold Pack or because i have Vista? Could using a Mod Installer work? if so, where do i find one?
thanks
- Drek

 #57 - 04-18-2009 at 03:07
pastet2x2
From: (sofia)
Joined: August 4th, 2008
Posts: 255
DrekShran i have the same problem and i am on xp.That means the problem is not because you have Vista.mobbman can you tell me why is this happening.confused

 #58 - Gold Pack? - 04-18-2009 at 06:22
DrekShran
Joined: April 16th, 2009
Posts: 3
pastet2x2, do you have the Gold Pack?

 #59 - help - 04-19-2009 at 12:36
coole108
Joined: April 19th, 2009
Posts: 2
hey, I just installed this mod, when I try to play it the regular version runs can someone help me, rly want to play this mod

 #60 - help - 04-19-2009 at 12:48
coole108
Joined: April 19th, 2009
Posts: 2
having same problem as drek have xp and just empire at war by itself HELP!!!!!

 #61 - AT-TE and AT-RT - 05-05-2009 at 21:44
Edward5331
Joined: May 5th, 2009
Posts: 4
Can you mod them for me please? Ty but anyways love your mod great job!

 #62 - 05-11-2009 at 21:34
drake1444
Joined: April 21st, 2009
Posts: 8
I don't remember if I posted this or not but after I play for a certain amount of time I lose the ability to click on my reinforcement units during space battles. I click on them but it's like the game doesn't know that they are there. Has anyone had this and found a way around it?

 #63 - hi - 05-14-2009 at 08:42
woodywoodpecker84
From:
Joined: May 14th, 2009
Posts: 5
ive been playing aem4.5 and had serious lagging problems during some space battles in galactic conquest as the rebels, i love the mod but it becomes unplayable when this happens as every second of battle takes about 30 seconds, they are not even large scale battles either, i think one was just 2 mc80's and a couple of frigates and garrison fighters against 3 isd's also with garrison fighters, i have to retreat or auto resolve every time it happens, i have 4gb ram, surely thats enough? im running on a 32 bit os though so i know im not gettin full use of my memory but it should still be enough shouldnt it? anyway now ive noticed this 5.1 mod (not sure how i missed it first time round) i will try this and hopefully it may of fixed it.

 #64 - 05-14-2009 at 11:29
woodywoodpecker84
From:
Joined: May 14th, 2009
Posts: 5
right, i believe i have the answer for why it loads the original game for some people, i had the same problem but its easy (it worked for me anyway), when you put the mod into your mods folder, i noticed it makes an AEM5.1 folder, when you open that folder you will notice theres another folder inside thats called AEM5.1 also which is the actual mod folder, you need to get rid of the first folder whilst keeping the second one,

so for eg.

it installs like this..

C,Program files,lucasarts,star wars empire at war,gamedata,mods,aem5.1,aem5.1<<<<<<(actual mod folder)

you want it to install like this...

C,Program files,lucasarts,star wars empire at war,gamedata,mods,aem5.1<<<<<<(actual mod folder)

i believe its the double barreled folder causing the problem, anyways, sorry for the double post, hope this works, now im going to road test it. big grin

 #65 - 05-16-2009 at 14:27
crawford_elliott
From: (Minneapolis)
Joined: May 16th, 2009
Posts: 2
mine doesnt work, it doesnt show up the in mod manager and when i click the button in the mod folder it wont work either.
can someone plz help me?

 #66 - 05-18-2009 at 15:34
Commander_Fett
From: (Tipoca City, Kamino)
Joined: October 8th, 2008
Posts: 134
I installed my game to the k drive, and you didn't give instructions on how to install the mod if the data is on another drive. Could somebody help me out?

 #67 - this might solve your problem - 05-30-2009 at 08:05
rayzzz
Joined: March 10th, 2006
Posts: 15
hey guys, like some of you that are having problems installing the mod and fiddling around with the mod folder locations which is not the problem. the problem i think some of you have is that you dont have the latest patch. i just patched the game to 1.3 and its working. so that might save u some grief.

 #68 - HELP!!! - 05-31-2009 at 17:59
cassidy987
Joined: May 31st, 2009
Posts: 1
Can you use other mods with this one because I want the build times for the new content to be sped up??? can somebody help me...

 #69 - patch - 06-06-2009 at 21:28
Admiral_Nemesis
From:
Joined: May 23rd, 2009
Posts: 18
1.5 is the latest patch out for the game

 #70 - @ 9&11 - 06-13-2009 at 08:09
IANF1
From: (Pennsylvania)
Joined: March 2nd, 2009
Posts: 300
giant destroyer droids o_0 AWSOME smilesmilesmile

 #71 - sorry double post - 06-13-2009 at 08:13
IANF1
From: (Pennsylvania)
Joined: March 2nd, 2009
Posts: 300
what i do is i open the file then manualy transport the files to the mod folder

 #72 - potential fix - 06-18-2009 at 11:52
Klam_Khowder
Joined: June 18th, 2009
Posts: 3
For those of you having problems with the mod not working at all even though it's installed as the directions ask, i think i have found the solution.

First make a backup of the "Data" folder found in the "gamedata" folder (cstick out tonguerogram FilesLucasArts Star Wars Empire at Wargamedata is the default directory)

Once you make sure you have a backup somewhere on your computer then extract the contents of the "Data" folder found in the aem5.1 folder into the "Data" folder that is currently in your "gamedata" folder.

This will make it so that every time you launch Empire at War it will be with the Absolute Enhancement mod.

to uninstall just replace your current "Data" folder in your "gamedata" directory with the backup that you should have made earlier; and that will make it so you launch vanilla Empire at War instead.

who would want to uninstall this mod though? it's pure gold! Thank you so much Mobbmann for this beautiful mod!

(ps im using version 1.5)

 #73 - potential fix - 06-18-2009 at 11:56
Klam_Khowder
Joined: June 18th, 2009
Posts: 3
why is that smiley in there lol! my bad its supposed to be Cstick out tonguerogram Files.

sorry guys! lol

 #74 - grrrrr - 06-18-2009 at 11:57
Klam_Khowder
Joined: June 18th, 2009
Posts: 3
dang it! i give up you get the point

 #75 - PLEASE HELP - 06-19-2009 at 18:09
Grifter2444
Joined: June 19th, 2009
Posts: 1
Hunted this game down and bought it this SW RTS game from amazon. I bought the EAW Gold Pack. I played a for many hours over a few days and noticed that i was looking for something more out of the game. I downloaded the AEM 5.1 mod it worked it was awesome i played it for like 6 hours straight. When i retired for the night and turned on the cpu in the morning to get back to kicking in Rebel heads the game wouldn't load with the mod or with out. I have unistalled and reinstalled the gold pack many times with and with out the AEM 5.1 mod. It only works sometimes like 1-10000000 times. All i get is an hour glass when it loads the cd spins and the hard drive works and then nothing happens this happens at the main page when it asks if you want play EAW or FOC. I click play an hour glass apprears it and then nothing back to the desk top. PLEASE HELP ME.

