Star Wars - Clone Wars is a modification for Forces of Corruption (NOT standard Empire at War) by nett40.
Quote:I have compiled a simple total conversion Clone Wars era mod, for EaW/FoC using Clone Wars era models, icon and textures from various mods and addons. I have changed as little as possible regarding original gameplay to avoid bugs. The mod has three playable factions: Republic, Seperatists (CIS) and Pirates. The mod has been tested in playing Galactic Conquest Campaigns.
Version 1.5 CHANGES:
1) New awsome Republic Space Stations made by Warb_null.
2) Darth Sidious heals at Bacta Tank, not at the Repair Station!
3) Fixed the Poogle bug and some other minor issues... I hope???
4) New Republic Hero: Captain Rex, a tough Field Commander.
5) Magnaguard Droids now accompany General Greivous. But he cannot remove corruption, he is a warrior and no good at politics or justice!
6) Poogle and Gunray are now TECHNOCRATS, meaning they both reduce production price at their current location, and as Dooku remove Corruption.
7) Sidious is "Mr. stealth" and spawns in space. His ability to steal tech and hide in the shadows, does not allow him to remove corruption!
8) Bail Organa is an honorable Senator and production prices are reduced at his current location. Only Jedis can remove corruption for the Republic, they are the guardians of justice and peace..
9) AT-PT has replaced the AT-AP as default Pod-Walker.
Readme File: STAR WARS - CLONE WARS mod v1.5, by nett40
I have compiled a simple total conversion Clone Wars era mod, for EaW/FoC using Clone Wars era models, icon and textures from various mods and addons.
It takes place after the events in STAR WARS - Episode II (Attack of the Clones), I have changed as little as possible regarding original gameplay to avoid bugs.
The mod has three playable factions: the Galactic Republic, the Seperatist Alliance (CIS) and the Pirates. TESTED in Galactic Conquest mode.
I am not trying to take credit for anyones work and I do not want to steal anything from anyone either. I simply want to make a Clone Wars era mod accessible to all fans of George Lucas Star Wars - Clone Wars universe!
Version 1.5 CHANGES:
1) New awsome Republic Space Stations made by Warb_null.
2) Darth Sidious heals at Bacta Tank, not at the Repair Station!
3) Fixed the Poogle bug and some other minor issues... I hope???
4) New Republic Hero: Captain Rex, a tough Field Commander.
5) Magnaguard Droids now accompany General Greivous. But he cannot remove corruption, he is a warrior and no good at politics or justice!
6) Poogle and Gunray are now TECHNOCRATS, meaning they both reduce production price at their current location, and as Dooku remove Corruption.
7) Sidious is "Mr. stealth" and spawns in space. His ability to steal tech and hide in the shadows, does not allow him to remove corruption!
8) Bail Organa is an honorable Senator and production prices are reduced at his current location. Only Jedis can remove corruption for the Republic, they are the guardians of justice and peace..
9) AT-PT has replaced the AT-AP as default Pod-Walker.
Instructions:
1) Download the mod - delete older versions of the mod if you have any in your mod folder.
2) create a mod folder in you Foc Folder ex- (installation path)* LucasArtsStar wars Empire at War Forces of Corruptionmods
3) Extract the folder called "Star_Wars-Clone_Wars" to the mod folder should look like this
ex- (installation path)*LucasArtsStar wars Empire at War Forces of CorruptionmodsStar_Wars_Clone_Wars
4) extract the shortcut that is in the download to your desktop,right click and go to properties.
5) In the target box(of the shortcut that you extracted)it should say this:
"(installation path)*LucasartsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=ModsStar_Wars_Clone_Wars
6)*IMPORTANT!!* now where i have said (installation path)* this mean that whereever you have installed the game ex "D:Program Files"
or whatever the default is "C:Program Files" but if you installed Foc somewhere else then you must change that to the proper location.
7) If you have done all the above steps correctly click "Apply", then insert your Foc disk and click on the SHORTCUT to start the mod.
(Written by Lt Hawkeye, modified by me)
IMPORTANT NOTES:
- This mod requires Forces of Corruption Expansion pack version 1.1 to run!!!
