Star wars empire at war remake вылетает

Обновлено: 04.07.2024

This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

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The EAW Remake 3.1.5 Patch Fixes CTD issue from 3.1, improves performance, adds new VO and a new 146 planet GC map, and tweaks starting units and AI.

(3/11/20 Update: Added the missing .BAT and 4GB Patch files)

EAW Remake 3.1 Credits:
EmperorNiko: The vast majority of the new unit icons. Major AI tweaks. Adding the new ISD lights to several ships such as the Venator, Nebula SD (Not in atm), Vindicator and more!
The new Pirate lords. Sector ideas for the future of the GC stuff. Tons of code and bugfixes.
Jeroen: Starfighter performance tweaks. New ISD 1 and 2 model and textures, ISD 1 turret meshes by Elratie. Tons of code and bugfixes.
LukeLasermaster: The music overhaul, all the new music in the mod put together by Lasermaster from various SW sources, and the new GC intro texts in collaboration with the Gruzzle.
GrundleGruzzle: The Gruzzle for the new GC intro texts, in collaboration with the Lasermaster.
Maxim: New AI aggressiveness on the Galactic conquest maps and general advice on script related matters. Also blast damage script.
ThatOneBullet: For removing the ground combat in EAW and making the AI not shit itself.
Wolf: For his help on the new window textures, hangar kitbash piece texture bakes, and being generally insightful.
Doci: For the great texture and modelling advice, and all talks art related. Also his Sith Interdictor and MC 80 Wingless.
Elratie: The ISD 1 turret meshes are his.
Dolynick: The CR-90 and DP-20 textures.
Kad_Venku: Layer Z script.
RBP: Some of the new unit and hero icons.
ArvisTaljik: Arquitens texture.
Doppinder: Because he asked to be in the credits and makes great screenshots.
Enpremi: For his awesome insight into all art related matters, and for helping with the ISD armor and all the spine stuff.
Maxloef: For the really helpful comparison images on the ISD build.

As always, a warm thank you goes out to all the people that helped make the mod happen!

Very special thanks to all contributors who over the years have allowed me to include their great work in the mod:
- EmperorNiko the Hand of the Dutchman for all of his amazing help over the years (code, text, ai, models, so much more) not just with the Remake mod, but with Old Republic at War back in the day,

- Megabalta with the mindblowing particles, textures, and projectile collaborations

- Enpremi the Hypeforger with the new and exciting ways to bend this engine into shapes it wasn't meant to,

- His brother, Seregruth, for equally amazing Vong unit models and textures,

- Farseer and Warb_Null for being ever kind and willing to share content (models, textures, shaders),

- Arvis for all our great collaborations on models and textures,

- the Awakening of the Rebellion team, Steiner & Co who always offer great talk, ideas, and content such as planet textures,

- Wolf 2.0 for his great model and texture work on the Sabaoth destroyer,

- Maxim and ThatOneBullet for all the sound advice on script related matters and otherwise,

- Elratie and Doci, for being perpetually awesome, the modelling and texturing excellence duo, creating content that makes me feel happy inside when looking at it,
for all the great models and textures and sharing them with the mod with rebel units such as the Assault frigate MK II and textures on almost all Imperial ships,

- Beta520 with his amazing Mandator II (Bellator) model and texture, and many more textures such as the Nova cruiser and Torpedo sphere,

- Gaukler for his shader work,

- Corey and the Thrawn's Revenge team for putting up with so much shit while staying willing to share model and texture work,

- Maxloef for his great models and textures (MC 80)

- EvilleJedi for allowing Empire at War mods to use his free release ships from the very start of our community,

- CloneTrooper for all his great ground unit models, textures and animations, ported from various other SW games,

- Bobbtmann for his ridiculously high quality Home One model and textures,

Глючит или не запускается Star Wars: Empire at War? Решение есть! Постоянные лаги и зависания — не проблема! После установки мода Star Wars: Empire at War начала глючить или НПС не реагируют на завершение задания? И на этот вопрос найдется ответ! На этой странице вы сможете найти решение для любых известных проблем с игрой и обсудить их на форуме.