 #76 - Unable to move units on galactic and tactical map - 06-19-2009 at 23:52
ke3_jackson
Joined: June 19th, 2009
Posts: 1
"I have recently been playing with this MOD in Galactic Conquest. The problem is that the units can't be controlled. And no this is not a problem with graphic settings. I am using an Alienware computer with highest graphics settings available. I can go back to an older saved game and the MOD works just fine. But it is a problem I have seen several times. Is it a lag issue? I am playing on the largest Galactic Conquest Map with all 72 planets. The population cap atm is over 1000 units. And perhaps that is why my commands to move don't register? Please inform me if anyone has had this problem and some way to fix it. Thank you this is an awesome MOD."

Absolutely the same problem. It happens to he 2nd time too. First time (both times galactic conquest) i was playing rebels (had a veeeery rough beggining the empire litterally pawned around and was counquering planets like ...i dunno - a plague?, it took me a number of "valliant" battles to turn the tide, the dude had build 3 ssd and a death star - those were some epic battles - especially when u barely made 2 mediators and 4 mc90's , interdictor class is a MUST in the battle group , fourtanatly this fleet could easily be named the heroes of the rebels cause with exactly 33 point fleet i have butchered -it was tough though- 3 or 4 times bigger fleets - then again interdictor cruser is a really crucial point - had to protect him like my eyes 'cause we dont want them retreating and returning 5 times bigger.)
Anyway i'll cut the bollock and get to the point - i had reached a pont where the plantes were like 50/50% between me and the Empire (it was my time to start really making them tight , just got a mc104 - inhuman this thing - just realized what i have been destroynig, the damn ssd's) and from around that point some weird stuff started happening - i enter battle , try to select any unit - i hear a responce , give a command it respondes , BUT there is no selecting circle and no command is executed. I was like ok lil' bug - auto-resolve - 5lv base vs 50+ fleet and they took out 2 mediators?! - NEVER use auto-resolve, anyway i try to get some fresh ones from the shipyards(after the battle) i drag them fom their current location to the location of the fleet ... they start moving... but not quite ..?! Checked the fleets over the planet in the planet menu - they were missing , though in galactic view the icon still appeared - they didn't arrive with the fleet too. Same thing (units not taking move commands and icons staying but units missing) started happpening EVERYWERE i tried to move everything , battles in tactic mode - no control , in galactic mode - armies missin' but icons staying like e sticky notes... I was Like big grinAMN thats not nice... oh well here we go all over again...

So i started a new galactic conquest with the Empire (same map - with one starting planet - i like developing from scratch - besides the comp is sooo fast at getting planets - before the first mass collision the map is like 8/1 with the computer owning the place -really nice) ... the thing is that this issue happened yet again at around the same point in-game - planes like 50/50% pop cap 1000+ , no control , staying fleet icons but missing fleets etc. (if thats a cheap way for the pc to ensure its victory just as things start looking bad for it - well done to it , but thats a really romantic way of accepting this strange bug - i suppose) I read the comments here saw the one i quoted in the beggining , adressing the same problem , i wandered if anyone else is having this issue. Don't get me wrong the mod is pretty much everything i kinda wanted in the original game - but sticking to this point and being unable to finish is kinda frustrating - so maybe (i hope) there is some kind of sollution to the problem?

The mod still rulez though.

 #77 - 06-25-2009 at 09:23
Mr_mystery
From: (Detroit MI)
Joined: April 2nd, 2008
Posts: 118
Wheee! I finally got AEM to work on my mac.

 #78 - ke3 jackson... - 06-25-2009 at 18:50
Tyler_Ziemba
From:
Joined: June 13th, 2009
Posts: 199
There has been the EXACT same problem in the Absolute Corruption Mod. I am currently actively involved in this, as well as mobbmann. The answer to that problem might be the problem to yours. As soon as we find the solution there, I will post it here for you to try. Hopefully it will work.

 #79 - Unable to move units on galactic and tactical map - 06-27-2009 at 11:01
JAATT
Joined: September 4th, 2006
Posts: 17
Same prob here 2, in addition when playingthe rebels in GCM, med difficulty, the empire keeps attacking with scores of nebulon b frigates and gunboats only over and over. I was hoping to go up against their ssd's and ds. do i need to alter the difficulty level?

 #80 - problem with it saying specified path - 07-15-2009 at 11:36
admiralpat
From: (new port richey florida)
Joined: May 17th, 2009
Posts: 58
um can anyone help me cause i have a problem to it says whenever i press click here to play it doesnt work it says specified path not found or something and i dont know where the mod launcher is and can you help me plz i really want to play this

 #81 - 08-05-2009 at 18:45
commandercow3
Joined: July 5th, 2008
Posts: 5
not able to build most ships/units do i need 4.5 also or do i need to reinstall

 #82 - hey - 08-06-2009 at 22:58
tpm1998
Joined: August 6th, 2009
Posts: 1
this is awesome

 #83 - 08-09-2009 at 08:11
UFSreaper
Joined: July 13th, 2009
Posts: 3
This method works only if your game is installed in the default directory, the alternative method below is still easy but a little more complicated.


- Known issues: there are some ships that will only show up as engine glows if your video settings are too low, to fix this, raise your settings one step at a time until you see them in game.

what alternative method below?

 #84 - question - 08-11-2009 at 08:29
Fridator
Joined: August 11th, 2009
Posts: 1
hi. i installed this mod as instructed and its playable. but not completely: most custommaps are missing, if i want to start the 72 maps campaign, it loads the "empire sorrounded" campain instead and unfortunately all unitdescriptions are missing as well frown i downloaded it twice now and there are ALL custommaps lost :S

i use eaw 1.5 with a crack (cd has become quiet unusuable due to scratches)
has somebody any suggestions? is it because of the crack? please help smile

sry for bad language^^

 #85 - 08-21-2009 at 07:30
Rayhaan
From:
Joined: August 15th, 2009
Posts: 5
is this old mod

 #86 - 08-21-2009 at 10:22
foreverrussia1
From:
Joined: August 8th, 2009
Posts: 114
Isn't there another mod for FOC called absolute corruption mod which makes virtually the same modifications?

 #87 - mods how to make one - 09-27-2009 at 13:52
admiralpat
From: (new port richey florida)
Joined: May 17th, 2009
Posts: 58
hey does anybody know how to make a mod for republic commando or company of heroes please tell me ive been very madcause nobody would answer my question and nobody has toturials for it so if you can tell me i would be happy to make mods JUST PLEASE DONT SAY FIGURE IT OUT BY MYSELF THAT GOT ME REALLY MAD I WANTED TO GIVE OUT VIRUSSES AND SEW THEM SO PLEASE JUST TELL ME OKAY

confusedmad

 #88 - 10-04-2009 at 21:05
AdmiralAsh
From: (Republic Outpost)
Joined: May 21st, 2009
Posts: 132
I could help, but you should ask your question on the forums. If you have a profile on the forums look for my thread. I have the same name just with a Grand at the beginning.

 #89 - map resize - 10-05-2009 at 10:41
leci
Joined: October 5th, 2009
Posts: 1
hello mobbman!how can resize the space maps?is it possible?its too big for me.can you help?

