Republic at War is a total conversion modification for Star Wars Empire at War Forces of Corruption. The mod replaces the Empire with the Galactic Republic and the Rebel Alliance with the Confederacy. Republic at War focuses heavily on the theatrical films but also contains content from the Clone Wars cartoon series as well as the expanded universe. Players can re-enact various Clone War campaigns such as the Outer Rim Sieges. Players will have the choice to fight as either the CIS or the Republic and wage war for control of the galaxy. Realism is key and players will have unprecedented control over how and where they fight. Push forward with an entire clone legion such as the 501st or 212th or overwhelm your opponent with a seemingly endless number of B1 battledroids. The choice is yours. There are also a number of expansions planned that will add new (as well as polish existing) content.

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Dark1Isaac
Dark1Isaac - - 890 comments

beautiful

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Boda
Boda - - 1,371 comments

One solution would be having a 0 population cost for some weak probe droids or similar scout units.

Large maps can be very fun, especially if there is a large plain valley where armies could clash, and they aren't limited by many narrow passages.

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Boda
Boda - - 1,371 comments

btw, awesome LAAT, RAW team: Youtu.be

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HelloImMoonMoon
HelloImMoonMoon - - 341 comments

I agree, big maps are the best, no need to make them smaller :)

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Kriegtooth
Kriegtooth - - 1,608 comments

I like what Boda said thats a good idea too! Weak scout units to search out stragglers. Or give them a low population cost, but a very high search range or the ability to use one

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Boda
Boda - - 1,371 comments

I think they should be extremely weak and extremely cheap with 0 pop cost. So you could bring as many as you want into battle but as soon as they spot an enemy you need to either manage them out of there or let them get destroyed.

That way you can see as much of the map you want (as long as enemy forces don't control it) at the price of either losing large numbers of probes or having a pain in the *** managing them. And that is a very well balanced IMO.

After all, that is the exact behavior of scout troopers seen in Return of The Jedi. They scouted, spotted the enemy, and immediately ran away. And I bet there were dozens of these scout parties all over the Endor.

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KananTheViking
KananTheViking - - 211 comments

The only problem with that is they could be used kinda cheesily as artillery spotters

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Boda
Boda - - 1,371 comments

Than make them slow. And with mid-low visibility range. (a little bit lower than infantry)

So instead of scout troopers, you could have the slow probe droids like those from Empire Strikes Back.

If they are slow, they can't do anything but scout because as soon as the infantry spots them, they're out.

So you have easily replaceable, 0 cap, cheap, weak, slow probe droids with mid-low visibility range that can only scout the map, and get blown up when they get too near the enemy.

Happy now? >:P

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AnakinRaW Author
AnakinRaW - - 1,191 comments

maybe a counter question.

if a unit-based solution would solve the problem in a proper way. why didn't we do it (and yes we had that on our list) and why did Petroglyph not do it in the first place ?

And do you think creating a solution based on something that was not meant to be the solution at all, and adding quiet a lot of limitations, which, i'd agree with this, solve the problem temporally, is the most efficient way, to tackle this/those (if we want to generalize it many/all) problems.

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FaithSkirata
FaithSkirata - - 25 comments

If they're slow, then there's not much of a point to them; there's still the major boredom factor of waiting for your units to slowly trundle around the map looking for the last squad of droids.

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TimeLord259
TimeLord259 - - 379 comments

Very well done. Very very very good. *Applause*

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yoplait
yoplait - - 80 comments

Gorgeous

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jawafreak
jawafreak - - 491 comments

so will the aa guns be able to shoot gunships while theyre landing troops? in aotr, the empire can do lots of damage if they spam laat/i4's since they all land at the same time and I cant destroy them. hopefully its not the same with the cis...

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braydenpotter190
braydenpotter190 - - 27 comments

There's two things that I see in game that are an improvement for Ground Battles, either ones with Choke Points that result in massive battles I.E. Nal Hutta, Honoghur or even the very top of Tatooine's current map, my favourite ground battles to date have been defending the beach on Nal Hutta from the Empire in ACM 2.4 however I get that its hard to have massive maps and do that, so the other thing I've observed is giving most units the scout ability which I found worked quiet well as well. Just my opinions though! Keep the work up RAW is the best Empire at War mod there is!

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Dwarf_Fan
Dwarf_Fan - - 429 comments

Thanks for the update and great job! :)
Will the MTTs be CIS colors instead of Trade Federation?

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Maxyms
Maxyms - - 510 comments

I like what you're doing raw-guys :D

May I suggest to change Homing Spider Droid's horrible beam laser, i don't think i'm the only one complaining about this, but IMO it feels like.. CRAP !