- This mod would not have been possible without the help and aid of the whole modding community, Lucasarts and Petroglyph!!!
- The Zann Consortium Campaign does not make much sence, since it was designed for the REBELLION vs EMPIRE era and not the CLONE WARS era. But it should be playable!!!
- WARNING: Playing on various SKIRMISH MAPS, space or land - may cause the game to CRASH - Mod was primarily designed to be played in the GALACTIC CONQUEST CAMPAIGNS!!!
- The tech-trees are the original ones and do not portray the different versions of factories, units and such correctly!!!
- The Pirates are intended to be very weak and should only be a small inconvenience/distraction. However, if left unchecked they could still pose a threat in the long run!!!
- Battledroids and Super Battledroids heals at bacta tanks, although they are machines, altering this would upset gameplay too much, sorry!!!
- Not all Republic ship fires blue lasers, I cannot change this yet!!!
- I know that there are no CIS symbols and that there are few heroes, but with any luck the next versions will have more of both!!!
I used material from the following mods/model packs:
----------------------------------------------------
Base mod by Avenger - ISD VS Venator 2.1
Return of the Clones (4.3 + 5.0), by Darth_Windu.
FoC Addon 3.5, By z3r0x.
FoC Mini mod, MajorPayne.
Thrawn's Revenge Fall of the Republic - mini mod, by Arbiter.
Conflict in Space, by Avenger.
Attack of the Clones 1.0, by AJ1304.
A Galaxy Divided vers. 3.0, by Sgt. Hicks, Sonic0/QueenMachine.
Galactic Resurrection: Republic Troopers, by Capt. Hicks.
Various Clone Wars model packs by Warb_null.
OMG - Model Pack 1.0, by Omega Modding Group.
Jagged Squadrons minimod 2.0, by Daimonoth
Lucasarts/Petroglyphs fantastic models.
Content:
--------
Republic Heroes:
Yoda (in the vanilla game - by Petroglyph)
Anakin Skywalker (jedi model by Petroglyph, improved by Darth_Windu, icon from AotC, by AJ1304)
Obi Wan Kenobi (from AGDV3.0 by Sonic0/Sgt. Hicks, icon by Darth_Windu)
Aayla Secura (by Codeuser/Omega Modding Group, icon from AotC, by AJ1304)
Captain Rex (by Codeuser/Omega Modding Group, icon from GRRT by Sgt. Hicks)
Bail Organa (by Codeuser/Omega Modding Group, icon from AotC, by AJ1304)
Republic Structures:
Symbols on barracks, factories and more (models by Petroglyph, textures tweaked by Darth_Windu)
Republic Space Stations, by Warb_null
Republic Ground Units:
Phase 1 Clone Troopers (by Codeuser/Omega Modding Group, icon by Darth_Windu)
Phase 1 501st Elite Legion (by Codeuser/Omega Modding Group, icon by Capt. Hicks)
- 501st desert/volcanic fatigue (by Codeuser/Omega Modding Group)
- 501st forrest/swamp fatigue (by Codeuser/Omega Modding Group)
Clone Commander/Arc Trooper (by Codeuser/Omega Modding Group, icon by Darth_Windu)
Scout Troopers (in the vanilla game - by Petroglyph)
Jedi Knight & Padawan, not buildable, they spawn on Coruscant instead of Imperial Guards (model by Petroglyph, improved by Darth_Windu)
AT-RT (by LoW, Wildcat)
ATPT: LightNinja,Avenger, NeoMarz, Codeuser (Base Model, Animation, Model Re-work, Skin)
SPMA-T (in the vanilla game - by Petroglyph)
UT-AT (made by Doofi, tweaked by Darth_Windu and rigged by Jake Green)
AT-TE (by Avenger and the Conflict in Space team)
LAAT/Republic Gunship (by Bailknight)
AT-AP/Podwalker (in the vanilla game - by Petroglyph)
