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.
Manual was awesome, I serously like the idea that the type of planet limits the production types, so now you cant have AT-TEs being built on Kashyyyk.
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.
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.
Ok, so Republic at War, the highly anticipated mod is out, so how do i like it?
My first impression was Wow, this is nice, i loved playing, and it was nice to do a skirmish. The First Impression got a 9
The Graphics are Generally Amazing, with perfect Detail and excellent stuff, good eye candy
John Williams Soundtrack+Blaster sounds
Scores a 7, because i really dislike the voice acting in the clone wars, which a lot of the clones are.
Gameplay is pretty Balanced, unfourtunatly, The Republic are at a dis-advantage, and the CAI Has been made too aggressive, it WAS Pretty awesome seeing the AI Attack 4 of my planets simutaniously, causing a change in defense strategy, i do not mind the CAI
The BAI has been made better too, though clones vs droids are disbalanced, ALWAYS, ALWAYS yous Obi-wan on your attack force, because he has a Jedi version of Sidious's Force corrupt, and its VERY fun to take some tanks and a few crab droids away :)
In Space, The best fighters are Jedi in there Eta-2 fighters.
The Lucrehulk is VERY annoying, though i found myself beating one if i could nail the hangars and the shields.
This scores are perfect 10, its balanced!
The Balance between ships are good, but for one thing, the Lucrehulk's Counterpart is probably the ISD, Though i havent ever gotten to tech 5
This scored a
Very well done mod and good intro.
There are some little bugs, but they are affordable (one recommendation to everyone: save the game often because sometimes when yu try to zoom in to a planet, it crashes).
Some other bugs that i have noticed:
-the B2 battledroids are called clone troopers
-i could be wrong, but it seems that yu can build the factory for the ATTE ecc only in a few planets, but this is not say anywhere, so i think it is a bug
My only really complain is that the generators for shields on land has been placed inside the shield and this make your battle on land even more difficult, also because the enemy builds them on ALL the planets, so if yu autoresolve yu lost less units and it is annoying.
That said, really good job guys!
Just a very great Mod maybe the best on Moddb
BUT for EAW newbies it is too hard.
Only for EAW veterans
With only a few bugs, this mod brings my favorite era into a already great Star Wars strategy game :D
I'll start with the problems because there aren't many and they are mostly minor issues. The most glaring issues are the AI difficulty and the balance. Galactic conquest is rather difficult on easy, especially as the Republic. The AI attacks quickly and in force. The superior CIS space units make them nearly unstoppable in space early-game. Later in the game, the Republic gets access to its heavy vehicles which seem much more powerful than their CIS counterparts. The CIS in particular lacks an effective artillery piece, since the HAG doesn't have the range of the Republic's AV-7, but still suffers from the same low armor and mobility.
Aside from the aforementioned issues, Republic at War is a great mod in every way. It adds more depth to the game by limiting which planets can produce which units and structures. This forces you to decide which planets to focus on controlling. There are also more planets and maps than in the original game, and every planet has a unique map, unlike some other mods that use the same stock map for several different planets. Additionally, some planets have had their stock maps replaced with larger, more detailed, and more lore-friendly custom maps.
Most, if not all, of the voices for the units are from existing media, including vanilla EAW, the films, the Clone Wars TV series, Republic Commando, and even Knights of the Old Republic. The mod stays truer to the existing lore than the original game does. It includes units and characters from just about every film and EU source set in that time period.
Finally, it is a very well-polished mod. Every unit, except for two or three troop transports in space, has a name and a set of voice responses. Every planet has descriptions. All of this is without glaring spelling and grammar errors. I know this doesn't affect gameplay at all, but little things like this are what help you forget you are playing a mod and not the stock game. This mod is good enough that I have difficulty going back to stock FoC after playing it. If you think the clone wars should have been included in EaW, give this a download.
Love this mod especially the large scale space battles. It can be challenging which I really love! Keep up the good work can't wait for V1.2!
The only bad thing is that I somehow can't get my clones from Kamino....Just to the other Republic planets thats near, I can't get to Geonosis with them *le Cri*
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