Игра тормозит и лагает

Скорее всего данная проблема носит аппаратный характер. Проверьте системные требования игры и установите корректные настройки качества графики. Подробнее об оптимизации игры можно почитать на форуме. Также загляните в раздел файлов, где найдутся программы для оптимизации Star Wars: Empire at War для работы на слабых ПК. Ниже рассмотрены исключительные случаи.

Вопросы по прохождению

Ответы на все вопросы касающиеся прохождения Star Wars: Empire at War можно найти в соответствующих разделах Wiki, а также на нашем форуме. Не стесняйтесь задавать вопросы и делиться своими советами и решениями.

This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

Posted by Jeroenimo on Jul 7th, 2016

Quite a few people have reported crashes. To fix said crashes use the GoG version of EAW, which has been altered by GoG to work on every system, alongside the 4 GB patch.

This SHOULD fix any crashes people have.

Special thanks to user 0il for pointing this out. You should check his other videos since he has smooth battles with 100 pop cap. Very cool to look at imo.

TL:DR
1. Get GoG version of EAW.
2. Install GoG version of EAW.
3. Apply crash fix.
4. Install mod.
5. Play mod ---> no crashes.
6. .
7. Profit!

Looks kind of like the program used to play large sins mods, Extending the amount of RAM available to the game for use.

Large Address Aware for those who dont know.

does not work with steam.

As you can see I have been around alot and trying different things. I have used cff and 4GB patch for the steam files and no luck. error 51.

***(apparently steam lets you get away with he 4GB patch with steams HD edition of RE4)*** amusing

I have tried increasing my values in bcdedit. still no luck,
I have turned on java and updated my system.
cleaned my system.
right now I am re-installing the game fresh and the mod again fresh.

this game was written with 32-bit code and limited by 2-4 GB of ram. on a 64-bit system you would think by now it has been resolved.

two conclusions to draw upon. either steam did it right and there is no problem. I can run both the EAW and FOC vanilla fine.

or the mods files have a typo error. and needs to be adjusted.

I am going to try again this time like they some have said put the mod folder inside the corruption folder.

this was my previous installation directory:C:\Program Files (x86)\Steam\steamapps\common\Star Wars Empire at War\corruption\Mods\EAW-Re

I will try again.

I am also going to contact petroglyph. get some head start advice on how to get mods to run on steam..or any system..

I found a way to fix it. You have to download this file: Moddb.com.
Then you need to extract the swfoc.exe and patch it with the 4GB Patch. Now, just replace the "old" swfoc.exe in your steam game folder with the patched exe.
At last create a shortcut to it. Path: "[your path]\swfoc.exe" MODPATH=Mods/EAW-Re
Thats it.
Steam can not track the game anymore and all errors are fixed.

oh my god you are the greatest human being ever, I cannot tell you how many old games I have that I stupidly bought on steam when the gog version is better fixed.

No eligible games found :( guess I have to wait till they have it again.

thnx that did it for me, kept getting that error 51 before

how can I extract it when its already unzipped. and by patch do u just mean add the patch. plus what file is exe. sorry for the noob questions but this is the only game that I have just started to use mods.

The fix causes steam to give me an Error Code 51 when launching the game.
If anyone knows how to avoid it, please tell.
I love this mod and I'd like to play it without crashing.

I can't guaranteed that it will work, but I verified the game cache and it worked perfectly. Try that.

That just resets the Exe to default.

Huh. Something happened, since it was crashing every five minutes before I used the 4gb patch, and after verifying the game cache it has worked perfectly.

You could just try placing a cracked swfoc.exe into the game directory and start that one (patched by the 4GB tool) directly without launching it from steam.

I didn't tried it but its a idea.

To use a mod with that .exe you can whether use a .bat file or a mod launcher.

