This mod was original made by Nett40. He has since moved on from the community and our team has taken on the task of continuing the mod. We have made and are still working to make a total conversion mod based on The Clone Wars as seen in Both the 2004 Cartoon and the new Clone Wars series using inspiration from the movies, Republic Commando, Battle Front 1 & 2 and other popular Star Wars sources.

This Clone War era mod would not have been possible without the help and aid of the whole modding community, THANKS TO ALL...

Please contact us ASAP, if you have any concerns against my use of your material, or if you simply feel that I haven't credited you properly

For the Star Wars: Clone Wars Sub-Mod go to
Moddb.com

For help with installing mods go to this forum and ask
Moddb.com

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New ATTE May the 4th be with you! Star Wars Legends will be the name given to .....
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38 comments by Ozzy667 on Apr 15th, 2014

Well for starters their are some known issues which we were unable to resolve.

-The Abandoned Sensor array and Pirate Outpost can not be captured

-Attacking certain turrets and wallsaround CIS bases with explosives and
heavy weapons damages the base shield for unknown reasons. The shield now
regenerates health to compensate for the issue.

-A few nightvision clones have momentary animation pauses while moving the
clones in a large group.

-Occasionally Anakin and ObiWan have frozen while attacking droids using
their Berserker ability.

So we will be working to fix these issues for a later patch. We also plan to add some things in the 4.1 patch

-Omega Squad with
stealth armor

-2nd Airborne

-Aquatic Units

-Possibly redo Durge

-Kul Teska

-Protodeka

-Scorpenek annihilator
droid

-Mandalore

-Underwater Ground map for Mon Calamari

-Zygerria

-Ringo Vinda
We will also be listening to what the fans may want.
Now with 4.0 FINALLY done I for one will be taking a long break from this mod and Star Wars in general besides helping the Vong mod. I am beyond burned out after working on this for so long. I will be working on 4.1 here and their but as far as modding goes I will be working on a non Star Wars mod for a while.
Here is shot of my first ship for the mod. I am working on textures for 4 others currently and working on Infantry and Vehicle models.

Model by Kharcov Texture by Ozzy667

So stay tuned for my page for this new mod which for now will be called Earth 2100 and stay tuned for 4.1.Thanks for all you support.
Ozzy667
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Star Wars The Clone Wars Version 4.0

Star Wars The Clone Wars Version 4.0

Apr 15, 2014 Full Version 256 comments

In development since August of 2010. Version 4.0 has evolved and been changed many times to make it the massive full conversion mod that it is today.

Battlefront Demo (FIXED)

Battlefront Demo (FIXED)

Mar 16, 2012 Demo 135 comments

Sorry for the problem with the demo. I made a minor mistake with the installer, but everything is fine now! Enjoy the demo! The_Darker_Side

Steam Install Instructions

Steam Install Instructions

Mar 8, 2012 Guides 34 comments

Were you not able to install the new test version of the mod because you had the steam version of FOC and didnt have instructions on how to install in...

Star Wars - Clone Wars (version 3.0)

Star Wars - Clone Wars (version 3.0)

Jan 4, 2010 Full Version 178 comments

This is the third edition of a total conversion mod, for Empire at War - Forces of Corruption, which I have compiled from various mods, addons and donors...

Star Wars - Clone Wars (Patch 2.0)

Star Wars - Clone Wars (Patch 2.0)

Jul 22, 2009 Patch 42 comments

This a small patch, which adds some of the CIS symbols (not all), fix some bugs in skirmish and add a new Republic hero... There will be a new full version...

Star Wars - Clone Wars mod 1.5

Star Wars - Clone Wars mod 1.5

Jun 18, 2009 Full Version 65 comments

This is version 1.5 of the total conversion CLONE WAR ERA mod for EaW/FoC. I've compiled Clone Wars era models, icon and textures from various mods, packs...