 #90 - Confusion At War - 10-09-2009 at 15:32
KillaT21
From: (Cloud City, Bespin)
Joined: October 9th, 2009
Posts: 94
Okay, I got the mod working and all, but the only problem I'm runnin into is that I cant bring in or see my TIE Interceptors or Defenders. Now is this because I dont have Forces of Corruption installed? confused

 #91 - 11-12-2009 at 03:43
rvsbcaboose
Joined: February 12th, 2009
Posts: 10
Having Problems Just Like ACM, I Try to use shortcut, but it says my path is wrong, i changed it, but still wouldn't work, so i need some help, because this is really ticking me off.

p.s i run a 62 bit vista..

 #92 - New Problem - 11-13-2009 at 15:42
obest411
Joined: November 10th, 2009
Posts: 2
I had a problem getting the mods to work on my Vista 64bit machine. The shortcut suggestion worked great. Now the new problem, I can not get neither mod (AEM or ACM) to connect on a LAN or the internet. The other machine is my sons and it has XP. As before everything is updated and EAW will work on the LAN, FOC will not. XP machine Windows firewall is shut off, Vista machine has the execptions set. I have a router setup in my nerwork. Thank you all for the help before and hopefully to come.

 #93 - 11-24-2009 at 05:21
uroll
From: (Gerogia)
Joined: June 22nd, 2009
Posts: 354
it seems to me like a absolute corruption mod wannabe stick out tongue

 #94 - 11-25-2009 at 21:20
SBF_Recon_Trooper
From: (Victoria)
Joined: October 30th, 2009
Posts: 24
How do you play as the droids? ?

 #95 - 12-07-2009 at 20:28
mobbmann
Joined: March 10th, 2006
Posts: 198
RE:#93

Uroll,
If your not joking and seriously hope you are, then you are one of those people that when ever they speak we all get a little dumber by just listening to your comments. FYI, I made both this mod and ACM... ACM is for forces of corruption and this is for EAW...

think before you speak

 #96 - 12-07-2009 at 20:36
mobbmann
Joined: March 10th, 2006
Posts: 198
RE: #92

OBest411,
I'm sorry your having issues but I didnt test lan play between windows vista or windows 7 for this mod since it wasnt out when I released it.

I'll try to help best I can... lets begin... if your doing lan in your house you might want to narrow down the culprits... this sounds more like a connectivity issue rather than a game issue... but even so it sounds like it would be a game issue not the mod.

#1
double check your connectivity settings one more time just to make sure...

#2
try running the game with no mods working and see if you can do what your trying to do... if that does not work then you know it's an issue with the game

let me know what the results are...

 #97 - Unable to move units on galactic and tactical map - 12-17-2009 at 17:39
NAR29996
From: (Charlotte, NC)
Joined: November 26th, 2002
Posts: 1
I am also having this problem as #76. I have tried this on 2 computers (both using XP). Any thoughts, mobbmann??

 #98 - 12-22-2009 at 11:47
mobbmann
Joined: March 10th, 2006
Posts: 198
actually... I think I confirmed the issue with the units freezing...It does in fact appear to be a ram issue... I installed windows 7 and currently have 8 gigs of ram... I then installed the game and then the official ram fix for the game... I'm almost completly done conquering the galaxy and I havent run into a single issue... another little perk is that I have absolutely no slow downs of the game whatsoever.. so in short... the mod runs best with at leas 4 gigs of ram or more... so far I've only tested it with 8 gigs, please note I'm testing ACM which is for forces of corruption.

 #99 - nice - 12-23-2009 at 08:25
szych
From: (ohio)
Joined: December 23rd, 2009
Posts: 1
nice job i give it a smile8smile piz make a new one with new ships and all that

 #100 - install fail - 12-29-2009 at 10:22
weskeralbert
Joined: December 29th, 2009
Posts: 1
I downloaded the mod and tryed to install it, but i realized that my gamedata was saved in program files(x86) and also the extracter couldn't extract the files to the mods folder. then i reinstalled the game in program files not (X86) and tryed the extractor again. still coudn't extract the files. so i tryed extracting the files to a different spot on my computer and then copy and pasting them to the mods file, which finally worked. but then when i ran the mod, it was just normal EAW! Please help

 #101 - Rebel Problem! - 02-04-2010 at 20:39
Defiantblade47
Joined: February 4th, 2010
Posts: 1
Copied from Gamewizcreations, I have the same problem.

I just downloaded the 5.1 version for this mod, looking very foward to playing it as well! After installation I noticed there was two maps available, one was the AEM Total Conquest one, where you start with one base only, and the other was like Galactic Conquest, where you start with many planets. Personally I love starting from scratch, so I was really wanting to play the Total Conquest map. However I noticed that when playing as the Rebellion (have not tried the Empire side yet) that I could not have access to all the ships available even after I have the full tech tree unlocked. I have access to all the fighter types (I think) as well as the corvette-class ships. But anything that is classified as Frigate or above does not show up. the highest my tech tree goes is the MC-40. Any idea why this happens? My tech tree works fine in the Galactic Conquest map, just not the Total Conquest map.

 #102 - Republic & CIS? - 02-11-2010 at 07:27
GeneralCody
From: (Ospel)
Joined: February 11th, 2010
Posts: 3
so this mod looks great and all, but do the Republic and the CIS fight alongside eachother? cause looking at the pic's it looks like theyre on the same side. or am i just being wrong?

 #103 - 02-16-2010 at 00:52
veidar9
From: (Sofia)
Joined: January 24th, 2009
Posts: 54
My EAW is installed in D:GamesLucasArtsEAWGameDataMods and when I click on the icon it sais "To locate the file click Browse..." and when I try to run it through the mod launcher it runs the original EAW... Little help pls?frown

 #104 - 02-16-2010 at 04:35
King_THor
From:
Joined: February 16th, 2010
Posts: 2
this mod is great but i only seem to have one problem that occured in 5.1 and 4.5 the buttons and some screens are messed up can you please help me fix this i read ur readme already and its been installed correctly.Also now that i have the 5.1 can i uninstall the 4.5 or do i need it please would appreaciate the help

 #105 - 02-16-2010 at 04:37
King_THor
From:
Joined: February 16th, 2010
Posts: 2
let me be more specific about wats messed up screens like the holocron viewer to the start up menu but everything else works fine

 #106 - Nice - 02-21-2010 at 20:28
7842303
Joined: February 19th, 2010
Posts: 6
Even the russian judge would be hard pressed to give this mod anything lower than a 10.0

 #107 - slight glitch - 02-27-2010 at 21:35
7842303
Joined: February 19th, 2010
Posts: 6
very early on in the game, I got a funky glich and it 'ate' all my units, even my heros.
Any idea what it is?

 #108 - The MOD? - 03-20-2010 at 03:40
General_Lawrence
From: (Melbourne)
Joined: March 9th, 2010
Posts: 2
Before I download the mod. which it does take alot of my interenet MB & I dont want to go over the limit with out knowing afew things. the droids and clone ane't mix with the empire are they. that just makes it all screwy? does kyle katarn, Mara jADE, Guri and princess leia have icons & Enyclopedia to noterfile there characters
you dont happen to have lando in this mod too do you

Thanks
Best Regards General_LawrenceBeer! Beer!