Finally, i've been able to play my first skirmish game without any CTD :p
Thousands of thanks for this guy, i can now gloriously whoop some Rebel scum !

So i download the google drive file and try to launch it vanilla with the modpath through steam like you said but on the loading screen it always crashes.

Same here, just constant crashes when I try both the exe from his google drive and from using the 4gb method.

It would seem that Steam users are having the following issues:

The 4gb patch gives error code 51 which from what I understand is dreaded error that can't be fixed other than by verifying game integrity which just wipes the 4gb patch away

Downloading the Exe file directly crashes the game instantly. Verifying the game integrity also "fixes" this issue but all that does is refreshes the exe file to stock; which removes whatever non-vanilla modifications were done to it.

If anyone has a fix or alternative please let me know with a reply so others may also see it.

Steam really messes it up.

Currently when i follow the steps i get the following error.

(A required security module can not be activated. This program can not be executed.)

I am Using the gold pack but have both the games installed the old fashion way since the goldpack autostart doesnt read the EAW discs so it should have worked with the simple steps from the YouTube video.
i get the feeling we missed a step.

however it seems to work for allot of people so still great job on the findings to this fix.

Haveing the same problem i dont know what to do

A cracked one works from disc as well.

As a Steam user the 4gb patch does not work as it creates the error code 51.

the patched swfoc.exe that you have linked causes my game to crash as soon as i start it up through steam. as for the crash itself it happens at random, either as i start a new game of GCW, exit a space battle into the main galaxy view or mid battle - mostly when a big explosion occurs.

i hope a proper fix is made soon, as i love this mod and the detail it brings to an old but fun game.

So, this isn't a technical issue, but something I feel needs to be addressed.

The redone Broadsides are, how any sane person would put it, overpowered to a ridiculous extreme.

Not only can they obliterate anything, and I mean anything in the entire ******* Galaxy, in about two shots, but they fire so impossibly rapidly that they obliterate whatever fleet you can put together. Especially in siege mode. And the AI knows this, so you get fleets made of nothing but Broadsides.

Now, the Zaan have various ways to deal with them, because they're the special little snowflake Mary Sue faction of EaW, but the Rebellion gets none. Which really ruins any chance of a playable campaign. And no matter how much you claim that the Rebellion are a hit and run faction, it comes to the problem that you can't "hit and run" a Broadside ,or employ "guerrilla tactics". You can't do ANYTHING to the Broadsides that your mod has created.

And, while I'm fairly sure I'm going to get **** on, "bad karma'd", and called a "weak little bitch baby" by all the neo-Nazis masturbating furiously to the EU stories about the Empire massacring civilians, I have to say I feel as though there should be some reasonable form of balance to the factions.
And no, "lore" excuses are not a handwave solution. That's just called having a confirmation bias and being too lazy to playtest.

This ship is a good counter agaisnt the broadside.

Thanks to it's missile jamming systems, it'll stop the broadside's missiles from destroying a lot of your stuff.

The issue is, is that the Empire gets the Broadside as early as they do in Vanilla. Which is too say, early tier.
The support ships for the Rebels are tier 4, going by the info provided. It might be fine if you play with late tiers from the start, but if you're starting from tier 1 or 2, you're gonna run into a brick wall. A brick wall that happens to fire blackholes/mando seismic charges, while the best you have at the same level is a pea-shooter strapped to a Klingon Bird of Prey.

My earlier comments were immature and spite-filled, the mod overall is pretty snazzy and well-made, but it most definitely needs tweaking and re-balancing.

PLEASE Can anyone help me? Three times I've played a GC and saved my game and three times it keeps CTD'ING after loading for 10 seconds. This is getting frustrating since some of those games I've put 2-3 hours playing. I already downloaded and ran this crash fix file, but it still crashes when I load a saved game. PLEASE HELP

I am having the same issue, doesn't matter when I save, at ten days or less or even later, trying to load that save crashes it every single time.. I am using the GOG version as well..

