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Empire under attack (v1.2)
Filename: empire_under_attack.zip

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Average User Rating: 3.8
Number of Votes: 4
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Empire under attack (v1.2) - File Description  

This mod changes all space battles. It adds the Venator to the empire. It resizes ships, changes health and shields, and changes damage ships give to each other.

Empire under attack (v1.2) - File Download Options  

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Empire under attack (v1.2) - Readme  
Readme File:
Empire Under attack (formerly Space wars)

by Barkster

[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[whats in it]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]

This mod basicly changes scales of units, health, damage etc. It also increses the population cap
to 85 in space. since im a fan of space battles thats what im changing mostly althoug i have tweaked
other stuff too.

[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[Change list]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]

V 1.2 change list
>reduced Y-wings to 4, for balance issues
>increased mon-cal cruiser scale and damage
>tweaked Lambda shuttle speed and handling
>fighters now at scale 0.5
>decresed ISD limit to 5
>lowered ISD's health to 5500
>incresed ISDs shileds to 12000
>decreased number of tie fighters in a squadron to 6, for balance issues
>increase income rate in space skirmish at lvl 4 to 550 and lvl 5 to 1100
>made home-one more durable and incresed sight range
>changed tie formation =D
>tweaked AI - made it slightly harder on Hard setting - but it still needs work
>removed deathstar from skirmish - caused ctds for unknown reason
>decresased tractor beam range to 350
SO FOR NOW TRY NOT TO USE IT! (i was going to remove it until fixed but its only effected sometimes so....)

V 1.0 change list
>Found bug in tractor beam on ISD's
>added ISD build limit, to stop spamming
>added the Lambda shuttle to empire in skirmish
>tweaked fighter and bomber healths
>increased isd health to 10000, was 6000
>incresed tractor beams power
>incresed Venators accurace agains fighters and bombers
>added Death star in skirmish
>incresed Deathstar price to 30000 in campaign or wotever

V 0.2 change list
>Incresed space unit cap to 85
>All ships rescaled (similar sizes to the Realistic scaling mod) - i was going to rescale fighters, but i can hardly
them now :p
>Added the Venator for Empire
>Venator now has four laser bateries and spawns 2 V-wing squadrons
>given venator the power to weapons ability
>Added emphasis on Rebel alliance not having as many resorces as empire,
eg: All Imperial ships spawn huge numbers of fighters.
>Changed startin units in skirmish
EMPIRE: 1X Tie squadron
2X Tartan Cruisers
1X Venator
1X Lambda class shuttle
Rebel: 1X X-wing squadron
2X Corillian Corvette
2X Corillian Gunboat
>Coriliian Gunboat and Corvette shields no longer work while doing uber speed thing
Uber speed thing, speed incresed
>More Y-Wings in a squadron
>Increased income speed (basicly doubled)
>All empire ships have a lot more Shilding
>Most rebel ships have less shilding
>Can build Venators at pirate space station or at empire level 3 space station
>Made Star destroyers absolutly huge :D
>Give star destroyers the power to weapons ability-but it will disable shield for a long period of time
>increased the corilian corvettes weapon power
>tweaked Y-wing weapon power
>doubled Pietts energy weapon power.

I think thats it but could be more, as i did change damage and other stuff for grounds
battles, but like i said i cant remmember.

If you want a challenge i suggest being empire against 1 hard and 2 easy rebels with no allies


1. unzip to where ever
2. copy the XML folder to C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data

to uninstall do the opposite of the above...

[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[Legal Crap]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]

You may freely modify theese files and redistribute, you may not however charge for redistribution.
If u do use my mod as a base or what ever please gimme a little credit or cookies...

All comments/feedback/abuse to Dumbasspunk@hotmail.co.uk

Special thanks to:
http://gamesmodding.com/ - for great turorials

ps. i have absolutely no idea how to spell corillian :$

Empire under attack (v1.2) - 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: 12 | Last comment: 04-05-2006 at 23:35

 #1 - 03-31-2006 at 06:04
Joined: July 30th, 2005
Posts: 69
not that thier is anything wrong with this

but every other mod is doing basically the same thing

 #2 - 03-31-2006 at 07:17
Joined: January 26th, 2006
Posts: 192
yeah thats the problem there are so many mod's and no mod tools so it makes it hard but mine has something that not many has it makes autoresolve better(this is not a copy) and it makes the capital ship ***** loads better with at least 15000 health and 6000 shield!! please dont copy my idea's! any way good job!