 #109 - slight problem with aem galactic conquest - 04-20-2010 at 07:14
Red_Dragon_01
From:
Joined: April 20th, 2010
Posts: 1
ok first off i'd like say that this is the best mod i have ever had the privilige of downloading and playing,
however i have found a few problems, first off bestine map, all the units (planet included) flicker i call it the light switch effect because everything just flickers as though your flicking the switch on and off and on and off, i can still control the units its just annoying, second problem is a little more difficult to describe - i have almost completed the aem galactic conquest (rebellion side of course) i've only 7 planets left to conquor, however when i go to do a space battle, i cant select my units, their hard points dissappear, movie mode is disabled, auto resolve doesnt work,
what can be done about this?

additional info, the operating system is windows 7

 #110 - Executor SSD invincible? - 04-25-2010 at 05:02
Sephiroth0812
From:
Joined: April 25th, 2010
Posts: 3
I'm playing a GC with the Rebels and the Imps send the Executor to me (alongside two Praetors, nice AI!). I'm throwing anything I have at them but the SSD seems to be invincible => all hardpoints destroyed except the forward Shield Generator. And this one won't go down no matter how many Bombers, MC90 Cruisers and Venators are hammering at it...it's seems like a invincible/bugged hardpoint...stays at 100% all time.

 #111 - No Sound - 05-09-2010 at 19:55
Goober84
Joined: May 9th, 2010
Posts: 1
Howdie, the mods great, lovely job. However im not getting any audio and when i went to the options menu the audio button was shaded. Im using a mac (ooohh dirty word lol) and have tried dragging in just the audio folder again to no avil.

Ny help would be great

Cheers

 #112 - 05-11-2010 at 08:24
tanman2710
From: (Georgia)
Joined: January 18th, 2009
Posts: 28
Yeah i love the ACM and AEM mods they were the first i got and i was wondering if and how i could take the jedi/sith and there temple and put them in other mods in GC just for my own personal use thank you for your time

 #113 - invisible dauntless? - 05-24-2010 at 13:56
ianzinho342
From:
Joined: April 14th, 2010
Posts: 30
I was playing whith the rebels,i have sant a fleet whit the dauntless to comquer a planet,at the space battle the dauntless is invisible!The only things i see of the dauntless is the glowing motors.Anyone know how to fix that?

 #114 - Death Star Issues - 05-28-2010 at 14:03
AaronRageRose
Joined: May 28th, 2010
Posts: 1
Hey Mobbmann - I've been having some issues with the Death Star when playing AEM (5.1) for Empire at War.

When using the Death Star to destroy a planet during a space battle - I am treated to the movie of the Death Star firing it's laser and the planet exploding.

The problem is, as soon as the beam connects with a planet, my game completely locks up. Can't alt-tab, ctrl-alt-del doesn't work, alt-f4 doesn't work either. I can do nothing but hard reboot my PC.

I thought at first it was an isolated incident, so I went about creating and using the DS again with the same result.

Then I wondered if maybe it was something to do with AEM, so I tried using the Death Star in vanilla EAW and it worked fine, so the issue lies somewhere with AEM.

Any idea what the issue might be?

 #115 - very well mod - 06-25-2010 at 07:04
eridash
From: (Antioquia-medellin)
Joined: June 19th, 2010
Posts: 3
i do download this mod, but i have the path 1.5
How update the path?
or can play this mod with that path 1.5

 #116 - 06-25-2010 at 08:02
CC_01_425
Joined: June 25th, 2010
Posts: 3
i know its probably a little late but could you make like a mini patch? theres a problem with chewbaccas steel vehicle ability and he cant hijack at-ats, which makes the mission on Carida almost impossible, if u cant fix it i understand, but a response soon would be appreciated

 #117 - 06-27-2010 at 01:49
Kelvin_okee
Joined: June 11th, 2010
Posts: 16
Eidash: You can play it with patj 1.5

CC_01_425: I have problems too, and some vehicles are very expensve --> now i edit what files for personal use: I delete the bugs, repair it, change things, ...
etc. the 'Executor Super Star Destroyer (class: Super star destroyer / SSD), the original price is 70000 µ, now it's cost in my game, 700 µ (low, but cool)
The death star now 7500, and not 75000

 #118 - 06-27-2010 at 06:49
CC_01_425
Joined: June 25th, 2010
Posts: 3
Kelvin okee: the thing is, im not a modder myself, im just starting to learn and from what you tell me, the thing i need to do to fix it is beyond my ability range, do you think you could help me?

 #119 - Mod - 06-27-2010 at 08:30
Kelvin_okee
Joined: June 11th, 2010
Posts: 16
I edit this mod, for peronsal use
ETC. now the starbases can move!
all!

 #120 - 07-06-2010 at 21:25
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
Something new I thought I would address. When playing as the empire I ran into the MC-104 and lost several ships to it taking out the interdictor. So I built the executer to hunt and destroy it. However when selecting a target it will not move at all. Has anyone else had this problem or am I the only one?

 #121 - 07-17-2010 at 08:12
Kelvin_okee
Joined: June 11th, 2010
Posts: 16
i hqve this problem to with my starbases:
Sometimes it can't move frown

 #122 - 07-19-2010 at 19:57
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
#121
why would your starbase be able to move anyway?

 #123 - #122 - 07-21-2010 at 04:30
Kelvin_okee
Joined: June 11th, 2010
Posts: 16
Editing XML-codes

I have added some text, that says the speed of moving, how moving, ...
I can send you a copy

 #124 - 07-21-2010 at 22:27
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
kelvin okee
you could but i probably wouldn't be able to do anything with it.

 #125 - 07-22-2010 at 07:06
Kelvin_okee
Joined: June 11th, 2010
Posts: 16
It's cool when you play the popular map 'Pirate Lines' if you then send your starbases to the middle, or starbase VS starbase!

 #126 - 07-22-2010 at 21:37
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
I'm sure of that

 #127 - AT-TE - 08-03-2010 at 21:20
Ivar01
Joined: August 1st, 2010
Posts: 1
I noticed that there are to AT-TE models in the model file of this mod and no mention of it in the xml files. I'd like to know how to activate the AT-TE in galactic skirmish.

 #128 - 08-14-2010 at 10:44
tschekoff
Joined: August 14th, 2010
Posts: 1
Hi, just enstalled this great Mod and everything works fine except when I start Galactic Conquest because it only starts the mission from the vanilla/original game (Empire surrounded). I googled several times but never found a solution! Using Win 7 64bit

 #129 - BE AWARE - 08-24-2010 at 18:07
USS_soverin_eagle
From: (Las Vagas)
Joined: August 21st, 2010
Posts: 2
Ok 1. Please specify what type of OS you guys are using. WHY???
2. There are many out there with Vista64bit and Windows 7
3. Im one of the jipped consumer of "Forces of Corruption"
4. The Software makers legal dept of "FoC" have instructed not aid
in FoC fix.

For all you great game MOD programers out there who come out with these cool MODs. Can You at least tell us WHAT TYPE OF OS along with the RAM. So us GAME TASTERS can atleast know if its even worth the risk of downloading?

THIS IS THE COMPUTER WORLD PEOPLE ! DETAILS ,DETAILS,DEVIL IN THE DETAILS!!!!!

 #130 - Can no longer select units near end of Galactic conquest - 08-28-2010 at 01:02
HitmanTerp
Joined: August 28th, 2010
Posts: 1
I read above that another user was having this problem.

