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.

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Galactic Conquest with different unit heights Galactic Conquest with different unit heights Galactic Conquest with different unit heights
Blog RSS Feed Report abuse Latest News: Galactic Conquest

19 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 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 41 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 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  (60 - 70 of 2,808)
Revan_127 Jan 22 2015, 6:16am says:

Is the Hammerhead supposed to be powerful enough to destroy an Interdictor class cruiser, and 2 other cruisers, without taking any damage (not even dropping entire shields)? Because I'm quite certain that it shouldn't even stand a chance...

It's like an Acclamator class cruiser would be capable of destroying an Imperator Class Star Destroyer...

+1 vote     reply to comment
Jeroenimo Creator
Jeroenimo Jan 26 2015, 11:08am replied:

No and if you managed that then you installed the mod wrong. One Interdictor can easily shred 2 hammerheads, if not 3.

+1 vote   reply to comment
Guest Jan 18 2015, 1:16am says:

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Jeroenimo Creator
Jeroenimo Jan 26 2015, 11:09am replied:

Plenty of guides out there that show how to install mods on the steam version, google it.

+1 vote   reply to comment
Guest Dec 24 2014, 12:57am says:

This comment is currently awaiting admin approval, join now to view.

Guest Dec 15 2014, 4:41pm says:

Just a little FYI, you sound like a bit of a douche on the summary page.

+3 votes     reply to comment
Jeroenimo Creator
Jeroenimo Dec 20 2014, 9:35pm replied:

That's because I'm a massive douche, an ******* and very explosive towards stupidity. I also enjoy a nice piece of aged cheese with bread and red wine, gaming (mostly hearthstone and starcraft) and make mods on the side. Welcome to my mod page and ejoy your stay!

+4 votes   reply to comment
SirHavocIII Dec 9 2014, 12:02am says:

Fantastic Mod 10/10, better than Manatee sex, would recomend to friends. That said, criticism time.

I spent about 4 hours of my life getting this to work... Just in case anyone having trouble sees this: If you use the steam version go to properties (of EAW), set launch... paste "MODPATH=Mods\ORAW"
Anyways, if you could just throw that in the readme along with some other popular troubleshooting tips (sourced from the users) you could save some people a bit of time and me an anyurism.

But, you're mod is so great I can't fault anything else, maybe the fact that my gran could move faster than the ships and she's dead (that's a balancing thing and just my opinion so don't mind that)

Finally, I know you said you wouldn't make a Sins mod for this, but if you did WE WILL START A CULT.(Just in case having a goat sacrificed in your honor was on your bucket list or anything... Its on mine)

+2 votes     reply to comment
Jeroenimo Creator
Jeroenimo Dec 15 2014, 4:10am replied:

hehe, that first line made me laugh. It really shouldn't be hard to install, I'm not sure why people are having such a hard time with the shortcut. The ships are all reasonably slow because I think large ships shouldn't move and turn quite as fast as they do in other mods, makes them have a weighty feel to them imo, as if you're moving a large capital ship instead of a small frigate.

+1 vote   reply to comment
Yuichi Jan 5 2015, 2:31pm replied:

Honestly, no one should ever have an issue installing mods. All I do is move the vanilla folders into a backup folder, and then replace them with the mod's xml, art, and sound folders. Then there is no hassle with using a mod path.

+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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105 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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