 #3 - 03-31-2006 at 09:04
Joined: March 28th, 2006
Posts: 33
I like giving the isds lots of shields big grin

 #4 - TO BARKSTER - 03-31-2006 at 15:24
Joined: March 10th, 2006
Posts: 199
hello barkster, I just wanted to warn you that a high space limit cap such as 85 will crash the game on many occasions. most people go with 50, thats where I started at but even that is a strain on most computer systems so I lowered it to 34 and eliminated lag and crashes. If you are going to maintain such a high pop cap I can offer you a couple of solutions that I discovered while making the latest version of my mod. If you make the fighters about half the size they are now It reduces lag by massive amounts. also you might want to think about resizeing your ships smaller. these are all things my beta testers helped me out with imensely since they all have different systems and see things differently than me the help alot. I was going to make the capitol ships and frigates smaller but didnt have to after I made the fighters smaller, another benifial side effect of smaller fighters is it makes the battle alot easier to see and manage, it was so effective than Im thinking about raising the space pop cap to 40 from 34 but 34 seemed to be the magic number between playabitlity and good space combat with alot of units. If you have any question or want to use any parts of my mod feel free to, just wanted to help out before you found out the hard way that space pop caps that are too high can sometimes crash the game or grind it to a halt with lag.

game on,


 #5 - A bit of help - 03-31-2006 at 15:49
Joined: March 31st, 2006
Posts: 1
This is the first mod ive downloaded sooo...how do i actually get it to affect the game after ive downloaded it...i know this is a noob question but it looks real good! so if you can help thatd be great!


 #6 - 03-31-2006 at 19:01
Joined: March 10th, 2006
Posts: 199
you want to take the contents of the mod (unzip if need be) and put them in the directory that your eaw game is in. should be something like this programfiles/lucasarts/empireatwar/gamedata/data when you get to the data part of this file you want to make sure there is a file called XML. if you dont have one make it. then take all the xml individual files and copy them into the xml file under your data directory. also alot of mods come with a mastertextfile.dat file. this one goes in this folder: programfiles/lucasarts/empireatwar/gamedata/data/text. If you dont put the new mastertext file in, alot of units wont have a description, resulting in a missing poping up over units when you click on them. I hope this helps, There is one more really important thing I have to say though, always start a new game after installing a new mod, and never combine mods or mix and match unless you know they are compatible. old save games should be considered off limits and if you should choose to revert back to an original unmodded version of the game, all your modded saves should be abandoned and you should start a new game again. follow this guide line and youll avoid alot of "end user generated problems" (EUGP for short) If you need any more help you contact me at absolutemodreply@hotmail.com.

game on,


 #7 - 04-01-2006 at 04:03
Joined: March 28th, 2006
Posts: 33
thnx mobbman ill keep that info on lag in mind Rock

 #8 - 04-01-2006 at 09:26
From: (San Diego)
Joined: January 13th, 2006
Posts: 52
Would Death Star be free in Skirmish? Because it doesnt do anything to affect space combat. Just a question.

 #9 - 04-01-2006 at 13:04
Joined: March 28th, 2006
Posts: 33
hell no... i was gonna make it have lasers or sumthing...when editor comes out im gonna try to give it a weapon firing effect and well u know...make it kick ass
. Rock

 #10 - suggestion - 04-03-2006 at 11:08
Joined: March 2nd, 2006
Posts: 48
Perhaps you could make the venator as big as the isd, and then increase the size of all ships but not fighters, then this mod would be perfect. The precise ship scaling mod doesnt look realistic enough, the ships should be bigger yet. Anyway i like what you have done here by combining better scales than the default crap ones and including the delicious Venator which i think most people want in the game not only because it is a newer version than the acclamator which means the it is bigger, can carry more fighters and it has better weapons but also because it just looks cool. But dont let the rebels have it ONLY the Empire, its just not the rebels style.

 #11 - just stop - 04-04-2006 at 17:24
From: (Iowa)
Joined: September 9th, 2005
Posts: 148
Please stop making things so big that it just looks stupid. Also how do I get my buildings to stop being so huge again?

 #12 - 04-05-2006 at 23:35
Joined: March 28th, 2006
Posts: 33
Dude u just remove all the xml file in the game data/xml folder big grin

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