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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Sanguinius
Sanguinius - - 5,719 comments

GTX 750, what madness is this?

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BrokenHopes
BrokenHopes - - 308 comments

a modern day madness!

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AnakinRaW Author
AnakinRaW - - 1,191 comments

why madness ?

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Sanguinius
Sanguinius - - 5,719 comments

A simple potato is stronger then my current graphics card. To me, GTX 750 seems like some kinds of an alien tech.

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Warregory
Warregory - - 304 comments

I cannot afford a better PC, or buy the parts to make one. I'm currently running a Radeon 6670. Why are the requirements so high for such a old game?

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AnakinRaW Author
AnakinRaW - - 1,191 comments

because the engine does not support the hardware. on the other hand this also menas that there is also an upper limit. an i7 and SLI GTX1080 will not increase performance as it would do on modern games. on the other hand the hardware we listed for maximum is about two generations back now so these parts should be affordable.

But i want to point this out again: We imporoved AI behaviour in 1.2 so compared to 1.1.5 performance should be much better on the same hardware. We do not want people to buy a new computer to play the mod. that is usually the EA (or other companies) method ;)

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Dwarf_Fan
Dwarf_Fan - - 429 comments

Thanks I have a HD 3000 Graphics card and a Intel Core i7-2670QM CPU @ 2.20GHz.

Sklavenwalker , Here are some of my ideas that you could maybe do for the mod. Possibly in later versions

For the Republic:

At tech five have them be able to create phase 2 Clone Trooper Platoons instead of squads.

Maybe Z95s for the Republic

For balance maybe have the Republic get a R2 unit for
Mechanical unit repair or the Clone Engineer from Skirmish


CIS:

Would Hunt for Enemies be too op for some CIS units? (I find it a very useful ability)

The CIS being able to create Porax fighters but maybe only on certain worlds

The Nantex Fighter could be given a ability

Giving the Malevolence fire all batteries, like Pride of the Core.

Manga Guards being with Dooku at land battles as Guards

General Ideas:

Have both sides be given a Intel gathering unit

General Questions:

Would Admiral Trench be given a CIS dreadnought?

Like in the expansion, do Minor heroes like field commanders don't appear in the mod? I would like them to appear like in Empire at War

On some Ground battle the AAT appears with it's Trade Federation paint job and sometimes a CIS paint job. Is it meant to be this way?



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Guest
Guest - - 690,504 comments

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Mendon
Mendon - - 5 comments

Speaking of AI, will the new Version stop the enemy AI from skipping hyperlanes and use the same lanes like the player?Because this is utmost annoying. Also will the hyperlane system be changed in the 1.2 as i thought it had no real conflict zones, because you could jump from most planets to the other planets. Those are two aspects which make especially the late game a real hell, not because of difficulty but simply prolonging inevitable victory.

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01101mri10111
01101mri10111 - - 3 comments

Awesome

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Guest
Guest - - 690,504 comments

when is the expected date for 1.2 to be released i have been dying to see the new changes to fix 1.15 problems to make it more fair.

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Buugar
Buugar - - 109 comments

warms my heart to see that, although slow, the progress on this mod chugs on. excellent work fellas.

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Rextoronon
Rextoronon - - 27 comments

can somebody over here help me. how do you play star wars empire at war forces of corruption on windows 10 (this is non steam(cd))

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Rextoronon
Rextoronon - - 27 comments

never mind its fine for me now

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Guest
Guest - - 690,504 comments

can my graphic card intel graphics hd 520 with core i5 6200u runs it?

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AnakinRaW Author
AnakinRaW - - 1,191 comments

dedicated cpu graphics are not meant for playing. it will run of course but only on lower settings.

edit: just noticed this seems to be an notebook cpu, too. that makes things even worse. still it should run the mod but it's totally not recommended.

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Dark_Ansem
Dark_Ansem - - 433 comments

When is this actually going to be released? if you know the requirements, it can't be too far behind?

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Richardblue1963
Richardblue1963 - - 8 comments

When will the new version be released?

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CourageEagle
CourageEagle - - 3 comments

hey anakin, i've been playing the mod for years and my only complaint after all this time is that a lot of the ground maps play too slowly. theres maps like nal hutta and cato nemodia that are very straight-forward, allow large armies, and don't result in several minutes of anti-climactic survivor-hunting after the main battle is over. Then there's maps like geonosis and rhen var that are just huge for no reason, and kessel that don't allow attackers to land much more than a few squads of infantry, or 1 heavy vehicle.

i think every map should have AT LEAST the 15 population limit for the attacker, if not 20 for critical/easy to defend planets like geonosis and honoghr, respectively. Also every map should be made either smaller or made with the idea of 2 armies meeting and destroying eachother, not an endless game of cat and mouse. there should be more capturables, like the sensor array, and they should have a central spot on the map, so the armies can fight for them. these capturables can turn the tide of the battle. Things like choke points, build pads, bunkers, reinforcement points etc. have always been implemented very well on your maps. that's just my 2 cents, i've always loved the mod and if you like the idea but man hours are short, i'd love to help. i just need a good tutorial on the map editor lol.

Cheers

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darthandy
darthandy - - 61 comments

How about adding the Praetor Cruiser for the Republic

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B1_BATTLE_DROID
B1_BATTLE_DROID - - 120 comments

R.I.P Republic at War

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Guest
Guest - - 690,504 comments

cool

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Description

So recently we are also updating the manual for version 1.2. this includes typos as well as additional content changes.

Many of you requested the system specification for the new release. So here on this page you can see the updated specs. The maximum section is based on my personal setup (I know it's not the best). Meeting these requirements you should be able to play version 1.2 quiet smoothly with constant frame rates.

Also you might noticed that the Install guide on this page was updated too. The mentioned Quick Install Guide is also updated and will be uploaded shortly before the release of RaW 1.2.