Republic Assault is a full scale conversion mod for the Petroglyphy game Star Wars Forces of Corruption. Using elements from both the current canon, and existing EU to create the best possible game experience.

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Report RSS Kota's Militia, KDY Republic replacement, and movie infantry (view original)
Kota's Militia, KDY Republic replacement, and movie infantry
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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

For anyone interested, I left a color sample, and the hex code for the red used here.

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steddy96
steddy96 - - 315 comments

I can't wait to try it in the game

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Maimbot6000
Maimbot6000 - - 1,747 comments

Really happy about this, decision to replace the KDY Republic ship and all :)

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Maimbot6000
Maimbot6000 - - 1,747 comments

That said, this looks more like a Praetor II then a Praetor I

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Bucman55
Bucman55 - - 795 comments

Well the Praetor I doesn't have an actual design so it would make sense it looks similar to a Praetor II.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

Please read the description. I know I modeled a Praetor II, I wanted to provide more in terms of visual variety.

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Maimbot6000
Maimbot6000 - - 1,747 comments

Perhaps the dual bridges that we see on the Venator could be added or something to make it look more distinct maybe?

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Videogamer13
Videogamer13 - - 288 comments

Oh, it's beautiful!

I'm sure that's Praetor Mk II. I think Praetor Mk I has a different bridge tower, one was made by EvilleJedi.

And I think you should keep the KDY Republic at lower tech level until Praetor Mk II comes up and replace it depends on tech level.


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Bucman55
Bucman55 - - 795 comments

Actually what EvilleJedi made was the Tagge Battlecruiser ( Starwars.wikia.com ), he just called it a Praetor. There is no actual design for the Praetor, so it would make sense to appear similar to the Praetor II.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

Like I said in the description, I know it's a Praetor II. I'm not a fan of how close the Praetor I is to other star destroyers.

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Jeroenimo
Jeroenimo - - 6,765 comments

Good take on the Praetor, without those strange engines on the top, I like it. If I may make some suggestions, making the armor edges on the outside thinner will make the ship look bigger by comparison. Looks like the texture could also benefit from a higher resolution, same reason, it'll make the ship seem bigger. A few insets in the armor edges makes for some nice detail too, it breaks up the monotony of the outline of triangular star destroyers.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

Thanks, I'll have to keep those in mind when I get back to work on the Rothana Battlecruiser.

I don't think EaW can use 8k maps. Both meshes already use 4k maps.

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Ungeheuer1
Ungeheuer1 - - 100 comments

Speaking of ships, I noticed in TCW 4.0 mod that when you task a Venator with attacking a ship in front of it, it will turn broadside instead of pointing directly at it. This of course means some batteries cannot fire. Is this something that you can tackle in your mod? I can't remember if it also happens in vanilla, or if I saw it in your mod.

Also, I feel obligated to defend the KDY. I love that ship, it has been very useful in annihilating my enemies. Leave my poor child alone.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

Pathfinding isn't really something I can change. The game may just try and angle a shop for it to fire the most batteries.

I understand that, and maybe I'll leave it as an easter egg. But it's a YVaW era ship.

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UnseenOni
UnseenOni - - 567 comments

Talk to Bullet, Sly, or Maxim about that issue, I know they fixed it by adding additional forward weapons on the Dreadnaught to force it to target forward rather than angle broadside. Ultimately though, the AI's decision making for that is determined by maximum firepower that can be brought to bear on any given facet of the ship. So if all the strongest or remaining guns are on the left side, the AI will auto pathfind the ship to the left to use those weapons.

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Nolanstar
Nolanstar - - 100 comments

Having the trench/side guns able to fire forward can somewhat alleviate this issue.

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Nolanstar
Nolanstar - - 100 comments

Love the usage of an actual Praetor for a Praetor, rather then the Taggeco Battleship.

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Nolanstar
Nolanstar - - 100 comments

One thing I question, You already have 4 republic triangular wedges in the approximately 1KM range of size (Venator and Victory as well as the added Valiant and Legacy, possibly more if you add the Rothana Destroyer and Battleship), Considering your already adding an 8-KM mandator a 4-klick Praetor shouldn't be too bad, depending on the way you have things scaled. Something about 4x the length of a vanilla venator doesn't have that many pathfinding issues, admittedly its not as smooth as a corvette, but good space compass usage can solve that.

I would suggest moving the praetor as a midway-power ship above the lucrehulk in firepower, durability ETC. (something between a lucrehulk and a subjugator such as the malevolence) A big cornerstone of the fleet and a valuable target, but something you can have a few of to counter lucrehulk groups) The existing 4 classes of destroyer you have cover the Missile-ship, Brawler, Battle-carrier and carrier roles pretty well already. If you specifically need a close range ship an ISD or Tector could be suggested, or a Frigate based off the Acclamator Variant Palleon uses (http://www.theforce.net/swtc/dagger.html#frigate2).

Alternatively a similar-firepower but admittedly bigger ship could be a republic-coloured Invincible-class. At 2 klicks it is likely bigger then what you want though, and might not fit the design aesthetics of the ships in the mod for the main republic fleet (proto death-wedges). Alternative bigger design (still has the death wedge issue) would be a tector, but given it being a new vessel and a larger one it would not fit the gameplay role you intend. (A 1.6-klick dedicated shipkiller would not equal a 1-klick fire-support ship, more like 3 of them)

In the end it your mod, but does another 1-klick deathwedge reliably bring something unique, or can its visage be used for the intended role as a step-up to a super ship instead?

