Star Wars: Empire at War




Star Wars: Empire at War

Developer:Petroglyph Genre:Strategy Release Date: Download Games Free Now!

About The Game

Return to the popular Star Wars universe with Lucas Arts Star Wars: Empire at War for the PC, the first real-time strategy game set in the popular world of Yoda, Luke, and the Force. Gamers control one of two factions in the great struggle for galactic dominance. Set a few years before Star Wars: A New Hope, the game explores the creation of the Rebel Alliance and the Empire's struggle to keep its iron grip on the universe. Players choose to play as one of the two factions. Like all real-time strategy games, they must collect resources, build bases, recruit units, and research new technology. All of the great Star Wars units are here, including X-wings, land speeders, AT-ATs, and even the huge Star Destroyer ships. The game takes place on a number of different worlds, including classic Star Wars locations like Tatooine, Yavin 4, and Dagobah. In addition to the locations and the units, players will also be familiar with some of the hero units that appear, including Obi-Wan Kenobi and the terrifying Darth Vader. These units are very powerful and can help players turn the tide in key battles. Likewise, each side has its own special units and abilities. Players controlling the Empire, for example, will eventually find themselves in control of the powerful Death Star. Gamers who love real-time strategy games and Star Wars will find that Empire at War is a great combination of the two. The missions, units, and storyline are all classic Star Wars.

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Star Wars: Empire at War

Star Wars: Empire at War Review

By Adrienne Dudek |

There's no denying that the Star Wars setting has been used for some truly awful strategy games. Rebellion was a steaming pile of Bantha poo and Force Commander was only slightly less nauseating than seeing George Lucas in one of those gold bikinis. The only bright spot was Galactic Battlegrounds, a title that applied a thin Star Wars veneer to Ensemble's The Age of Kings. We were understandably squealing with delight when we heard the gang at Petroglyph hoped to set things right with the full on one-two punch of a galactic level strategy game and a cool tactical battle engine.

The result of their efforts, Star Wars: Empire at War, manages to convey all the coolness of the franchise. Players will be able to take hold of nearly every cool toy featured in the original trilogy: stormtroopers shooting it out with rebel soldiers, Rebel frigates blasting away at Star Destroyers, bounty hunters tracking down smugglers, A-wings chasing TIE Fighters through asteroid fields, AT-ATs blasting away at shield generators, the Death Star blowing the crap out of planets. It's all right there in front of you and it's all undeniably authentic.

Sadly, the overall presentation and setting is only half the story. Star Wars: Empire at War still has to succeed as a strategy game. On that level, Empire at War offers up more than a few interesting innovations as well as a handful of disappointments. The innovations and the authenticity of the Star Wars setting will likely encourage die-hard franchise fans to look past the weak points, at least for the short term. Hardcore strategy junkies who are looking for more than just a chance to relive their backyard battles won't stick with it nearly as long.

Where Galactic Battlegrounds merely asked the player to fight a series of battles, Empire at War lets the player take part in nearly every aspect of the Galactic Civil War, from managing production and strategically maneuvering forces around the galaxy all the way to leading bands of soldiers and spaceships into direct combat with the enemy. Empire at War manages to integrate and balance the two experiences very well. Determining just how to build up your forces and take over the galaxy is every bit as important (if not exactly thrilling) as squaring off against your enemy in a face-to-face battle.

The basic setup of the galactic level gives the players a few starting planets and some starting units and a bit of cash. You can use the money to buy facilities on each planet -- mining facilities to boost a planet's credit income, barracks and factories to produce military units, and a handful of other buildings designed to defend the planet or increase its ability to produce. Space stations can be built above the planet and used to create the fleets you'll need to take over the galaxy. Some specialized buildings can only be built by certain factions, or on certain planets. The Ion Cannon, which disables ships in orbit, can only be built by the Rebel player. The Hutt Palace, where you recruit bounty hunters, can only be built on Tatooine, Nal Hutta and a couple of other planets.

