Republic Assault: The Clone Wars, formerly Star Wars The Clone Wars:Re, is a remaster of existing Forces of Corruption Clone Wars mods. A lot of content will likely be used from other mods, with permission, be open source content, or will be rigged from existing games like the model fest, Clone Wars Adventures. Now a few things to know...

Please read the F&Q before asking a question.

In this mod I'll be trying something new... Indev updates.
•Indev updates will basically be my development versions of the mods which may have bug ridden issues on which you can report/PM to me.

Clone Wars RE team

  1. Sergeant_Barlex
  2. Nkorn
  3. Sly442
  4. Ladariyl
  5. {HEROIC}Doci
  6. {HEROIC}Hunter
  7. Bluerith
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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.

Indev Version 0.7

Indev Version 0.7

News 18 comments

At long last I finally have a new version of the mod, one I think might be the best so far.

The Universal Guide To Republic Assault

The Universal Guide To Republic Assault

News 7 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.

Indev Version 0.6

Indev Version 0.6

News 14 comments

Oh, at long last, 0.6 has finally arrived. I'm quite pleased with the current state, enjoy.

Indev Version 0.5

Indev Version 0.5

News 16 comments

Everything included in 0.5 will be outlined here.

RSS Files
Indev Version 0.8 "Galactic Command"

Indev Version 0.8 "Galactic Command"

Demo 134 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 740)
BalrogSlayerGR
BalrogSlayerGR

What's going on you guys just stopped all of a sudden

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Sergeant Barlex Creator
Sergeant Barlex

I've posted several updates the past few days, I haven't gone anywhere.

Moddb.com

Moddb.com

Moddb.com

Reply Good karma+3 votes
Raidxo
Raidxo

hello ive got couple of issues i only played a ground skirmish. some of the character cards and troop cards are missing there names and pictures will thist be fixed in the next version or is there a way to fix. also the enemy AI wasn't doing any thing.

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Guest
Guest

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Sergeant Barlex Creator
Sergeant Barlex

I'm not focused on icons and text entries, but a bunch of people have been asking for it. I can add them for 0.9, but it will set back the date I have in mind for release.

Skirmish isn't support in 0.8, as I never enjoyed it a whole lot. In 0.9, space skirmish will be supported. Land will come later down the line, when I have enough units for both sides. Mainly CIS though.

Reply Good karma+3 votes
Raidxo
Raidxo

fair enough you've defiantly done great job so far keep up the good work. im defiantly keen for land support tho for me its a big part of the game and the units yous have put in so far are amazing and having the entire green company drop in like that was killer cant wait for yous to put in land support so the AI can actually do something cant wait for more up dates.

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Guest
Guest

hello ive got couple of issues i only played a ground skirmish. some of the character cards and troop cards are missing there names and pictures will thist be fixed in the next version or is there a way to fix. also the enemy AI wasn't doing any thing

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sammytwl
sammytwl

Hey, I'm having issues with the AI during GC is there anyway to fix it?

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Sergeant Barlex Creator
Sergeant Barlex

No, not unless you know how to modify AI files. It's something I haven't started on.

Reply Good karma+1 vote
sammytwl
sammytwl

Oh I see, it's alright.
Anyway good job on the mod. Like the models! So I'm guessing version 0.9 has a lot more updates?

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