Fight among several clone corps of the Great Army of the Republic. Choose between the 212th Attack Battalion, 327th Star Corps, 41th elite Legion, 91st Recon Corps, the mighty 501st and much more.

The mod includes a whole new team setup for the Republic side, with a setup of 6 different troops with 2 special officers and a lot of new weapons. Get ya ammo and blaster and get ready to fight!


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Hey SWBFII Community, it's been a while. Actually it's been quite a while.


INTRO:

After a long time of absence (work, school, studies, social life, etc.) and after the absolutely breathtaking Gameplay Trailef of EA's new Star Wars Battlefront II I found back to the good old roots of SWBFII. I set up everything and prepared all necessary stuff to go full modding again. In this news article I want to show you my future plans for the Clone Wars Era Mod, the new patch system and all rebalances I did so far.

"If you want to be successful in a particular field, perseverance is one of the key qualities."
- George Lucas


FUTURE PLANS:

I see this mod is still downloaded which means I did a proper job I guess ;).
I have some plans depending the mod overall, including changes to vehicles, legions, weapons, units and planets. For the future I want to focus more on opinions, advices and suggestions of the community. I'm gonna set up polls and announcements for future changes so that players can vote and add their critics. In the future I also want to make changes on space vehicles and land vehicles. I'm going to message a few fellow modders and ask them about working together to bring my Clone Wars Mod on beloved mod maps such as Rhen Var, Coruscant, etc.


PATCH SYSTEM:

I plan to introduce a new patch system, that some of you may like and some of you may not like. First of all I want to release a patch in the next weeks (date can vary ^^) that fixes all problems with missing localizations, names, balancing units, balancing weapons and fixing some bugs (like the jedi crash bug).
Again I can't promise to release the updates on the given date since I go study full-time. But the big change on the future patch system is this: I want to focus on every map specificly, invest a certain amount of time in it and make the best out of it meaning: Specific units, weapons, abilities and vehicles (if available). I will release every map update in a seperate patch. I also decide to release every map in a seperate modfile so you can choose which maps the changes will affect. But this is not safe yet. (gonna make a poll for it maybe).


CHANGES AND BALANCING:

But now I guess it's time to show you my progress in rebalancing and updating the mod. (I even made some videos :).) One of my major topics is the engineer class. I really had the opinion that the heavy was pretty unbalances so I split his unit into an Engineer and a Medic class. Here a quick video about the new units setup:

The engineer now has a secondary weapon because the shotgun seemed too weak. He now has a double emp-grenade thrower and a shotgun, that also got buffed. He lost his health-buff but got a fusioncutter and bombs:

The new class, the medic: It was pretty difficulty to give him a proper primary weapon since I wanted him to be a full-support and less combat unit. So he got the rescuer pistol (that now has a cooldown) and a shockcaster. His secondary weapons are health buff and powerup dispenser:

Last video for today ;). The normal Clone Troopers carbine was reworked and has now a cooldown.
This makes the weapon more interesting to play. He also got his droidcrackers changed to thermaldetonators. The Carbine is a low to midrange weapon with a great firerate but low firepower:

FURTHER WEAPON CHANGES:

Heavy Trooper (now specialist):
- Blaster Rifle - med to highrange, medium firerate, medium firepower, ammo no cooldown
- No further changes on the specialist class

Clone Sniper:
- Sniper - faster firerate, less damage
- No further changes on the sniper class

Heavy Trooper (addon):
- Chaingun - higher firerate, less damage
- Antishield Grenade
- Shield Generator
- Brawl Defense Buff (now this class is a real tank ;))

Clone Captain:
- No primary weapon changes
- Secondary weapons: Sonic Grenade, Buff Defense, Thermaldetonator

Clone Commander:
- No primary weapon changes
- Secondary weapons: Damage Buff, Plasma Grenade, Impact Grenade

That's all changes I've made so far and I'm really happy with them. Each unit now has its own unique abilities and is worth trying out. No unit feels too weak/strong and is special in their own way. I hope that I can bring those changes to you as fast as possible

LAST WORDS: (for this news article)
I will release more videos and pictures of my progress. Critics and advice is MUCH appreciated and helps me to make the mod even better and more enjoyable. Stay tuned. New content coming soon!
Also check out my twitter twitter.com/BenozLb so you don't miss anithing important.