As you build up your fleets and armies, you'll want to send them out to take over neighboring planets. If an enemy owns the planet, you'll need to defeat their space forces before sending your troops down to the ground to take control of the planet itself. Owning more planets gives you more resources that let you build bigger armies to take over even more planets. Each planet offers unique bonuses: gaining Mon Calamari will let you start pumping out cruisers and Star Destroyers, Naboo gives Rebel tanks a bonus, Bespin generates bonus mining credits, etc.

The galactic map also makes use a wide variety of heroes, each of whom has a unique role to play in your overall strategy. C3PO and R2D2 allow the rebel player to steal technology from the Empire. Mon Mothma can set up shop on a Rebel planet to reduce production costs on that planet by 25%. In a planetary battle Chewbacca can take command of an enemy vehicle while Colonel Veers can deploy additional squads of stormtroopers from hit massive AT-AT. These heroes can have a massive effect on the battles you're involved in. To counter this effect, generic bounty hunters can be hired and paid off to eliminate a rival hero from the game.

Star Wars: Empire at War Cheats

On the Galactic Map, start with building your space force. If the enemy attacks, they will be your first line of defense. When you're satisfied with you fleet, obviously you should move on with the garrisons.

The Barracks are the first building you should make. Forget Mining Facilities; that only wastes time right now. After the Barracks are done, build a few squads of Infantry Platoons/Stormtroopers and the guys with Rocket Launchers. Build Light and Heavy factories and make a lot of machines: they aren't as easy to kill and usually aren't affected much by weather conditions.

For your humongous cherry on top, you want to build a giant army of SPMA's and T-24's. These guys are almost indestructable when they are behind the rest of your troop (the cover). Plus, the T-24's run over infantry! How awesome is that?

I send in my whole army to one place. I think you REALLY should send out one or two of your fastest guys as scouts and only move out when you find something.

It's also not a good idea to rely on one planet to house your whole army unless you know that you are about to be under siege. Spread out your army to different planets. I once kept everyone on one planet until I only had that planet left. Bad idea.

Submitted by firestar95

For the Empire do all the missions they ask because the stuff you get will help. If you wait a while you will recieve credits and Imperial Star Destroyers (started at tech level 4 for the Star Destroyers).

Soon planets will start revolting slowly to your side so build a Space Station and Barracks at the same time if you can't keep ships at the planet or get them there because if a single enemy ship that would trigger combat enters the system it will cancel the Space Station, but you will still have the barracks which should be done quickly.

Afterwards keep upgrading the Space Station and build a light factory and build 2 Storm Troopers for every AT-ST or TIE Mauler, but make sure to build the Storm Troopers first.

Star Wars: Empire at War Game Walkthrough


*Fixed Characters* - V1.01

This process allows you to edit the .xml game files of "Star Wars: Empire 
at War".  Save backups just in case you screw up!

REMEMBER:  Read this entire guide down to the bottom before trying anything.
That way, you'll be able to get a good idea of what you want to do, and you'll
see the warnings and tips in there.

The example lines are from the named XML files in the "XML" folder in "Star Wars
Empire at War" The default address on the hard drive is:  

C:Program FilesLucasartsStar Wars Empire at WarGameDataDataXML

Any xml file can be opened with internet explorer, you can click 
on lines with a - or + by them to open or close sections.  To 
actually edit them, you'll need to use a basic text editor like 
windows notepad.

Any line beginning with <!-- is usually a note left for programmers and 
editors, often with the purpose of explaining anything important about 
a line; like this one: 

<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0
- <!--  WARNING: For some reason, non-0.0 Z can cause problems? -->

     -Determines what unit is used in a bombing run for the faction

     -Determines the maximum unit cap for the faction, too many will 
        eventually kill the framerate and crash the game during major battles, 
        50 or 75 is a good number, but you may not even feel like changing this 
        number. You'll find out why later on.

