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* NintendoHard: This mod is MUCH harder than the vanilla experience ever was. Several changes to gameplay can also make it frustrating to play at points. Minor heroes die for good if killed and Major heroes, instead of respawning a few minutes later, are instead captured and you have to complete a mission in order to regain them. Ion Cannons now disable certain ships abilities like "Power to Shields" so you can't rely on it. There's also a Hyperspace penalty for dropping units next to the enemy. They take significantly more damage until they fully exit hyperspace. This prevents players from using the vanilla `cheese strategy` of dropping a fleet in front of the AI so they die quicker.
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''Awakening of the Rebellion'' is a game mod for the Creator/LucasArts & Creator/{{Petroglyph}} PC Real-Time Strategy Game ''VideoGame/StarWarsEmpireAtWar''.

to:

''Awakening of the Rebellion'' is a game mod for the Creator/LucasArts & Creator/{{Petroglyph}} PC Real-Time Strategy Game ''VideoGame/StarWarsEmpireAtWar''.
''VideoGame/EmpireAtWar''.
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The mod has been updated a few more times since the last revision according to the workshop page. It's now on version 2.11.


Created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "[=ThatOneBullet=]" in 2014. The current version of the mod is "2.8.2: Commencing Ground Assault".

to:

Created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "[=ThatOneBullet=]" in 2014. The current version of the mod is "2.8.11.2: Commencing Ground Assault".
Jump To Hyperspace".

Added: 4

Changed: 355

Removed: 356

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!! Awakening of the Rebellion contains examples of:

to:

!! Awakening !!''Awakening of the Rebellion Rebellion'' contains examples of:



* ColorCodedArmies: The Galactic Empire is Green, the Rebellion is Red and the Black Sun are Yellow. For the minor factions, the Hutt Cartel are Avocado Green, the Hapes Consortium are Imperial Purple and the Corporate Sector Authority are Paled Turquoise.
** The local pirate forces (if you pick a GC that doesn't have Black Sun) are Orange.

to:

* ColorCodedArmies: The Galactic Empire is Green, the Rebellion is Red and the Black Sun are Yellow. For the minor factions, the Hutt Cartel are Avocado Green, the Hapes Consortium are Imperial Purple and the Corporate Sector Authority are Paled Turquoise.
**
Turquoise. The local pirate forces (if you pick a GC that doesn't have Black Sun) are Orange.



* NintendoHard: This mod is MUCH harder than the vanilla experience ever was. Several changes to gameplay can also make it frustrating to play at points. Minor heroes die for good if killed and Major heroes, instead of respawning a few minutes later, are instead captured and you have to complete a mission in order to regain them. Ion Cannons now disable certain ships abilities like "Power to Shields" so you can't rely on it.
** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significantly more damage until they fully exit hyperspace. This prevents players from using the vanilla `cheese strategy` of dropping a fleet in front of the AI so they die quicker.

to:

* NintendoHard: This mod is MUCH harder than the vanilla experience ever was. Several changes to gameplay can also make it frustrating to play at points. Minor heroes die for good if killed and Major heroes, instead of respawning a few minutes later, are instead captured and you have to complete a mission in order to regain them. Ion Cannons now disable certain ships abilities like "Power to Shields" so you can't rely on it.
**
it. There's also now a Hyperspace penalty for dropping units next to the enemy. They take significantly more damage until they fully exit hyperspace. This prevents players from using the vanilla `cheese strategy` of dropping a fleet in front of the AI so they die quicker.