I will not play EAW without this mod, it has so much potential. I love the work you have put into it so far but its currently unplayable for me. It keeps crashing. I have tried both methods of the fix and it keeps crashing.

i think i found the issue with this. if you try running it with your integrated graphics chip it should work. that is what happened for me anyways. this is unfortunate, but it seems to be the case. if there is a fix for this out there, i would love to hear it! thanks.

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So I guess it only works for GOG version. because I have the CD version and it gives me a dumb security error when I add the patch to the exe. And I guess it does not work for the steam version either. So I guess I am going to have to buy the gog version. Worth it this mod looks so awesome I must play.

Also a steam user here.
As much as I want to update from Beta II to Beta III, I can't seem to make it work as well. It just crashes. I tried what I did with Beta II but didn't work.

What are the noticeable differences between the Beta II and Beta III? If there's something huge, then I'll put some more time into miraculously finding a fix lol.

My game is stable with the Beta II(After applying 4GB patch on a cracked .exe, making a shortcut, and manually adding a modpath then playing it outside steam). Although the GC saving is still broken to which I'm hoping it was fixed in Beta III. Hope this message helps anyone

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How do yu fx it on steam and i can't get the GOG one

I just got the GOG version since it was 75% off. Very nice because my cd version which has worked for over a year on win 8 suddenly was showing the incompatible error after a computer restart which is apparently a common occurrence. GOG works great.

So after reading all of the comments it seems that the conclusion here is. The steam version is unstable with this mod and unplayable with all the crashes, and as of yet there are no 'real' fixes with the steam version.

Unless there are any updates regarding the steam version of the game working with the mod?

Thanks to any replies.

Hi guys, i really love this mode,but can't fix this crash: "An exception has occurred.See_logfile.txt and _except.txt for details." I press retry but than the runtime error: "This application has requested the Runtime to terminate it in an unusual way". I'm using steam right now, and did match my steam and GoG account but it says: NO ELIGIBLE GAMES FOUND. When I'm using 4gb patch it is instantly error code 51,and with all the fixes you said guys, it just doesn't want to work, I accually cant go into the game without shutdown.Any ideal what should I do? (I re-installed the game 3 times)

I'm encountering the same issue, both on GOG and Steam - though the GOG version seemingly crashes with no error message provided, whereas Steam proves the "exception has occurred" error.

I'm baffled, not knowing whether this is an error of the mod or a lack of ram allocation? Roughly every 15 minutes into a GC, my game is guaranteed to crash; if running the Steam version, the exception error will pop up.

Every time I load a GC save the game exits to desktop with no error messages, are my save files corrupted?

I am running on compatibility mode for Windows XP (has worked best for me out of them all)

I am having the same issue.. no point in trying to play a long campaign if I cant save it..

I'm having the same issue. Put about 4 hours into GC, saved so I could return after dinner and now it crashes without any error codes when I try to load the GC save. I also tried the autosave and it crashes too.

Hey, I'm having an issue as well. I installed the GoG version of the gold pack, but the game crashes whenever I click skirmish, whether vanilla or modded. I have not put all my downloaded mods back into the place mods are supposed to go (I have none that replace base game files). Does anyone have a true fix for this? It simply says the game has stopped working. I first started having the issue with the disc version I own, and no matter what I do, skirmish will not work. The disk version is uninstalled as well.

GoG version of the game w/ 4gb patch installed on both executables. I get a CTD every time I try to load a saved game. Not playing it a minute longer until I know I can load a saved game.

Same problem with me, I installed on a Steam version exactly like the video above stated. It worked like a charm for a couple of hours, then a save game crashed it and ever since I can't load any saved game without a complete crash.

Requires the Empire at War Remake 3.1.5 Mod. Features and Install instructions are in the Description.

A GoG & Retail fix is now included

3.1.5 Bug Fixes & Changes:

The GUI has been altered to provide helpful information on the basics of saving, ship filters and starting skirmish battles.

