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There are alot of Clone War era mods for EAW and FOC, some similar and some different. This mod, is garunteed to be unlike any other. The developers of Star Wars- Clone Wars Mod ( Present:

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Based on the 2003- 2004 Miniseries by Genndy Tartakovsky ( who also did Samuri Jack), the Star Wars: Clone Wars Submod offers content from the Miniseries that was removed from the original mod, as well as brand new content. Now you can command massive armies along with your favorite heros and villains from the classic miniseries that beautifully covered some of the events between Episodes II and III. Fight Ventress in the hot- steamy jungles of Yavin IV, save the Jedi Enclave from total destruction on the icy world of ILum or simply crush your enemies with shear military might.

The Galaxy Is Yours For The Taking!

just an image dump

Features include but are not limited to:

Cartoon style models (mostly heros and infantry)
Episode 2 and 3 models for Anakin and Obi-Wan
New Hero Abilities
New Heros (such as Muunilist 10 and Aiwha Squad to name a few)
New Vehicles (such as Seismic Tank and SPHA-T)
New Animations
Larger Battles (both land and space)

Possible Features:
Campain Mode (still being debated on) - The campain would allow you to choose either the Republic or CIS and play through the events from the beginning of Star Wars: Clone Wars Volume 1 to the end of Star Wars: Clone Wars Volume 2.

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IF you like this mod then perhaps you'd be interested in joining the Clone Wars Multi-Media Project Fans of

Clone Wars Multi-media Project Fans

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Blog RSS Feed Report abuse Latest News: 1.0.1 Patch Released (Long Awaited ARC Patch)

0 comments by Commissar_Delta on Jan 6th, 2014

The long overdue patch for the Star Wars: Clone Wars Sub-Mod has been released A few things though before the swarm of bug reports come in.  The ARC Troopers have extremely crappy animations unfortunately. The guy I had import and rig Psycosith's models nearly 2 years ago did a piss-poor job animating them and I've had trouble finding someone to re-rig them; Believe me, I don't like them holding their rifles as if they were pistols either but it's something you and I must deal with, at least until the next full version of the mod. Next is the abilities, For unknown reasons, certain abilities have decided to stop working so until we can pinpoint the cause of this, "Sprint" will be a placeholder.


1.0.1 Changelog

  • Added New Unit for the Galactic Republic: Arc Troopers (their abilities are sprint as a placeholder)
  • Added a squad of ARC Troopers to Captain Fordo's team
  • Added Republic Research Facilities to the "Bridging The Saga" Galactic Conquest 
  • Added new map for Skako
  • Made the Confederacy Of Independent Systems AI more aggressive. 
  • Fixed the 2 Anakins and Obi-Wans on the "Outer Rim Sieges" Galactic Conquest
  • Fixed Republic Bacta Tank
  • Fixed Multiple Text Issues
  • Fixed crash when playing on Fondor
  • Fixed crash when playing on Muunilinst
  • Fixed crash when playing on Hypori
  • Fixed enemy not appearing on Jabiim
  • Fixed enemy not appearing on Pammant
  • Fixed crash on Geonosis.  

Any other bugs, will be fixed in Version 2.0 of the mod

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Star Wars: Clone Wars Submod V1.0.1 Patch

Star Wars: Clone Wars Submod V1.0.1 Patch

Jan 5, 2014 Patch 3 comments

1.0.1 Patch for the Star Wars: Clone Wars Sub-mod. Read the description for the changelog

Star Wars- Clone Wars Submod V1.0 INSTALLER

Star Wars- Clone Wars Submod V1.0 INSTALLER

Dec 21, 2013 Full Version 10 comments

The installer version works now. Those not computer savvy enough to install it themselves can now play this epic mod

Star Wars-Clone Wars Sub-Mod Version 1.0

Star Wars-Clone Wars Sub-Mod Version 1.0

Nov 30, 2013 Full Version 18 comments

Version 1.0 of the Star Wars-Clone Wars Sub-Mod for FOC. The mod itself, is a mod of the Star Wars-Clone Wars mod by Nett40.

