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
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.
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.
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.
This update isn't all about this GC though, I have made a lot of smaller tweaks based on YOUR feedback!
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.
Mar Tuuk (CIS, Lucrehulk, Tech 2.
General Kalani (CIS, Fleet Commander, Tech 3).
Christophsis to following GC's: ROTE,FOTJ, Clone Wars, Outer Rim Sieges, From Ashes.
Rise of the Empire
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.
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.
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
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.
Here is an updated list of all changes made by this mod.
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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...
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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