About:
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 )
-Geroenimo

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.

MOD PROGRESSION:

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.
-Geroenimo

*Edited*
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.

UPDATE BOARD:

-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 31 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  (50 - 60 of 2,740)
Shvidler
Shvidler Aug 22 2014, 2:03pm says:

Hello there. I would like to ask is it possible to apply this great looking flashy projectiles to other mods, like for example Republic at War. How complex is the process of doing so? Thank you very much.

+1 vote     reply to comment
chancellor14
chancellor14 Aug 11 2014, 2:34pm says:

Geroenimo,

I finally got it working. Sadly, there are a ton of bugs like: Planet skins in space battles are huge, I understand why it just interferes with the combat, heroes and some units don't have pictures. When I got it working I was very excited, the first time I started the mod, the loading screen didn't have Malak but the next two times did. The music is great, only wish it was like that in the Galactic Conquests so when I was the Galactic Republic, I wouldn't have imperial march in the background. To get the mod working, all I did was right click on the shortcut and got the Modpath, ie: MODPATH=Mods/ORAW . I didn't have to change the shortcut like you told me. If you have a way for changing these bugs, if it was a problem I made, please tell me.

,chancellor14

+1 vote     reply to comment
Jeroenimo Creator Online
Jeroenimo Aug 11 2014, 4:07pm replied:

GC isn't functional. Pick the maps from the skirmish menu under USE THESE and not under DON'T USE

Those'd be the maps that I made for the mod, any other maps have the planet issue.

+1 vote   reply to comment
chancellor14
chancellor14 Aug 15 2014, 11:37am replied:

Geroenimo,

I usually don't fight the battles, only the ones in the GC since that's all I really do on the game is the GC. Can there be a patch to get the GC working? I have another question for you as a mod-maker, is it possible to make a diplomacy panel that allows you to make peace with other factions, trade agreements, alliances and so on? I don't like being in an eternal war. lol

- Chancellor14

+1 vote     reply to comment
Guest
Guest Aug 7 2014, 10:41am says:

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Jeroenimo Creator Online
Jeroenimo Aug 7 2014, 12:59pm replied:

To your first question: The AOSW models are terrible, the models are bad, the textures are bad, and I want consistent high quality, which means I don't want to use the units that look bad, which would be all of them. AOSW creators agree on them looking bad too, tis not an offense to them, for the time they made a great mod and I enjoyed playing it a lot. Warb made some ground models but not enough to fill an entire era with. I have however started slowly working on this...

On the knokos issue:

Knokos has his mod, reckoning, which I dispise for 2 reasons:
1. Quality. If I play a mod I want consistent high quality. That is why ORAW and RE (my mods) look good, play good, and I think are fun to play, many agree on this. Knokos' reckoning looks like ****, and doesn't play well, it is not (my personal opinion, feel free to disagree) fun to play.

2. Content porting and stealing. I've caught him stealing models from other mods, without their permission, such as Republic at war. When confronted with this he refused to remove the stolen content (he was given several warnings) and he made up excuses and didn't admit to stealing the content. That got his mod banned for several monthes. On the porting, he gets a star wars game, goes into the game files, takes said files and puts it into our game, empire at war. This is called porting, and untill a few monthes ago was against the moddb rules. It is saying to other people: "I'm too lazy to make this myself, and thus I'll just take someone elses" I hate this attitude, and his entire mod chuck full of it. He hasn't made a single model or texture himself, "his" work is only the coding. I think you have to put effort into a mod, and he has not. Any mod that does this I do not like by definition. That, and his constant denying/excuses about stealing content from other mods makes me dispise the man. It's like a thief in your street who lives on wellfare, nobody likes someone like that.

+2 votes   reply to comment
warl0rd13
warl0rd13 Aug 6 2014, 7:15pm says:

Is there a modpath for this mod? I'm a steam user and I'm having trouble getting it to start.

+1 vote     reply to comment
Guest
Guest Aug 6 2014, 3:17pm says:

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Jeroenimo Creator Online
Jeroenimo Aug 7 2014, 12:47pm replied:

It carriers 6 Basilisk and 8 Davaab squadrons. So multiply the cost of the squadrons with those numbers, add them, then subtract the total from the Akaans cost. You'll find the Akaan itself VERY powerful for the resulting cost.

Remember you're not only paying for the battleship, you're paying for its squadrons too.

+1 vote   reply to comment
Jeroenimo Creator Online
Jeroenimo Aug 5 2014, 8:03pm replied:

That sadly, it's a little bit more complicated than what you just said ;)

+1 vote   reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
Platform
Windows
Developed By
Jeroenimo
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Release Date
Released Jul 19, 2013
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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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