I am playing at the Empire and I am roughly 6 or 7 planets shy of conquering the Rebellion, but I can no longer control my units. I can not select of them to move or attack. Basically, I deploy them and they just sit on the screen.

Has anyone else had this problem?

 #131 - 08-31-2010 at 10:08
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
I do to and not just this mod either.

 #132 - Lost ? - 10-06-2010 at 07:24
Jake_Knight
From: (Troyes)
Joined: October 6th, 2010
Posts: 1
Hello !

Just a question...

In this mod, all the new content no have descriptions...

It's a big problem =S

Any idea ?

(Sorry if my english is bad but i'm french ^^)

 #133 - How - 10-21-2010 at 09:13
Freduardo96
Joined: October 8th, 2010
Posts: 1
How do you get the clone wars Era units and Some Units are Invisible, Can Anyone Help Me? confused.

 #134 - 10-22-2010 at 10:48
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
#133
The invisible units problem is easy try adjusting the visual settings. If that doesn't work then I don't know what to tell you. As for the clone Wars era units, the Empire can build some on own already while others require a cantina as far as I can remember as I haven't been able to play this mod on my laptop.

 #135 - Super awesome MOD - 10-31-2010 at 08:08
Kcaldera
Joined: October 31st, 2010
Posts: 1
I just wanted to sound off and say how much I appreciate this MOD. By far it is the greatest one I have found. I like SWEAW a whole lot, but the replay value was very low. It is too easy to beat in its original configuration. There are not enough planets, and too few different unit types. I started trying other mods and was not happy with the results.

There is another mod that has been downloaded over 10K times, and to me it was junk. The textures were bad and the hero icons were crap. I don't understand why that mod is so popular?

I came across this mod and tried it, I was instantly won over. This is exactly what I was looking for. More planets, more unit types, good textures, and the hero icons look awesome. I can see myself loosing tons of hours playing over and over.
Thanks again for making this mod, I really appreciate it. If you take donations please IM me on how. I donate to great effort.

BTW:
If anyone reading this has not played "Star Wars Rebellion" you should give it a try. It was the first incarnation of this type of game. Rare game that few people played. Not cheap now because they did not make that many copies of it. I think at its highest, I saw it selling for $80 on ebay. I paid $30 for my copy. Really fun throw back if anyone gets a chance to play it. Runs fine on WindowsXP.

My only request:
If winning the game by destroying the Death Star can be a toggled option, that would be great. I hate destroying the DS and the game ends. I want to continue playing and conquer the rest of the universe. Maybe the empire can build another DS if they want? It would be fun to blow that thing up over and over again.

Thanks Again

 #136 - AEM 5.1 to mobbman - 11-15-2010 at 17:04
rlebron21
Joined: December 17th, 2009
Posts: 17
Is there any patch to 5.1 in galactic conquest if you are the empire there is a point where you cannot control the units anymore please a fix

 #137 - 11-16-2010 at 13:40
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
I see you have come across the freeze bug that has a tendency to pop up alot. I run into it to and to tell the truth I'm not sure that there is a way to fix it. Anyone who can figure it out, more power to you.

 #138 - aem 5.1 - 11-16-2010 at 15:53
rlebron21
Joined: December 17th, 2009
Posts: 17
is this same bug the same in older mod versions 4...ect? the previous version seems pretty complete but to go all over the game to expect the same no way.. thanx white star I felt alone for a while

 #139 - Same issue as #101 and #16 - 11-20-2010 at 04:58
jared9191
Joined: November 20th, 2010
Posts: 1
I have same issue as these 2 guys, anyone else find a solution to this problem?

----------------

Copied from Gamewizcreations, I have the same problem.

I just downloaded the 5.1 version for this mod, looking very foward to playing it as well! After installation I noticed there was two maps available, one was the AEM Total Conquest one, where you start with one base only, and the other was like Galactic Conquest, where you start with many planets. Personally I love starting from scratch, so I was really wanting to play the Total Conquest map. However I noticed that when playing as the Rebellion (have not tried the Empire side yet) that I could not have access to all the ships available even after I have the full tech tree unlocked. I have access to all the fighter types (I think) as well as the corvette-class ships. But anything that is classified as Frigate or above does not show up. the highest my tech tree goes is the MC-40. Any idea why this happens? My tech tree works fine in the Galactic Conquest map, just not the Total Conquest map.

 #140 - same issue to mobbmann - 11-20-2010 at 18:18
rlebron21
Joined: December 17th, 2009
Posts: 17
He should launch another version to fix this game bug... I hope he will considerate and do it... it is such an all inclusive type of mod it will be perfect RockRockRock

 #141 - aem 5.1 - 11-20-2010 at 18:20
rlebron21
Joined: December 17th, 2009
Posts: 17
does anyone out there knows if the older versions of aem works better thatn the 5.1???

 #142 - Empire building logic - 11-25-2010 at 12:47
DarkStar88
Joined: November 25th, 2010
Posts: 1
When playing as the Rebellion in the galactic conquest, the Empire won't build any ships but B-2 frigates and Tartan Patrol Cruisers. Anyone know a fix?

 #143 - 11-25-2010 at 18:39
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
What's the difficulty setting?

 #144 - changing units - 12-10-2010 at 02:11
jethrobsn
From: (Iligan)
Joined: February 20th, 2009
Posts: 6
how do i replace the droids to the empire infantry slots? and the stormtrooper added to the rebel's slot?

 #145 - Startup - 12-11-2010 at 11:57
Sovereign_73811
From: (Gran Mendoza)
Joined: April 19th, 2008
Posts: 154
Hey guys, I just downloaded and installed this mod and I already have a problem.
The game closes itself before it even starts, any help??

 #146 - Now what? - 01-31-2011 at 19:07
GeorgeTKE
From: (Middle Village)
Joined: January 31st, 2011
Posts: 1
So I have installed this mod but I can't get it to launch. The Launcher is set to a completely different path than how I have the game stored. How do I change the launcher path?

 #147 - 02-02-2011 at 15:54
white_star_90
From: (Oshkosh, Wisconsin)
Joined: May 28th, 2010
Posts: 487
#146 Just use the shortcut that comes with the mod. It should start no problem.

 #148 - 02-11-2011 at 08:16
coldccorpse
Joined: February 11th, 2011
Posts: 1
ok i ve got a problem my pc is realy fast and good one for this game ... i mean dual core proc. asus 4870 hd . and 2 gb ram ... but the problem is when i built executor class ssd (most expensive ship on empire i guess 70000 credit for one ) and send it to the space fight ... when it sees a space station the game gets truly unbelievably slow :/ i mean if he doesnt show up and i sent bilion units the game is still fine but only i am sending that huge black ship and game gets tooooooo slow frown what the hell is that mean frown its realy annoying because i want to use that beauty but i cant get near space station cause game gets nearly stop ... i tried even settings to the lowest but nothing happened ... any idea guys ??

