Republic Assault: The Clone Wars is my personal take on a Star Wars: Empire at War - Forces of Corruption mod. Having had no experience when I began this project, and the goal to completely overhaul many mechanics of the game, introduce new ones, and span the legends and cannon versions of The Clone War, and Rise of the Empire, what could go wrong?


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The Team


  • Sergeant_Barlex - Lead devloper
  • Nkorn - Rigger and 3d art help
  • Sly442 - Animation
  • Ladariyl - Rigger
  • {HEROIC}Doci - Lead 3d artist and consultant
  • {HEROIC}Hunter

Honorable Mentions

  • Jedi_Clone_X2 - For the work you've put into the basic animations I use, and for all your model ripping
  • Burntstrobe - For letting me into your community, a lot of this is thanks to you.
  • Jeroenimo - For all your wicked awesome, free release stuff
  • Elratie - For all the effort you put into your work, and the fact that you free release it all. You gave me a significant jump start on the Imperial Navy,
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RSS Articles

Explaining Republic Assault's Mechanics: Imperial Era


So a little backstory to this, for awhile I've been coming up with ideas for additional tech levels, as I found 5 to be to little to work with. With the 6 seasons, 2 movies, 1 mini series, and tons of books on the Clone Wars all being drawn on for units and inspiration. This was all fantasy for me until I found the special Techbuildings.XML. This XML houses all of the Empire's tech upgrades, and with a little modification I eventually was able to unlock Tech 6, as seen below.

Everything worked well, builds unlocked, heroes could be spawned and spawned, and everything was fine. Until I went into battle anyways, it was then that I realized I needed to find a new way to build this system. As fighters, and other spawned units from things like space stations and general buildings wouldn't actually spawn.

The Nitty Gritty


As a bit of a late Christmas gift, the following code IS free release. But give credit where credit is due.


As all of you know, Petroglyph has created a scripted campaign of their own for the Consortium in FoC. In my efforts to draw commands from that for the Republic's campaign, I realized just how to apply the scripting to general advancements for faction's tech levels. With the following as the base code I used as inspiration:

	<Event Name="Build_a_Saboteur_00">
		<Event_Type>STORY_CONSTRUCT</Event_Type>
		<Event_Param1>Underworld_Saboteur_Team</Event_Param1>
		<Event_Param2>1</Event_Param2>
		<Prereq>Underworld_Corruption_Tutorial_Task_Text_00</Prereq>
		<Branch>ACTJUMPING</Branch>
	</Event>

I was able to modify that into what is used to move the Republic into Tech 6.

	<Event Name="Empire_Enters_Tech_06">
		<Event_Type>STORY_CONSTRUCT</Event_Type>
		<Event_Param1>Executive_Order_66</Event_Param1>
		<Event_Param2>1</Event_Param2>
	</Event>

Now notice the line Event_Param1? This line is key in making the code work, with this being free release for anyone to use, the parameter "Executive_Order_66" needs to be a GroundCompany for it to work. I'll explain why that won't be an issue next.

After that, I could have the ground company "Executive_Order_66" just sitting around available to be used, that would be a bit of an issue. Lets remedy that with a basic remove event for the Sandbox XML.

	<Event Name="Executive_Order_66_Remove">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>REMOVE_UNIT</Reward_Type>
		<Reward_Param1>Executive_Order_66</Reward_Param1>
		<Reward_Param2>1</Reward_Param2>
		<Prereq>Empire_Enters_Tech_06</Prereq>
	</Event>

With "Executive_Order_66" being a unit company, the code above with remove it so the player can't use it again, and it will have appeared the player has unlocked new buildings. Oh wait, I need to explain that. So a little side effect of this method, is the fact you need to lock all your new units and builds beforehand. With a basic lock event:

	<Event Name="Lock_Imperial_Light_Cruiser">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>LOCK_UNIT</Reward_Type>
		<Reward_Param1>Imperial_Light_Cruiser</Reward_Param1>
		<Prereq>Universal_Story_Start</Prereq>
  </Event>

You won't see that unit ever until you tell the game when to unlock that. Special note about the lock event, under Reward_Param1 is where your unit/building goes.

Now in order to unlock the unit you'll need an unlock event:

	<Event Name="Unlock_Imperial_Light_Cruiser">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>BUILDABLE_UNIT</Reward_Type>
		<Reward_Param1>Imperial_Light_Cruiser</Reward_Param1>
		<Prereq>Empire_Enters_Tech_06</Prereq>
	</Event>

Once again Reward_Param1 is where your unit/building goes, and Prereq is what you want to happen before the unlock event happens. In this case, it's the technical Tech 6 trigger.

