I'm a fan of Star Wars mods for games like Star Wars Battlefront 2 and Empire at War: Forces of Corruption. I'm currently in the process of making a mod using a template mod from Star Wars: Empire at War: Forces of Corruption. The title of the mod under development is called "Star Wars: Rise of the Shadows." The mod is somewhat based off a fictional timeline setting in the Star Wars universe between Episode 4: A New Hope and Episode 6: Return of the Jedi, but mainly between Episodes 4 and 5. Basically the characters in the mod are based from a plot revolving around a recently formed Underworld confederation network between various members of criminal networks such as the Zann Consortium, the Hutt Cartel, and the Black Sun; all of whom conspire with an emerging regime in Geonosis in liberating the planet from Imperial occupation. During this plot the Rebel Alliance look favorably upon this criminal network as potential allies in their ensuing struggle against the Galactic Empire.

Comment History  (0 - 30 of 204)
Darth_Rex
Darth_Rex Jul 13 2012, 1:46pm says:

Thank you for tracking Post Apocalypse: The Board Game!

+2 votes   member: ElectroMite
Darth_Rex
Darth_Rex Jul 13 2012, 2:59am says:

He's probably not a marine looking uniform character, but I felt like calling him that anyway. It sounded cool at the time.

+1 vote   media: Marine Joe (Board Game Character #1)
Darth_Rex
Darth_Rex Jul 12 2012, 2:09am says:

Well, that's a good point, but think of dying in the game and being sent to prison as a Monopoly version of re-spawning and going to jail without passing "Go" and collecting $200. I have to think of some way to give the players a chance to play the game and meet the goal without automatically losing because of one bad fortune card. However, I do plan to make one game mode of playing where the last player surviving is the winner. However, the main mode of the game is to retrieve the Infineon Artifact after collecting special pieces to unlocking it.

+1 vote   media: Special Fortune Cards
Darth_Rex
Darth_Rex Jul 10 2012, 1:17pm says:

Thank you for watching Post Apocalypse: The Board Game. Danke.

+1 vote   member: m0nster
Darth_Rex
Darth_Rex Jul 8 2012, 3:39pm says:

Hello everyone,

It's me Darth_Rex. Sorry if I haven't online to keep you updated for awhile. Well, if you haven't guessed already, the Rise of the Shadows Mod v.2 is essentially dead. Unfortunately, real life has been keeping me busy from spending time and effort to program the mod. Sorry for those who are dissapointed. I'm going to put the mod release date as TBD for now. However, I do have some good news, for those who do like board games (PC and non-PC versions), I am recently working on a board game using PowerPoint called Post-Apocalypse which you can already tell that the theme is based on the title of the game. If you're interested I will post a link later.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Oct 24 2011, 4:59pm says:

Yes he is and thank you for that comment.

+2 votes   media: Rise of the Shadows EAX Mod Pictures 9/4/2011
Darth_Rex
Darth_Rex Oct 24 2011, 4:58pm replied:

@MuchTooLearnUSH: Thank you for the fan supported. It is much appreciated. Also, everyone thanks for your fan support. Right now, there's not much mod activity lately mainly because of my end. I'm busy right now facing real life issues including studying in the teaching credential program in California and having a relationship with the most awesome gal who I thank God that I met. So yeah, I know there's not much going with this mod development lately and I apologize for that. Thanks for your patience and mod support. Hopefully, I'll be less busy in the next few weeks so I can get back to modding and let you guys know what's up. Take care.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Sep 27 2011, 11:43am says:

Hello, thanks for the friend request. I appreciate it.

+1 vote   member: EddieSmithWCHS2013
Darth_Rex
Darth_Rex Sep 6 2011, 12:31pm replied:

@DarthRevan39: Thanks for downloading the mod. The mod actually is not meant to be so much different from ACM 2.4 in terms of gameplay, as it is in units and some other features. I actually liked the gameplay from ACM 2.4 and wanted to keep that as the same. The only thing I wanted to change was to give a new mod theme and new characters/units in the mod that weren't in ACM 2.4 nor FOC before such as Dash and Xizor. However, I do plan to make RotS EAX/v.2 of the mod better in terms of having more units, more planets, better graphics (if possible), and a theme story line with customized missions. Well, I hope this helps and I hope you will continue to enjoy v.1 of the mod.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Sep 6 2011, 12:25pm says:

Thanks for the friend request.