Several GC maps have been updated with new spawn points.
Several GC planets have had missing pirates added.
CIS & Republic GC planets now have the correct overhead faction icon, and their units are no longer missing from newly added planets.

GrundleGruzzler's Kuat & Mon Cal maps have had their spawn points adjusted.

Skirmish maps have been updated with new names and in-game names.
Skirmish maps have been duplicated so they come with more player slots
Skirmish structure positions have been moved so units can now be sent to capture them.

The texts has been updated to display the correct Shieldpoints, Hitpoints and spawning Squadrons; which includes all variants as well.

The Ai now has a chance of a random act in a GC battle.

The Ai can now build all units available to the player in the GC and Skirmish battles.
The Ai has increased restrictions on what units they can build in a GC, so you only see them use faction specific units; though they can build all neutral Supers.
The AI builds the Uplink Station, recruits Captains & Admirals and uses them.

The Ship Filter system has been updated to show all available units in a clean and simple manner.

Faction Technology build times has been set to 15/20/25/30 minutes.

Several Planets have had misinformation removed.
All Planets can now build both the Gas Trading Depot and Uplink Station.
The Underworld can now build Fleet Commanders from the Uplink Station.

Mon Mothma, Grand Moff Trakin & Tyber Zann now have Fleet Commander bonuses.
Tyber Zann is now upgradable.
Palpatine has been removed from the game.
Grand Moff Trakin can retreat, though now has a Fleet Commander debuff.

Fighter Heroes has been buffed to not instantly die.
Fighter Heroes has been given new projectiles.
Several Heroes have been given new abilities.

Heroes tooltips have updated for no ground combat campaign maps.
Heroes tooltips now show the correct abilities, and not their ground versions.

Tyber Zann & Jabba now debuff each other in combat.
Jabba can now be upgraded.

Rebels can now build the MC75 and the modified MC80A.
Underworld has a new Hutt Corvette.

MC75 shield harpoint is no longer targetable.
Hapan Nova Cruiser harpoints are no longer targetable.

Several units have been updated with the new stats, squadrons sizes and build costs.
New Icons for the Freighter units have been added.

Zann's Subjugator has been enabled.
The Torpedo Sphere has been disabled.
Ugly Squadron has been disabled.

Star Dreadnoughts & Battlecruisers Ion Cannons no longer fire a fighters, bombers or transports.
Star Dreadnoughts & Battlecruisers now display the correct countdown colour.
Star Dreadnoughts & Battlecruisers can now retreat.

Starforge no longer has targetable hardpoints and it's garrison has changed.

Heroes have been removed from Skirmish battles.
More units have been added to Skirmish battles for each faction.
Build costs in Skirmish battles have been reduced.
Skirmish build bars have been organized by unit class and cost.

Defended mines no longer attack neutral or allied structures.
The Ai will now build all 3 types of defence platforms.
The Skirmish Level 2 Starbase upgrade has been reduced to 100 Credits.
The Underworld now has to research technology to gain new units, and starbase blueprints.

The all purchasable technology in defensive battles has been updated.

Object Fade has been removed so units no longer disappear from view.
Radar, Ability and Hardpoint icons have been changed.

Addons have been added to allow to you increase performance, reverting any changes I made back to 3.1.5.
Addons have been added to dynamically change gameplay.

Installing:

Download the file, extract the file with 7zip, winrar or winzip. Take the folder inside the submod, called Data, and paste into the the EAW-Remake folder. Override the files and play the Remake mod normally.

Проблемы с модами

Игра не запускается

Тут собраны ответы на самые распространённые ошибки. В случае если вы не нашли ничего подходящего для решения вашей проблемы — рекомендуем перейти на форум, где более детально можно ознакомиться с любой ошибкой встречающийся в Star Wars: Empire at War .

