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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Alright I've been putting off this Moddification for so long that at this point I'm not even sure if I'll ever finish it in a state that I'd be comfortable in releasing it. Moddification with a capital "M" since I have worked on it for so inmensely long, not just what you get to play, but especially what you will not get to play, all the cut content, constantly updated graphics and fully replaced or removed units, heroes and other content. Which makes we wonder why I still keep it on my harddrive instead of just releasing it, since it is mostly play ready. I'd say I'm sorry for focussing on my Re mod, which I honestly believe to be the more finished, higher quality and play-ready mod at this very moment, instead of finishing this, but I work on what I enjoy, and I don't think that that warrants an apology.

As of this moment, I am rewriting the (space) unit descriptions to match their updated stats (shield points, weapons, ect.). After this, I will try to fix some minor problems like a ships weapons not firing, sound files that are mixed, or perhaps that I have wanted to replace for a while but haven't done it yet.

I simpely do not know if I will ever find the motivation to finish this project. I have had a lot of fun working on it over the years. There's bad things and there's good things, the creative side of modelling paired with the pain of then having to UV your creation and making a texture for it. Writing code for a your new ship, and then see it not spawn any of its fighters ingame. And then finally seeing it work after a long evening of trying to find that one bug that was one missing line of code, that satisfaction is a great feeling.

So with that out of the way, this mod releases tomorrow.

Do not expect fully functional ground combat. Do not expect fully completed galactic conquest. Do not ask or complain or knock or my door for technical support. Those of you who've been following this for a while know what is and isn't done since I'm very transparent at what is or isn't in the media (both pictures and video).

I will most likely provide atleast 1 patch to the most blatant errors you can find, which I'd like you all to put in the downloads comments, if at all possible, in a constructive manner. Space combat is pretty much entirely finished. Thanks to EmperorNiko, who is sadly unable to mod now, ground combat exists and is mostly *playable*. Thanks to Adamsmith, a few new galactic conquest maps exist including Rakata, which doesn't have a space map yet since I haven't finished the starforge map. What is finished now or in the next day is what you get.

I will see you people tomorrow.
Jeroen

Mod Release

Mod Release

News 6 comments

Little bit of a more up to date news article. Felt that that was required after so long of no new news articles.

Galactic Conquest

Galactic Conquest

News 25 comments

A little chat about galactic conquest and the likes.

Release on the 20th

Release on the 20th

News 12 comments

A little information regarding the upcoming release.

Empire At War: Re

Empire At War: Re

News 2 comments

I'm doing a little sideproject. It now has a moddb page ;)

RSS feed Downloads
Larger Lasers

Larger Lasers

Weapons Model 1 comment

Scorch17 Sized up the laser models a bit. If you want them to look the same, drop this in the xml folder and overwrite the old file.

Old Republic at War V 0.85

Old Republic at War V 0.85

Demo 51 comments

Playable, unfinished, released. That is exactly what this is. If you have trouble installing the mod, read the Installation instructions in the archive...

Laser projectiles modders resource

Laser projectiles modders resource

Models Pack 7 comments

Lasers! How to use the models: 1. choose the laser model names you'd like to use from the excel file 2. copypaste chosen models (.alo files) to your mods...

Basilisk War Droid Free Release (modders resource)

Basilisk War Droid Free Release (modders resource)

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

Patch 7 comments

Flashy Turbolaser and Laser projectiles for Old Republic at War.

Old Republic at War (June 2013)

Old Republic at War (June 2013)

Full Version 88 comments

The skirmish release. This is the June 2013 release.

Post comment Comments  (40 - 50 of 3,125)
Barseil_Pellaeon
Barseil_Pellaeon

Although I fully appreciate the new GC mode, I'm intrigued by some of your choices regarding specific units -
The new sith Aurora bomber has an extremely cool new model, and a very Sith-imperial look that perfectly falls in line with other Vitiate-era units, but why did you decide to get rid of the old model ? Was it not coherent enough with Revan and Malak's navy during the Jedi Civil War, or did you just prefer the new model enough to completely replace the old one whatsoever ?

Same actually goes for the Harrower II (or Harrower Lancer now). Though that name is very interesting and intriguing both, I wonder why you got rid of the old appellation, which was in my humble opinion more appropriate ...

I remember that you intended to have the two versions of the Terminus Destroyer properly separated as a standard version and an "upgraded" model. But did you intend to leave them both with the same name and description, or was it in your plans to call one Terminus mkII with upgraded description but you didn't do it by lack of motivation ?

Finally, I'm not going to question Darth Sion's unit being a Hammerhead cruiser (^^) and I know that you didn't feel like remodelling the Ravager AGAIN, and that you had very specific ideas for Revan, but is there any chance that you had plans for Lady Darth Traya ?

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Jeroenimo Creator
Jeroenimo

On the Aurora, though I did like how the aurora was to the sith fighter what the TIE bomber was to the TIE fighter, I simpely liked the new model more, as you know if you've followed the mod for a while (or Re for that matter) I hate adding units for the sake of adding more units, I want each to have a specific role, with pros and cons, and I couldn't think of a sith craft that would be sufficiently unique, so I used it as a model replacement for the Aurora.

