About:
Old Republic at War, a somewhat canon old republic mod. By no means designed to be accurate, by all means designed to my liking. 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.

Constructive critisism is appreciated and taken into consideration, though the final decision remains mine. No unit requests, I put a lot of effort into this project and try to do the best I can. I have very clear views on what I do and don't want in the mod, and don't like people trying to meddle with the direction in which the mod is going. I reserve the right to write back an angry response or flat out ignore you.

Warning: Mod author is known to have a very aggressive reaction to bullshit, please keep your bullshit level within acceptable terms at all times during the ride.

Occasionally I work on 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.

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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5 comments by Jeroenimo on Jun 5th, 2015

Little bit of an update on what's currently happen:

As you might have noticed work has started on a functional ground combat system. This isn't going to include anything fancy, just the units, most upgrades wont work, no new voices and no in depth combat system. Currently me and EmperorNiko (who's been a huge help in setting everything up, he's done more for ground combat than I have at this point) are working on the ground units, trying to get them all to function correctly, not to even speak of balancing everything. Now that exams are done and finished moving (mostly) I hope to have a lot more time for modding, in which I'm going to try to work on ORAW more, on the side I also have some commissions that I have to finish up. I'm also not going to redo any more of the already existing models untill I get the mod released to the public in a functional state, since that's just spending time perfecting things that're already functional.

There you go, that's the bulk of it. Now back to work.

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Basilisk War Droid Free Release (modders resource)

Basilisk War Droid Free Release (modders resource)

May 27, 2015 Vehicle Model 4 comments

This is the model of the Basilisk War Droid I created. Modders resource only.

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 82 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 3,018)
Piett_127
Piett_127 Jun 30 2015 says:

I'm still getting the same problem, I've reinstalled the mod 3 times now, and the game itself twice. The Republic still summons that strange Hammerhead, that annihilates entire fleets...

I mean, today, just now in fact, it destroyed a god damn Harrower on itself (even though it had full shields and health)!!! WTF?!! It's name and description both say [MISSING], though nothing else does, it's just this ship, and it's front turbolasers rate of fire is like 700-1000 shots per minute, or even more!

And to be sure- I did not modify the ORAW files in any possible way.

Anyone else getting this problem? It's game-crushing to be honest...

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Jun 30 2015 replied:

dafuq...I honestly don't even know what ship code variant that would be, I want to see that :D can you record a video of that? I am sure I don't have any ship set up to do that, there shouldn't even be code to allow that to happen...

Now that I check the old release version, it could be the mercenary hammerhead variant, which is a lot more powerful than the regular hammerhead, I can't imagine that destroying a harrower though.

+2 votes   reply to comment
pvt900
pvt900 Jul 2 2015 replied:

Just to add input, it could be that the merc variant's stats are on a different scale than the current ships such as if you want to make more ship delicate and focus on large fleets with weaker ship you reduce hp and firepower and it could be this merc variant has escape the wrath of total deletion and has stats that are overpowered

+2 votes     reply to comment
Piett_127
Piett_127 Jul 3 2015 replied:

I see that it can also be built in the deployable space stations for the republic. Don't know how it looks for the Empire yet.

+1 vote     reply to comment
Piett_127
Piett_127 Jul 3 2015 replied:

Yes, that's exactly the case! I just now played a mach, to find out if that's it, and I built that ships for myself, from the pirate/mercenary space station. Made 4 of them, and won the skirmish in like 3-4 minutes... XD

+1 vote     reply to comment
Piett_127
Piett_127 Jul 3 2015 replied:

It also is some kind of modified hammerhead (looks diffrent, and instead of 2 light turbos like normal hammerheads, it has 5 heavy ones, that shoot with an amazing rate of fire, annihilating anything that comes close)

+1 vote     reply to comment
Piett_127
Piett_127 Jul 3 2015 replied:

Before I had to worry about centurions, and other capitals of the Republic, but now, i build 3-5 those hammerheads, and when I see valiant battlecruiser, I'm like... meh... You build 10-20 of these, and you could finish the full GC in like 1 hour or so, if it would be working.

Seriously though- someone needs to fix this, because now I have to spend more attention to protect the mercenary base, than my own space-station...

+1 vote     reply to comment
Piett_127
Piett_127 Jul 3 2015 replied:

one on one fight between this hammerhead, and the centurion takes like 10 seconds, and the centurion is in pieces without even a scratch on the shield of this hammerhead. Truly, game-braking...

+1 vote     reply to comment
Guest
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sandtrooper956
sandtrooper956 Jun 24 2015 replied:

You're kidding right?

+3 votes     reply to comment
Yuichi
Yuichi Jun 23 2015 says:

I remember downloading this mod a while ago heh. The space combat with the updated graphics was phenomenal. I look forward to seeing what you can do with the ground units, Jeroenimo.

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Jun 23 2015 says:

Meshbumpcolorize shader has been changed to render meshes from linair interpolation to bilinair. In simple terms: Starforge no longer has artifacting. Warm thanks go out to Shimrra, who continues to be amazing even after he stopped modding.

+1 vote   reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Jeroenimo
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Release Date
Released Jul 19, 2013
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Highest Rated (12 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 by Afro-yoda-ninja

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