     -Determines the countdown time when retreating

     -The multiplier for how much damage space units take during the retreat 
        countdown.  In this example, units take 4x more damage.  Change to 0 to 
        make your units invincible while retreating, or if you always play as 
        one faction, change the value for another's to be 10x or more to quickly
        annihilate what's left of them when they retreat

     -Same as for Space_Retreat... but applies to retreating from a land 

     -You guessed it - Same thing as before for Space_Retreat... but applies 
        to land skirmish

     -Sets how many seconds between buildings releasing their garrison 
        (i.e., a barracks releasing rebel troopers every 20 seconds, 
        in this example)

<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber</Encyclopedia_Good_Against>
     -Sets what units the named unit deals extra damage against (max. of 3).
        Only tells the game what to display in your popup information window for
        "Good against" and "Vulnerable To".  To actually change what it's good 
        against, you'd need to change the Armor_Type and Shield_Armor_Type to 
        one that corresponds to that already (like give the Empire's SSD the 
        same weakness to Corvettes by changing the values in these lines:


        to the values in these lines:


     -Sets what units the named unit is dealt extra damage from

     -Sets whether or not a unit can guard other units (yes or no)

     -Sets how much health the unit has in an autoresolved battle.  You see, 
        the way autoresolved battles work is the autoresolve health of both 
        sides is added up.  The total health of one side has the total <Damage>
        value of the other side's units subtracted from it.  The same goes the 
        other way around.  This is how, on the rare occasion, you'll win the 
        battle, but both you and the other faction lost ALL of your units.  This
        would be because the total damage dealt by each faction was more than 
        the total Autoresolve health of the other.  It's a bit more complicated
        than that, but that's as far as I'll go.

     -Sets how much damage the unit does in an autoresolved battle.  
        See above explanation.

     -Sets how many credits you have to spend to build the unit

     -Sets the build time for the unit in seconds

     -Sets whether or not it's part of the queue for space units

     -Sets whether or not the unit must be researched/stolen when tech level
        is reached

     -Sets whether or not the unit can be unlocked by R2-D2 or Researched

     -Sets what the slice cost is if the build is initially locked, and can 
        be unlocked by slicer (R2 or Research).

     -Sets the tech level unit becomes available, for Rebels 0-3, for the 
        Empire 1-4

     -Sets what space station level is required to build the unit, you can set
        it to 0 to never have to build a space station to build space units 

  <Tactical_Build_Prerequisites /> 
     -This block is (obviously) for Multiplayer Skirmish mode.  There's the 
        build cost, build time, prerequisites, and production queue.

     -Sets how much of a population the unit takes up (fighters squadrons are
        always 1, which is what this is).  You can set it to 0 for an unlimited
        number of the unit in a battle.  Just don't put too many in any one 
        fleet or you'll crash the game when you enter battle.

     -Sets the scale factor of a unit from the model size to the actual 
        in-game size.  You can put your own notes out there to say what it 
        originally was before you changed it so you can experiment and get an
        idea of scale, like this, for example: 
<Scale_Factor>1.2</Scale_Factor>  <!--originally 0.7-->

     -Sets how fast a unit can turn (not sure what the scale is, play around
        with it and get your own idea of what it means for a unit to have a 
        value of whatever)

     -Sets how fast a unit goes from planet to planet in the Galactic View, 
        groups of units only travel as fast as the slowest unit, a higher number
        mean faster speed

     -If you've read down this far, you probably know what it is by reading
        its name.  If you're just not good at this yet, it means the required
        ground base level for producing/building the object.

     -Sets how many shield points the unit has (set to -1 for infinite)

     -Sets how much health the unit has in a battle (not autoresolve, set 
        to 1 for unlimited health)

     -Sets how fast the shields regenerate (every 34 seconds)

     -Sets whether or not a fighter can spin away & explode, or just blow up 

     -Sets the chance of a fighter spinning away if the previous line is Yes. 
        In this example, the fighter will spin away 40% of the time, or 0.4/1. 
        Set to 1 to always spin away on death. This only applies if the fighter
        has <Spin_Away_On_Death> set to Yes.