I'd have liked to keep the Harrower IIs name, but after watching some lets plays of my mod on youtube, apparently people seem to think that from the name "Harrower II" it is a straight up upgrade from the original, better in every way. Even though the description clearly states that it loses most of its firepower and fighters for its long range capabilities, it's supposed to be a long range firesupport ship, not a front line warship. I haven't seen anyone use it in this way, so I thought perhaps people will read the unit description if I change the name so that it doesn't suggest a progression in power.

Quite frankly, I couldn't be bothered coding the terminus upgrade in. So that's that story :D

Sion takes over the Harbinger in KOTOR II, that's really all there is to it. Maybe I should've used the new Aurora model as a hero specific fighter, like the Gawain...oh well, after thoughts.

I really should do the Ravager but quite frankly, again, I just cannot be bothered, I've got way more interesting units to model. Revan's the player character in KOTOR I, you can make him anything you want him to be, as such, I feel like it goes against everything that that game and its genre, rpg, stands for by making him a hero. Would I make him a jedi? A sith? A ranged character? Some roque with all sorts of abilities but no combat skill? Will he (hell, or she for that matter, gender is a choice in that game aswell) weild a lightsabre or a vibroblade?

I know that there is a "canon" story, (even though I choose to disregard all the TOR content regarding revan) but he's so diverse and unique in all of his life phases that I wouldn't want to pick one and say "This is what I'll be doing". I feel it'd disrespect the game and the character. If you can't do it well, don't do it at all.

Traya would be interesting as say, a fleet commander like tarkin, with some really interesting commander bonus, just wasn't implemented, and not sure if it ever will.

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Flashy_3
Flashy_3

In the space only version, I changed the original Terminus class into the Gage Transport (Which is identical to the Terminus),with some string editing, which I feel is more appropriate as a missile ship than the Terminus. Than I copied the Terminus and changed the missile hardpoints to turbolasers, which I liked a lot. This could basically be the upgrade. A suggestion, you could do this with the new models if you want, I could, or not at all :)

And about helping with the unit descriptions, what do you want me to name the Republic tank that has missiles and slightly resembles the AAT?

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Barseil_Pellaeon
Barseil_Pellaeon

I agree on that too, the canon (well, Legends now...) denomination for the "Terminus I" is Gage-class transport (and Terminus destroyer actually is the name for the Terminus II ^^) - although the Terminus I and II names are rather nice and feel quite appropriate as well for your mod.
But the hardpoint change I will let you decide, I'm not as sure yet, changing it all to turbolasers would destroy the purpose of the Terminus in the Empire's navy imo ...

Something else btw, it might just be an artistic choice, but I'm kind of disturbed by the texture of the Harrower II, which looks like gravy from certain angles. Have you thought about giving it a texture similar to the Harrower's ?
And if you think renaming it to Lancer will make people read the description, I regret to tell you that you're wrong, people are lazy man :P (maybe you could rename it Harrower II-class Long-Range Destroyer, the clue would be more obvious)

I'm not in position to discuss any of your choices regarding the new Aurora, Sion or Traya (it's your mod after all), and I know the pain regarding motivation towards doing the renaming and stuff for Terminus II ...
But maybe Revan could make an appearance as a special event during the GC (like an independent unit spawning here and there, claiming a planet all by himself or something)

(truth be told, I thought of a similar type of event with the Eternal Fleet, but that would've been a bit too OP)

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sandtrooper956
sandtrooper956

I know you aren't really taking any requests and the patch is just for bugs but I find the walkers for both teams to be a bit unbalanced. If you ever find the time I recommend removing their missiles.

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scottr876
scottr876

i must say this mod is amazing! i feel like im in a movie when in space battles, i love the feel of the space battles and it looks fantastic :D

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Jt50502
Jt50502

Impressive work indeed. I played this mod for a few hours and it's really fun to command ships from the old republic era. Also, some of my friends that play KOTOR or SWTOR said they're going to buy EAW just for this mod.

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Jeroenimo Creator
Jeroenimo

Damn, that's a compliment for sure, thank you! There are loads of other great mods for this game aswell, be sure to tell your friends to check them out aswell!

Reply Good karma+5 votes
StephenG2014
StephenG2014

Very beautiful mod :) well done
Is there by chance just a GC with just the Republic and Mandalorians...so u can create the Mandalorian Wars?

Or could one be made?

Stephen.G.

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Jeroenimo Creator
Jeroenimo

If someone wants to do that sure, if it's good work I'll even upload it as an addon.

Reply Good karma+1 vote
sauronburgerman
sauronburgerman

is this mod compatible with steam users?

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sandtrooper956
sandtrooper956

One other small bug I found is that in GC the Sith can't build anything at Heavy Factories. Like that big Sith walker.

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Jeroenimo Creator
Jeroenimo

That's definitly not supposed to happen, the Behemoth is suposed to be buildable from that. Not sure why it isn't. It however, isn't. One of the bugs I don't have the motivation to iron out.

Reply Good karma+1 vote
sandtrooper956
sandtrooper956

Hmmmm, that's unfortunate. Maybe someone in the community can figure it out. Also are the Mandalorian's supposed to have any hero units in GC? Because they currently don't. Not a big deal though.

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sandtrooper956
sandtrooper956

I managed to fix up the Behemoth's xml file a bit. I made it buildable at heavy factories by adding the line:
<Required_Special_Structures>R_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
This was also there, and I don't think it should be. I just set it to "no":
<Build_Initially_Locked>yes</Build_Initially_Locked>

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Star Wars: Empire at War: Forces of Corruption
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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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