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Star Wars: Conquest is a Mount&Blade module which transforms a medieval world into the far, far away galaxy...
with the same premises than the original game, this module offers an open sandbox where the player can do anything he wants.
Based on a Galactic map and hundreds of planets.

Latest version is
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Spacestation Siege A good day in Mustafar Coruscant
Blog RSS Feed Report abuse Latest News: Star Wars Conquest 0.9.4-relcand Released

53 comments by Swyter on May 13th, 2013

As the work keeps piling up and the preview was not stable enough, today we are releasing yet another step in the staircase to stability, a release candidate.

These are the main features and changes:

  • Stability, tidiness and optimization.
  • A special emphasis on scene editing, entry points and AI movement.
  • New models and graphical enhancements, both in third person and strategic mode.
  • Six new music tracks by Vladan Zivanovic.
  • Localized to a whole lot of languages; CS, DE, ES, FR, IT, NL, PL, RU.
  • Even more balancing and corrections.
  • Menus and dialogs adapted to the Star Wars lore.

Even with the enourmous effort made lately in its playability this is a work in progress release, particularly lacking polishment.

Known problems:

  • Missing or placeholder models.
  • Bald women and face morphing weirdness.
  • Doesn't works on Warband or With Fire and Sword.
  • Graphic glitches when playing on DirectX 7 (FFP) mode.

We expect your feedback, report us your bugs/enhancements one at a time at our bugtracker:

Please do not create duplicates if possible, as the free time required to sort them out is better employed in other things.

Tell us what you think in the comments below, and have fun.
--Your team

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Star Wars Conquest 0.9.4-relcand

Star Wars Conquest 0.9.4-relcand

May 13, 2013 Full Version 206 comments

As the work keeps piling up and the preview was not stable enough, today we are releasing yet another step in the staircase to stability, a release candidate...

Star Wars Conquest 0.9.4-preview

Star Wars Conquest 0.9.4-preview

Oct 5, 2012 Full Version 136 comments

We're happy to announce the immediate availability of our early 0.9.4 preview. After so much work done and shown all these years we felt that you deserve...

Star Wars Conquest

Star Wars Conquest

Jun 27, 2010 Full Version 165 comments it's a massive bugfixing and content adder release. You'll find lots of new features, specially talking about gameplay, new scenes and model enhancement...

Star Wars Conquest Automatic Updater

Star Wars Conquest Automatic Updater

May 6, 2010 Installer Tool 27 comments

Today I've coded a small program/user-friendly batch script to update the module, Its name: "Star Wars Conquest Automatic Updater", it reads the module...

Star Wars Conquest

Star Wars Conquest

Mar 29, 2010 Full Version 29 comments

We just posted Star Wars Conquest which is primarily a bug-fix for the random crashes on the world map that could corrupt save games. This should...

Star Wars Conquest

Star Wars Conquest

Mar 18, 2010 Full Version 25 comments which is primarily a bug fix or tweak for 0.9.0. This SHOULD be saved game compatible so just delete your old 0.9.0 folder and install this into...

Post comment Comments  (70 - 80 of 2,764)
rebelmarineha Jan 6 2015, 2:14pm says:

I like the mod but it shoud be much more balanced, you shouldn't be abble to buy lightsabres at every market, in the SW universe it was a weapon only used by Jedi and Sith and you could only aquire them at blackmarkets for extremly high prices hardly payable for regular mercs if you were lucky enough to find one or you had to get it from a force user if you weren't a force user, so it should be in the mod, and lightsabres should also require a certain skill level.
Force sensitive merchants and trainers should be more uncommon, especially in this era, and some force powers like force kil, jump and shield should also require a certain skill level in Force Powers.
Also illegal weapons such as flame and concussion rifles should be more balanced, still be able to hit multiple enemies but the flame thrower should make less damage and be less accurate, the cocussio rifle should be much slower and weigh much more than 3 or 4.5 to slow the player much more.

+3 votes     reply to comment
Edmald Jan 8 2015, 8:32am replied:

I agree. I've been Roleplaying SW:G and currently are on SWTOR. Out of that perspective i agree. But the question is how would you be able to obtain a Lightsaber in another way? Making you collect parts? Obtaining a Crystal? - and then forge it. That would probably mean some heavy coding.

Anyway, still playing this since 2013. The mod is just as good every time i boot it up. I will wait for updates with patience. As all Jedi are taught!

+3 votes     reply to comment
rebelmarineha Feb 13 2015, 5:13pm replied:

You should be still able to buy them from markets but for much higher prices and not from every market, just from few radom markets in the galaxy, a lightsaber should be much more unique and it should take more time to obtain one. Alternativly you could get them by killing lightsaber wielding enemies or find them(completly constructed lightsabers not parts of it) at few random places if you discover the place enough. Look at the TLD mod, it is more heavily modified, I think it wouldn't need much coding, if you do it this way.

+1 vote     reply to comment
darkendmoon Feb 2 2015, 11:43am replied:

imo it's better to RP in SWGEmu, than TOR, considering TOR is just garbage lol

+1 vote     reply to comment
sakatadahl Online
sakatadahl Jan 5 2015, 5:22am says:

The modders have thier life and job as well. They only use leisure time to do what they like, and you can't force them to mod like game studios. Just be patient, and at very least you have the beta to play, right?

+1 vote     reply to comment
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Illicit_Misfit Dec 13 2014, 7:43pm says:

It's sad that its not for Warband...

+3 votes     reply to comment
Guest Dec 20 2014, 9:51pm replied:

It's sad that its never been completed in first place..

+4 votes     reply to comment
Oaks19 Dec 8 2014, 5:32pm says:

Why doesn't the mod author make this compatible with Warband? Some kind of grudge against Warband or something?

+9 votes     reply to comment
bogfish Dec 14 2014, 12:45am replied:

The original plan was to make the final version on regular M&B and then port it over to Warband. It's been a long time since we got anything new though.

+9 votes     reply to comment
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Release Date
Released Jun 26, 2010
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1262 votes submitted.

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Highest Rated (38 agree) 10/10

This is the greatest mount and blade mod that I have ever play good work so far i can't see anything wrong with it so you get a 10 and i hope your going to add more to it!

Aug 26 2010, 12:57am by jag648

Lowest Rated (3 agree) 1/10


Dec 6 2011, 12:48pm by Build_a_Canal

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