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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35 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 225 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 33 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  (4150 - 4160 of 6,000)
=СРБ=Ori`verda
=СРБ=Ori`verda Mar 11 2011, 3:58am says:

The main problem with CIS in space it they make a deadly pair with the Lucrehulk and missile frigate which equals to fighters and bombers being ripped to shreds before they get in range and their fighters moping up whatever remains, then you move in your Venators which get shredded by the big guns from the Lucrehulk and their fighters.

+2 votes     reply to comment
DedicatedGamer
DedicatedGamer Mar 11 2011, 7:06am replied:

problem with missile cruiser is that only ai can use it (seems that way to me ) because when i use it neither fires that many missles nor they have long range

+2 votes     reply to comment
phunkracy
phunkracy Mar 11 2011, 7:16am replied:

yeah, it is insanely powerful. I just fought a battle over Skako. I'd have won if missle frigate wouldn't anihilate my entire bomber force from 8 acclaimators (!!!) in a matter of 20 seconds... And yes, there were also Lucrehulks there. This battle was just batshit insane.

+2 votes     reply to comment
=СРБ=Ori`verda
=СРБ=Ori`verda Mar 11 2011, 10:04am replied:

Yes its not fair :(

+1 vote     reply to comment
Ozzy667
Ozzy667 Mar 11 2011, 12:29am says:

CIS space forces are a bit too strong I think but land forces seem too weak

0 votes     reply to comment
DedicatedGamer
DedicatedGamer Mar 11 2011, 2:32am replied:

not really cis have cheap droids and just b2 and AAT spamming can be winning combination

the problem is they dont mass forces in GC Clone wars
but i tried Battlefront vs medium ai on lover tech
he took kashyk in 5 min (land) and would have WIPED me out in 1-2 hours
if there wasn't a strange thing i discovered
when ai occupies space over my planet they reccall the fleet and leave only one lucrehulk so i destroy it and they sent another and another and so on but always! one by one - easy kill

also ai launches space attack with 4 or more lucrehulks (i dont think they build providence at all)

also at lvl 3 +4 +5 sep. space station they got 2x lucrehulks reinforcements
and republic gets 2x venators only at 4&5 lvl space station
thats not fair

0 votes     reply to comment
Ozzy667
Ozzy667 Mar 11 2011, 8:14pm replied:

I was adjusting those last night but Ill double check it again

+1 vote     reply to comment
MuchTooLearnUSH
MuchTooLearnUSH Mar 10 2011, 7:05pm says:

I really like this mod! 9.0/10 !

+2 votes     reply to comment
Ozzy667
Ozzy667 Mar 10 2011, 8:01pm replied:

The problem was they were not firing unless told to. i think I have fixed the problem but I need to test more.
Venators have been made cheaper and build a little faster to help even the odds a bit more.

+1 vote     reply to comment
phunkracy
phunkracy Mar 11 2011, 3:36am replied:

Fine, but it doesn't solve the problem of their avaibility. CIS get the most powerful warships from early level, and Republic can't really do anything about it. What I suggest is to make Venators buildable from level 4th, and on 5th give Republic Victory-class ships.

0 votes     reply to comment
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