!! !This module does not work in Warband, only old Mount and Blade 1.011 !!

This is a mod, of a mod, of a mod. A submod Turmoil Across the Stars, which in itself, is a submod of Star Wars Conquest. As being so, it contains a lot of content from Turmoil Across the Stars and some from Bear Force II, via good relations to their team.

This whole project started off as my own personal version of Turmoil Across the Stars, as i am a fan of many Old Republic era designs. I considered whether or not to even publish it at all for many a month, but eventually decided to go forth and do that.

IMPORTANT to note is, that as this is a submod of Turmoil Across the Stars, its problems do carry over.


So, what exacly is this mod even?

Definitely not canon.

This mod is based on fanfiction, bits of legends from here and there. It changes the timeline of events so, that Sith Empire returns into the galaxy after a millenia of waiting in the unknown space. At the time, Clone Wars are raging on, and Sith Empire takes over Confederacy of Indpendent Systems, with Dooku ending up as the new Emperor. Palpatine is killed off, and Galactic Republic starts conscripting human soldiers alongside the clone troopers to fight off the Sith empire. Likewise, Sith empire is enforced to add remanants of Confederacy's droid legions under their command.

A pretty crazy scenario.


Some of the changes in comparison to Turmoil Across the Stars Non Warband version:

- Confederacy of Independent systems is replaced by New Sith Empire (See the story in articles)

- Sith armies contain human soldiers in black armours and repainted former CIS droids

- Republic has humans in arms alongside clones, some fitted with Old Republic style armors


Credits:

Star Wars Conquest developers (From ModDb, Nexusmods and official credits ingame)

Swyter

HokieBT

Vector/Vectordalon

Barf

Sionfel

Giordano

motomataru

Utrehd

PHArt

Scruples


And heres a few addons from Developers shown on Nexus mods


TakiJap - models, textures, rigging

pagan - music
Wookiee Padawan - models, textures

Tyrinius - scene editing

Revan Shan - textures


Here are the ones shown in Credits

Original programming and Development:

Brian Tommasini

Main programming and Coordinator:

Ismael Ferreras

Senior Modeling and Contributors:

Tim Ramsay

Yiyang Cheng

Daniel Harrington

Josh (HappyStormtrooper)

Marosh (Geroj)

Music Composition and performance:

Vladan Zivanovic

Additional Ai programming:

Michael Richter

Additional gameplay programming:

Martin F.

Original Artwork and conceptualization:

Giordano Pranzoni

Benjamin Carre

Scene Editing:

Tim Ramsay

Miguel Angel Centeno

Additional modeling:

Dustin Matthew Blamey

Sam

(Zaphar)

(HapSlash)

(Grocat)

(LordOfTheSithLords)

Special Thanks:

Marco Tarini (Openbrf)

Jack (Mechwarrior24) And Alex (Panda666) Dialog Modernization and Proofreading

Luke Challand (IthillienRanger) For the annoying questions

Scott Reismanis(Intense!) ModDb is a better place (? no further explanation)

Creators of the included mods, snippets and enhancements

1866, Gangs of Glasgow, Mount&Shotgun, MAXHARDMAN, Rubik, Gutefiutek, Hapslash


Additional credits for assets used in Clone Wars Conquest and Turmoil Across the Stars

Faradons lightsaber hilts from Bear Force II project (lead-developers permission)

Trandoshan armor we have is a combination of 2 guys work, body is by ANDEWEGET, and head by Darth Shiftee

Dariels OS Star Wars Resource pack

Bear Force II Developer Artturis shields

Bear Force II Developer Highlanders Magnaguards and Electrostaff, also rotatory blaster.

Occasional advice from Former Bear Force Lead Developer BNS Marko and lead 3d artist Exima, not to forget current Lead Developer, Mark.


And last, but not least, Turmoil Across the Stars development team, you can find us all here

Discord.gg

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Q: How does this mod differ from normal SWC?

A: This mod changes things quite a bit. Troop recruitment has been changed so, that species are now hired from their homeworlds, instead of mercenaries from cantinas. Cantinas do still have some troops in them. Also, faction settlements and villages givea ccess to different troops.

The bank interest rate was fixed, so obtaining money is easier.

Also, on the matter of money, the arena yeilds now much greater rewards, offering an easy way to gain some wealth with ease.

Starter classes were overhauled, with class now defining skills, equipment, money and honor. No more grind.

