The mod is space only. I do not have the time to create all the ground models all by myself, as this is once again a one man project.

This is the old republic mod you want to be looking at for Empire at War, Forces of Corruption, the one that you deserve.

Constructive critisism is appreciated and taken into consideration, and occasionally I'll make a poll about something to get different opinions on the subject, though the final decision remains mine. No unit requests. I reserve the right to write back an angry response or flat out ignore you.

This is my interpertation of a good Old Republic mod, I like to think I have high quality standards and I always try to improve the mod in all ways, graphical, gameplay related or otherwise.

I hope you enjoy your stay here and that you're as excited for the mod as I am!

As the mod is released, I am putting this on hold untill I feel the need to work on it again, currently I am busy with my other project, EAW-Re ( Moddb.com )

NOTE: From now on all comments that are in any way shape or form similar to these:

"Why does the file say ORAW.rar?"
"What do I do to install this?"
"My shortcut doesn't work"
"Hey I've got (insert random issue)"

Will be promptly deleted. All answers can be found by looking in the comment section, or reading the read-me.


Part: Complete: Ingame playable: Perfect (according to the end vision):

--------- Art:
Models 100% 100% 30%
Textures 100% 100% 10%
Particles 80% 70% 60%
Maps 90% 90% 60%

--------- Audio:
SFX 80% 30% 80%
Voices No new voices
Music 9999% 1% 9999%( So much to choose from)

--------- Code:

Units: 100% 95% 90%
Hardpoints: 100% 100% 75%

Projectiles: 100% 100% 80%

Galactic Conquest: 90% 90% 70%

--------- Text:
Objects: 0% (everything has to be updated)

Art assets are all "done" and playable ingame. Not yet refined to perfection, but that'd take monthes
to remake everything according to my vision of the ultimate mod.
Skirmish is playable, near perfect. Needs more maps.
GC would be playable if the map was done, the GC map isn't currently being worked on.
Currently MOSTLY working on my side project, EAW:Re: ( Moddb.com ) though I do work on ORAW every once in a while.
If you enjoy what I'm creating and want to support me in making my mods, a great way to do so is to send me a tip! Tips help to keep me modding when otherwise I would have to spend my time working "real" jobs leaving me unable to do the work I love, which is modding. Paypal.com

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Blog RSS Feed Report abuse Latest News: Galactic Conquest

24 comments by Jeroenimo on Mar 10th, 2015

Currently working on galactic conquest. I threw out the idea of 1 (new) galactic conquest and am now working to get the already existing GCs (from vanilla FOC) working with the mod. This has the upside that now stuff is actually getting done (quite fast) but the downside that all the gc space maps are not meant to work with the mod. The same weird graphical glitches appear as when you try to use the regular FOC space maps instead of the ones I designed. I think I'm going to leave all the ground forces in (the AI stops functioning when ground is disabled on all planets). All heroes are removed from GC and will later be replaced with the OR units. Republic will tech the same as the imperials, Sith can steal tech with probes that they can build, the republic can no longer build them. Mandalorians same as the Consortium, start out with all the tech. This fits the story approximately as they already had all the heavy warships from the last war. This'll also make them a massive thread in the early game.

Back to the GC space maps. I'm going to have to moddify each of the maps individually, which will take some time. If there's anyone who's got some experience in the map editor who wishes to help with this and save me some time, shoot me a PM with a sample of 2 of the (you consider best) maps you previously made (quality is important to me, so I'll want to check what you can produce).

Well that's pretty much all there is to say. Be sure to watch the latest video to get a small taste of galactic conquest. Back to work.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Flashy Projectile Add-on/Modding Free Release

Flashy Projectile Add-on/Modding Free Release

May 8, 2014 Patch 6 comments

Flashy Turbolaser and Laser projectiles for Old Republic at War.

Old Republic at War (June 2013)

Old Republic at War (June 2013)

May 6, 2014 Full Version 64 comments

The skirmish release. This is the June 2013 release.

Sith Hero Unit/Rogue Shadow Concept Design

Sith Hero Unit/Rogue Shadow Concept Design

Feb 7, 2013 Vehicle Model 3 comments

This is a modders resource only. Sith Hero ship, though it turned out to be the Rogue Shadow, which I didn't know when I modelled it. Feel free to use...

Sith Interdictor Class Cruiser

Sith Interdictor Class Cruiser

Feb 7, 2013 Vehicle Model 13 comments

This is a modders resource only. Heavily moddified Interdictor model including 14 rotating turrets and many bow mounted weapons. Coding will need editing...

Kandosii Class Dreadnought

Kandosii Class Dreadnought

Feb 7, 2013 Vehicle Model 4 comments

This is a modders resource only. Mandalorian Kandosii class dreadnought model + skin, base code (will need to be altered to work ingame) and engine glow.