+2 votes   member: Johnyboy1{S1TH}
Darth_Rex
Darth_Rex Sep 3 2011, 1:43pm says:

@osodeadly: Falleen is on the list, it's just the format came a little off and Falleen is listed as "New planets that will be added in the mod:-Falleen" on the same line. I don't know why it did that but it's just a minor format issue.

@megavin123: Send me a link or an attachment of the music so I can screen it. I might add it to the gameplay background music if I think it goes right with it, but I'm still going to keep the same songs that I have from the Rise of the Shadows v.1 game intro. and menu screen.

+1 vote   article: Rise of the Shadows EAX (v.2) mod coming out Summer 2012!
Darth_Rex
Darth_Rex Sep 3 2011, 1:05pm replied:

@Admiral-Ace: I edited and updated the profile of the mod profile tab and changed the release date to July 12, 2012. I have no idea how it became Q3 2012 fom doing this the way that I did it. I think it's just an automatic thing that will happens it it's more than 3 months from the present day. For example, if I made the release date January 1, 2012 then I think the website server program would make it say on the mod profile page Q1 2012.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Aug 24 2011, 5:39pm says:

Woohoo! 1,000 downloads! Thanks everyone for supporting the mod. I definitely appreciate it and I hope all of you enjoy playing the mod after downloading it and placing it in the game directory.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Aug 5 2011, 3:09am says:

This is a good portrayal of the terrain of Gall.:)

+1 vote   media: Gall V2 upgrade
Darth_Rex
Darth_Rex Aug 4 2011, 3:08pm says:

Space map looks great! :)

+1 vote   media: Gall & Gall Space Maps
Darth_Rex
Darth_Rex Aug 4 2011, 3:08pm says:

Space map looks great! :)

+1 vote   media: Kotlis Space map
Darth_Rex
Darth_Rex Aug 4 2011, 3:06pm says:

This map is excellent just by looking at the picture so far! :)

+1 vote   media: Kothlis Map
Darth_Rex
Darth_Rex Aug 1 2011, 3:31pm says:

For those who are still watching/tracking the mod, thank you for your fan support of the mod! There will a special mod news update announcement coming this September. So please feel free to keep tracking/watching the mod, the announcement will be worth it. :) Please enjoy playing the version 1 of the Rise of the Shadows mod.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Jul 31 2011, 12:16am replied:

@MuchTooLearnUSH: Thanks, I'm glad that you like the credits, and yes I'm a Christian and I believe in giving God glory and credit first and foremost.

This mod basically is an altered build off version of ACM 2.4. I kept some units that were added from ACM 2.4 while I deleted many others, and I added new units that I got the model files for from other downloads and other mods to use for the Rise of the Shadows mod. I picked new units that I had arranged in the way that I did because I like Geonosian stuff, the Classic Trilogy, the Shadows of the Empire theme of a criminal underworld plotting to undermine the Empire and the Rebels, and I wanted to bridge the aftermath of Geonosis after the Clone Wars while linking it to the Classic trilogy, especially with the underworld theme of greed and corruption. There is no story event scripting for the theme however other than text changes in unit and planet bios and the GC briefings. I do however plan to make either a special story campaign or special corrupt missions for the later second version of the mod to reveal the plot of the mod to the gamer while playing it.

Btw, this is what is new in the Rise of the Shadows mod: New planet: Trandosha. Trainable units: Trandoshans, Mustafarians, Geonosians, Mandolorians, Imperial Royal guards, Bothans, Wookies, Grand Arena, and Geonosian space fighters. New heroes (including trainable): Prago team (Prago the Lesser, Darth Rex, Serra Nova), Dash Rendar, Outrider, Jenna Nightfall, Prince Xizor, Jabba the Hutt. New corruption changes: Mandalore, Trandosha, Korriban, and Tatooine can have the option of getting their militia corrupted to join the Consortium. New alginments: Geonosis, Nal Hutta, Polus, and Utapau's population is now allied automatically to the Consortium faction so their forces will join the Consortium in land battles on their respective planets. Well, I hope that answers your question in a nutshell more or less. Thanks for your response and I hope you enjoy the mod.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Jul 28 2011, 1:11pm replied:

Thanks. Yeah, Republic Commando is a cool game. I'm thinking about adding the Delta squad as special unique unit for either the Empire or the Rebels for the second version of the mod. The Geonosians are my favorite aliens from Star Wars because they kind of remind me of my Roman ancestors, especially with the social caste/class system and the gladiator arena concept. Btw, the Geonosians in the mod have more of their stuff that you can build for the Consortium than the other alien species.