** The Black Sun are...varied. While their initial unit loadout is pretty bad, the tech they acquire later on can prove useful. They also start with units that the other two factions don't get (Unless its a mission) like Heavy Corellian Corvettes and B2 Battledroids.
* TechTree: Slightly Subverted. While the regular tech tree from the base game has been removed, you and the AI instead build "Global Space Tech" which unlocks higher tier units which are normally greyed out. These "Global Space Tech", unlike the base game, spawn on the galactic map so if you or the enemy destroy one, it denies that tech from that faction until they find another place to build them again.

to:

** The Black Sun are... varied. While their initial unit loadout is pretty bad, the tech they acquire later on can prove useful. They also start with units that the other two factions don't get (Unless its it's a mission) like Heavy Corellian Corvettes and B2 Battledroids.
* TechTree: Slightly Subverted. While the regular tech tree from the base game has been removed, you and the AI instead build "Global Space Tech" which unlocks higher tier units which are normally greyed out. These "Global Space Tech", unlike the base game, spawn on the galactic map so if you or the enemy destroy one, it denies that tech from that faction until they find another place to build them again.again.
----
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** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significantly more damage until they fully exit hyperspace. This prevents players from using the vanilla `cheese strategy` of dropping more ships in front of enemy so they die quicker.

to:

** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significantly more damage until they fully exit hyperspace. This prevents players from using the vanilla `cheese strategy` of dropping more ships a fleet in front of enemy the AI so they die quicker.
Is there an issue? Send a MessageReason:
None


** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significally more damage until they fully exit hyperspace. This is to prevent players from cheesing the AI by just dropping more firepower in front of enemy ships so they die quicker.

to:

** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significally significantly more damage until they fully exit hyperspace. This is to prevent prevents players from cheesing using the AI by just vanilla `cheese strategy` of dropping more firepower ships in front of enemy ships so they die quicker.
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Two instances of the word "originally" in the same sentence.


Originally created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "[=ThatOneBullet=]" in 2014. The current version of the mod is "2.8.2: Commencing Ground Assault".

to:

Originally created Created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "[=ThatOneBullet=]" in 2014. The current version of the mod is "2.8.2: Commencing Ground Assault".
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* BreakOutTheMuseumPiece: The Black Sun faction likes to make use of Clone Wars related tech such as Battle droids, AATs and ships like the Recusant and Lucrehulk.

to:

* BreakOutTheMuseumPiece: The Black Sun faction likes to make use of Clone Wars related tech such as Battle droids, AATs [=AATs=] and ships like the Recusant and Lucrehulk.
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''Awakening of the Rebellion'' is a game mod for the Creator/LucasArts & Creator/{{Petroglyph}} PC Real-Time Strategy Game VideoGame/StarWarsEmpireAtWar.

to:

''Awakening of the Rebellion'' is a game mod for the Creator/LucasArts & Creator/{{Petroglyph}} PC Real-Time Strategy Game VideoGame/StarWarsEmpireAtWar.
''VideoGame/StarWarsEmpireAtWar''.
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''Awakening of the Rebellion'' is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.

to:

''Awakening of the Rebellion'' is a game mod for the LucasArts Creator/LucasArts & Petroglyph Creator/{{Petroglyph}} PC Real-Time Strategy Game Empire at War.
VideoGame/StarWarsEmpireAtWar.
Is there an issue? Send a MessageReason:
None


Originally created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "ThatOneBullet" in 2014. The current version of the mod is 2.8.1.

to:

Originally created by the Steiner Modding Group, the mod was originally made in german before it received some english translation patches over different versions. Inactive for 5 years (Last version was made in 2009), AOTR was revived by user "ThatOneBullet" "[=ThatOneBullet=]" in 2014. The current version of the mod is 2."2.8.1.
2: Commencing Ground Assault".
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* AllThereInTheManual: While there's no manual in the mod directory, fans have begun making a wiki explaining the stats of units, guides to help people get started, etc.

to:

* AllThereInTheManual: While there's no manual in the mod directory, fans the devs have begun making made the framework of a wiki explaining the stats of units, guides to help people get started, etc.etc. Fans later added more detailed content after joining up with the AOTR wiki team.
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** The Rebel Alliance, in the early and mid campaign, have to rely alot on hit-and-run strategies. If an enemy force is way more powerful than you, it might be wiser to run away and come back to retake that sector when they turn away. While they get better quality fighters like the X-Wing and B-Wing, thet don't get carriers when the campaign starts so you have to rely on building them as single units until you can find a planet that can let you build Quasars and Liberators. Their Mon Calamari cruisers are, also, varied in their strengths. The MC80 Freedom, for example, are more durable than a MC80 Liberty but have far less firepower, relying more on Ion Cannons.