Post comment Comments  (20 - 30 of 2,934)
Darth__Bane May 9 2015, 3:05pm says:

Started playing this again after a few months, first thin to hear was the Telos Battle music from KotOR II. Loving the music choices you cheeky bastard.

+2 votes     reply to comment
Wolverine997 May 6 2015, 10:03pm says:

Hey I was just playing your 2013 skirmish mod which btw the space battles are literally the better than I could have imagined! But I Have the songs stuck in my head, what are the names of the songs in the June 2013 mod for space skirmish mode?

+2 votes     reply to comment
Jeroenimo Creator
Jeroenimo May 7 2015, 5:12pm replied:

Thank you! Check the Music folder in Data, you can find all the music there ;)

+2 votes   reply to comment
Elizabeth_Lestrad May 4 2015, 1:33pm says:

This may seem like a somewhat dumb question, but as a fan of the Sith Imperial Navy of the Old Republic Era (their ships are almost as cool as Imperial ships), I've always been wondering: In terms of combat capability, how would the Interdictor, Harrower, and Ravager stack up to 'modern' Imperial warships in terms of what they would be equivalent to in the Civil War era. Or would their be any contest at all should the Sith Empire be put toe to toe with the Galactic Empire?

I am rather interested to know your thoughts on this since I'm sure you've put an almost unappreciated amount of effort into researching all these ships to get the balancing right for this mod...

+2 votes     reply to comment
Jeroenimo Creator
Jeroenimo May 5 2015, 2:45pm replied:

Very good question.

Well new ships continue to be designed in star wars for roles that are already filled by other ships, so there must be some advantage to the new ships over the older ones. Usually in real life this is more advanced technologie that outdoes the old, but in SW technologie doesn't really change as far as is recorded. Perhaps it does, but there's no record of that anywhere. I like to think that people create more efficient shield generators and power supplies to weapons over the years and incorporate that into new ship designs, so in a way the old OR ships (appart from being a lot smaller and having a lot less weapon systems) would still be somewhat comparable to GCW era ships. An interdictor could still take out a CR 90 corellian corvette by this school of thought.

However, if you believe that new shield technologie and new forms of turbolasers are invented for example this doesn't work and a cr 90 could easily outgun an interdictor. Seeing as SW tech in the OR era seems to work the same way as the later eras, I believe that they've pretty much already hit the ceiling. Saul Karath still managed to bomb Taris to dust in a rather short time, same as an ISD (which has a lot more turbolasers) can execute a Base delta zero operation (BDZ, destroy the surface of a planet) in about 12 hours. One of the reasons I believe that the tech might improve slightly, but overall stays the same.

+2 votes   reply to comment
Elizabeth_Lestrad May 5 2015, 8:58pm replied:

I noticed things like the Victory Star Destroyer is massive compared to the Interdictor and more heavily armed, yet the Ravager is just a little larger than the Executor. Which was why I wondered. You make some really good points though. Where's the 'Deadliest Warriors' crew when you need them?? (That last part is a joke)

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo May 6 2015, 1:28pm replied:

Ok clearing up a slight misconception here: If you're talking about the ravager starship, the badly beaten up Centurion class battlecruiser that Nihilus uses, that ship is 1200 meters long. The Executor, the SSD, is 19000 meters long, so they don't quite compare. The Victory SD is 900 meters while the interdictor is 600 meters. There is the continued theme of building larger and larger starships indeed, usually larger ships outgun smaller ships so I suppose that this is the reason behind it.

+2 votes   reply to comment
LC12K May 3 2015, 11:44am says:

I've been playing this mod for a while now and all it does it frustrate me really.

For example when I launched about 4 groups of fighters onto 2 enemy groups they didn't do anything to hurt them and they wiped the floor with my fighters.

Can you make the Easy AI actually easy?

+1 vote     reply to comment
oodaa May 11 2015, 9:24am replied:

I find your lack of common sense disturbing..

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo May 3 2015, 9:33pm replied:

No. Get good. Try reading unit descriptions for one, try math for two. Don't know what those 2 mean? Figure it out, then try again, and you shall succeed.

+4 votes   reply to comment
07_Republic_commando May 10 2015, 4:09pm replied:

XD, oh man you are awesome.

+1 vote     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Release Date
Released Jul 19, 2013
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Highest Rated (11 agree) 7/10

Congratulations on a successful release G :) Good: There are some excellent things about this mod that really make it stand out. Most notably, the graphics department has been totally overhauled and I love the result. The moving turrets are stunning to watch, particularly on the larger ships. Also, the AI is, um, a nice challenge!!! (It comfortably defeated me on "Easy", which is certainly not something that happens in any other mod I've played!) it is very good to know that I am not going to get…

Jul 23 2013, 8:50pm by Afro-yoda-ninja

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