The Age of Legends is a total conversion series based on the Star Wars Expanded Universe, from the aftermath of Endor to the defeat of the Yuuzhan Vong. This page is no longer kept up-to-date. See Discord instead: Discord.gg.

KEY FEATURES:
- 50 'historical' Galactic Conquests, based on the Expanded Universe, from the aftermath of the Battle of Endor to end of the Yuuzhan Vong Invasion

- Countless fully-playable factions, with more added in every release

- Play across three periods of Star Wars history, during the Imperial/Galactic Civil War, Age of the New Republic, and Yuuzhan Vong Invasion eras

- Hundreds of new land and space units, and new heroes

- Space skirmish mode

- An INVASION mechanic, allowing the player to trigger the Yuuzhan Vong Invasion early during the Galactic Civil War; play infinities and 'what-if' scenarios

- Play as different Imperial subfactions depending on the era and campaign selected, including: the Galactic Empire, Dark Empire, Crimson Empire, Daala’s Fleet, the United Warlord Fleets, and the Imperial Remnant

SUBSCRIBE: Steamcommunity.com

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The Age of Legends

News 3 comments
Presenting...

The Age of Legends

mod series

Four new mods

On 19th March, v1.2 will be released, bringing major changes to NJO: The mod has now been rebranded as ‘Age of Legends’ and will be split into four submod content packs, each focusing on a different era currently present in the mod. Yuuzhan Vong War-themed material will continue in ‘The Age of Legends: The New Jedi Order’, which is also the core pack required to make the others work. Campaigns and material from earlier time periods will be moved into new submods. Each submod has its own faction roster, unique, era-specific New Republic and Imperial skirmish rosters, Galactic Conquests, and more. The submods are straightforward to launch and easy to use. The four new mods are:

Triumph of the Rebellion (4-9 ABY) v1.0

Triumph of the Rebellion

Dark Empire Rising (10-11 ABY) v1.0

Dark Empire Rising

Tales of the New Republic (12-24 ABY) v1.0

Tales of the New Republic

The New Jedi Order (25-29 ABY) v1.2*

The New Jedi Order

*This is also the base mod required to play the others

Major new content

- New playable faction: Chiss Ascendancy

- New playable faction: Vagaari Empire

- New non-playable faction: Killiks

- Completely overhauled roster for the Empire of the Hand

- Massively reworked existing Galactic Conquests to take advantage of the new Unknown Regions content

- Six new Galactic Conquests spread across the four mods

Improvements

- Hugely reworked and improved AI is now very challenging

- Large-scale XML tidy-up for the ‘Imperials’ faction has resulted in dramatic improvement in their AI

- New shaders have dramatically improved the visual quality of space battles and 3D models (credit to the Alliance mod)

- A large number of bug fixes, and lots of polishing

- Many obsolete buttons from game menus have now been removed for a clearer interface

- Additional visual changes to the mod including new icons, and the removal of the frame around squadron icons in space battles

What to expect next

I will release hotfix patches for any issues that crop up in the 1.2 release, and then turn my attention to The Rise of Caedus, the fifth mod in the 'Age of Legends' series. In addition to expanding the mod, this new release sets the groundwork for each pack to be expanded with new factions and scenarios - taking full advantage of the recent patch to Forces of Corruption. So there is lots to look forward to.

The Rise of Caedus (30-45 ABY) v1.0

The Rise of Caedus

Credits

I take no credit for the models/particles used - they are all included here with the permission of the original authors. This mod began life as a submod for Thrawn's Revenge 2.1, and includes some of that mod in its underlying files. I take *no credit* for that work, this is released with the permission of the Thrawn's Revenge team but the New Jedi Order mod is in no way affiliated with Thrawn's Revenge. NJO has evolved a lot since then, with many, many new models from the Alliance mod and from the Vong Invaders Expansion, Rise of the Mandalorians, the Remake mod and from many others modders including Farseer, Warb_Null, EvilleJedi and more. All models are used with permission - and with my sincere gratitude. I want to accurately credit all models used, please let me know if I have accidentally omitted a credit. You can download the latest version of Thrawn's Revenge here: Steamcommunity.com

The Rise of Caedus

The Rise of Caedus

News 1 comment

Expansion adding the Swarm War, the Second Galactic Civil War, and the emergence of the Lost Tribe of the Sith with 12 new factions.

Final release preview: v1.0

Final release preview: v1.0

News 3 comments

UPDATED (7th July 2020) The New Jedi Order mod is nearing completion, with v1.0 planned by the end of the year, with a mass of new content, SPACE SKIRMISH...

v0.9 - what's coming up

v0.9 - what's coming up

News 4 comments

A huge new release is imminent, adding 3 new factions, and 8 new Galactic Conquest campaigns.

