All or most ships have been modified to reflect their actual canon scales. THESE ARE NOT ESTIMATES. They are precisely measured scale factor adjustments based on two rather simple equations. SOME
Here\'s what Kaladon had to say about this mod of his: This mod alters one of the main things that annoys me about Empire at War\'s Imperial side; that even the mighty Imperial Star Destroyer can
A unique mod by Sandy Warnstaff, here\'s what he had to say about it: Basicly, I took the tactical health of all the non-fighter ships (frigates, cap ships) and the sheild strength (minus half),
Here is the latest version of this tactical mod; This fantastic game just got a bit more tactical and more realistic thanks to this release! The changes include: rebalanced troops, resized veicles
This is the fixed version. This will now work with latest patched version of EAW and should work with the unpatched game aswell. This mod will add several new units including New Air units for Land
Hello! I have exciting news, a new team member has joined PAW and is impressive at making Galatic Campagins. His creation and is still in the process of making a enjoyable and exciting gameplay.
This mod adds two new units to the game: Wookie Medic - Company of soldiers from Kashyyyk consisting of a trained medic and four escorts. Requiers 65 credits, tech level 2, and a barracks to
0.40 Changes * Buildings now much larger. * Major and minor hero health halved. * Veers\' ATAT now has regular ATAT health. * Landing craft scale adjusted. * MPTL-2A Artillery, T4-B Tank,
All fighter squadrons have double the number of fighters. This is to make the fighter squadrons pack more of a punch in endgame when people just start building large ships and to satisfy my own
**Features** > Modified GC campaign \'The Conquest Begins\'. All planets, you start with a VERY small force. > Space population cap increased to 45 for the Empire and 50 for the Rebels. >