+1 vote   media: Star Wars: Rise of the Shadows Mod Pics 7/14/2011
Darth_Rex
Darth_Rex Jul 28 2011, 1:04pm replied:

Hey mikey,
Well, I take it if I interpret correctly what you mean from your feedback that you do enjoy the easy mode for the mod and it actually does something. Hopefully so. Yeah, I didn't really mod the difficulty settings, I kept them the same as they were in the Absolute Corruption 2.4 mod and I just changed the stats on a good number of space and land units in the mod to make it interesting hopefully. So far it sounds like it works, at least on the easy setting.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Jul 26 2011, 6:39pm replied:

@mikey1871: Thanks for feedback again. Yes, I plan to just keep the reinforcement happening only once, because I think that's more realistic in terms of warfare where there isn't a continuous infinite supply of reinforcements. Though, in land battles that's going to be the same with continuous reinforcements after each time the company wave of units is killed off from their spawning buildings. I will consider your suggestion about the starbases being more powerful, and most likely I'll increase their shields and health by about 10-25%.

As far as campaigns, I plan to not really do anything major with generic GC modes, but the custom absolute corruption conquests/campaigns I plan to take input like yours and adjust it accordingly to make these conquest campaigns into ones that fit the theme of the mod. Most likely what I'll do is give the Empire a about a third to half of the planets in this GC mode, the Rebels about 5-10 planets, and the Consortium 1-3 planets. Empire will probably be around the center of the galaxy, the Rebels at key planets from the movies (Dantooine, Hoth, Yavin 4, etc.) and the Consortium will control Geonosis, Vergesso Asteroids, Hypori, and/or Mandalore. But, I'll see how that goes in a month from now when I start working on the second version of the mod. Thanks again for the feedback, glad you like the mod overall so far.

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Jul 25 2011, 3:43am replied:

Oh yeah, thanks may God bless you again too (and trust me He's worth believing and having faith in). Btw, this is probably over due but congratulations on your country's new royal couple, William and Kate. May God bless your country with their marriage and royal leadership. It was cool when they visited my homestate of California not to long ago. I wish my country had better leaders like them and their compassion, but I'll keep praying and voting.

+2 votes   member: Katy_x
Darth_Rex
Darth_Rex Jul 25 2011, 3:30am replied:

Well, you might be amazed. Giuseppe Garibaldi one of modern Italy's founders had a British woman as a second wife after his first one passed away. Plus King Arthur (aka Artorious Castus) was actually Italian if you count his Roman origins, and I bet British women would love to be married to that man back then, if he was real according to the personification. Plus, if you don't how to cook or feel like doing it, many Italian men know how to cook (myself included). Just saying, next time if you consider going window shopping for future husbands. Oh btw, thanks, God bless you again also bella.

+2 votes   member: Katy_x
Darth_Rex
Darth_Rex Jul 25 2011, 3:02am says:

Thanks for the input. This is a good starting point I guess for the first version of the mod but yeah there's a lot of work that I look forward to doing in making the mod better for the later second version.

+1 vote   article: Rise of the Shadows mod submitted for release!
Darth_Rex
Darth_Rex Jul 25 2011, 2:34am replied:

Thanks, yeah I meant GC when I said campaign. Sorry, I need to watch my wording that is kind of a big deal. If you don't remember question 2, but you do for 1 and 3, then that still sounds like a good sign that the mod worked right. I could have asked over a hundred other different questions of what showed up to make sure the mod upload worked right, but if at least one of these things happened then I know the mod most likely worked right. If anyone else can respond to those 3 question line items please to do so. I just use this as a basis to make sure the mod played as it should, and didn't load up as the Absolute Corruption mod 2.4 which didn't have these 3 question features.

+1 vote   download: Star Wars- Rise of the Shadows mod v1.
Darth_Rex
Darth_Rex Jul 25 2011, 2:18am says:

You're welcome. As you might know, all I did really was just the coding changes and text editing. A lot of the stuff came from the Absolute Corruption mod, while I edited stuff and added stuff from other mods and model/map downloads. Real credit in my opinion goes to Mobbmann in making the Absolute Corruption mod who laid the framework from which I tried to build the Rise of the Shadows mod from.