     -Sets how long the fighter will spin away before exploding (who knows 
        what the little "f" on the end is for.  This only applies if the fighter
        Has <Spin_Away_On_Death> set to Yes.

This hardpoint is an ARC-170's hardpoint, from the "Conflicts in Space" mod
     -Tells what type of weapon is fired from the hardpoint (in this case, 
        a proton torpedo).  Available text for this variable is:


     -Tells how much damage the hardpoint's shots do.  Change this to whatever
        you so desire!

     -Tells the minimum time in seconds that will pass before the hardpoint 
        will fire again.  Setting this and the one below to 0 would cause the 
        hardpoint to fire continuously, making for much more realistic gameplay.

     -Tells the maximum time in seconds that will pass before the hardpoint 
        will fire another round

     -Tells how many times to fire in one round (between recharges)

     -Tells the time in seconds between shots in a round

     -Tells how close a hostile unit must be before the hardpoint will fire, 
        though it still has to be able to see the enemy to fire.  Set to -1 
        (infinity) to be able to fire at any visible unit on the map.

     -Attachment_Bone, Collision_Mesh, Damage_Decal, Damage_Particles, and 
        Death_Breakoff_Prop must correspond to the proper locations on a unit 
        if you want to switch hardpoints between units.  Unless you somehow know
        the names to all the attachment bones and collision meshes, don't mess 
        with these lines or the hardpoint will simply no longer be present on 
        the unit.  And I know you don't want that...

     -Sets whether or not the hardpoint can be targeted and shows up on the 
        ship as a hardpoint.

     -Sets whether or not the hardpoint can be fired upon to be destroyed, or
        remains on the unit until all the destroyable hardpoints have been
        destroyed and/or the unit's health is at zero.

     -These two values set the range of motion that the hardpoint can fire, I
        think you can set them to 360.0 to allow them to fire in any direction

     -Tells what layer the unit is in; I think some of the layers are Capital,
        Fighter, Frigate, Super, StaticObject, Land, and None.  I think there 
        may be others, and some of the ones I've named may not exist, but play 
        around with it and see what's what.  (That's how I learned all this,
        after all!)

     -Sets whether or not the unit is visible on radar.  A variant for 
        exceptionally large vehicles like the SSD & SD would be the next line 

     -Tells if you can see a unit on the radar even if it's in an area of 
        Fog Of War.  Again, if you always play against one specific faction, 
        you can paste this line somewhere below either this line:
        or the line that tells damage, which is <Damage>60</Damage> for every 
        single unit that belongs to the enemy. If the game crashes, just erase 
        that line from the unit.  I've never tried it with land units, but it 
        may work for them as well as it does for space units.

     -Tells how many shield points the unit has; again, -1 is infinite

     -Tells the distance around the unit that the Fog Of War is revealed

     -Tells how close the unit must be to engage in hostilities

<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy> 
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy> 
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy> 
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
     -The preceding block tells the unit's accuracy rating towards different 
        units.  The lower the number, the more accurate the unit/hardpoint is 
        towards that type of hostile unit.  In this example (from an Imperial 
        Scout Bike), the rating for Air is 70.0, which means the unit will 
        almost never hit an aerial unit (like a Snowspeeder), if it can even 
        get close enough to fire.  However, it will almost never miss infantry.

     -Taken from the same unit (speeder bike), this indicates that the unit 
        cannot fire at aerial units.  To eliminate this restriction (and all 
        restrictions) change the line like so:
     -This tells the game that there are no restrictions, and the unit can 
        fire on any hostile unit, provided it's in range.  You can also add
        unit types to an enemy's stats, or make them very inaccurate towards the
        unit type that they're most effective against (heck, all other units!)

