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.
A mega-update, several planets unveiled, many new pics, and other items compressed into one update. Plus a in-depth review of whats going into the mod and why progress is at the point it is at.
Posted by z3r0x on Jan 4th, 2010
Hello Everyone, Happy Belated Xmas and Happy New Year!
The RaW team is very much at work, and we know we say this with every update but progress is being made. The last unit was rigged this weekend, and with that, the final coding aspects of the mod are underway. Now dont jump to conclusions and assume the code is the easy part. There is a massive amount of code to add in. Not unit code, etc that IS the easy part. No this is the redundant, and very tedious code. Planet Abilities, Text Entries, The bonus GC's, and some remaining AI code. The planet code alone is taking alot of time as there are 68 planets that have to be re-coded from scratch. The placement of the planets is done, its the other code that goes into each planet. We have to build a new ranking system for each planet which we think you will enjoy. Its far different than my 3.5 Mod but unique nonetheless.
There are many other minor items that have to go in still such as Load Icons, and the Map Layouts also. All of these items take time. This is not just a drop in unit mod, as I have said everything has been re-done right down to the soundtrack. So what is exactly going in the mod, besides playable units? Well we have added in 43 new Indigenous units, 5 new skydomes, 10 new plant/tree types, 5 new creatures, 70 new planet models, 210 new props, 10 new structures, and 110 new units. Now take all that and add up all the code, SFX, etc, etc that go along with each and you will grasp what kind of project this indeed is. Now to quash some rumors. Yes, we did lose 2 staff members. To put it lightly one was removed for not doing what they said they would do and the other was removed for various reasons mainly the quality of work being turned in was not what we asked for. However we have picked up 2 new staff members to pick up the slack.
The only area we are lagging behind in is Mapping, as we are putting about 16-18 hours into each level. Sadly, we are not gonna shortcut or scrimp on that aspect as each level is just as important if not more than the units in the mod. These levels are meant to me unique totally immersive. This is a area many mods fail in. They put far too little time into the levels and in the end they all look they took about 5 min to make. No wonder the game is boring to some people ;) Now below I will be showing some pics some of you have seen some of you have not and some no-one has seen. I think viewed together the pictures convey why this mod is taking so long far better than my words alone.
There will also be a massive pic upload... Mainly the ones from the previous Planet Profiles.
Stay Tuned guys, Stay Patient, and thanks to all those that have voted for us. We are working as hard and as fast as we can without sacrificing quality to get this mod into your hands ASAP.