Again, keep up the good work ;)

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Slornie
Slornie - - 302 comments

At first glance I mistook those LAATs for Serenity! The way they're positioned together looks uncannily like that old favourite Firefly-class!
Cdn01.wallconvert.com
Fireflywiki.net

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Slornie
Slornie - - 302 comments

Also:

"We mentioned it earlier this week, we got a feature working that reveals the the map automatic if the enemy only has just a few units left."

I'm pretty sure vanilla EAW/FOC did this already?

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AnakinRaW Author
AnakinRaW - - 1,191 comments

i wasn't able to enable that again. I'm sure i got the corrext xml-tag but somehow it didn't do what i wanted it to do.

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DEADPOOL11
DEADPOOL11 - - 23 comments

wan we get Star Wars Republic at War v1.1.5 englis Patch and good make a Star Wars Republic at War

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Surrex
Surrex - - 19 comments

I won a battle with only one (partial) squad of men once. I think it was defending Bespin. I was able to destroy their last units using turrents before their bombardment came down on me. If the enemy had auto-reveal, it would have changed the way that battle went down. Hopefully your change doesn't render impossible what was a most enjoyable battle.

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AnakinRaW Author
AnakinRaW - - 1,191 comments

you misunderstand. not the enemy gets the auto reveal but the human player will do. no matter if you are defending or attacking.

AI will not get this feature

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Surrex
Surrex - - 19 comments

Good. Thanks for replying so quickly. Excellent mod by the way, keep up the good work. I look forward to your next update.

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Guest
Guest - - 689,208 comments

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Darth_Weasel
Darth_Weasel - - 426 comments

couldn't you guys just throw an indestructible sensor array on some of the bigger maps off to the side of the maps?

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Buugar
Buugar - - 109 comments

Is

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waters117
waters117 - - 2 comments

I am new to this community but I have some questions and also some suggestions. my first question is where is captain rex and other captains/commanders? and also why does my game crash every time i get close to beating the enemy (destroying all of my saved data and sometimes making my gaming computer crash)?I do love this mod but it is very discouraging to play through a gc and not be able to win.
what patch was recently released and how do i get it?

Just some thoughts-
also i think it would be neet to be able to over trow the emperor as the jedi and prevent order 66, I also would suggest making captain cody a better fighter considering in the mod he dies really easily and does no damage. and can we have a jedi temple and just make them weaker than the jedi heroes?

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greedogre
greedogre - - 25 comments

long time ago i wrote a text wall about land battle and nobody read it i hope this time some one does,btw space battle is fine, more than fine if you ask me, most of the ship have role and fun to play,love the CIS swarm style

so far in land battle, almost 80%-90% of the unit is useless, in defence if you have shiled generater and your powered generater happens to be covered by your shiled,as long as you have arty placed in planet you wont lose it. and in offence, you cant deployed anything but ATET maybe sometims some hero depand on how many start population you have.

this happens because its THE MOST population effective unit, it not just function as heavy arty also it can give you free inf, and this fix starting build will quikly make land battle boring as hell.

The Ideal land battle( notice this is ideal, i dont know if its possible)will be ,in offence you start every map with light vehicle and inf or better legins that mix with light vehicle and inf but less population, use them to expand the population caps and once you expand population cap to a point then you can bring the heavy stuff such as ATET and ARTy to finished enemy base.

personally i think developer have overlooked the population cap's impact on land battle, for example legin is completely useless for now not only its firepower but also for 3 population caps. if it only cost 1 cap i guess i will take it for supporting. similar thing can be say to ATET,if you put ATET's cap way higher than any starting cap, people will automaticly drop the idea deployed them in first place, but to compensate that you have to higher the cap you ocupied otherwise some map you wont have enough firepower to win. dynamic population cap is needed.




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Description

Again this is not a really big task but those little things will make the playing experience better. As you can see i adjusted the red color of the Laat a bit to match common sources better.

We mentioned it earlier this week, we got a feature working that reveals the the map automatic if the enemy only has just a few units left. this helps for playing on huge maps like Tatooine.

Maybe some trivia knowledge again ;)
We got many request to reduce the map size of Tatooine or other because it was boring to search the last few units. You call that user needs or requirement.
The consequence would be throwing some cool maps (and future map ideas) into trash.
But actually, you can learn this stuff in HCI, what a user claims is quiet often not what the user really means/needs. (Because I'm sure you guys also want cool new maps). The trick is now find a way to satisfy both (no boredom and new large and detailed maps) aspects. And we are pretty sure the auto reveal feature will do the job.

So, enough with this theoretic stuff and back to RaW.

There are still many tasks open. Our Task-Manager says we have completed 69% of open tasks. We are working hard to get rid of them but something, fixing one bug you notice 2 another not relating the the one you have just fixed. My next task is to redo some new Videos and rescale them to 1080p. this will take some render time, but it totally worth it