Galaxy At War - a global mod era Warrior Clone Wars, developed by a team of Art Create Mods. The mod is a mixture of the plot and the film Star Wars cartoon Star Wars The Clone Wars.

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10 comments by suerteto on Apr 20th, 2014

Hello, guys, our new update is about the Phase 1 Clone troopers, as they are essential part of anything connected to The Clone wars :)

This is a WIP list of all Ph1 Clone trooper types and their respective abilities. It's not final and maybe some things are going to change until release.
But most important, we realy want to hear you guys, what do you think and what do you want to be added. We are open to any suggestions and questions :)

The list: 

Regular Clone trooper infantry:

DC-15S blaster                        Spread out ability
DC-15A blaster rifle                 Spread out ability
DC-15S blaster backpack           Spread out ability

Senior clone troopers:
Sergeant                              Take cover ability
Lieutenant                           Take cover ability
Captain                                Take cover ability, Enhance defense and line of sight
Major                                   Take cover ability, Enhance defense and line of sight, Air strike
Commander                           Take cover ability, Enhance defense and line of sight,
Call reinforcements

Artillery Commander                Take cover ability, Enhance defense and line of sight,
Concentrate fire ability

Special clone troopers:
Rocket Launcher                      Take cover ability, Deploy mines ability
Sniper                                     FOW reveal ping ability, Sprint ability
Sniper Spotter                          FOW reveal ping ability, Deploy mines ability
Jetpack                                   Take cover ability, Jetpack
Medic                                      Take cover ability, Sprint ability, Heal infantry and heroes
Engineer                                  Take cover ability, Deploy mines ability, Repair vehicles and turrets
Flame-thrower                          Take cover ability, Switch weapons
Landing party troopers              Sprint ability, Deploy remote explosive
Z6                                           Sprint ability
EWEB                                       Deploy, Sprint ability

BARC                                       Take cover ability, Drop sticky bomb (Spawn after BARC Speeder death)
ARF                                         Take cover ability , FOW reveal ping ability (Spawn after AT-RT death)
Driver                                       Take cover ability, Steal enemy vehicle (Spawn after AT-TE and other heavy vehicles death)
Gunner                                    Take cover ability, Repair vehicles and turrets (Spawn after AV-7,
AT-TE and other heavy vehicles death)


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Post comment Comments  (0 - 10 of 228)
Dark_Trooper 9hours 49mins ago says:

This mod looks really interesting. Love the detailing on the troopers too. To me, this is actually a bit better than the Republic at War versions. :-)

Anyways, just a suggestion.
For the campaign, if you do make at least 1 campaign for both both factions, could you add story missions like from the Empire at War series itself? Where the characters pop up on the sidebar while your on the galactic map, giving you objectives and so forth. Like for example, Commander Cody pops and says he just got an objective from command to investigate reports of a new droid factory on Geonosis. So that's your next task.

And like in the main story you advance in tech level as the story progresses (or, the players could advance the tech level freely as I'm certain many would prefer) and in the missions your tasked to keep certain heroes or units alive to win the mission. Could you also make it so that certain planets are locked until you complete the next story mission? That way you can preserve those planets for future missions and prevent the players from tampering with it till later like in the main game's campaign.

To do this I think your going to need to get your missions from cartoons like the The clone wars series, and take recordings of characters voices to fit the mission. Just an idea.

Sorry for the long comment just suggesting. Oh and lastly (if you do go forward with this), could you make it so that the last mission you do for the Republic Campaign, you can choose to kill Chancellor Palpetine or not? Some players would prefer this as not everyone like's how the Empire rises to power and the Republic falls in the end, feels like you fought the whole war for nothing just to see the Republic fall anyway...

Thank you. :-)

+2 votes     reply to comment
Refast Jul 11 2014, 5:44pm says:

Will multiplayer work, or dont you know yet? And how many people is currently working on the mod?

+1 vote     reply to comment
MD456 Jul 12 2014, 12:41am replied:

I don't know if Multiplayer will work or not yet (I'm assuming yes as of now. But as far as i'm aware of right now, i'm the only one working on the mod, unless no one told me and they're working on it right now.

+1 vote     reply to comment
suerteto Jul 12 2014, 4:00am replied:

Well, about the multiplayer, I have no idea so far :D
And yes, real life problems still keeping most of us to work on the mod most of the time. But today I will work, so expect soon some updates :)

+1 vote     reply to comment
Hammerghast Jul 3 2014, 7:52pm says:

so what do I get out of this mod that Republic At War doesn't deliver?

0 votes     reply to comment
suerteto Jul 4 2014, 12:27pm replied:

Every mod is unique and has good and bad sides.
I don't want to compare any mod to our. But if you stay around and I'm sure you will find a lot of things to like :)

+1 vote     reply to comment
Hammerghast Jul 4 2014, 3:30pm replied:

is it truly a comparison if you offer features they don't, or vice versa? That was more along the lines of what I intended to ask.

+1 vote     reply to comment
suerteto Jul 4 2014, 4:59pm replied:

Well, there are other ways to ask if you mean this :)
But whatever, there is no point in discussions like that.
And about the unique in GaW, well just look around the mod and you will see a very small part of what we offer. There is much to come yet, but infortunately currently only one team member works on the mod, so we are almost on hold. But I hope soon we'll be back in the game with more updates :)

+2 votes     reply to comment
fr0st47 Jul 5 2014, 2:27am replied:

Yeah ^^

+1 vote     reply to comment
suerteto Jun 21 2014, 3:25am replied:

We have planned a smoot transfer, but we still have to clear thing or two before announce it. But the idea is to have more than 1 phase at some tech levels :)

+1 vote     reply to comment
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