HAW/t Juggernaut (in the vanilla game - by Petroglyph)
Republic Space Units:
Eta-2 (by Evilljedi, Codeuser)
Valiant-class Jedi Cruiser, not buildable (by General_Tragerton, Kyle_k_ski)
V-19 Torrent: EvilleJedis, Codeuser/Omega Modding Group, icon by Darth_Windu
BTL-Bomber (by Warb_null)
V-Wing (in the vanilla game - by Petroglyph)
Delta-7 (by Evilljedi, Codeuser)
Arc-170 (by Evilljedi, MajorPayne)
Three different Republic light assault cruisers/corvettes (by EvilleJedi, Warb_null)
Republic Assault Ship (Acclamator) (model by Petroglyph, textures edited by Darth_Windu)
Pelta-class Frigate (by EvilleJedi, Warb_Null)
Venator-class Cruiser (by Avenger and the Conflict in Space team)
CC-7700 Interdictor Corvette (from FoC addon 3.5 by z3r0x)
Seperatist Heroes:
Count Dooku (from AGDV3.0 by Sonic0/Sgt. Hicks, icon by AJ1304)
Darth Sidious (in the vanilla game - by Petroglyph)
General Grievous (from Thrawn's Revenge FotR, Arbiter)
Nute Gunray (from AotC, by AJ1304)
Poogle the Lesser (model by Petroglyph, icon by Darth_Windu)
Seperatist Ground Units:
Battledroids (by Keeper_of_faith)
Super Battledroids (by Keeper_of_faith)
Droidekas (in the vanilla game - by Petroglyph)
Droid Commander (by Keeper_of_faith)
Magnaguard droids, not buildable they accompany Grievous (from Thrawn's Revenge FotR, Arbiter)
AAT-Tank (by Keeper_of_faith)
Enforcer Droid/Snail Tank: z3r0x, Codeuser (Model, Skin)
HailFire: z3r0x, Avenger, Schrodinger (Base Model Conversion, Animation, Model Re-work, Skin)
MTT: E9, Coduser, z3r0x (Base Model, Animation, Model Re-Work, Skin)
STAP: E9, Codeuser, z3r0x (Base Model, Animation, Model Re-Work, Skin)
Seperatist Space Units:
Vulture Droid Fighter (by Codeuser, icon by Darth_Windu)
Hyena Droid Bomber (by Codeuser, icon by Avenger)
Porax-38 Starfighter (by pyrocitor, Warb_null)
Droid Tri-fighter (by EvilleJedi, original by Howard Day, tweaked by Major A Payne)
IPV1- System Patrol Ship (in the vanilla game - by Petroglyph)
Banking Clan Frigate (Munificent) (by Codeuser/Omega Modding Group, icon by z3r0x)
Commerce Guild Destroyer (Recusant) (from FoC addon 3.5 by z3r0x, modified by Darth_Windu)
Federation Battleship (Lucrehulk) (by Keeper_of_faith)
Trade Federation Cruiser (Providence) (by Keeper_of_faith)
*Tartan-class patrol cruiser (in the vanilla game - by Petroglyph)
*Broadside-class missile cruiser (in the vanilla game - by Petroglyph)
*[I know they are not canon, but I cannot use the Techno Union Frigate or Federation Lander - BALANCE]
Pirate Heroes, (all in the vanilla game - by Petroglyph):
Tyber Zann
Urai Fenn
Silri
IG-88
Bossk
Pirate Ground Units:
Pirate Merc Squad (Icon by Nomada_Firefox, models by Petroglyph)
Defiler (in the vanilla game - by Petroglyph)
Pirate Skiff (in the vanilla game - by Petroglyph)
Pirate Sandcrawler (model by Petroglyph improved by EvilleJedi, NethernyC/Tony)
MAL (in the vanilla game - by Petroglyph)
Cloaked Transport (in the vanilla game - by Petroglyph)
MDU (in the vanilla game - by Petroglyph)
Pirate Space Units:
Pirate Fighter Squadron (N-1 Starfighter from FoC addon 3.5 by z3r0x + IA2)
Corellian Gunboat (in the vanilla game - by Petroglyph)
Interceptor IV Frigate (in the vanilla game - by Petroglyph)
Other space and ground units can be unlocked using piracy or other corruption missions and they are almost all from the vanilla game - by Petroglyph.
