This is a Submod for the Star Wars- Clone Wars mod for Star Wars: Empire at War Forces of Corruption. It's based off of the 2003-2004 Miniseries and will feature content that is unavailable in the original mod. The developers of the Star Wars- Clone Wars Mod wish to focus more on the current Clone Wars series so, they have commissioned this submod as a side project. This mod's goal is to appeal to fans who grew up whatching the miniseries and provide a sense of nostalgia to those fans.

Report RSS Version 2.0 Update and Things to Come

News on the release of version 2.0 and the future of things to come.

Posted by on

It's been a while since I updated this mod so I thought I'd post some news. My plans for this mod unfortunately, cant all be realized. There are units and heroes that I would love to have in this mod, that I was planning to have in this mod, but its kind of difficult to add these things without someone to make the actual models for the units.

So, after this last version (of which we are currently just trying to iron out the bugs), I can't see that we'll continue working on this mod any further. Perhaps in the future we could if we had the resources but not enough people are interested in helping with this mod so I doubt we'll have the resources in the future.

Attention will soon shift completely over to a very ambitious idea that I've had for a FOC mod, one that will hopefully generate enough interest to where I can get a full team to work on it. The Star Wars: Legends mod will be the ultimate EAW:FOC mod! Covering every era in the “Legends” time line from before the formation of the Republic to over a hundred years after the Battle of Yavin! This will be the ultimate mod for any fan of the old Expanded Universe.

Star Wars Legends Mod


So that's the future of things to come. I'm hoping to release the Star Wars: Clone Wars sub-mod version 2.0 before the end of the year.

Thank you to those who've followed and supported this mod for years and hopefully I'll have your support and followings when we get the Legends Mod underway.

Thank you,

-Commissar_Delta (Delta289)

Comments
Rebel_Yell
Rebel_Yell

Ambitious to be sure, amazing it may be, but beware the darkside and fail were so many modders before you failed young modder.

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kyle_katarn67
kyle_katarn67

Thats....depressing?

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Packy21
Packy21

Trust me kyle, my old friend, in that there are far more depressing things in life

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Admiral-Ash
Admiral-Ash

300 years? Is that a Fanon thing or did I miss something? I know there's events going up to 138 ABY, but not 300 ABY.

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Commissar_Delta Author
Commissar_Delta

I embarrassingly don't know enough about the events surrounding Cade Skywalker and that lot, when I was writing the article I didn't bother checking when that conflict took place, off the top of my head for some reason I thought it was 300aby. right now me and a few people I have in a PM are in the planning phase and so far we've gotten hero and unit rosters written up for two eras. anyway, I fixed the error in the article.

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hakn
hakn

so no kotor era, break my heart much?

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Commissar_Delta Author
Commissar_Delta

KOTOR will be in there, also maybe even a bit of TOR

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scorch1
scorch1

I helped test this sub mod using tiny chat remember? If you need testers eventually for your new mod I'd happily help test it again!

Thanks.

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Alackofcaring
Alackofcaring

this mod is so awesome. with the years end around the corner, here is what i hope will come about:
enhancing tech tree: why does everyone put venators at the end of the tech tree?
they were sent out into the war two months after it began. i would suggest dreadnoughts and corvettes for tech 1 [prewar], acclamator for tech 2 [early war], venator for tech 3[midwar], victory for tech 4 [late war], and Imperator and/or tector for tech 5 [Tail end of war].
land combat tech tree is awesome, i love having walkers and LAATI at the start, like they should be, but as with the venators, phase 2 troops are way too late. id put them at tech four.
space combat is very clunky, ships are too big, and will fly over things if you try to micro, so you have to position them well and hope they will aim for the other capitals and not the fighters. moving them is harder than moving star dreadnoughts in vanilla, as well most ships guns do not have the range to shoot more than the length of the ship, making broadsides vital [which is awesome] but the pathing makes it near impossible.
final suggested change: more fighters for the acclamators.they are supposed to carry twice as many fighters as the venator, but they do not even have half.
id be glad to test the beta if there is one for 2.0, this work is amazing, and i'll be keeping an eye on it. thank you for making this.

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DreadAngel
DreadAngel

This mod doesn't factor in the lore-breaking done by Filoni's Clone Wars series.

In the original timeline Venator Star Destroyers and Phase 2 clone armour only appeared in the last year of the war, hence why they are Tech 5 units.

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Alackofcaring
Alackofcaring

fair enough

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