     -Indicates that the unit will be fired upon by anti-infantry turrets

     -Tells if the unit can be run over by a vehicle with legs or treads; a 
        TIE Mauler can run over and instantly kill/destroy any unit that has Yes
        for this value.  Turning this to No would mean the unit can't be run 
        over by any unit with the line <Is_Supercrusher>True</Is_Supercrusher>

     -Tells how close an attacking enemy has to be for the attacked unit to 
        automatically move to attack the enemy;  i.e., an artillery unit fires 
        at tanks from 900 units away.  The tanks, however, are set to only 
        attack attacking enemies who are 500 units or less away, so they just 
        sit there, unresponsive, until they blow up.

     -Tells what category the unit falls under, i.e., what weather affects 
        the unit's abilities.  The weather categories that are used are:  
        Infantry, LargeWalker, Walker, Speeder, Flying, Tracked, and Hover.
        There may be more, though I haven't found any...
     -Tells whether unit can capture reinforcement points, set to True to 
        enable the unit to do so

     -Determines whether or not the unit can run over enemy troops

     -The absolute fastest speed the unit can achieve

     -The absolute fastest that the unit can turn (this was for an AT-AT)

     -Determines if the unit looks for and is affected and bound by terrain 
        (cliffs and rivers on land, asteroid fields and space stations in space)

     -Tells how many credits the planet gives you per galactic day

     -Tells how many credits the planet gives you per day after the Death Star
        has destroyed it.

     -Tells how many land structures can be built, it can't go higher than 9

     -Tells the highest Space Station level that can be built above the planet

     -Tells whether or not the planet has anything on the ground (Bespin and
        asteroid fields have this set to No)

     -Tells how many credits are awarded to the capturing faction when the 
        planet is taken

     -tells how many additional units the planet adds to the population cap

**More on editing hardpoints**

First of all, to change or add hardpoints in any way, you need to modify both 
the Hardpoints.xml file's entry and the XML file that contains the ship with the
hardpoint itself.  The main areas of interest (I'll use the Mon Calamari
Cruiser for my examples) in these two programs would be:

 -The entry list of hardpoints on the Mon Calamari Cruiser:

<HardPoints>HP_Calamari_Cruiser_Weapon_FL, HP_Calamari_Cruiser_Weapon_FR, 
HP_Calamari_Cruiser_Weapon_BL, HP_Calamari_Cruiser_Weapon_BR, 
HP_Calamari_Cruiser_Weapon_ML, HP_Calamari_Cruiser_Weapon_MR, 

 -and the entry itself for a hardpoint - the front left in this case (which, 
  when viewed from above, is the left forward ion cannon on the cruiser), 
  represented by the "FL" on the end of the Hardpoint Name

- <HardPoint Name="HP_Calamari_Cruiser_Weapon_FL">
  <Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Transport, 70.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Frigate, 1.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Capital, 15.0</Fire_Inaccuracy_Distance> 
  <Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance> 

When just editing a hardpoint, first you need to figure out what you want to be
changing.  let's just make this current hardpoint very strong, and very accurate
towards frigates, capital ships, and super weapons (like the SSD).

The first step that you want to do: change the power.  To make the individual
shots more powerful, just change the <Projectile_Damage> value to 300, about 7.5
times more powerful than originally.  Don't forget to note what the original
damage was.  The line should now look like this:

  <Projectile_Damage>300.0</Projectile_Damage>  <!-- originally 40 -->

Okay, now for making it fire faster and longer.  You can change the value for
both <Fire_Min_Recharge_Seconds> and <Fire_Max_Recharge_Seconds> to 0, so it'll
never stop firing.  Another way to do the same thing would be to change the line
<Fire_Pulse_Count> to negative one so that, again, it would never stop firing.

You can make it fire anywhere on the map at any visible target by setting
<Fire_Range_Distance> also to -1, meaning unlimited range.

Now for accuracy.  To almost always hit the target, you can change the values
for every <Fire_Inaccuracy_Distance> number to 1.0 or 0.1, even.

As far as ADDING hardpoints goes, it's a lot more difficult.  All you can do is
copy an existing hardpoint, give it a different name, like the original's with a
_Secondary on the end of its name.  Here I go now with the example.