 #149 - ok question. - 02-12-2011 at 20:31
beartone678
From: (wichita falls, Texas)
Joined: October 9th, 2010
Posts: 7
I got a question is this the continuation of the aem series as i read on the old aem4.5 mod posts or is this something else? and is the aem5.1 mod for foc or normal eaw

 #150 - Install issues - 02-17-2011 at 11:44
pmenadue
Joined: February 13th, 2011
Posts: 11
I followed the instructions in the readme file and as instructed in post #64, but when I try running 5.1 it takes me back to the original version of the game. I've done a complete reinstall of EAW, but that didn't help. My directory path to the files is:
Cstick out tonguerogram FilesLucasArtsStar Wars Empire at WarGameDatamodsAEM5.1

Any advice on how I can get this to play, cause I really want to play it. Thanks in advance

 #151 - 02-26-2011 at 16:18
space321
From: (Falcon, Colorado)
Joined: September 7th, 2009
Posts: 3
I get the same thingfrown I've been trying to get this to work for days.
My directory path is a bit different though:
C/ProgramFiles(x86)/LucasArts/StarWarsEmpireatWar/Gamedata/AEM5.1

 #152 - 02-27-2011 at 15:08
StupidJedi
From: (Osceola,Indiana)
Joined: May 5th, 2007
Posts: 315
you have to make a Mods folder in the GameData folder then put aem5.1 in the mods folder.
Also the droidekas, geo starfighters, and AATs crash the game when you move the mouse over themAaargh!!!Aaargh!!!

 #153 - 03-04-2011 at 20:34
StupidJedi
From: (Osceola,Indiana)
Joined: May 5th, 2007
Posts: 315
After taking over most of the galaxy in galactic conquest as empire, I try to invade Atzerri, and then Bastion, but now whenever I try to invade in space or land it crashes with an exception error. I even tried starting a new gc game as the rebels and it still crashes when I try to invade. confused ill try restarting my computer

 #154 - NEW LAND MODELS DONT WORK!!!!!! WHY!!!??? - 03-05-2011 at 22:38
StupidJedi
From: (Osceola,Indiana)
Joined: May 5th, 2007
Posts: 315
I played a skirmish battle and everything worked fine (but still there is alot of units that can only be used in galactic conquest). In galactic conquest all the new land units including air support crash your game when you move the cursor over them (except EWEB troopers). It looks like Im the first person to say that I have this problem, or people havent found out how to use the new units, but this totally ruins the mod for me Cry. I was already getting tired of how you increased the build time for every single unit, and the space battle I fought when I used the Executor SSD took 2 and a half hours because of lag...Two Thumbs Down!

 #155 - Praetor - 03-07-2011 at 10:45
Admiral_Melkor
From: (London)
Joined: March 7th, 2011
Posts: 2
How do you get the Praetor battleship

 #156 - Multiplayer? - 04-04-2011 at 20:03
SkyNet2x
Joined: April 4th, 2011
Posts: 1
Has anyone been able to get this mod to work in multiplayer? A friend and I both have the mod, running completely identical versions right down to the XML files (discovered that unless your XML files are completely identical, you can't see the other person in a LAN lobby). Trying to run the game over LAN yields really shaky results: game lobbies are laggy and glitchy and if you manage to start a game, the program crashes in the "connecting to players" stage.

We're both running high-end PCs, one with Vista and one with Windows 7, on an ad-hoc wireless network from about a foot away. Vanilla EAW works perfectly over LAN and single player works fine for the AEM mod.

Thoughts? Solutions?

 #157 - somethings not working - 05-08-2011 at 00:18
studesouche53
From: (Bournemouth)
Joined: May 1st, 2011
Posts: 1
I downloaded this mod expecting to see loads of new units but for some reason my compiter only lets me buy a certain amount of your awesome new units and when try it on galactic conquest no matter which one i choose it always chooses the empire one.

BTW great mod but i hope you can help me with this (you don't absolutely have to)confusedRockAaargh!!!

 #158 - 05-08-2011 at 03:59
RGF_yamayo
From:
Joined: December 23rd, 2010
Posts: 142
i'm gonna keep this one in mind big grin

 #159 - 05-12-2011 at 18:58
Keldabe_Cruiser
From: (Where there's corn.)
Joined: May 10th, 2011
Posts: 423
WOW! eek! those are many much units and other etceteras (ha the spellcheck doesn't know spellcheck or etc!) dang this protein shake is warm Puke!

 #160 - 07-24-2011 at 16:59
ODSTonyx
From: (new freedom)
Joined: July 24th, 2011
Posts: 1
For some reason, when I play the campaign as the empire, the screen goes black at the start of the Boba Fett mission when he disables the pirate defenses. Why does this happen and can I fix it? I would love to play through the campaign as the empire again.

 #161 - UPDATE??? - 08-01-2011 at 16:59
tiepilot789
From: (California)
Joined: August 1st, 2011
Posts: 2
love the mod, but the whole cant see units in lower graphic settings is extreemely inconvenient. i HAVE to play at the lowest level of graphics or i get laggy. i got a radeon 200m whatever........ it MUST be THE WORST GRAPHICS CARD EVER!!!!! any updates? have you stoped like conflicts in space has?!

 #162 - well.......... - 08-01-2011 at 17:05
tiepilot789
From: (California)
Joined: August 1st, 2011
Posts: 2
Im going to assume you gave up for the moment. is there a MOD that is still have people working on it?

 #163 - I've created a fix for the odd lag that affects large space battles! - 08-14-2011 at 17:14
Commander_Veers
From: (London)
Joined: August 14th, 2011
Posts: 4
I was getting the awful lag, and tried adjusting my unit cap but to no avail. This fix has let me play several hours of this fantastic mod now without a flinch.

The fix involves re-scaling projectiles to appear smaller and hence prevent the annoying lag many users experience during space battles. Please note that this fix also re-scales the land-battle projectiles. If you wish this not to happen, then you must go through the arduous task of reducing each projectile manually. In my opinion, this fix makes things not only run better but LOOK a lot better!
This fix is a fairly simple one. Just follow these steps:

1 - Go to the "mods" folder (within your SW:EAW's "Gamedata" folder) and open up AEM_5.1. Then proceed to the "data" subfolder and open up the XML subfolder within that. Easier than I've made it sound. (...SW:EAWGamedataModsAEM_5.1dataXMLPROJECTILES.xml)

2 - Find the XML file PROJECTILES. Back it up somewhere in case you screw up or for some reason would rather lag than see the visual change this fix brings about.

3 - Open the folder up (not the backup, the actual original i.e. the one still in it's original folder) using notepad. Now, Press ctrl+H or go to edit>Replace...

4 - In the "find what" field, type this exactly:
<Scale_Factor>1.0
In the "replace with" field, type this exactly:
<Scale_Factor>0.4

The 0.4 can be replaced with anything, but the general idea is to re-scale the majority of the lasers etc. to a size which will guarantee no more lag.

Press Replace all. (Remember that you can always just revert this change using your backed up XML by simply copying it back into the XML folder and replacing the modded/fix one!)

Once this is done, you may wish to go about finding values of Scale_Factor which were not 1.0 in the first place, as these will not have changed. Just press ctrl+f and type in <Scale_Factor>. Each time you press "next", another instance of the given text will be found and you can check that it is changed. If it is not, replace the number with half of the original (e.g. change 2.0 to 1.0) I recommend finding the bombing run's bombs (somewhere near the bottom) and changing the scale from 0.5 to 0.3 or 0.2. This eliminates a lot of lag (for me anyway) from the land-based bombing run.

