"Over a millenia ago, my people waged a war that nearly consumed the galaxy. We didn't fight for patriotism or politics and were not driven by anger or greed. We fought because the squabbling Jedi, Sith and the factions that followed them cast the entire galaxy into a perpetual chaos. Their diluted and self-righteous aspirations led them to war again, and again. We fought for glory and to bring balance back; to restore order. Unfortunately, my ancestors failed in that mission. There is a difference though, between them and me; I don't fail.

Now it's the eve of a new generation. The Empire, the culmination of centuries of manipulation and corruption, has been defeated by...children. The New Republic likes to believe that they can sit behind the controls but in truth, their utopian ideals are laced with shortcomings and naivete. In spite of all they have accomplished, war still pervades and the chaos that planted itself so long ago, continues to thrive as the factions of the Empire split and the New Republic loses its grasp on everything it so recently gained.

It is time for my people to march again into the dynamic of the crumbling galaxy. It's time to give rise to a new order; the rise of the Mandalorians."

-excerpts from the logs of Boba Fett. Standard year: 23 ABY.

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21 comments by the_Farseer on Nov 25th, 2013

Just an FYI that work is still continuing on the mod but there haven't been any screenshots because I am doing mostly code work. The big focus right now is correcting the myriad of Galactic Conquest issues that plagued version 4 of the mod.

I am fixing the AI, tweaking how heroes work (which contributed to the AI problems), fixing how planets are set up (also contributed to AI problems), and plenty of other things. Further, I am restructuring the damage tables, as stated before and I must say that the results do change the gameplay in a fun way! Units that were single-role or useless at higher levels now have much more diversity and this allows for more creative and challenging play, even against the AI.

I digress. Just be aware that work is happening but screenshots of XML aren't exciting enough to post...

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Lictor model fix

Lictor model fix

Apr 21, 2010 Patch 6 comments

Users where reporting that the Lictor hardpoints were puffing out smoke even when alive. This temp-fix will prevent that but smoke just doesn't come out...

Rise of the Mandalorians (patch 4.2)

Rise of the Mandalorians (patch 4.2)

Apr 20, 2010 Patch 10 comments

Fixes some errors and adds new sounds, and Lictor model. Download and read readme for more details.

Rise of the Mandalorians (patch 4.1)

Rise of the Mandalorians (patch 4.1)

Apr 15, 2010 Patch 5 comments

This patch fixes several issues pointed out by the community. Read the included readme for full details.

Rise of the Mandalorians v4.0

Rise of the Mandalorians v4.0

Apr 12, 2010 Full Version 96 comments

The next and final edition of Rise of the Mandalorians mod.

Post comment Comments  (0 - 10 of 1,140)
Darklord9089 18hours 54mins ago says:

Hey. I've been a huge fan of the mod for quite a while and I'm glad to see it's going to have continued work on it. I had some idea for possible Mandalorian ship additions to the mod.

In the past I've added these ships into the game myself but I figured it would make for some better variation with the Mandalorian fleets. The main ship I figured could be added was the Mandalorian cruiser. There are models of it on filefront, 2 variants I believe. It also might be possible to add the Mandalorian Venator-style warship.

Just thought I'd give my two cents. Anyway, great mod Farseer, keep up the good work and if you want I can help provide you the materials I told you about.

+1 vote     reply to comment
OhNoesBunnies! Jul 15 2014, 11:20pm says:

I've been tracking this mod since it first started, and I'm loving everything I'm seeing now.

So excited.

+2 votes     reply to comment
the_Farseer Jul 15 2014, 11:23pm replied:

Yes, I recall your username... That's a name I've not heard since oh before you were born. Lol

Glad you're still tracking and excited about the upcoming content!

+1 vote     reply to comment
Cvlsoldier Jul 14 2014, 4:55pm says:

So, when exactly are we going to get to use the new Tank and walker?

+1 vote     reply to comment
the_Farseer Jul 15 2014, 10:36pm replied:

Next release. No date for that yet but I'm hoping around December for the MotY competition.

+1 vote     reply to comment
=СРБ=Ori`verda Jul 5 2014, 7:16am says:

Say Farseer I was wondering; what is the difference between blaster weapons the other factions use and the pulse weapons the Mandalorians are using in your mod? Have you also considered incorporating Verpine influence into the mod in the way of some of the rare starships and Shatter weapons?

+1 vote     reply to comment
the_Farseer Jul 15 2014, 10:35pm replied:

Really the only difference between the pulse weapons and others is the visual and audio effects. It's just a different use of similar technologies...like gunpowder rifle vs gas powered. In general the pulse technology will be more powerful though.

I haven't decided on Verpine tech, though it would make sense to incorporate it.

+3 votes     reply to comment
sahmsnash Jul 2 2014, 9:26pm says:

I don't normally comment, but im making an exception. Ive played probably every large scale conversion mod for EaW and FoC that exists, and this is by far the best one. I especially like the projectiles and particle effects; opening the fins on a Victory 2 cruiser and watching it bombard a rebel space station into dust is the coolest thing ive ever seen in this game so far. The explosion effects when turbolasers impact is badass. i just wanted to say thanks for making this, its truly how the game should have been to begin with.

+1 vote     reply to comment
the_Farseer Jul 2 2014, 9:39pm replied:

I'm really flattered to hear you say that! Thank you!

+2 votes     reply to comment
sahmsnash Jul 11 2014, 7:10am replied:

Just spent the better part of all night playing GC as the Imperial Remnant. This is a really good mod so far, Mando's are boss, but im an Empire kind of guy. Some bugs ive noticed, I apologize ahead of time if these are intentional or already being worked on.

1. Playing GC as Mandalorians or Imperial Remnant: the New Republic only builds and uses cr90 corvettes, x wings, and z95s in space combat. only. they invade with hundreds of them repeatedly, regardless of selected difficulty.
2. When playing as any faction other than mandos, the mandos get wiped out by the third faction very quickly in GC.
3. Imperial Remnant ground units are no match for Mando infantry; AT-ATs destroyed by a single mando warrior squad, mando warriors in bunkers are invincible to all but orbital bombardment, tie maulers are useless againsts mando warriors, ect.. most of my invasions, regardless of how big an army i bring, always come down to my hero unit doing everything simply because IR units are so sub par compared to mandos.
4. Auto resolve hasn't given me a single victory yet. Apparently Boba Fett can destroy 10 AT-ATs, 10 AT-ST squads, 10 TIE Mauler squads, and 10 Stormtrooper squads all on his lonesome, because that happend the third (and final) time i tried to autoresolve my invasion of Duxon. The man deserves a cookie.

thats just my two cents. Keep up the good work!

+2 votes     reply to comment
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Star Wars: Empire at War: Forces of Corruption Icon
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Released Nov 30, 2009
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Highest Rated (8 agree) 10/10

Awesome Mod!!! I love the Mandalorian faction. Couldn't have asked for anything more. Great Job!

Dec 17 2010, 9:01pm by DeathsHand

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