New Jedi Order v0.8 overview

New Jedi Order v0.8 overview

News 16 comments

0.8 is the largest update since the mod’s launch.

RSS Files
[OLD] Fall of the New Republic (NJO v0.5 patch)

[OLD] Fall of the New Republic (NJO v0.5 patch)

Patch 3 comments

Essential patch that fixes a crash-to-desktop error, resolves several bugs, tweaks various stats, and improves balance against the Vong. (See full list).

[OLD] Fall of the New Republic (NJO v0.5)

[OLD] Fall of the New Republic (NJO v0.5)

Full Version 30 comments

The Yuuzhan Vong have arrived! Conquer the galaxy as the fearsome invaders, or push them back in six historical GCs showing the collapse of the New Republic...

[OLD] 25 ABY Pack: Patch 1

[OLD] 25 ABY Pack: Patch 1

Patch 15 comments

Balance changes, fixes, updated GC events and more.

[OLD] New Jedi Order Compilation Mod - 25 ABY Pack

[OLD] New Jedi Order Compilation Mod - 25 ABY Pack

Full Version 74 comments

Includes: first two GCs of the Vong War, bonus GC showing the end of the Galactic Civil War, new Yuuzhan Vong faction, totally revamped New Republic and...

Comments  (0 - 10 of 583)
atm101010
atm101010

This mod is amazing. I feel like I could get hours and hours of playtime out of this with all of the new gc’s. Great work!

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Sephiroth0812
Sephiroth0812

This mod looks and plays quite promising so far. Besides skirmish I've test-played the 1-Planet Start GC so far with the New Republic, CSA, Imperials, Crimson Command and Eriadu Authority.

The idea to allow the production of additional ships via specialized shipyards and similar space stations is a creative one and allows the player to specialize their ship production planets quite a bit while also preventing the cluttering of the build-bar without having to implement filters.
Still, if the limitation of two structures per planet remains there should be given a possibility to scrap already built space structures if you want to have a different one i.e. if a planet is no more at the front you can scrap the Golan Platforms and defensive hangars and build specialized shipyards or economy buildings instead.

Due to the sheer scope of units though it would be helpful if there could be a table of content somewhere for each faction which units can be built where and which structure is necessary for it.
Or as an alternative, have the descriptions of the structures state outright which ships you can produce from them, same goes for units recruitable only from specific planets.

There seems to be also an error in the AI of the Corporate Sector Authority (CSA) as they never seem to build Level 2 or Level 3 shipyards in GC, getting eventually steamrolled by either the Imperials or the Hutts in mid-game.
The starting point in the 1-Planet GC for the Eriadu Authority is also quite a though one with the only reachable planet (Sullust) having a massive defense fleet from the start.
This means as a human player you have to save up quite some money to either get multiple Tyrant Missile Cruisers, a Praetor II or the Superlaser-Star Destroyer "Conqueror" in order to even break out from your starting position.
An AI-controlled Eriadu Authority remains almost the entire run of a GC on their starting planet because they don't dare attack Sullust.

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burghard.reinsch1
burghard.reinsch1

Hey, I found a problem.
It looks like whenever you attack a planet the enemy fleet turns around to return to their station. That makes it that you always attack from behind, having a huge advantage and making a bit unauthentic battle.
In current versions of Thrawn's Revenge (it used to) this doesn't happen anymore, so you might be able to ask them/copy their solution for this.
Otherwise, super cool mod.

(this was tested with the most recent version from the Steam Workshop.)

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videogamemodsarecool
videogamemodsarecool

why only host old versions on moddb?
I am dissapoint

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OA_SunTzu
OA_SunTzu

You need the Steam-Version anyway for the new versions.

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ElGranImperio
ElGranImperio

Not quite.

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videogamemodsarecool
videogamemodsarecool

I hope that they can port back the newest version back to the gog version or I will never ever ever ever ever get to play them :(

I hope I hope so much

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ElGranImperio
ElGranImperio

Hello. I have the latest version of the mod in GOG version, can I send it to you?

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smartcleanmoon
smartcleanmoon

GOG doesn't get any stability patches, so that's why they don't release most versions for GOG. I got the steam version recently, and I now understand the problem.

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OA_SunTzu
OA_SunTzu

Will NJO 2.0 feature AT-AHT and Super-Heavy Walkers and Turbulent-Class SDs? And some older designs like the Titan-Class?
And will this stuff find it’s way into NJO 1.0 or will the Versions be merged? Wouldn’t mind kicking Vong Butt with Super-Heavy Walkers or the Blue Diver :)
Loving 1.0, one of my favorite Mods!

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