to:

** The Rebel Alliance, in the early and mid campaign, have to rely alot on hit-and-run strategies. If an enemy force is way more powerful than you, it might be wiser to run away and come back to retake that sector when they turn away. While they get better quality fighters like the X-Wing and B-Wing, thet they don't get carriers when the campaign starts so you have to rely on building them as single units until you can find a planet that can let you build Quasars and Liberators. Their Mon Calamari cruisers are, also, varied in their strengths. The MC80 Freedom, for example, are more durable than a MC80 Liberty but have far less firepower, relying more on Ion Cannons.
Is there an issue? Send a MessageReason:
None


* Tech Tree: Slightly Subverted. While the regular tech tree from the base game has been removed, you and the AI instead build "Global Space Tech" which unlocks higher tier units which are normally greyed out. These "Global Space Tech", unlike the base game, spawn on the galactic map so if you or the enemy destroy one, it denies that tech from that faction until they find another place to build them again.

to:

* Tech Tree: TechTree: Slightly Subverted. While the regular tech tree from the base game has been removed, you and the AI instead build "Global Space Tech" which unlocks higher tier units which are normally greyed out. These "Global Space Tech", unlike the base game, spawn on the galactic map so if you or the enemy destroy one, it denies that tech from that faction until they find another place to build them again.
Is there an issue? Send a MessageReason:
None


The MODDB, Steam Workshop and Wiki pages can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]], [[https://steamcommunity.com/sharedfiles/filedetails/?id=1397421866 here]][[https://awakening-of-the-rebellion.fandom.com/wiki/Awakening_of_the_Rebellion_Wiki and here]]

to:

The MODDB, Steam Workshop and Wiki pages can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]], [[https://steamcommunity.com/sharedfiles/filedetails/?id=1397421866 here]][[https://awakening-of-the-rebellion.here]] and [[https://awakening-of-the-rebellion.fandom.com/wiki/Awakening_of_the_Rebellion_Wiki and here]]
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The MODDB page and its wiki page can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]] and [[https://awakening-of-the-rebellion.fandom.com/wiki/Awakening_of_the_Rebellion_Wiki here]]

to:

The MODDB page MODDB, Steam Workshop and its wiki page Wiki pages can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]] and [[https://awakening-of-the-rebellion.here]], [[https://steamcommunity.com/sharedfiles/filedetails/?id=1397421866 here]][[https://awakening-of-the-rebellion.fandom.com/wiki/Awakening_of_the_Rebellion_Wiki and here]]
Is there an issue? Send a MessageReason:
None


* TacticalRockPaperScissors: Each of the factions have different strengths and weaknesses. Unlike the vanilla game, having more numbers may not help you all that much in combat if the enemy has superior firepower.

to:

* TacticalRockPaperScissors: Each of the factions have different strengths and weaknesses. Unlike the vanilla game, having more numbers may not help you all that much in combat if the enemy has superior firepower.firepower.
** The Rebel Alliance, in the early and mid campaign, have to rely alot on hit-and-run strategies. If an enemy force is way more powerful than you, it might be wiser to run away and come back to retake that sector when they turn away. While they get better quality fighters like the X-Wing and B-Wing, thet don't get carriers when the campaign starts so you have to rely on building them as single units until you can find a planet that can let you build Quasars and Liberators. Their Mon Calamari cruisers are, also, varied in their strengths. The MC80 Freedom, for example, are more durable than a MC80 Liberty but have far less firepower, relying more on Ion Cannons.
** The Galactic Empire relies on big ships with alot of firepower. The downside is that their starting forces, when the campaign begins, are very small so you'll have to make due with your meager forces until your shipyards come into full effect. Their starfighters have alot less quality than the Rebel Allaince. Tie Fighters will lose to an X-Wing in a one on one battle but they're to be used in swarms to overwhelm your enemy.
** The Black Sun are...varied. While their initial unit loadout is pretty bad, the tech they acquire later on can prove useful. They also start with units that the other two factions don't get (Unless its a mission) like Heavy Corellian Corvettes and B2 Battledroids.
* Tech Tree: Slightly Subverted. While the regular tech tree from the base game has been removed, you and the AI instead build "Global Space Tech" which unlocks higher tier units which are normally greyed out. These "Global Space Tech", unlike the base game, spawn on the galactic map so if you or the enemy destroy one, it denies that tech from that faction until they find another place to build them again.
Is there an issue? Send a MessageReason:
None


