This is a submod for the Star Wars Republic at War mod. This submod consists of all the custom modifications I've made to the original mod. This modification includes new units, planets, and changes to some heroes, but nothing too game breaking. I hope to bridge the divide between the Clone Wars mod and the Republic at War by combining some assets into one amazing mod. This mod is compatible with RaW version 1.2 and perfectly compatible with both the disk and steam versions.

Complete list of changes: Moddb.com

Steam Workshop Link: Steamcommunity.com

Development Roadmap Link: Trello.com

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I am proud to present you Rise of the Empire, my first GC ever made. This GC is centered around playing as either the Galactic Empire or the CIS pretty much directly after Order 66.

Features:

All of the republic ships and land units in this GC are textured grey, just like at the end of Revenge of the Sith, and you can now build as many Star Destroyers as you like. I also made it so after Order 66 in the Fall of the Jedi GC, you train only grey units as well. I like the immersion, so I hope you do too.

SD GreyGrey Fighters

New Units:

In this new Galactic Conquest, you'll find that not everyone supports the Empire. Planets like Corellia and Mon Calamari now support the CIS, so they can train some new units there.

CorellianDestroyerMonCalCruiser

This update isn't all about this GC though, I have made a lot of smaller tweaks based on YOUR feedback!

Full List:

New Units:
Acclamator II (Rep, Tech 2)
Mere Cruiser (Rep, Ord Mantell)
Nym, Vana Sage, and Jenkins (Rep, Ord Mantell)
Jet Trooper (Republic, ARC facility)
Octuptarra Magna Tri-Droid (CIS, Heavy Vehicle Factory)
Mon Calamari Cruiser (Rep, Mon Calamari, Cap of 3)
Corellian Destroyer (Rep, Corellia, Cap of 3)
NOTE: In ROTE, the empire can't train them, the CIS can.

New Heroes:
Mar Tuuk (CIS, Lucrehulk, Tech 2.
General Kalani (CIS, Fleet Commander, Tech 3).

New Planets:
Christophsis to following GC's: ROTE,FOTJ, Clone Wars, Outer Rim Sieges, From Ashes.

New GC:
Rise of the Empire


Misc Changes:
Added custom settings for all GC's except FOTJ and ROTE.
Added ability for a lot more planets to build Mining Facilities.
Doubled pop points for all landing zones.
Added the following units to land skirmish: AT-XT, Octuptarra, Death Watch, Trandoshan Slavers.
Added the following units to space skirmish: Umbaran Fighter, Gauntlet Fighter, Pinnance Dreadnought, Z-95 Fighter, N1 Fighter, Acclamator II, Corellian Destroyer.

Republic Changes:
Red Squadron now gets purged with Order 66.
Lok Revenants now get purged with Order 66.
Buffed Acclamator shields from 1600 to 1800.
Acclamators now spawn V-Wings at Tech 5.
Replaced the light blue acclamator lasers with a darker one.
Gave Clone Commandos and Snipers a small shield.
AT-RT changes: Slightly lowered health, increased damage, and increased cost.
Gave Ki-Adi Mundi a Venator for space battles.

CIS Changes:
All CIS ships now get Hyena Bombers after Tech 4.
Lowered Dwarf Spider Droid pop cost to 1.
Lowered Hailfire Tank cost from 850 to 750.
Buffed Munificent Frigate shields from 1200 to 1300.
Increased Lucrehulk speed from 1.0 to 1.2

Bug Fixes:
Fixed issue allowing minor named Jedi to multiply.
Fixed Core Assault GC issue where you could train P1 clones after Tech 5.
Fixed glitch preventing BX Commandos from moving.
Fixed text for Clone Captains.

1.3.2 Update

1.3.2 Update

News 17 comments

The next update of this mod is coming soon, so here is everything that is so far included. I will update this as I add more if I do.

New Update! (2/15/18)

New Update! (2/15/18)

News 1 comment

I just released a new update and I have some news!

All Changes Made

All Changes Made

Feature

Here is an updated list of all changes made by this mod.

Installation Guide

Installation Guide

Installers Tutorial

If you have any trouble installing this mod, check out this guide.