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

I'm actually thinking of cutting the Mandator, but I also do plan on rescaling everything to help with pathfinding

As of now, there are no plans to change the Praetor's current role, but I understand the concern of unit bloat. With that said, I do have plans to overhaul how space combat plays, and how you need to plan out your fleets.

With the Republic, I want to avoid the bloat, but also provide a large roster of units. Which is why I decided to introduce buildable shipyards.

Shipyards will be the main form of unit production, instead of the current star bases. Currently, I have 3 types of shipyards planned, and each can build the following units

•Small shipyard - corvettes, and low grade frigates
•Medium shipyard - medium, and heavy frigates
•Large shipyards - capital ships

In addition to that build split, the actual units will then be spread over their respective planets, and any nearby. IE: The Venator is buildable on Kuat, and Coruscant, the Rothana Battlecruiser is buildable on Rothana, and so on.

The difference between the CIS and the Republic is that the Republic can only build shipyards on planets that have shipyards in lore, or have a large population. The CIS can build them anywhere because they'll enslave the native population to man the shipyard instead of the volunteers the Republic uses.

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Sephiroth0812
Sephiroth0812 - - 725 comments

If the CIS can build their shipyards everywhere wouldn't that give them a rather balance-changing advantage over the Republic?
Especially when bread-and-butter ships of the Republic like the Venator can be build on two or three planets only a Republic player might be unable to keep up with fleet construction.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

Yes, it would, which is also the point.

I'm not a fan of symmetrical warfare, both factions should have unique mechanics in how they work. Overall the Republic has quality ships, while the CIS has quantity.

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Sephiroth0812
Sephiroth0812 - - 725 comments

I wasn't exactly speaking from a lore viewpoint since there the CIS obviously had the numerical advantage for most of the time (except towards the last third of the war when the Republic with its territorial advantage got its war economy fully running and started to approach at least numerial parity), but from a gameplay balance viewpoint especially when considering EaW's engine and the AI.
The AI is known to favor unit spamming like no tomorrow and from what I've seen of other Clone Wars-era mods like i.e. Republic at War it can become very hard for casual human players to keep up with BOTH factions.
Human Republic players often have problems surviving early and mid-game because of the AI-CIS-onslaught being so severe they can't keep up while Human CIS players tend to get problems in late game when an AI-Republic starts to spam their higher-quality ships.

Granted, much also hinges on the balancing of the actual units in question, but this often also holds only for human players as i.e. build limits do not apply to the AI and due to its resource advantages it can even spam the higher quality, more expensive units.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

I understand the concern, and I'm planning on dealing with it.

Generally, CIS has bad ships that can easily be replenished (Providence, Lucrehulk, and others don't follow this).

While the Republic has ships that last longer but take longer to build, and cost more (Again, some exceptions).

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CT-1119
CT-1119 - - 90 comments

Regarding this Praetor, will it have an Imperial version? I mean, according to Legends the Empire did field Praetors in its naval forces, sometimes as a force projection vessel or possibly as part of a local defense fleet under a sector moff.

I really do like the ship, and I may field it more often alongside the Venator in the 2nd or 3rd year of the clone wars. I may even make it part of Admiral Tarkin's fleet since he seems to favor triangle shaped warships over ships like the Venator.

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Sergeant Barlex Author
Sergeant Barlex - - 1,753 comments

The Praetor will have an Imperial variant. But it won't be buildable.

You'll want to be careful with it though. Only 4 can be built.

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Ragnrok
Ragnrok - - 448 comments

me like

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Description

Big thanks to everyone, this little project of mine has hit another milestone for 600 followers. For this, I've prepared a little something different for today's image dump.

First, I decided to add in General Rahm Kota, and his militia. Kota's militia will serve as a small, but limited group of elite soldiers, better than any unit of clones available in the mod.

Currently there are 4 variants, a carbine, rifleman, saboteur, and unit tender. The carbine, and rifleman play like the clone counterparts. While the saboteur has a remote bomb like the Zann Defiler. The unit tender is similar to the clone medic, but has the ability to heal any unit, instead of just infantry.
~~~

Next, I've decided to replace the KDY Republic (This: Moddb.com ) with a Praetor Heavy Cruiser. The Praetor will serve in the same role, but has been updated to be a bit more lore accurate, and consistent with the textures.

The Praetor has been reclassified from a 4000 meter battlecruiser, to a 1000 meter heavy cruiser. This was done to avoid large super ships with bad pathfinding. I also realize that I built the Praetor-II, this was done to provide a bit more in terms of visual variety.
~~~
Finally, something long overdue. I've gotten a bit of a start on the eventual movie submod to Republic Assault that I've promised. If anyone has seen the Ashura DX clones before, you'll be happy to hear that I've fixed the textures. Originally, the white on the front turned into a grey on the back. Now it's all white.

Credits:
Lucasarts - Rahm Kota, Kota saboteur, and Kota trooper model and texture
SOE - Kota DC-15a and 15s
Free Radical - Movie DC-15s
DICE - Kota Tender backpack, movie DC-15a
Ashura DX - Phase 2 clone
Elratie - Praetor bridge and engines
Jedi_Clone_X2 - All animations, and rigs
Sergeant Barlex - Movie clone rig and texture fix, backpack and Rahm Kota reskin, Praetor model and texture