* ArtificialBrilliance: The AI has made a big step up from the vanilla Empire at War. The AI will now send stacks of ships and units when its appropriate. During the space battles, if there's a station they have to defend, they will hug the station tightly to keep it protected against attacks. On the ground, the AI will use its units effectively to wipe out your forces.

to:

* ArtificialBrilliance: The AI has made a big step up from the vanilla Empire at War. The AI will now send stacks of ships and units when its appropriate. During the space battles, if there's a station they have to defend, they will hug the station tightly to keep it protected against attacks. On the ground, the AI will use its units effectively to wipe out your forces.forces.
* BreakOutTheMuseumPiece: The Black Sun faction likes to make use of Clone Wars related tech such as Battle droids, AATs and ships like the Recusant and Lucrehulk.
* ColorCodedArmies: The Galactic Empire is Green, the Rebellion is Red and the Black Sun are Yellow. For the minor factions, the Hutt Cartel are Avocado Green, the Hapes Consortium are Imperial Purple and the Corporate Sector Authority are Paled Turquoise.
** The local pirate forces (if you pick a GC that doesn't have Black Sun) are Orange.
* MacrossMissileMassacre: Victory Star Destroyers are an example of long range missile and rocket capacity. They can easily penetrate shields for maximum damage.
* MidSeasonUpgrade: As the Galactic Conquest goes on, you soon unlock several new bits of technology for you to use. For example:
** As the Rebellion, if you capture a planet like Sullust, you can gain access to much needed carrier support like Quasars and Liberators.
** As the Empire, if you capture certain planets like Zhar or Hoth, you gain access to new heroes.
** As the Black Sun, if you have access to a planet that can build a Ship Refitter, you gain access to build Lucrehulk-class Battleships.
* NintendoHard: This mod is MUCH harder than the vanilla experience ever was. Several changes to gameplay can also make it frustrating to play at points. Minor heroes die for good if killed and Major heroes, instead of respawning a few minutes later, are instead captured and you have to complete a mission in order to regain them. Ion Cannons now disable certain ships abilities like "Power to Shields" so you can't rely on it.
** There's also now a Hyperspace penalty for dropping units next to the enemy. They take significally more damage until they fully exit hyperspace. This is to prevent players from cheesing the AI by just dropping more firepower in front of enemy ships so they die quicker.
* TacticalRockPaperScissors: Each of the factions have different strengths and weaknesses. Unlike the vanilla game, having more numbers may not help you all that much in combat if the enemy has superior firepower.

Added: 596

Changed: 346

Is there an issue? Send a MessageReason:
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Following the destruction of the 1st Death Star and the death of Tarkin, many former Imperial systems fell under the control of the Rebel Alliance or the Black Sun. The Galactic Empire now has to deal with, both, a full scale Rebellion and also fighting off the corrupt and scheming nature of Prince Xizor's forces. Palpatine felt an Awakening. Soon, the rest of the galaxy will feel it.

Originally a german mod that was left in storage for a long time, AOTR was revivied by user "ThatOneBullet" in recent years.