AI is very aggressive, suicidally so. They will attack towns even with 0 chance to win, instead of sitting idle in their worlds. Gives player opportunities to join their favorite lords in countless battles.

AI lord respawn time is 3 weeks instead of 2 days. As such, battles matter more.

A new system for field battles provides improved gameplay, as now AI can hold their ground instead of madly charging.

A script replaced all battlestations with a list of 3 scenes, better fit for sieges.

Some experimental systems added in, burst blasters which can damage more than 1 foe from close range, rocket launcher code from an earlier version restored (a little unstable, can be dangerous to shoot), a visual effect for the force lightning power

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Q: I understand there to be an Warband version of this mod too, why should i play this old game version instead?

A: The warband version is heavily WIP, and not really in a playable state. While lacking Warband's features and certain graphics options, the mod on old M&B is generally more enjoyable and functional. While not perfect, Release 2 is unquestionably the best so far.

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Q: So what's the deal with needing an specific game version, why won't my Steam version do? What about GOG version?

A: Old M&B suffers from performance issues, owing to the game having been restricted to use only 2GB of RAM. This is a common fault in many older games. This can be fixed by using an version of the Game Executable (EXE), that is capable of accesing up to 4GB of RAM. However, this change can not be done on Steam version of M&B. Steam does not allow it, it forcibly redownloads the file, if the change is done. That is why, it is necessary to get the game version from Taleworld's own page. Within the module folder, i have included an archive file containing a fixed EXE for the Taleworlds page version of the game. Remember that you need a legit code for activating it, which you would have, if your game is from Steam.

# 26.08.2022
Modified version of the GOG game exe, was included a few weeks after this article was released

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Q: i'm not still sure i get how to install this, can you help me?

A: Sure, just know that i don't check ModDb every day, i am easier found on Discord, or Steam
Discord.gg
Steamcommunity.com

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Q: I've finally got into game, should i know something before starting a game?

A: The starting class selection is significantly more important than before, for class selection affects not just starting equipment, but also skills, money and honor. Most classes start with a few thousand credits, but merchant, warlord and politician start with tens of thousands. Dishonorable classes, alike bounty hunters, pirates and smugglers have a negative honor penalty, which affects relations to lords.

---

Q: I started a new game but some people are bald and disfigured, what is this?

A: A bloody annoying bug, that i haven't been able to fix. Try starting a new game, it rarely happens 2 times in a row. My theory is that there is an facecode in the troops file, that bugs the system. I have hunted an solution for years, but haven't found one.

Should this happen to you, just start a new game. It is best to check for it as the first thing, after entering gameworld.

---

Q: There seems to be much less troops that you can hire from Cantinas, where can i find more?

A: Most Cantina troops were moved to their homeworlds, Kashyyyk, Ryloth, Dathomir, Kamino, etc. The troops are randomized to some degree, so you might get anything between recruits to veterans. Droid foundries and cloning labs can still be built,and Force sensitive temples allow recruiting force sensitive troops, only i forgot to link the new armored Jedi and Sith warriors there. As such, these troops are unrecruitable, but can frequently be obtained as prisoners.

You can also recruit troops from minor worlds and spacestation, alongside cantinas and species homeworlds

---

Q: I can't shoot as fast as before, what gives?

A: When you take a shot in M&B, the game needs to complete an "ready" animation, before the shot is released. I purposefully extended the time, as doing so, enforces that the shots don't go all over the place. This does make an delay between shots, but i find the increase in accuracy worthy of this trade-off.

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Q: What are these, very expensive troops?

A They were initially an test, very high level troops that excell in melee combat and shoot much faster. Troop level increases some stats that are not immediately obvious, alike firing speed. The price is also due to the levels. These troops are not recruitable to player, unless he finds them as prisoners. They are supposed to disbalance the game against player, as he tends to get very overpowered over time. The "hero" troops add more challenge to the game, especially their firing speed can be difficult to match.

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Q: My game crashed when fired my gun at enemy, what happened??

A: Did you have ammo equipped on your character? If you shoot a gun, while not having bolts equipped, the game WILL crash. Never do that. I do not know why exactly it happens. My theory is that the game can't figure out what your ammo type is supposed to be, when you don't carry any.

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Q: I think my character did some kind of a roll, but i am not sure how?

A: Combat rolls were added as a new feature, that player can use when he has 3 points in agility. The moves can be performed to front-left, front-right and straight forward, by pressing Left Control + W, A and D.