Apologies for lengthiness! Perhaps @mobbmann could modify these values for future versions. Smaller lasers look cooler and appear to be moving faster! In this folder, you can also manage the length, speed, and width of projectiles (so you can make them appear as if from the original movies - awesome). Hope this helps a great deal big grin!

 #164 - Additions to my last post - 08-15-2011 at 17:34
Commander_Veers
From: (London)
Joined: August 14th, 2011
Posts: 4
I just got the lag again after a day. I've been messing around with lots of things, so it could have been any one of them. What I did THIS time was to reduce the speed of the projectiles, as I had greatly increased it to make it look more canon. So try not to increase the speed of projectiles too much!

Equally, I've realised suddenly (an earlier post did mention this actually) that space stations (I don't know about the Imperial level 5 one, the Rebels never attack my good space stations stick out tongue) at a high level i.e. level 5 cause a great deal of lag and may be what eventually causes the framerate to slip to fractions Puke!... Not really sure what can be done about that. A scale-down of the space-station model might work.

Anyway thanks Mobbmann for the absolutely awesome mod, and I'm happy to have been able to offer this advice to anyone who needs it!

 #165 - 09-01-2011 at 19:20
bjprice2
Joined: July 23rd, 2011
Posts: 3
How do I get this mod to work on my Mac?

 #166 - Steam - 10-13-2011 at 05:25
Lonedawg
Joined: October 13th, 2011
Posts: 1
Any suggestions about how to get this to play on a Steam loaded game?

 #167 - Fighter size - 11-12-2011 at 18:46
houby555
From:
Joined: November 12th, 2011
Posts: 2
An excellent mod, but does anyone know how to make the fighters bigger? Its very hard to see them.

 #168 - Steam - 11-30-2011 at 13:29
asevil2
From:
Joined: September 28th, 2011
Posts: 6
confusedmadAaargh!!! I have steam and I did what I usually do for mods I make my mod file put the mod in go to launch settings in properties put in the mod path launch the

 #169 - steam pt.2 - 11-30-2011 at 13:30
asevil2
From:
Joined: September 28th, 2011
Posts: 6
ok sorry bout that it didn't put full comment


I launch the game but unlike other mods I GET NORMAL EAWconfusedmadAaargh!!!

 #170 - 12-09-2011 at 12:24
PatentMC
Joined: March 11th, 2011
Posts: 3
How can I start creating sith?
I took Korriban but I can't see any option to build a sith temple?
What am I missing?

 #171 - 12-09-2011 at 12:50
PatentMC
Joined: March 11th, 2011
Posts: 3
Nevermind just found that in the planet info button

 #172 - New Idea List - 12-16-2011 at 15:09
starkiller623
Joined: December 16th, 2011
Posts: 11
Some Update Recommendations:
*Death Star 2
*"Snail" Tank
*Spider Droid
*Juggernaut Transport
*AT-TE
*AT-PT
*AT-RT
*Hell-fire Droid
*MagnaGaurd
*Phase 2 Clone Troopers
*AV-7 Cannon
*TX-130 Tank
And please make the Clone Wars units not be unlocked at so late a Tech Level. Why would you need to wait when all the Clone Wars units are already invented?
Plus it would be cool to make it where there is a game mode where you can only build Clone Wars units to recreate the Clone Wars.

 #173 - More Ideas - 12-16-2011 at 15:40
starkiller623
Joined: December 16th, 2011
Posts: 11
Oh yeah, don't forget the Silent Hand, Malevolence, Pride of the Core, make an ARC-170 Fighter model, make a space version of the AAAT, make an Acclamator Cruiser Mark 1, and make the Eclipse II Class Super Star Destroyer if possible. Also add StarKiller as an Imperial Hero who uses the Rouge Shadow as his space vessel.

 #174 - Problem - 12-17-2011 at 09:52
starkiller623
Joined: December 16th, 2011
Posts: 11
On the AEM GC map if you play the Empire you start with one planet but if you play Rebels you start with like 20 planets. Why?

 #175 - Help? lol - 01-07-2012 at 15:38
Igvh91
Joined: January 7th, 2012
Posts: 3
I love how like 10+ people have complained that this using the provided mod launcher just launches the the original game, and no one seems to have replied. I am very curious about this because its happening to me too haha. My mod path is different, i have the x(86) part on my C drive. I fixed the the mod launcher path accordingly and it now opens, but just opens the regular game. Has anyone managed to fix this yet?

 #176 - Sorry - 01-07-2012 at 16:08
Igvh91
Joined: January 7th, 2012
Posts: 3
Forgot to add this.
Running Vista 64bit, 4 gig ram, GTX 260M, Intel Dual core processor. Idk if people will need that or not....

 #177 - empire surrounded...still... - 01-29-2012 at 09:32
Marine1701
From: (Canton, Oh)
Joined: August 11th, 2007
Posts: 11
igvh91: I just read through the whole list of comments...and you're right, no one has replied...I think the author gave up. I resolved the loading of the regular game by taking the files and copying them into the actual data files, that loaded the AEM mod, however, it always loads the "Empire Surrounded" Map and all the custom maps are nowhere to be found...

vista home, 4 gig ram, amd dual core, geforce 7150m built in (non replaceable darnit.)

 #178 - I DID IT! - 01-29-2012 at 23:55
Marine1701
From: (Canton, Oh)
Joined: August 11th, 2007
Posts: 11
i figured out how to make it work and i'm gonna publish it right here first...

first, have a fresh install of EAW available.

then update ONLY to the 1.2 patch available on this website.

third, extract files to game data file.

4th, put files into correct folders in data folder. this involves replacing (but don't forget to backup) the text files...the rest is just inserting where needed!!

this should clear up the empire surrounded people, AND the exception error people!!!

 #179 - 02-07-2012 at 16:09
MRDEATH123
Joined: February 7th, 2012
Posts: 1
Hey can you make a version that only gives you the LAAT I WAS SEARCHING BUT I DONT FIND IT SO I FIND YOR MOD BUT i dont want so many units please please post it here if you want just you make the call if you wanna make it for me ok thanks for your attentionsmilesmilesmile

 #180 - Well that sucked... - 03-25-2012 at 13:05
JediRanger
From: (California)
Joined: March 24th, 2012
Posts: 3
I've been wanting to play this mod for months, but i could never get it to work. Then, last night, i got a sudden spark of brilliance and just copied the Mod's Data file over the game Data File, and lol and behold, it worked! you dont get the choice of if you want to play the mod or not, but with all those great units, i figured, it didnt matter. Then, as i am playing my first QC, the Alderaan one, in my first space fight, the game started lagging horribly 5 minutes into it. for every second of game time, 45 seconds passed irl. depserate, i took to the web to find a solution, and needless to say, the web failed. so, i restored the origenal data file, and since i have done it with the origenal Data file (i gave the rebels a few imperial units to build) i tried transfering over the t3-b tank as a test, and transfered over the required text, texture, and art files. to my horror, the game wouldnt load and i once again had to restore my origenal Data file. if ANYONE can tell me how to solve the lag, i will be eternally grateful and a vow to help said person out if i can in a future event.

 #181 - QUESTION - 06-22-2012 at 17:25
JediMasterOW
From: (AZ)
Joined: June 22nd, 2012
Posts: 2
Do I need to install previous versions of this mod for it to work fully?