The mod takes place post ''Film/ANewHope'' and spans from just after the Battle of Yavin in 0 BBY to the end of The Empire at the Battle of Jakku in 5 ABY. While it's based on and requires the Forces of Corruption expansion pack to play, the Zann Consortium has been removed and replaced by Prince Xizor's Black Sun faction. The mod also contains several other minor factions such as the Hutt Cartel, the Hapes Consortium and the Corporate Sector Authority.

to:

Following the destruction of the 1st Death Star and the death of Tarkin, many former Imperial systems fell out of sway with Emperor Palpatine and were now, either, under the control of the Rebel Alliance or the Black Sun. The Galactic Empire now has to deal with, both, a full scale Rebellion and also fighting off the corrupt and scheming nature of Prince Xizor's forces. Palpatine had felt an Awakening. Awakening with the loss of the 1st Death Star. Soon, the rest of the galaxy will would also feel it.

Originally a created by the Steiner Modding Group, the mod was originally made in german mod that before it received some english translation patches over different versions. Inactive for 5 years (Last version was left made in storage for a long time, 2009), AOTR was revivied revived by user "ThatOneBullet" in recent years.

2014. The current version of the mod is 2.8.1.

The mod takes place post ''Film/ANewHope'' and spans from just after the Battle of Yavin in 0 BBY to the end of The Empire at the Battle of Jakku in 5 ABY. While it's based on and requires the Forces of Corruption expansion pack to play, the Zann Consortium has been removed and and, instead, has been replaced by Prince Xizor's Black Sun faction. The mod also contains several other minor factions such as the Hutt Cartel, the Hapes Consortium and the Corporate Sector Authority.



Please only list tropes that apply specifically to the mod or those that apply differently from the vanilla game here.

to:

Please only list tropes that apply specifically to the mod or those that apply differently from the vanilla game here.here.
----
!! Awakening of the Rebellion contains examples of:
* AllThereInTheManual: While there's no manual in the mod directory, fans have begun making a wiki explaining the stats of units, guides to help people get started, etc.
* ArtificialBrilliance: The AI has made a big step up from the vanilla Empire at War. The AI will now send stacks of ships and units when its appropriate. During the space battles, if there's a station they have to defend, they will hug the station tightly to keep it protected against attacks. On the ground, the AI will use its units effectively to wipe out your forces.

Added: 118

Changed: 116

Is there an issue? Send a MessageReason:
None


Originally a german mod that was left in storage for a long time, AOTR was revivied by user ThatOneBullet in recent years.

to:

Originally a german mod that was left in storage for a long time, AOTR was revivied by user ThatOneBullet "ThatOneBullet" in recent years.



The MODDB page can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]]

to:

The MODDB page and its wiki page can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]]here]] and [[https://awakening-of-the-rebellion.fandom.com/wiki/Awakening_of_the_Rebellion_Wiki here]]

Please only list tropes that apply specifically to the mod or those that apply differently from the vanilla game here.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Awakening of the Rebellion'' is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.

Following the destruction of the 1st Death Star and the death of Tarkin, many former Imperial systems fell under the control of the Rebel Alliance or the Black Sun. The Galactic Empire now has to deal with, both, a full scale Rebellion and also fighting off the corrupt and scheming nature of Prince Xizor's forces. Palpatine felt an Awakening. Soon, the rest of the galaxy will feel it.

Originally a german mod that was left in storage for a long time, AOTR was revivied by user ThatOneBullet in recent years.

The mod takes place post ''Film/ANewHope'' and spans from just after the Battle of Yavin in 0 BBY to the end of The Empire at the Battle of Jakku in 5 ABY. While it's based on and requires the Forces of Corruption expansion pack to play, the Zann Consortium has been removed and replaced by Prince Xizor's Black Sun faction. The mod also contains several other minor factions such as the Hutt Cartel, the Hapes Consortium and the Corporate Sector Authority.

The mod adds new content, gameplay changes, and graphical updates. It also adds a large number of new units and heroes for each faction while also adding new planets and a large number of new Galactic Conquest campaigns to use them in.

The MODDB page can be found [[https://www.moddb.com/mods/awakening-of-the-rebellion-2 here]]

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