+1 vote   download: Updated Readme
Darth_Rex
Darth_Rex Jul 24 2011, 10:23pm says:

Important Note: If anyone can RESPOND, did the Rise of the Shadows mod if you play the Consortium faction have these 3 things in the campaign mode?:

-1.Prago the Lesser shows up as a hero and his icon is at the top right corner of the mod next to the other Consortium heroes icons on that galaxy map screen.
-2. Geonosian Nantex space fighters are buildable at level 2 spacestation on one of these planets (Geonosis, Vergesso Asteroids (though it's not actually a planet), Korriban, and/or Hypori.)
-3. Sith temples are buildable for the Consortium on one of these planets (Geonosis, Hypori, and/or Korriban)

If these 3 things on the check list show up and work, then that means the mod worked right when you downloaded it. Feedback on this matter from those who downloaded and played the mod is IMPORTANT and would be appreciated. Because it took 4-5 test downloads for me to figure out why these things didn't happen until I did figure out why. It's probably just my computer which I figured it out how to fix the issue. Thanks.

-Darth_Rex

+1 vote   download: Star Wars- Rise of the Shadows mod v1.
Darth_Rex
Darth_Rex Jul 24 2011, 10:17pm says:

Important Note: If anyone can RESPOND, did the Rise of the Shadows mod if you play the Consortium faction have these 3 things in the campaign mode?:

-1.Prago the Lesser shows up as a hero and his icon is at the top right corner of the mod next to the other Consortium heroes icons on that galaxy map screen.
-2. Geonosian Nantex space fighters are buildable at level 2 spacestation on one of these planets (Geonosis, Vergesso Asteroids (though it's not actually a planet), Korriban, and/or Hypori.)
-3. Sith temples are buildable for the Consortium on one of these planets (Geonosis, Hypori, and/or Korriban)

If these 3 things on the check list show up and work, then that means the mod worked right when you downloaded it. Feedback on this matter from those who downloaded and played the mod would be appreciated. Because it took 4-5 test downloads for me to figure out why these things didn't happen until I did figure out why. It's probably just my computer which I figured it out how to fix the issue. Thanks.

-Darth_Rex

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Jul 24 2011, 9:03pm replied:

@mikey1871: Thanks I'm glad that you like the mod. Yes, I'll admit it's extremely challenging on medium mode difficulty, so I do recommend most people to start under the easy difficulty to test out their strategy gameplaying skills at that setting.

Yes, I probably did add too many tie company units for the Imperial ships. Part of that was intended, part of that wasn't. I wanted to add more tie company units to the Imperial space fleet to be used as a strength advantage to the Empire, but I probably should have balanced it better for the other factions fighter/bomber units as well as their strength advantages. In the second version of Rise of the Shadows, I plan to use the feedback I get for the first version of the mod and apply it accordingly to the second version as best as I can.

As far as the campaigns, I kept the Absolute corruption ones made by Mobbmann in the Absolute Corruption 2.4 mod. However, you're right about the criticism of particular 3 E/R and E/R/Z campaigns. For that reason I recommend if no one likes these campaigns that they play the generic campaigns from the vanilla version of FOC that are still in the Rise of the Shadows mod like equal footing and rim world conflict. Btw, in the second version of the mod, I probably will redo and retitle the 3 absolute corruption campaigns and shape them to reflect specifically the plot of the Rise of the Shadows. For example, I will probably make the campaign titled Rise of the Shadows and the starting planets for the Consortium may be Geonosis, Hypori, and/or the Vergesso asteroids and have special new created corrupt missions that tell the Rise of the Shadows plot, if I figure out how to do this since corrupt mission creating is not my most advanced area of coding expertise. Anyways, thanks for your feedback. I hope my response was helpful to you and gives you a heads up in what to expect in the second version of the Rise of the Shadows mod.

-Darth_Rex

+1 vote   mod: Star Wars: Rise of the Shadows EAX (v.2)
Darth_Rex
Darth_Rex Mar 31 2011, 4:03pm says:

@*******, thanks for the friend request.

+2 votes   member: Arcones
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