 #182 - Bwing is really Assualt Gunboat - 06-24-2012 at 22:43
PAWFF
From: (Melbourne)
Joined: June 24th, 2012
Posts: 1
Hello,

Just got Capt. Piett in the Accuser (Imperial I) Star Destroyer.

Went into Combat.

Out popped TIE Defenders and Assualt Gunboats, but the description said BWing
when it shoud say Assualt Gunboat.

Graphic and all the rest is correct.

PAW

 #183 - Lag issue in big space battles - 08-03-2012 at 14:29
berleyman00
From: (Mountain View )
Joined: August 3rd, 2012
Posts: 3
I absolutely love this mod and keep playing it, but I have noticed I can never seem to get around the lag when it comes to the big SSD. It get so chopy I can't do anything.

Has anyone been able to find a fix for this? I noticed a earlier post about scaling down the projectiles and will try that. But has anyone else run into this?

 #184 - Lag issue in big space battles - 08-03-2012 at 14:30
berleyman00
From: (Mountain View )
Joined: August 3rd, 2012
Posts: 3
I absolutely love this mod and keep playing it, but I have noticed I can never seem to get around the lag when it comes to the big SSD. It get so chopy I can't do anything.

Has anyone been able to find a fix for this? I noticed a earlier post about scaling down the projectiles and will try that. But has anyone else run into this?

 #185 - Possible lag fix - please test - 08-27-2012 at 12:53
berleyman00
From: (Mountain View )
Joined: August 3rd, 2012
Posts: 3
Ok so after some changes I made I noticed my lag issues where my SSD get close to the rebel space station the game goes into a terrible lag. So I changed two things in the xml files

the first opened starbases.xml in notepad and changed the seting
<Select_Box_Scale>1200</Select_Box_Scale>

to half the size on each starbase so if it was 1200 I reduced this down to 600

the second thing I changed was the size of both the SSD and the MC104 to a scale size of 1 (I know this makes them smaller but seems to correct the lag issue.

I believe this file is under space units frigates

the line to change is the scale siz e <Scale_Factor>1

I then decided to test this by changing the starbases size back and forth from regular size to half (1200 to 600 ) each time I did this the battle finished smoothly and when I reverted it back to the normal size I would freeze the game again.


can some one else please test this theory out and let me know if your lag was resolved?


Thank you MobbMann for giving us such an awsome mod to play!

 #186 - Can't make it load - 10-16-2012 at 21:07
epicero
From:
Joined: October 16th, 2012
Posts: 4
Hi there, i downloaded this pack and another three but none of them seems to work with my EAW. Realli don't know what i am doing wrong, just load them with petroluncher but when i go to skirmish things are just the same as usual... the only thing i see is the default units in space and over ground. Really need help. Thanks in advance!

 #187 - Can't make it load - 10-16-2012 at 21:08
epicero
From:
Joined: October 16th, 2012
Posts: 4
Hi there, i downloaded this pack and another three but none of them seems to work with my EAW. Realli don't know what i am doing wrong, just load them with petroluncher but when i go to skirmish things are just the same as usual... the only thing i see is the default units in space and over ground. Really need help. Thanks in advance!

 #188 - Can't make it load - 10-16-2012 at 21:08
epicero
From:
Joined: October 16th, 2012
Posts: 4
Hi there, i downloaded this pack and another three but none of them seems to work with my EAW. Realli don't know what i am doing wrong, just load them with petroluncher but when i go to skirmish things are just the same as usual... the only thing i see is the default units in space and over ground. Really need help. Thanks in advance!

 #189 - Can't make it load - 10-16-2012 at 21:09
epicero
From:
Joined: October 16th, 2012
Posts: 4
Hi there, i downloaded this pack and another three but none of them seems to work with my EAW. Realli don't know what i am doing wrong, just load them with petroluncher but when i go to skirmish things are just the same as usual... the only thing i see is the default units in space and over ground. Really need help. Thanks in advance!

 #190 - Unable to install - 12-10-2012 at 15:21
fahrysamad
From: (Kandy)
Joined: December 10th, 2012
Posts: 1
Hey there,
this looks a super mod, but I am unable to install it. Firstly to extract the file, I don't have the target folders (ie, Mods, AEM5.1) so i made them myself. But when i try to extract, it doesn't work an error box comes up with the options to "close" or "break operation". I've played the absolute corruption mod and it would be super if I could play this one as well. I've also tried running seperate mods via Desura, but I'm only able to play the vanilla.
Any help would really e appreciated.

 #191 - Unable to run. - 12-22-2012 at 14:32
kingrussell4
From: (Manchester, VT)
Joined: May 17th, 2009
Posts: 26
Hey there.
I was able to bring the AEM5.1 file to my Mods folder, but when I attempt to run the mod, I get an error message. It pertains to my sweaw.exe not being where it should be, pretty much. Yet, when I go into my GameData, lo and behold it is there.
Any help with this would be greatly appreciated.

 #192 - Unable to run. - 12-22-2012 at 14:33
kingrussell4
From: (Manchester, VT)
Joined: May 17th, 2009
Posts: 26
Hey there.
I was able to bring the AEM5.1 file to my Mods folder, but when I attempt to run the mod, I get an error message. It pertains to my sweaw.exe not being where it should be, pretty much. Yet, when I go into my GameData, lo and behold it is there.
Any help with this would be greatly appreciated.

 #193 - Galactic Conquest Map - 01-26-2013 at 07:32
Kobold
Joined: January 26th, 2013
Posts: 3
Hi,

like question #84 i cannot load the AEM-Map with 72 planets.
Has anyone an idea ?

Thx

 #194 - Galactic Conquest Map - 01-26-2013 at 07:33
Kobold
Joined: January 26th, 2013
Posts: 3
Hi,

like question #84 i cannot load the AEM-Map with 72 planets.
Has anyone an idea ?

Thx

 #195 - Galactic Conquest Map - 01-26-2013 at 07:34
Kobold
Joined: January 26th, 2013
Posts: 3
Hi,

like question #84 i cannot load the AEM-Map with 72 planets.
Has anyone an idea ?

Thx

 #196 - 02-11-2013 at 22:51
Ice_cougar
From:
Joined: November 4th, 2005
Posts: 9
Still no answer to post #76? Units being unable to be selected in Galactic Conquest mode? And can't even be moved in the galactic map.

 #197 - No fix yet?? - 02-11-2013 at 22:54
Ice_cougar
From:
Joined: November 4th, 2005
Posts: 9
Still no answer to post #76? Units being unable to be selected in Galactic Conquest mode? And can't even be moved in the galactic map.

 #198 - No fix yet?? - 02-12-2013 at 01:54
Ice_cougar
From:
Joined: November 4th, 2005
Posts: 9
Still no answer to post #76? Units being unable to be selected in Galactic Conquest mode? And can't even be moved in the galactic map.

 #199 - 04-17-2013 at 09:55
Videogamer13
From:
Joined: April 17th, 2013
Posts: 5
Can you make Venator Cruiser buildable for Rebels only? I wanted only Rebels have Venators.

 #200 - 04-17-2013 at 09:56
Videogamer13
From:
Joined: April 17th, 2013
Posts: 5
Can you make Venator Cruiser buildable for Rebels only? I wanted only Rebels have Venators.



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