-Benoz

"Patience you must have, my young Padawan." - Yoda

v1.0 Released - Next Week Patches

v1.0 Released - Next Week Patches

News 9 comments

A short text about version 1.0, future patches and the release trailer.

Advanced Release Information

Advanced Release Information

News 3 comments

Here you can see the long awaited release trailer, a current buglist and the creditlist.

Release info and further updates

Release info and further updates

News 12 comments

Information about the release, the bugs(fixes) and further updates of the mod as well as additional content.

News Update March

News Update March

News 8 comments

In this article you'll get to know about the status of the project, about the side changes and addons.

Add file RSS Files
Clone Wars Era Mod v1.0

Clone Wars Era Mod v1.0

Full Version 65 comments

ZIP file of the Clone Wars Era Mod version 1.0. Read the readme for further information and installation tutorial

First Person Fix Patch

First Person Fix Patch

Patch 5 comments

This is a small patch file to fix the missing first person models.

Comments  (0 - 10 of 761)
Ungeheuer1
Ungeheuer1

On Naboo, the 187th Clone Gunner (with Z-6) crashes when I select him.
Maul also causes crash, but Mace doesn't on Naboo.

I take that back, on third attempt to play Naboo conquest, selecting Mace caused a crash.

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Ungeheuer1
Ungeheuer1

Absolutely fantastic mod. I currently have the Conversion Pack 2.2 installed. When I was playing some stock maps on the Clone Wars era (which the CP was supposed to have changed, but never did) I got your legions. On Polis Massa, trying to play as Plo Koon made the game crash (as you've noted the jedi crash), however on Kamino, I successfully played as Yoda, with no crash.

Any idea why it crashed on Polis Massa, but not on Kamino?

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BishopPL
BishopPL

NICE ;)

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mcsscotty
mcsscotty

This is an excellent mod, and I'm glad it's compatible with the Conversion Pack mod as well. I did notice a couple of minor bugs. One, Kyle Katarn's lightsaber combo ends with the spinning slash, but if he's moving when you hit the third attack, his torso just spins on his hips. Second, on Yavin IV, Saesee Tin looks like a clone trooper with horns and Jedi robes; his face is covered by a helmet and he's got clone armor on his arms and legs. I love the mod as a whole, though! There's so much more weapon variation between units and factions, which was always one of my biggest problems with the vanilla version.

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mcsscotty
mcsscotty

Also, I am unable to play as Plo Koon on Polis Massa. It immediately causes a game crash when I try to spawn him.

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gammongamesyt
gammongamesyt

Hey there! I have a bug were every time I play any of the troops the image of the weapons show up right next to my crosshairs. Is there a way to fix this?

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NexonSeh
NexonSeh

I'm late, but get the 1.3 patch for bf2.

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lukefarrell48
lukefarrell48

Hey, I was just wondering if you were aware of a bug with the OOM Commander Droid (the droid with yellow markings and no backpack). Basically, I can't place down his auto-turret- which is sad because it is essentially having a part of its kit removed. Also, another thing I wanted to ask is that if you think it's fair when the HA-2H Super battle droid deploys the shield generator but is destroyed that it causes an explosion that actually harms the droid drastically? If you're near the center of the shield then it's an OHKO- I was wanting to know if ya meant this or not because it's pretty annoying.

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Benoz Creator
Benoz

I will look into the bug with the OOM commander droid. I will probably change the weapon setup anyway. Did you mean RKO in the center of the shield ^^ No, I thought it would be good so that you can't stay for to long in the shield, maybe I'll adjust the damage

Reply Good karma+3 votes
lukefarrell48
lukefarrell48

Oh... I didn't know you got killed if you stayed in the shield generator too long, oops. Maybe you should put it on the readme document or on the actual page just in case?

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