With this, your free to have a tech 6, and 7, and 8, and 9. Wait a minute...

The Issue


When I went about doing this, and applying a tech 7 unlock. I realized that both tech 6 and 7 were available at the same time. That's not good! With a few simple additional events, we can fix that. Once again using sample events from RA you need to apply a lock event for tech 7 and onward, like so:

	<Event Name="Lock_Redacted_Initiative">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>LOCK_UNIT</Reward_Type>
		<Reward_Param1>Imperial_Redacted_Initiative</Reward_Param1>
		<Prereq>Universal_Story_Start</Prereq>
  </Event>

And once you have Tech 6 triggered, you simply unlock it.

	<Event Name="Activate_The_Redacted_Initiative">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>BUILDABLE_UNIT</Reward_Type>
		<Reward_Param1>Imperial_Redacted_Initiative</Reward_Param1>
		<Prereq>Empire_Enters_Tech_06</Prereq>
	</Event>

With this, it's easy to have all the tech levels you want. Just modify the base code slightly, and your good to go.

It's Working!


Demo video for the skeptics out there:


Tech 7 won't be shown due to the fact I want to keep somethings secret, but the processes are there and the game can now have as many tech levels as one wants.

The Universal Guide To Republic Assault

The Universal Guide To Republic Assault

News 8 comments

The general, all in one guide to the mod on how to install, what to expect, and other things. Go here first before asking a question.

RSS Files
Indev Version 0.8 "Galactic Command"

Indev Version 0.8 "Galactic Command"

Demo 148 comments

2.5 gigabytes, man... So much has changed.

Indev 0.7 -Old-

Indev 0.7 -Old-

Demo 23 comments

Credits are now edited in, thank you for your understanding.

Indev Version 0.6 "To Victory"-Old-

Indev Version 0.6 "To Victory"-Old-

Demo 32 comments

Please disregard all other versions, download 0.6. If you want to overlay this with versions before I won't be able to provide help.

Indev Version 0.5 "New Fronts"-Old-

Indev Version 0.5 "New Fronts"-Old-

Demo 22 comments

I'm happy with this version, Separatist will need a buff soon enough on land.

Indev Version 0.4 "Galactic Defense"-OLD-

Indev Version 0.4 "Galactic Defense"-OLD-

Demo 22 comments

Really starting to shape up, in space anyways. Land is a W.I.P

Indev Version 0.3 "Expanding Threats"-OLD-

Indev Version 0.3 "Expanding Threats"-OLD-

Demo 8 comments

Most recent and polished update. Yes it does contain the new Venator Projectile.

Comments  (0 - 10 of 891)
CT-1119
CT-1119

Appo here, I'm new to this, but from what I see, this mod has potential to become one of the greats. Can't wait to play out the Clone Wars from Geonosis to Order 66, and eventually do the Reconquest of the Rim.

- CT-1119 "Appo"' 501st Legion, First Systems Army, Open Circle Fleet, Grand Army of the Republic

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Sergeant Barlex Creator
Sergeant Barlex

Hello, kind of neat to see a little role play. Usually don't see that around. Also glad to hear you're enjoying everything so far.

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CT-1119
CT-1119

It's always a pleasure to try out or watch the progress of mods in this community for EAW, Sergeant. And yeah, roleplay is usually fun to do if you know what you're doing in RP. Can't wait to see more content of Republic Assault in the future. Keep up the good work, Sergeant!

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Ungeheuer1
Ungeheuer1

Silly me. I assumed because the mod version was .8, that there was no finished/stable release. Reading the comments, I'm obviously wrong. Downloading now!

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Sergeant Barlex Creator
Sergeant Barlex

Sorry to burst this then, but they're public test builds. I try to release updates for the mod in order for people to test things, that way I don't have to deal with leakers, getting a group of testers, or dealing with a giant bug pile before 1.0 launch.

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Dj.Darling
Dj.Darling

Will there be Class 2 Star Destroyer? Class one looks good but like see a good version of the class 2

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Sergeant Barlex Creator
Sergeant Barlex

Class 2 Star Destroyer?

Star Destroyer is a class, do you mean the Imperial II-Class Star Destroyer?

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Dj.Darling
Dj.Darling

Yupp thats what I ment :D You got the first one right, so why not make the ISD family whole and complete.

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Sergeant Barlex Creator
Sergeant Barlex

Ah, I see. Well, I wouldn't hold your breath on that. ISD-ii was introduced roughly 5 BBY. CIS Holdouts ended at max, 12 BBY.

Further down the line, who knows. Maybe I'll expand the GC more.

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