I've been involved with the EAW modding community since June 2006 and ModDB since 2009. My background is in computer science and mathematics. I was drawn to the modding community due to its high level of energy and global impact on the gaming scene. We hope you guys are enjoying Republic at War and are looking forward to the upcoming additions that we will be releasing in the coming months.
When the team first got their hands on the mod, we were all ecstatic to say the least. For me, the first few hours allowed me to get a feel for the scope of this project. It’s, by far, both the largest and most detailed of any EAW mod released to date. This is my review.
There was a reason z3r0x wanted a few extra bodies to help out before the big release. The month of May brought us over 300 bug fixes and game changes. Many of these were immediately seen as problems that could hinder the user’s play experience while others were debated for days. Coming from a Starcraft and e-sports background, balance was important to me. I set a personal goal to help make sure that Republic at War was not only fun, but fair – no matter what your play style is or which faction you chose. We came very far as a team and made impressive progress in this area. Some may find that the CIS’s AI (in both space skirmish as well as in GC) a little tougher as they can take advantage of their higher fighter count more effectively but I can assure that both the Republic and CIS meet my goals of solid PvP and will allow for fun, competitive play, online.
The bug list revealed only a fraction of what went on during this past month and you guys really owe it to z3r0x as I’ve never seen a man put as much time into a project like this as he has.
The manual should be ready just before Republic at War makes its debut this June 4th – Download and read it as you’ll be both impressed as well as be able to compete with those who did.
There is still much work to do and I hope we can deliver on the future expansions.
See you all on the battlefield.
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