Игра вылетает на рабочий стол без ошибок.
О: Скорее всего проблема в поврежденных файлах игры. В подобном случае рекомендуется переустановить игру, предварительно скопировав все сохранения. В случае если игра загружалась из официального магазина за сохранность прогресса можно не переживать.

Star Wars: Empire at War не работает на консоли.
О: Обновите ПО до актуальной версии, а так же проверьте стабильность подключения к интернету. Если полное обновление прошивки консоли и самой игры не решило проблему, то стоит заново загрузить игру, предварительно удалив с диска.

Ошибка 0xc000007b.


О: Есть два пути решения.
Первый — полная переустановка игры. В ряде случаев это устраняет проблему.
Второй состоит из двух этапов:

Ошибка 0xc0000142.


О: Чаще всего данная ошибка возникает из-за наличия кириллицы (русских букв) в одном из путей, по которым игра хранит свои файлы. Это может быть имя пользователя или сама папка в которой находится игра. Решением будет установка игры в другую папку, название которой написано английскими буквами или смена имени пользователя.

Ошибка 0xc0000906.


О: Данная ошибка связана с блокировкой одного или нескольких файлов игры антивирусом или “Защитником Windows”. Для её устранения необходимо добавить всю папку игры в исключени. Для каждого антивируса эта процедура индивидуально и следует обратиться к его справочной системе. Стоит отметить, что вы делаете это на свой страх и риск. Все мы любим репаки, но если вас часто мучает данная ошибка — стоит задуматься о покупке игр. Пусть даже и по скидкам, о которых можно узнать из новостей на нашем сайте.

Отсутствует msvcp 140.dll/msvcp 120.dll/msvcp 110.dll/msvcp 100.dll


О: Ошибка возникает в случае отсутствия на компьютере корректной версии пакета Microsoft Visual C++, в который и входит msvcp 140.dll (и подобные ему). Решением будет установка нужной версии пакета.

  • Нажимаем на Windows + R;
  • Вводим команду“regsvrЗ2 msvcp140.dll”(без кавычек);
  • Нажимаем “ОК”;
  • Перезагружаем компьютер.


Ошибка 0xc0000009a/0xc0000009b/0xc0000009f и другие
О: Все ошибки начинающиеся с индекса 0xc0000009 (например 0xc0000009a, где на месте “а” может находиться любая буква или цифра) можно отнести к одному семейству. Подобные ошибки являются следствием проблем с оперативной памятью или файлом подкачки.


Перед началом выполнения следующих действий настоятельно рекомендуем отключить часть фоновых процессов и сторонних программ, после чего повторно попробовать запустить Star Wars: Empire at War .
Увеличиваем размер файла подкачки:

  • Клик правой кнопкой на значку компьютера, а далее: "Дополнительные параметры системы" - "Дополнительно" - "Быстродействие" - "Дополнительно" - "Виртуальная память" - "Изменить".
  • Выбираем один диск, задаем одинаковый размер.
  • Перезагружаемся.



Размер файла подкачки должен быть кратен 1024. Объём зависит от свободного места на выбранном локальном диске. Рекомендуем установить его равным объему ОЗУ.
Если ошибка 0xc0000009а сохранилась, необходимо проверить вашу оперативную память. Для этого нужно воспользоваться функциями таких программ как MemTest86, Acronis, Everest.

Ошибки загрузки/обновления

Проверьте стабильность подключения к интернету, а также скорость загрузки. При слишком высоком пинге или низкой пропускной способности обновление может выдавать ошибки.

Если магазин или лончер Star Wars: Empire at War не завершает обновления или выдает ошибки, то переустановите саму программу. При этом все скачанные вами игры сохранятся.

Запустите проверку целостности данных игры.

Проверьте наличие свободного места на том диске, на котором установлена игра, а также на диске с операционной системой. И в том и в другом случае должно быть свободно места не меньше, чем занимает игра на текущий момент. В идеале всегда иметь запас около 100Гб.

О специфических ошибках связанных с последними обновлениями можно узнать на форуме игры.

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