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

Twitch Streams: Twitch.tv

Development Roadmap Link: Trello.com

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RSS Articles

1.3.3 Update Changes!

News

The newest update of my submod is here with some changes, a lot of it based on feedback from YOU, the players!

The highlight of this update is that the new clone units are now back to squad format, but they look so much better now! I've also been working on adding scripts so there's a few cool ones thrown in!

Link to download:
Moddb.com


New Units:
-Added General Kota as a T4 Republic Hero (Trained on Corellia).
-Added Kota's Militia trained on any planet General Kota is orbiting. (Limit of 3)

New Planets:
-Skako to the following GCs: Clone Wars, Core Assault, From Ashes, Fall of the Jedi.

New Scripts:
-Added a script that automatically upgrades Phase 1 clones to Phase 2 variants at Tech 5.
-Added random ship heights for all capitals, frigates, and corvettes.

Unit Changes:
-Switched new clone models to squad format again.
-Rewrote a lot of the unit texts to better match the unit.
-Gave Tarkin the Fire All Batteries ability.
-Added new custom names for Pinnance Dreadnought, Venator, Star Destroyer, Victory, Providence, Recusant, Lucrehulk, Arquitens, Acclamator, Clone Troopers.
-Gave General Grievous a custom fighter that launches from his capital ship.
-Changed B1 and Super Battledroid build sounds.
-Added Fire All Weapons to Acclamator and Acclamator 2.
-Gave General Kalani a Providence in space.
-Gave Umbaran Militia take cover ability.
-Gave Y-Wings hyperdrives.
-Capped ARC build limit to 5.
-Capped BX Commando build limit to 5.

Bug Fixes:
-Removed Saesee Tiin and the P1 Clone Commander from ROTE.
-Fixed Rex and Wolffe t-pose issue (Thanks TheProtato923 for the fix).
-Fixed Ki-Adi Mundi's glitch causing him to get stuck. (Thanks TheProtato923 for the fix).
-Fixed an issue causing some ground vehicles to be available on Rishi.
-Fixed an issue allowing the AI to produce the old clone units.
-Temporary fix for Magnaguard's causing crashes.
-Fix for Cydon Prax not appearing in GC. (Temporarily removed)
-Fixed ion cannon garrison.
-Fixed Plo Koon's Strike ability.
-Fixed duplicating jedi after they died.
-Fixed ARC Trooper Abilities.

Misc Changes:
-Started framework for Republic campaign mode.
-Updated planet descriptions to show what planets train what special units.
-Added visible pathfinding to space units.
-Credits are now spent over time as you build (Like EaW Remake), rather than taking a lump sum when you click build.
-Added more units to skirmish.
-Increased buildable structures on Malastare from 2 to 4.
-Gave Carida and Kamino a starting Arc Facility in all GC's.
-Increased max ground forces on a planet from 20 to 30.
-Increased number of buildable factories per planet from 2 to 4.
-Adjusted mining facilities to attempt to balance economy a little more.

All Changes Made

All Changes Made

Feature 4 comments

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

1.3.2 Update

1.3.2 Update

News 23 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.

Rise of the Empire Update (3/8/18)

Rise of the Empire Update (3/8/18)

News 2 comments

Here is the next big update for my submod. A lot of work went into this so enjoy!

New Update! (2/15/18)

New Update! (2/15/18)

News 1 comment

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

RSS Files
RaW Submod 1.3.3

RaW Submod 1.3.3

Full Version 4 comments

The newest version of the submod is here, and with that a lot of changes!

OLD - RaW Submod 1.3.2

OLD - RaW Submod 1.3.2

Full Version 4 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 2 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 10 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...

Post comment Comments  (20 - 30 of 263)
SupersebaGT
SupersebaGT - - 235 comments

In case anyone has problems with the missing reinforcement points in some maps, I solve it by copying and pasting the XML file markers from the original RAW mod (Not from the original submod, or earlier) to the XML folder in Submod data.

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nojembre Creator
nojembre - - 108 comments

Wait do you mind explaining to me how that fixed it?

Reply Good karma+1 vote
SupersebaGT
SupersebaGT - - 235 comments

Well, in my case I solve it that way, I use the disk version but I imagine that the rules for steam should also be followed, take the XML marker file of the Republic at War and copy it to the Submod (Data / XML) and that's it, fixed don't ask me how I realized but I've been playing the XML files for a long time and it happened by accident

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nojembre Creator
nojembre - - 108 comments

I need to test it but it may have been my fault all along. When I increased the amount of population given by each reinforcement point, I forgot a single line of code which may be the reason those certain spawn points weren't showing up, you may have solved it lol. Thank you!

Reply Good karma+2 votes
SupersebaGT
SupersebaGT - - 235 comments

Hey, no problem man. I'm glad to be useful.

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SupersebaGT
SupersebaGT - - 235 comments

Great update, it is necessary to polish some details such as AI and other things as I understand, I loved the detail of the colors of the LAAT, if you could finish the story mode and add Qui Gon Jinn and Darth Maul to the GC it would be perfect since I see that Many mod also has Jango Fett who never saw in person the Clone Wars, and yet there he is very calm killing his own clones.

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nojembre Creator
nojembre - - 108 comments

Yep I will definitely continue my work on all of that!

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Guest
Guest - - 698,083 comments

what good are the jedis commanders if they cant summon reinforcements

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nojembre Creator
nojembre - - 108 comments

Im confused by what you mean.. They start off with a commander, it's mostly up to you to train regular troops to go with them.

Reply Good karma+2 votes
SupersebaGT
SupersebaGT - - 235 comments

I imagine it refers to the ability to call reinforcements as the mod of The Clon Wars 4.0

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