Post comment Comments  (4110 - 4120 of 6,039)
Tarian
Tarian Mar 20 2011, 10:38pm says:

Regarding the Republic and CIS situation I have several suggestions and comments:

1. Being a hardcore Confederate player I enjoy beating the pulp out of the Republic and pirates. However, the Republic (btw note that I am using v3.0, not the v4 test) plays really crappy. For some reason you have scripted the CIS to play very well and they do indeed put up a good fight, but the Republic AI is off the charts in intellect to such an extent that I once managed to destroy a fleet of 3 Venators, 9 Acclamators and a hell load of fighters with only a Providence and 4 Munificents. You really should work on improving the AI. :)

2. The CIS becomes unstoppable in space after tech lvl 4. I suggest giving the Republic a new ship to counter it. However, definitely not the Mandator. If the Republic get a Mandator, which is a Star Dreadnought, the CIS have no chance. Seriously that would be fighting against a freaking Executor. I propose giving it a smaller ship, still beating the Venator with around 400 meters: the Tector-class Star Destroyer. Since the destroyer lacks a hangar, it will need Venators to accompany it. However, it has extremely thick armor and will survive much longer than a Venator in the same position. IMO the Tector will add a great deal of strategy to the Republic and will, at the same time, stop fleets with several Lucrehulks do.

+1 vote     reply to comment
keoni
keoni Mar 21 2011, 3:46pm replied:

The CIS has the malevolence, try out the test v.4. The Republic stands no chance against the subjugator, it alone can take on any republic fleet the ai musters.

Giving the republic a comperable ship would be nice, that way it's not such a steamroll.

+1 vote     reply to comment
Legend67549
Legend67549 Mar 21 2011, 10:13am replied:

I have to agree with the Tector as an addon, since I just read the Mandator can take on 1,000 Recusants at once...

+1 vote     reply to comment
Delta.23
Delta.23 Mar 23 2011, 6:44pm replied:

They either need that or make Republic ships build 20% faster if Kuat is controlled I guess. If they can't win with power, then they at least need numbers. The Tector would be a nice addon though. Another nice addon would be some type of superweapons for the Republic, like a Procurator cruiser. Considering their limited hyperdrive, they could only be allowed to jump from planets 1 at a time, and at a slow pace, for gameplay balance. The Republic needs an advantage over the CIS, I don't care what, they just need one. And you should put Fighter Strikes into the game, like just a quick run firing lasers at a targer, and it moves and follows the target. 2,500 credits? Take this into consideration :D

+1 vote     reply to comment
keoni
keoni Mar 20 2011, 10:21pm says:

I've been playing the test version on several skirmish maps, ground. I've noticed a couple issues, minor ones, the death clones of several units, like the halfire droid and the MTT do not disappear after their destruction and linger until the game is completed.

When playing as either the republic or the separatists neither side have access to the full range of units that are available in the GC, nor access to all the heroes, all the jedi for the republic, and no grevious or any other ground hero.

I do like that the ground skirmish population isn't limited or locked in place, starting out with 92 is awesome, as compared to being limited to fighting with 10 or less.

+1 vote     reply to comment
Legend67549
Legend67549 Mar 20 2011, 6:41pm says:

I have an idea for the Mandator. To create the slow hyperdrives, you could give the same kind of speed that the Death Star had in vanilla EaW. That way you'd have a good remake. If you don't want to do that, you could just have them spawn as reinforcements at space stations or certain important planets, as I have noticed Lucrehulks do.

+1 vote     reply to comment
Ozzy667 Creator
Ozzy667 Mar 20 2011, 8:00pm replied:

In a units code it has the hyperdrive speed. Changing the hyperdrive speed is easy.

+1 vote   reply to comment
alexbond45
alexbond45 Mar 20 2011, 10:33pm replied:

The Mandator should only be built on Kuat, and cost a LOT of $$. but be worth it.

In the 3.5 Add on from Z, you can build the Mandator and the Eclipse provided you have kuat drive shipyards built there.

+1 vote     reply to comment
Legend67549
Legend67549 Mar 20 2011, 9:26pm replied:

So, I guess the Mandator could work as a good balancer then, I suppose. Also, I like Mandators lol.

+1 vote     reply to comment
kis12134
kis12134 Mar 20 2011, 12:23pm says:

Can some devoleper read my commnt down there

+1 vote     reply to comment
Ozzy667 Creator
Ozzy667 Mar 20 2011, 2:16pm replied:

We will consider it but no promises. I have already increased the space cap to 60 and decreased the pop size of most units.

+1 vote   reply to comment
generalpreston
generalpreston Mar 19 2011, 6:17pm says:

can you add kit fisto

+1 vote     reply to comment
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