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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Bucman55
Bucman55 - - 795 comments

Oh hey, the Imperator has red markings now. Nice, though I do hope those go away in the FOTJ GC since you become the Empire.

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REDDEAD33
REDDEAD33 - - 245 comments

I'm guessing that would depend if your now able to get the imperators before fall of the Jedi if not they are probably gonna stay like that if all units turned imperial grey that would be pretty cool but that wouldn't happen till after the clone wars

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Sephiroth0812
Sephiroth0812 - - 725 comments

Do my eyes see an Imperator-class with Republic markings?
Hell yeah, even more points for atmosphere.
Does that mean the Imperator becomes a regular, buildable unit for the Republic now (although maybe still in limited numbers)?

Would be a waste to have this beautiful model and new textures only on 3 units in a single GC or in skirmish.

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AceAccess
AceAccess - - 74 comments

agreed.... the republic already had several imperators durign the clone wars....... they weren't mass produced then but there were plenty imperators to go around

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Sephiroth0812
Sephiroth0812 - - 725 comments

The Republic did have some Imperators indeed, some sources say that about a dozen or so Republic Task Forces/Fleets actually had Imperators, but didn't state how many Imperators each task force could field.
The mainstay ship of the Republic Navy was definitely the Venator (and I think more than 10.000 of those were build, in the battle of Coruscant seen in Revenge of the Sith there were alone about 1000 Venators involved) and secondary the Acclamator and eventually the Victory I and Arquitens, but the Imperator might have already been available in high two-digit numbers (probably around 80/90 vessels) or low three-digits (between 100 and 120).
For an expanding navy having to cover millions of planets, three-digit numbers of a ship-class are still "small" in comparison (and nothing in comparison to the eventual more than 25.000 ISDs and ISD IIs the Empire fielded after mass production of these started and the Venators were slowly delegated to third row/reserve duty or entirely phased out by the time Rebels takes place).

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Description

So this time i took a day off and tested the current version from a players perspective. I played TCW GC with CIS on easy.
First thing i noticed about the AI is that it is still challenging BUT does not spam with attacks and super massive fleets. attacks have some time between them so you are able to prepare for a counter attack or to correct a mistake. Fleet size and tactics are good so far. Again Easy AI still is much harder than it was with the vanilla game but beatable now.

The new score, sound effects, gameplay changes, new units and tweaks we made really come all together very well in my opinion. We will evaluate this deeper during beta phase however.

Overall I was very pleased with the amount of new bugs I found and which did not occur. I played over 5 hours and did not get a single CTD (ok, that would be really bad at this stage of the mod progress). Also i did not found any gross issues, like missing models, textures, gameplay bugs or something which would take long to fix.
Actually i want to list the items i found and reported as bugs now:
1. Abregado-rae's base layout feature (re-position your structures) does not work
2. empire sound for Hyper-V
3. Some Stormtrooper icon when starting a battle
4. Bane's starships deathclone does not disappear.
5. Yavin locals are allied to CIS
that's it !
but of course i admit i might have overseen stuff. that's why we will have a beta phase.

At the moment we have completed 267/308 tasks (90%) some of them can be only done during beta and others only when the core mod is done (like a final change-log). What takes us most of the time now is balancing units we did not touched yet and reviewing starting forces on all GCs. Also some new texts have to be written and some other researches have to be done first. I know this does not sound like much of work but some changes interferes with others and that has to be checked as well.

I hope this helps you a bit.