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

Image RSS Feed Latest Screens
Mercs. Mercs. Trying to fix the pirates
Blog RSS Feed Report abuse Latest News: Version 4.0 Released

51 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
<!--[endif] -->

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Star Wars The Clone Wars Version 4.0

Star Wars The Clone Wars Version 4.0

Apr 15, 2014 Full Version 424 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 46 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 180 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 44 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 67 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  (4270 - 4280 of 6,442)
devilx2
devilx2 Apr 27 2011 says:

is there some sort of percentage you could give me indicating how far the mod is from completion?

+1 vote     reply to comment
TheJediStarkiller
TheJediStarkiller Apr 27 2011 says:

Did not I understand Venator changed or no?

+1 vote     reply to comment
The_Darker_Side
The_Darker_Side Apr 26 2011 says:

Good idea. But Control Ships could fight like battleships too. Lucrehulks were ALL modified for combat.

+2 votes     reply to comment
111alan
111alan Apr 27 2011 replied:

But control ships is not heavily modified like battleships.they have fewer point defence laser cannons and turbolasers.As you can see in EP1 a control ship did even had problem dealing with a squadron of Naboo N1 fighter then destroyed by one of them(Anakin's).

+1 vote     reply to comment
111alan
111alan Apr 26 2011 says:

I think 2 Acclamators can take down a lucrehulk control ship easily but not a lucrehulk battleship,which is specially modified for space combat not for controlling droids.

0 votes     reply to comment
guffepuffe
guffepuffe Apr 27 2011 replied:

That is actually incorrect. Acclamators were transport ships as were the Lucrehulks control ships. The diffrence is that the Lucrehulks is huge and even if it don't got the destructive power to bring down 2 lucrehulks it got the shields to withstand a venator.
The Lucrehulks were designed to transport, trade and to be able to withstand pirate attacks which ofc would be usual against a whole fleet of transport ships without armament.

+1 vote     reply to comment
111alan
111alan Apr 26 2011 replied:

So my suggestion is that you should add lucrehulk control ship for transport in space mode and they use cc9979 to deploy droids in land mode.

+1 vote     reply to comment
Admiral-Ace
Admiral-Ace Apr 25 2011 says:

I remember that you said you completly removed all traces of corruption abilitys from the game or did I hear wrong and that just a little was removed. I was going to say to not get rid of it just yet. I thought of a great idea of something to do with corruption missions, but using it for the Republic.

Did these two ships get lucky or should two Acclamators be able to take down a Lucrehulk? Well maybe good help, not luck.
Moddb.com

+1 vote     reply to comment
The_Darker_Side
The_Darker_Side Apr 26 2011 replied:

If you dont remember, in the game you had to activate the turbolasers on the Prosecutor and they would start shooting the lucrehulk. The object was to hold of the droids and Lucrehulk until Reinforcements come. Then the Avenger came and took down lucrehulk cause it was somewhat damaged from the turbolasers.

Answers a good, but stupid question.

+1 vote     reply to comment
sumarega
sumarega Apr 26 2011 replied:

but a 1 fully operatonal Acclamator almost all by himself destroyed Lucrehulk and and another Acclamator helped him a little bit

+1 vote     reply to comment
Ozzy667 Creator
Ozzy667 Apr 25 2011 replied:

Ya that was a big complaint of mine too! They need to explain how that was possible a little more because last I checked a Lucrehulk can take on a dozen of Acclamators

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single Player
Embed Buttons

Promote Star Wars - Clone Wars on your homepage or blog by selecting a button and using the embed code provided (more).

Star Wars - Clone Wars
Star Wars - Clone Wars
Statistics
Last Update
1 month ago
Watchers
1,803 members
Addons
2
Files
7
News
39
Features
2
Reviews
13