Darth Revan is back...A Sith Lord from a time period 4,000 years prior to star wars: A new hope. One of the greatest strategists in the galaxy, his actions had lasting ramifications for the Republic, Jedi and the Sith for millennia to come. Dark Lord of the Sith is an alternate history to the original trilogy, the storyline is 4000 years in the future, therefore, making it non-canonical; a story of what would have happened if certain key events in their respective canon sources had played out differently. TEN STORY LINE CAMPAIGNS, Eight Gigabytes (roughly 8 billion bytes)...Groundbreaking, 'Dark Lord of the Sith' is a technical triumph...Featuring TEN STORY LINE CAMPAIGNS; the Fourth Faction is fully playable in GC or Skirmish mode. In conclusion, uncompromising, unrestricted and fully executable game play...'Bad to the Bone', a formidable beast.

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Moddb has restored 'The Reckoning'. Next version: 'Dark Lord of the Sith'.

TKAzA 6mins 25secs ago says:LEGAL INFORMATION FOR MODDERS

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The Reckoning Final Edition

The Reckoning Final Edition

News 3 comments

The Reckoning Final Edition Release Date: 7/3/2013

The Reckoning is unique...

The Reckoning is unique...

News 9 comments

No FOC mod, with the exception of 'The Reckoning' has ever...

The Reckoning Final Edition

The Reckoning Final Edition

Full Version 80 comments

Groundbreaking, the 'Final Edition' is a technical triumph...Featuring EIGHT STORY LINE CAMPAIGNS; the Fourth Faction is fully playable and does not interfere...

Post comment Comments  (400 - 410 of 1,042)
Revanx2012
Revanx2012

The imperial space stations on my game have no hard points and i can not kill them any help would be greatly appreciated.

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degtayrev
degtayrev

That's just on your end, try reinstalling.

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Revanx2012
Revanx2012

Tried reinstalling but the hard points are still on fire and missing.

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degtayrev
degtayrev

Did you completely get rid of the old version? If you did, then do a full reinstall of EAW and install this mod on a clean install.

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Knokos Creator
Knokos

I am not experiencing this problem.

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brydar
brydar

same here notsure whats wrong

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GeneralPsYcHo
GeneralPsYcHo

Hi
I have a problem with Venator and Venator Mk2,Venator simple don't have guns to fire from them and don't do anything,Venator Mk2 still always on fire , i think he to don't have hardpoints.So Revan is so overpowred i think you need remove or nerf his healing ability no one can kill him because all damage he taken just heal on 1-2 secs to full hp.
P.S. Your mod is so cool =)

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Knokos Creator
Knokos

I am not experiencing this problem.

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GeneralPsYcHo
GeneralPsYcHo

And what?

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Delta.23
Delta.23

In the next update may we have Revan's force cloak removed? It's really just useless since he can both heal and straight up resist any damage done to him. I feel like he isn't very effective against vehicles so force crush may be a better option. Force corrupt would also be a good move, seeing as Revan's already rallied so many forces. This would also prove to decrease how OP he is considering whenever I almost kill him he cloaks away and I have to wait for him again. Just about any other ability would prove to be more useful than force cloak. Great mod, hope to see more out of this from you.

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Darth_Saber
Darth_Saber

Throughout the KOTOR / TOR storyline, Revan always disappears just when he is about to be defeated; thus the cloaking ability is quite appropriate. As for making Revan more deadly to vehicles: if one can have the option to switch weapons, then why not force powers?

Through coding, force users could have two switch powers options, thus enabling them to use four powers as opposed to the standard two.

Each of the powers (except for cloak) could be on automatically, thus eliminating the need of continually clicking on the powers icon.

Think of the combos one could give Revan:
Lightning - Telekinesis - Push - Cloak
Lightning - Corrupt - Cloak - Lightsaber
Battle Meditation - Lightning - Telekinesis - Cloak

Hey, the possible combos are only limited to the powers available!

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Darth_Saber
Darth_Saber

The Carbonite Edition is beyond awesome! The new units were well textured, and the action was amazing. The first time that I initiated a space battle in GC mod, I was expecting to crush the few garrison forces that I saw orbiting the target planet, boy was I ever lucky that I advocated excessive force for the engagement. I deployed a Republic Interdictor first, and then saw what I was up against. Imagine my surprise when I discovered that additional ships of my faction were already engaged in battle with some of the heaviest hitters of both the Empire and the Republic. I deployed HK-47 and T3, along with several Centurion Destroyers, Mandalore, and Darth Nihilus, where they would do the most good. Working together in separate fleets, I was able to defeat my enemies and consolidate my forces with few casualties, and launch my assault on the station.

In the end, I won that battle in space, but was nearly defeated in the land battle. Imagine a three way land battle in which both the Republic and the Empire have established bases, and large garrisons. Think of it: Master Vandar and a team of MAL launchers, and destroyer droids vs AT-ATs, AT-STs, Stormtroopers, Scout speeders, tie reapers, 2M tanks, -etc. on the Imperial side, and the MPTLs, T2-Bs, Rebel infantry, stun tanks, clone troopers, and AT-TE's of the Republic. The saving grace of this scenario was that additional forces of my Revan's Alliance were also deployed on the field. This provided me with Star Forge Droids, destroyer droids, infantry, and Canderous Assault Tanks.

The sheer mass of combatants; the wonder of being able to make calls in the midst of confusion, hoping that you made the right choices to survive; all of this, and more is mind blowing and yours to enjoy. In the words of William "B.J." Blazkowicz (Wolfenstein): "Bring it on; I'm death incarnate!"

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degtayrev
degtayrev

A few bugs to point out:

1. The Sith Battlecruiser spawns TIE Bombers. Was this intended?

2. There seems to be a problem with the "Commander Jet Turbo" character. The Republic just attacked my forces on Mustafar with over 30 of this character. Needless to say, this was extremely difficult to defeat, as 30 hero squadrons are problematic. It also didn't help that the last 3 squadrons were invincible.

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Joey_17
Joey_17

I also have this problem. But the ai seems to have much more then 30

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Knokos Creator
Knokos

degtayrev, thank you. TIE Bombers will be replaced and 'Commander Jet Turbo' will not spawn into 30. Once again, thank you.

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degtayrev
degtayrev

No problem :)

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