I want to add an invisible laser cannon to the front left ion cannon.  I can't 
just put it anywhere I want, because there are attachment meshes and bones that
govern where hardpoints go and what direction they point (so the angle settings
can govern where it can fire).  You can only put hardpoints where there is
already an attachment bone and mesh in the model.  Seemingly, you can only put
two on the same point at a time, at least, that's what I've found.

Alright, step one, copy the hardpoint that you want to add a second one on. I'll
use <HardPoint Name="HP_Calamari_Cruiser_Weapon_FL">.  I'll change the name in 
quotes to "HP_Calamari_Cruiser_Weapon_FL_Secondary".  Here are the lines in
order that need changing, I've already changed their variables.


Note that if you don't make sure that it's not targetable or destroyable, it 
will glitch and become an invincible hardpoint that will never die.  Just also
make sure that the attachment bones and meshes match to the proper hardpoint 
that you want it to be on.  When you do this, then congratulations!  You've just
added a hardpoint to your Mon-Calamarian Cruiser!  If it doesn't work, then try
another hardpoint, and make sure that the <Type> value coincides with the
<Fire_Projectile_Type> and <Fire_SFXEvent> so you can tell what it's doing.

The line <Damage_Type>Damage_Calamari_Cruiser</Damage_Type> tells what units are
weak to its firepower, so you can change this around to the damage type of, say,
a Y-Wing, making a super-effective anti-capital (ship) Mon-Cal Cruiser.

If you don't know the proper values for changing the type, just look around in 
the Hardpoints.xml file for whatever fire type you're looking for, like
torpedoes, missiles, or even a hangar.  The hangars are different though, I'll 
cover more on those in my next update to this Guide.  It's interesting, just 
when you think you've covered it all, taking 5 hours to write a guide, you think
of something else you still didn't cover in it!  Wait until 2007, and if I 
haven't updated this thing, I probably lost the whole computer in a catastrophic
hard drive failure and haven't gotten another one.  They happen a lot to me, 
don't know why...

Tips for Editing:

-The computer I'm using is Windows 2000 with Service Pack 4, so I don't know if
 this applies to everyone, but whenever I try to have a windows explorer window
 running *and* an internet explorer window showing the XML file, the Windows
 process called "explorer.exe" blows up after about 5 seconds of the two being
 running at the same time.  To fix this, I just dragged the "My Computer" icon
 into my start menu, so I can look through folders and select files from the
 Windows start menu.  Handy feature.

-Remember to comment the variable's original value or status out to the side, so
 that you can quickly find it and make changes.
 Example line:
 <!--originally 150.0-->
 In that case, you would simply press Control-F (bringing up the Find window),
 then search for "Originally" until you found the one referencing the line

-The reason -1 is infinite for health in this case is mainly because the health
 of a unit would only drop down to 0 ordinarily.  When it hits 0, the game 
 destroys the hardpoint (or unit).  Since the health is already below zero, it
 never hits the point where it's supposed to blow up.

-Remember to always save a copy of the original .xml file 
 BEFORE you make any changes.  When all else is lost, you can just restore the
 original version.  I know you don't want to have to reinstall the game!

-When in doubt...take a wild guess!  (But note it or save a backup first)

-Any unit that has _E3 on the end of its name was only used for the demo of the 
 game (at E3, go figure) and isn't the unit used for the final game.

-Lastly, don't be afraid to be as devious as you want with this. After all, I 
 made all my fighters, bombers, snowspeeders, and troopers invincible, doubled
 the hardpoints on most of my fleet craft, made all my units super-accurate and
 super-powerful, quadrupled the FOW reveal and attack range of most of my units,
 raised my unit cap to 75, changed fighter-sized units and land units to 0 
 population count, and gave my artillery units unlimited range!  That, coupled 
 with having made all my units 0 credits to build makes this game way more fun 
 than the designers ever thought possible!

 After all, that's what cheating's all about - having more fun!

 Hope the guide helped you out.  Have fun modding EAW!

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