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.
great graphics, but they diminish when theyre turned down, so ull need a good computer, and much better land combat, though the CIS is prty OP. other than that the only negative thing i 'ave to say is its kinda slow-paced, but ya dats about it, besides it, everything is very well done! much better then i cud do!
that is all
Great mod but GC maps need work.
The most epic and realistic "Clone Wars" mod ever created. Its a must for any Star Wars fan, especially for those who like Clone Wars Era.
When the team first got their hands on the mod, we were all ecstatic to say the least. For me, the first few hours allowed me to get a feel for the scope of this project. It’s, by far, both the largest and most detailed of any EAW mod released to date. This is my review.
There was a reason z3r0x wanted a few extra bodies to help out before the big release. The month of May brought us over 300 bug fixes and game changes. Many of these were immediately seen as problems that could hinder the user’s play experience while others were debated for days. Coming from a Starcraft and e-sports background, balance was important to me. I set a personal goal to help make sure that Republic at War was not only fun, but fair – no matter what your play style is or which faction you chose. We came very far as a team and made impressive progress in this area. Some may find that the CIS’s AI (in both space skirmish as well as in GC) a little tougher as they can take advantage of their higher fighter count more effectively but I can assure that both the Republic and CIS meet my goals of solid PvP and will allow for fun, competitive play, online.
The bug list revealed only a fraction of what went on during this past month and you guys really owe it to z3r0x as I’ve never seen a man put as much time into a project like this as he has.
The manual should be ready just before Republic at War makes its debut this June 4th – Download and read it as you’ll be both impressed as well as be able to compete with those who did.
There is still much work to do and I hope we can deliver on the future expansions.
See you all on the battlefield.
Probably the best mod for Empire at War, RaW is definitely mod of the year and a must have for any Star Wars fan.
This review is for 1.5 RaW. Anyways I will say that version 1.0 was basically an unbalanced mess where all you need was a full platoon of AATs and HMPs to basically rofl stomp the Republic, not even considering the trillion amount of droid fighters basically burying the Republic in enemy fire. This is a great mod and honestly I love difficulty, but not when it's because something is so imbalanced, that it creates artificial difficulty. That said I can safely say that this version has fixed many problems...for the most part anyways.
Would you believe in that the land combat is utterly broken? Because honestly it was. I didn't notice it at first, but when I went down to take Nal Hutta, I was greeted by about 5 squads of At-APs, IFT-Xs, OV-9s, and an AT-TE. This alone would prove challenging and was ready for a long, epic battle. Now I'm not complaining about the reinforcement cap because really you just needed to send in BX-Droids to stealth there way to the landing zone. My issue was that the CIS has no artillery at all. None, nadda, zilch. The HAGs have a shorter range than the OG-8 Spider Droid, not to mention its lolarmor. Not only that but AT-APs still have monstrous range and while their rate of fire and company amount was reduced, they still rape face most CIS units. Outside that, honestly a lot of the combat has really been fixed up and the difficulties in GC and Skirmish reflect their definition more.
This patch really made RaW more fun without sacrificing its initial difficulty. I think the problem people have is that they play like its FoC where you basically amass one fleet and one ground force and basically skip around the galaxy with no worry of any intelligent counter-attack. This mod has a very intelligent AI and honestly this mod is one of, if not the best, EaW mod. Great job on the patch guys and I can hardly wait for 2.0
Due to the lack of communication between the developers of this mod to their loyal fans, I have grown tired of having to try and pray that I don't get swarmed at one of my core worlds early in the game since the CIS apparently has an armada on some planet in the core.
The balancing issues are still huge, I cannot get any progress made ON EASY as the Republic. Strategy or not, I should not be losing star system after star system by a swarm of enemy ships on easy mode, that I cannot respond to fast enough despite having no issues whatsoever when I am fighting them on my own term.
Apparently every CIS world also has their space stations maxed early, as even with four venators and a huge array of other ships and fighter types, I still suffer extremely heavy losses. Why? Because one droid carrier can take out an entire Venator Star Destroyer, and those frigates that droids get in space by garrison units? Those are the make or breaks, as they just keep coming.
I am being generous by giving this a three, I should only give it a 1, but the content in Instant Action is fun to play, and that is this game's ONLY redeeming quality.
The waiting and watching for 4 years almost nearing an end this mod started off looking great and has gotten progressively better and near perfection. z3r0x and his team have been working and clearing out many bugs to make this mod something better than the others. I believe that the fact that they put so much effort, sweat, and tears into this mod is what is going to make it great. It doesn't matter that it has all of the cool units and new features all that matters is that the mod was put together by people who are passionate about what they were doing and were on a mission to do what they felt was better than anything else. This mod is going to be great simply because we we as the players will touch this mod and we will feel the passion and the hard work that went into it. To all members of the Team and z3r0x thank you and i hope you continue in your lives with such great passion for what you did here if we had more people that used that passion in their work then mankind would probably be on a better Track.
To all in the team of Republic at War and Imperial Assault II i say thank you and good luck in your future endeavors.
AI might be just a tad too tough... It DOMINATES me on easy... the best I can do is hold off their attacks... I only tried medium once and got my butt handed to me... haven't even tried hard... Overall quality wise, it's amazing. Models, sounds, etc are just GREAT. Other than being the hardest game (technically it's a mod, but it might as well be a game) I have EVER played, it is GREAT.
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