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.

A little FAQ:

No, I will not make it for SOASE after the mod is done.
No, I will not be giving a release date, it'll be uploaded when I consider the mod done. I give very frequent updates so you can see in what state the mod is at any given time, once it reaches release state you'll notice weeks beforehand.
And no, the mod will not contain ground combat, any comments requesting and or asking about ground combat will be removed.

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 10% 10% 10%

--------- 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: 70% 70% 40%

--------- 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.

Image RSS Feed Latest Screens
Terminus and Terminus II Terminus and Terminus II Terminus and Terminus II
Blog RSS Feed Report abuse Latest News: Release on the 20th

12 comments by Jeroenimo on Jul 1st, 2013

As I prepare the mod for a (beta) release on the 20th I wanted to adress some aspects really quick:

First of all, there will be no GC support, and any comment regarding GC will be deleted. I'm done with pointing out there will be no GC and people being either to dumb to read or just choose to ignore it. Same goes for ground battles.

Secondly, this is a beta release. Due to the large backlash I got when I announced my new mod, which was something to keep my mind off the old republic era (and that I enjoy working on a lot), I decided to release a beta for ORaW as most things are already finished. I also put the release date at the 20th of July instead of somewhere at the end of August as it's summer break and I want to provide something playable while the break is still going on, instead of when it is just over. Also I didn't decided to release it any sooner as I need to finish up several things and I wanted to take enough time for that.

And last but not least, I'd like to remind you that this is a BETA release, this means that the mod is probably not bug free, and might require some balance changes. If you played the mod and you found a bug I would like you to read the downloads comment section to see if your bug has already been reported, and if it hasn't post it, with the most information you can give about it. This'll make it easier for me to fix it. As of now I have no lag and no bugs, if you happen to find one please accept that I cannot fix anything I don't experience myself, without enough information provided by the individual who does have the problem. If you go into the comment section raging about it I will probably just ignore it, or if it gets too offensive I'll just delete the comment.

So I hope the release with go smooth with people not reporting any bugs, or if so, in a civilized manner. I do hope you'll all enjoy yourselves, I'll be working on it to make sure that you do.

Well, I'm glad to announce we just hit 1000 watchers. Normally I'm not one for milestones, but I feel 1000 is a nice number, a good number. A thing to look back to. I've spend a lot of time on this project over the last couple of years, learning a lot along the way, and I think this is a great oppertunity to thank you for your continues support, and to announce that I'll be adding heroes into the mod aswell. Both Republic, Sith and Mandalorian will get several heroes over several tiers.


-Mod released ;)

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 5 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 34 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 2 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 12 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  (40 - 50 of 2,749)
Dzev Sep 27 2014, 10:13pm says:

Know this mod for a long time..
You create great stuff but why you don't follow star wars canon?
btw there is no any canon in expanded universe anymore ah... (

Isn't there is no enough amount ships and other units from KotOR and TOR to be done?
Just making a Old Republic (KotOR era) themed mod seems to be main goal to keep it similar as much as possible to these sources.

+1 vote     reply to comment
Jeroenimo Creator Online
Jeroenimo Sep 28 2014, 9:20am replied:

Why don't I follow it? Because I give more ***** about this snickers bar in my hand than I give about star wars canon. Also I don't really get the second part of your message, are you attempting to suggest to make a mod with old republic units? I kinda have that...

About the Z comparison: No I'm not, my mod is still running, while his has completely died down. Shame really.

+1 vote   reply to comment
wheelmandan Oct 22 2014, 12:55am replied:

Hi Geromenimo your mod is very cool is this going this mode going too be done on Sins of a Solar Empire Rebellion? if not huge bummer of so this awsome your game could me 1000000% better.

+1 vote     reply to comment
Dzev Sep 28 2014, 4:21pm replied:

Looks like you didn't got it In case of Old Republic Can
And you reject some of really good sources for it
I don't care much about of other sources, there can be a lot of crap in expanded univesre of SW but did you played KotOR and TOR?
Is there atleast 60% of authentic units? Confused about it due your relation to the sources. But yeah even kotor have some errors (the basilisk war droid for example lol, do you have them as main fighters for mandalorians or vanilla's StarViper of consortium?)

+1 vote     reply to comment
RC01-968 Sep 27 2014, 2:36pm says:

Everytime I see that this mod page gets updated I get a semi chub

+1 vote     reply to comment
wheelmandan Sep 26 2014, 10:28am says:

i think the AI is wayyyyyyyyyyyyyyyy to omg stop wheel from makeing is area building i just think there on me wayyyy too soon. but cool game and nicely done im happy you took time to work on your skills so nicely done i could never do anything like that

+1 vote     reply to comment
Pieboybom Sep 26 2014, 7:16pm replied:

well he let me make a sandbox mode for his game, which is where all the costs are 1 credit and build time is 1 second. so, that should make it a tiny bit easier once it gets added.

+1 vote     reply to comment
Guest Sep 20 2014, 3:13am says:

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Jeroenimo Creator Online
Jeroenimo Sep 25 2014, 4:48am replied:

A working GC will be included in the next release.

+3 votes   reply to comment
Guest Sep 25 2014, 11:56pm replied:

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mightguy Sep 11 2014, 3:31pm says:

i keep getting an error message saying xml parse error: xml.data.xml.GUIdialog
please help if you can

+1 vote     reply to comment
Guest Sep 15 2014, 3:46pm replied:

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Guest Sep 11 2014, 3:39pm replied:

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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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98 votes submitted.

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Highest Rated (10 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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