RSS Files
RaW Submod 1.3.2

RaW Submod 1.3.2

Full Version 3 comments

The next full version of this mod, check out the full list of changes because this is a big one!

OLD - RaW Submod 1.3.1 (Hotfix)

OLD - RaW Submod 1.3.1 (Hotfix)

Patch 4 comments

Hotfix for the latest update of the submod. Fixes a few small things I overlooked.

OLD - RaW Submod 1.3 (Rise of the Empire)

OLD - RaW Submod 1.3 (Rise of the Empire)

Full Version 9 comments

New version of the Republic at War submod, including more units, heroes, and a brand new GC.

OLD - RaW Submod 1.2

OLD - RaW Submod 1.2

Full Version 3 comments

The first actual update for this mod, check the description or ReadMe for details.

OLD - Nojembre's RaW Submod

OLD - Nojembre's RaW Submod

Full Version

This is the first complete version of additions made to the mod, if there is anything you'd like to see added, let me know and I'll see if I can make...

Comments  (0 - 10 of 209)
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Khoran_Gutsplitter
Khoran_Gutsplitter

Cydon Prax is not recruitable in a land skirmish. Unless you intentionally removed him before the new release, you should release a hotfix to add him back in.

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Videogameguy1123
Videogameguy1123

Will I have to make a new save to update this mod

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nojembre Creator
nojembre

It will not work with old saves.

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Airman429th
Airman429th

I love the mod my only complaint is the AI is way too hard .

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pablop
pablop

pregunta estas usando modelos de del mod Star Wars The Clone Wars Version 4.0 tiene muy buenos modelos y muchos si es asi me gusta la idea ya que fue un gran mod nunca terminado saludos

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Rolenzo_22
Rolenzo_22

you can make 1.1.5 Providence model to this mod? ?

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TheProtato923
TheProtato923

Please fix the ai! For some reason you nerfed the ai so they won't even try to build heavy vehicle factories and as a result I DONT GET TO FIGHT ANY SPIDER DROIDS!!!!!!!!!!!!!

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nojembre Creator
nojembre

In the current released version, I haven't made any changes to the AI. The new version that's yet to be released will have the tweaks.

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TheProtato923
TheProtato923

What kind of changes do you plan to make to the ai?

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nojembre Creator
nojembre

So each unit type (frigates, capital ships, etc) has a weight, which determines how the AI builds them, so i've gone in and given most of the units their own individual weights, so a providence now has less weight than a lucrehulk, so the AI should build less of them. Same thing with the ground defensive buildings.

Reply Good karma+2 votes
deltastriker106
deltastriker106

discord server?

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nojembre Creator
nojembre Reply Good karma+1 vote
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Star Wars: Empire at War: Forces of Corruption
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Highest Rated (2 agree) 9/10

Never underestimate the power of a good submod. There are a ton of high quality mods for Eaw/FoC, and at a certain point it becomes hard to justify adding another one to mix unless you know for sure that you can either match the quality of what is already available, or introduce something new and unique. Another option, however, is to deliver up another helping of what is already on offer, keeping it fresh and giving the public more of what they want. And this mod succeeds in doing just that- giving…

Feb 25 2018 by killdivas

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Latest tweets from @republic_at_war

RT @ModDB: After the surprise official patch release for Star Wars: Empire at War, here's what the Clone Wars-era mod Republic… T.co

May 20 2018

Republic at War 1.2 (Rush to Victory expansion) is now available! Moddb.com

Dec 24 2017

Republic at War Trailer 2 (official) - Releasing on DECEMBER 25th! Youtu.be

Dec 20 2017

Interested into helping to create an modding editor (University Project) ? Github.com More info will come on GitHub

Mar 15 2016

tweaked and tested easy AI a bit. now it waits some days before attacking.

Feb 26 2016

just reviewing some old eaw files and remake them into high resolution media

Feb 22 2016

long long time no post here. we are all quiet busy with stuff, but we will move to RaW again this week.

Feb 18 2016

So we have just passed our 400th commit for Republic at War. This special commit contained some huge changes for a new GC.

Nov 27 2015

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Nojembre's Republic at War Submod
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