Republic at War is a total conversion modification for Star Wars Empire at War Forces of Corruption. The mod replaces the Empire with the Galactic Republic and the Rebel Alliance with the Confederacy. Republic at War focuses heavily on the theatrical films but also contains content from the Clone Wars cartoon series as well as the expanded universe. Players can re-enact various Clone War campaigns such as the Outer Rim Sieges. Players will have the choice to fight as either the CIS or the Republic and wage war for control of the galaxy. Realism is key and players will have unprecedented control over how and where they fight. Push forward with an entire clone legion such as the 501st or 212th or overwhelm your opponent with a seemingly endless number of B1 battledroids. The choice is yours. There are also a number of expansions planned that will add new (as well as polish existing) content.

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Report RSS Major Testing Round 2 (view original)
Major Testing Round 2
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DownHereInChile
DownHereInChile - - 126 comments

I have a pretty big doubt concerning any and all mods I've tried.

Thing is, even when the enemy faction attacks with a sizeable force -one that would crush a big fleet and take out systems in the blink of an eye, mind you- and I'm defending only with a star base (level 4-5), they are almost completely unable to beat me if I play the battle directly, but obliterate everything if I autoresolve. My question is, is it possible to tweak the value of how the space station fairs against enemy fleets in auto resolve so this doesn't happen every time?

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Flashy_3
Flashy_3 - - 322 comments

This would be nice. In addition, if your planet has a W-165 turbolaser, NO fleet is any match. In fact its too OP. The damage is perfect, it destroys every ship there is in one shot. But the reload time is like 20 seconds...
It should be reduced so we aren't so overpowered...

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djogloc
djogloc - - 392 comments

The AI is already overpowered. By doing that, I think the mod will be unplayable with that.

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AnakinRaW Author
AnakinRaW - - 1,191 comments

we reviewed both for 1.2.

auto-results are far more realistic, also our star bases at 4 and 5 meant to be hard to beat but you need to protect them otherwise a good fleet will destroy it.

the W-165 now has a much longer recharge duration. so you might want to think first before shooting smaller ships when a Providence is going to meet you soon.

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Sephiroth0812
Sephiroth0812 - - 725 comments

I've seen that many times in my games as both sides. When you have only the starbase available you really need to micromanage the free garrison units given to you and proceed very tactically in order to survive.
That being said, have the garrison units for the CIS been fixed?
In the current version of the mod a Lv.4 and Lv. 5 starbase of the Republic gets a free Venator in addition to corvettes, Acclamators and Dreadnaughts, but the CIS starbase gets only Techno Union frigates and Munificents to their corvettes, missing the free capital ship they should probably get on Lv. 4 and Lv. 5.

Shooting anything smaller than a Providence or Lucrehulk with the ground turbolaser thing is a waste and overkill anyways, isn't it?

Likewise the Hyper-V cannon of the CIS should not be wasted on small fry like Acclamators or Dreadnaughts either.

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AnakinRaW Author
AnakinRaW - - 1,191 comments

yes we also fixed the garrisons you get for a station.

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yoyor
yoyor - - 405 comments

so um can we mess with that in the XMl files?

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REDDEAD33
REDDEAD33 - - 245 comments

I aim for Lucrehulks first and foremost due to the absolute spam of fighters and bombers especially if they have 8 of them (a bit overkill for a lvl 3 space station if you ask me)

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Guest
Guest - - 687,512 comments

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Killerbro389
Killerbro389 - - 22 comments

Hey one question. What tools did you use to make this mod. Like what had to be downloaded

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Dwarf_Fan
Dwarf_Fan - - 429 comments

raiding a planet to take it out helps

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ZackZeed
ZackZeed - - 201 comments

You can change that if you want. You can even make the space station imortal or something x'd you just have to change that in the Data files or XML files. But don't change stuff you're not sure about ;)

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00games
00games - - 13 comments

a

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Captainslapster
Captainslapster - - 17 comments

It's based on the "Damage" modifier in the unit's specific XML code. Idk if that's balanced in the game or not. i'd imagine they're tweaking it for the next upcoming release of this. Even then it wont be perfect because you gotta think a lot about how units should fair against eachorther eg. Venator to providence but also venator to lucrehulk. it's a tweaking thing really

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REDDEAD33
REDDEAD33 - - 245 comments

Oh for a second I thought that was atmosphere battle looks awsome

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SelorKiith
SelorKiith - - 83 comments

Wonderful :) Sound nice, maybe I can finally rule the Galaxy the proper Way xD

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fiyr615
fiyr615 - - 9 comments

how did you get the venators to look the way they do for me the red is a lot more brighter and the venators don't have as much detail on mine so I don't know if its my settings or the shaders that I have

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Description

As requested (was planning that any ways though) I tested TCW GC on easy with the republic.
The result was as good as the test with the CIS. The AI, compared to 1.1.5, now is easy. Still the attacks are powerful but not as frequent any more.

This time I found some more bugs, but nearly all of them are audio issues. i hope get them fixed this night.