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
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.
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.
Here is the next big update for my submod. A lot of work went into this so enjoy!
The newest version of the submod is here, and with that a lot of changes!
The next full version of this mod, check out the full list of changes because this is a big one!
Hotfix for the latest update of the submod. Fixes a few small things I overlooked.
New version of the Republic at War submod, including more units, heroes, and a brand new GC.
The first actual update for this mod, check the description or ReadMe for details.
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...
I can't get the multiplayer to work
Would it be possible for you to have native Units buildable for Geonosis ?I have always liked RAW its just something that i felt has been missing from alot of mods .
wow you are alive, nice
Wow I thought that this mod had gone to the dark side, it's good to know that there are still signs of life
nojembre,
What about the "Sniper-droideka" unit? Will you add it to the submod or not??
Dead just like RAW dev team?
Not dead lol.
The commander cody and rex are very bugged, could you fix it in the next update?
Yep it will be fixed.
Hey, love your mod!
I would like to change the lucrehulk battleship.
Two versions would be nice. One that is available at tech 3(without the blue sep markings), like the current version, maybe lower the shield hp a bit.
And one that costs way more but is also way more powerful(stronger shields/ better guns), but carry’s less fighters. It would be available at tech 5.
Because in one of the rots guide books it was stated that you need a flotilla of venators to even bring down the shields of a refit battleship.
I also would like a cheaper version of the venator that doesn’t have the spah-t laser because only some ships had it.
I would also like the 2,5 km version of the recusant destroyer.
I buffed Admiral trench in my mod because he is still too weak. His ship should be able to defeat small fleets on its own.
Add the shock troopers on coruscant and Commander Fox.
I love your mod.
Maybe you can add the changes I suggested?;)