Selecting an Aspiration Track is not a permanent decision - Sims can pursue any and all Aspiration Tracks at once.
When creating Sims in CAS, you select an initial Aspiration Track and put that character on a suggested progression path.
Best Sims 4 Aspiration Mods This mod may be fairly self-explanatory, but we’ll do our best to try and convey the majesty that is the grilled cheese aspiration.If you don't have a Mods folder, just make one. Windows XP: Documents and Settings(Current User Account)My DocumentsElectronic ArtsThe Sims 4Mods Windows Vista/7/8/8.1: Users(Current User Account)DocumentsElectronic ArtsThe Sims 4Mods Need more information? Anyone can use both.rar and.zip files easily! On Windows, use WinRAR.Star wars empire at war force awakens mod. With fighter and infantry damage boosted, this mod makes the game.
Set in the era of the First Order and the Resistance, players will be able to experience the movie Star Wars: The Force Awakens.
A realistic adaptation of the classic game, Empire at War. Galaxy At War - Clone Wars is a total conversion mod for the Star Wars: Empire at War: Forces of Corruption 2006 real-time strategy that brings us the. I'm still slightly unsatisfied with the land vehicle area of the tech tree, but I'm not sure what to do there.Galaxy at War: The Clone Wars. Imperial Star Destroyer (replaces Battleship)Įxecutor-class Super Star Destroyer (replaces Star Dreadnought) Venator-class Star Destroyer (replaces Heavy Frigate) Tartan Patrol Cruiser (replaces Corvette)īroadside Cruiser (replaces Missile Corvette)Īcclamator-class Star Cruiser (replaces Frigate) Sentinal-class Landing Shuttle (replaces Transport) TIE Defender (additional advanced Starfighter for the Empire)
Lancet Aerial Artillery (replaces Gunship) Imperial Officer (replaces Mechanized Infantry) Shock Trooper (replaces Anti-Tank Infantry) The Rebels don't have access to a Mobile SAM, Heavy Walker, or Star Dreadnought Lucrehulk-class Battleship (second Capital Ship for the Rebellion) Mon Calamari Cruiser (replaces Battleship) Marauder Cruiser (replaces Missile Corvette)Īlliance Assault Frigate (replaces Heavy Frigate) Z-95 Headhunter -> X-Wing (replaces Airship and Fighter respectively)Ĭorellian Gunship (second Corvette class ship for the Rebellion) Rebel Field Commander (replaces Mechanized Infantry)ĪAC-1 Speeder Tank (replaces Light Walker) Rebel Infiltrator (replaces Recon Trooper) PLEX Soldier (replaces Anti-Tank Infantry) Stealth Bomber (used as a placeholder for Advanced Starfighters) Jet Fighter (used as a placeholder for Interceptors) Guided Missile -> Anti-Ship Missile -> Advanced Anti-Ship MissileĪirship (essentially just a Starfighter slot) Maceman (placeholder replacement for Force units) Gunship (represents planet-based air units) Mechanized Infantry (represents Field Commander units)
Feel free to post questions, comments, etc below. I don't have much else to say at the moment.
Some of the base code is currently in, but not compiled.ħ: Add more factions (THIS will only happen once the mod is "complete" with the two current factions). Suggestions?Ħ: Add Experience-based Upgrading (would be especially useful for Jedi units, though could also be used for normal troops upgrading to commandos as well as TIE Interceptors into TIE Defenders). I'm currently not satisfied with it, but I have no idea how I'd go about changing it. (Partially done!)ĥ: Possibly change the land unit section of the techtree. I'll have to see about adding it at some point.Ĥ: Add specific unit sounds like in Empire at War. 1: Changes to terrain (to cover planets that aren't covered by the default terrain such as Mustafar or Coruscant)Ģ: Make an actual Galactic map scenario so that I don't have to deal with random map weirdness.Ģ.5: Lib.Spi't pointed to Colonization 2071, which adds a Planets mapscript.