Post comment Comments  (60 - 70 of 638)
CCArggee Jan 2 2014, 7:42am says:

Some suggestions:
1) maybe you have to take in consideration RC-2088 Zag should have “turbo” speed ability (something like TX-130 tanks instead of take cover for instance), coz his control turret ability can make sense (or maybe his shield should be much stronger then it is)
2) maybe you should add Clone Trooper “plex” infantry units, if this role is not predicted for ARC troopers i.e. for full use of Advanced Training Facility for next realize.
3) you should drive AI to build much more Multi Troop Transports, Octuptarra Tri-Droids and Shockwave Transports, and to be even aggressive then it is at least on hard.

+1 vote     reply to comment
CCArggee Jan 2 2014, 7:37am says:

First of all I want to point out, by my personal opinion - this is VERY VERY GOOD mod! I like how it is dynamic: units production time, and GC space fleets moving are very reasonable and playable. Units costs as well units strength are balanced very well! Also, AI is very smart and realistic (if you can improve it even more – that is for commend)! Auto resolve works fine, too. From strategically point of view maps are designed on great manner, and some of them are really challenging (especially some ground battlefields). I like very much concept of Jedi role, and how raids are designed. In addition, I like how you designed moving speed of infantry with various ground units in all states (normal speed, sprint and take cover), and the point list of all units related with population cap especially on the ground battles! All in all, the spirit of Cartoon Network CW is scored almost 100%.

I said almost, coz there more space for this mod to be even better, I think!

From that reason I want to list some bugs I noticed (played as Republic):
1) Bactas don’t heal nether infantry nor Jedi
2) R2D2 special abilities don’t work
3) if you start to play The Clone Wars (no missions) GC from tech level 5, you have two Anakins and Obi Vans, and can make CT phase 1 only (if you start from tech 4 and upgrade everything is normal);
4) if you start to play Outer Rim Siege GC from tech level 5 you can make CT phase 2, still you have two Anakins and Obi Vans (if you start from tech 4 and upgrade everything is normal)
5) you should fix some text missing issues, voices and space ships leveling system here and there...

+1 vote     reply to comment
Commissar_Delta Jan 2 2014, 3:44pm replied:

1,2 & 5 are going to be fixed by the patch i'm releasing either today or tomorrow. 3 I have no way of fixing that i know of, that GC is meant to be played starting at tech 1, if you start at tech one you don't get those errors. Outer Rim Sieges automatically starts at tech five so fixing that will be easy, I'll just have to remove the triggers for Padawan Anakin and Knight Obi-wan

+1 vote     reply to comment
nowhere3pro Dec 29 2013, 10:05am says:

Any chance you add these for the next release

+1 vote     reply to comment
Commissar_Delta Dec 29 2013, 11:27am replied:

I'd need someone to make the sniper rifles

+1 vote     reply to comment
Gman1213 Dec 24 2013, 10:04pm says:

I found a little bug when I was just playing skirmish as the cis, I recruited general grievous but when he was done loading I couldn't summon him because he didn't show up on the reinforcement list. And It said I bought him because he wasn't at the building where I could buy him. Happy holidays to everyone by the way.

+1 vote     reply to comment
jiberish-senpai Dec 23 2013, 2:37pm says:

Is anyone else having a problem with the CIS anti-vehicle cannon? Whenever it either takes damage or attempts to fire (not sure which) the game will always crash with an exception message. Is there a fix, or is there something wrong with my install?

+1 vote     reply to comment
rumiks Dec 27 2013, 5:31pm replied:

your game i think it,mine attacks me like crazy but then what are you playing easy, medium or hard?

+1 vote     reply to comment
The_M_Factor Dec 27 2013, 5:43pm replied:

I've tried all difficulties but they still don't do anything

+1 vote     reply to comment
The_M_Factor Dec 27 2013, 5:42pm replied:

I tried reinstalling FOC but is it the original empire at war that could be causing it?

+1 vote     reply to comment
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Released Nov 30, 2013
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