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  • Q: There seems to still be a lot of unfinished locations, and civilians still wear old SWC clothing, will these change? Will more content be added, or is this it, the final release?

A: Well... this is an awfully old game. I can reskin it to look better, i can change animations and maps... but i can not fix the old engine and it's numerous restrictions. I do not know, if i will have the spark to work on it again. I already have spent years on it, since 2016. I was 21 when i started modding. I am 27 now. It has been a long time. While i still like the mod, the engine's limitations become ever more apparent, every single year.

I might still update it, from time to time. It seems though, that this mod has failed to gain much any interest from the people, and i do work it primarily for myself in any case. As such, even if i do update it, that does not mean that the updates will be uploaded online. But there is a few glaring issues with the mod, many scenes, particularly villages and cities, need a rework. I contemplated replacing the most dysfunctional town siege scenes with some kind of an universal "walls" scene, as to make city sieges better. I will never be able to replace them all, there is just too many. I would be working on this mod till next decade, if i tried to.

How to run this mod on Windows 10+, with GOG version of the game

How to run this mod on Windows 10+, with GOG version of the game

News 7 comments

A description of how you too, might be able to run this mod

The story behind this submod

The story behind this submod

Feature 2 comments

I writ a short story of how it all came to this situation, as the Sith Empire just randomly being there felt slighlty random even to me

Add file RSS Files
Return of the Sith- Release 2

Return of the Sith- Release 2

Full Version 9 comments

A long time in works, i finally decided to release another version, that i had been working on. This one has some serious changes to various aspects of...

Ignore this file

Ignore this file

Other

Source code for this module, released as i am ending the development and shifting my interests elsewhere, including the Warband version

Ignore this file

Ignore this file

Full Version 3 comments

About to cease development of this mod version, so i am releasing it's final version and source code

Ignore this file

Ignore this file

Patch 2 comments

All this file is is a bunch of textures downscaled to 1k resolution instead of 2k and higher, the reason this has been done is that some have pointed...

Return of the Sith- Release 1

Return of the Sith- Release 1

Full Version 4 comments

A standalone submod for Turmoil Across the Stars Non- Warband version

Comments  (0 - 10 of 32)
Guest
Guest

i have a bug where the clone commanders are missing and the commanders dont get out of their planets

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DarthMongolTheUnwise Creator
DarthMongolTheUnwise

I don't think i can fix such, start a new game? I remember encountering the game getting corrupted on file extraction once

Reply Good karma+1 vote
Keor
Keor

Hi DarthMongolTheUnwise !

Glad to know you're still modding SW and happy New Year.
Tell me... it's a been a while we haven't heard of Khamu. We knew he had health problems at some point and that's his privacy but... is he ok today ? Just wanted to make sure he was alright

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DarthMongolTheUnwise Creator
DarthMongolTheUnwise

Khamu has all but dissappeared, he has not been seen online for months, and from what i hear, he also cut his ties to another mod he was working on. It is unlikely he will be coming back to modding. If his condition has become as bad as he feared it might, it is likely that he will never mod again

Reply Good karma+3 votes
Keor
Keor

Well, no one is eternal, but wish for him to be in peace, wherever he might be. Thanks for answering me. I know it sounds weird, but I was worried about him, more than about him continuing to mod in my question. Thanks again, and be well !

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ovidiu00013
ovidiu00013

errors

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DarthMongolTheUnwise Creator
DarthMongolTheUnwise

What is your point with this comment, are you looking for help? I know there are issues in the mod, some of which i could never find a way to fix, or even find out why they occur to begin with

Reply Good karma+2 votes
DarthMongolTheUnwise Creator
DarthMongolTheUnwise

Fixed an small issue with a misnamed model within in last_asset_addon.brf file

Reply Good karma+1 vote
AHMED-KABBARY
AHMED-KABBARY

i believe that the DRM taleworlds use is the problem, any version before 1.011 doesn't work for me unless i use windows 7, and the enhanced version version asks for a key even though it's supposed to be drm-less as the uploader claims, it also doesn't work with big mods as it's supposed to

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DarthMongolTheUnwise Creator
DarthMongolTheUnwise

Last time i checked, the version of MB 1.011 from TW site works, but it does need an modified exe, and as it is an legal version of the game, a code is required

Reply Good karma+1 vote
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