Piracy on Corellia unlocks: Corellian Destroyer (from FoC addon 3.5, by z3r0x)
Piracy on Mandalore unlocks: Mandalorian Commandoes
Piracy on Mon Calamari unlocks: EF76 Nebulon-class Frigate
Piracy on Fondor unlocks: Skipray Blastboat
Piracy on Corulag unlocks: Vengeance Frigate
Three other piracy missions unlocks different all-red (Consular-class) Republic light assault cruisers (by Webb_null)
Enslaving civilians on Geonosis unlocks Droid Works
Acknowledgements:
-----------------
Thanks to z3r0x for all his code modifcations, re-skins, icons, lua coding, his Republic Gunship coding plus his work on the MTT, as well as MTT and STAP icons; and general help and aid to make this mod happen
Thanks to Darth_Windu for all his code modifcations, re-skins, icons, Republic symbols and his kind aid and generous support in making this mod happen
Thanks to Nomada_Firefox for letting me use some of his material and his general aid and support in making this mod happen
Thanks to AJ1304 for letting me use his material from AOTC and his aid and support in making this mod happen
Thanks to Major A Payne for the Droid Tri-fighter, original by Howard Day, tweaked by EvilleJedi and Major A Payne
Thanks to EvilleJedi and Warb_null for their many Clone Wars era models incl. the PUNWORCCA and the new Republic Space Station, which is awsome...
Thanks to EvilleJedi for the Munificent/Banking Clan Frigate, Federation Battleship, Peacebringer, Hardcell, Jedi Starfighter and ARC-170 models
Thanks to Avenger for his AT-TE hardpoint coding, Venator model/textures and some coding; Hailfire Droid model and textures
Thanks to Codeuser for his superb Clone Trooper models; V-19, AT-PT, and Jedi Starfighter models, texturess and icons; Vulture Droid skin; his work on the MTT and STAP models and skins; and general help to make this mod happen
Thanks to LightNinja, Avenger, and NeoMarz for their work on the AT-PT
Thanks to Frankie (warlord.thb) and RazielKanos (Steiner Modding Team) for their Skins and model modifcations on the Corellian Destroyer, Commerce Guild Destroyer and CC7700 Interdictor.
Thanks to E9 for his work on the MTT and STAP models and skins
Thanks to 1upD for his Clone skins
Thanks to Bryant and z3r0x for the Naboo N-1 model and skins
Thanks to Doofi for his UT-AT model, and Darth_Windu for tweaking it for EaW/FoC
Thanks to Kyle_k_Ski for original Valiant-class Jedi Cruiser design and General Trageton for creating the model and textures
Thanks to Keeper of Faith for his Battle Droid, Super Battle Droid, AAT, Jedi Interceptor (Eta-2); plus converting EvilleJedis models, and for adding textures and icons
Thanks to Ober0311 for his superb Clone Trooper skins
Thanks to the Conflict in Space team for the AT-TE model (Psyk0Sith), plus Neomarz1 for AT-TE skin and Qui-Rom for additional work on it. Plus the AT-TE icon.
Thanks to Bailknight for the Republic Gunship model, texture, and icon
Thanks to LightNinja, Avenger, and NeoMarz for their AT-PT work
Thanks to Onemanshow for his AI fixes
Thanks to Schrodinger for his work on the Hailfire Droid
Thanks to Lucasarts and Petroglyph for the sounds and their fantastic models.
Thanks to Sgt. Hicks and Sonic0 for their models (Dooku, Obi Wan, some icons and more from AGDV3.0) that I've used without their permission, as they could not be contacted.
IMPORTANT INFO:
---------------
Please contact me ASAP, if you have any concerns against my use of your material, if you feel that I haven't credited you properly,
or if you simply want to report any BUGS in the mod to me!
- I can be reached on e-mail: nett40[AT]live[DOT]dk or at MoDDBs or Filefronts websites: nett40 / Star Wars - Clone Wars.
Please contact the original creators/modders listed above, if you wish to use their material in another public released mod. You can use my coding without asking as long as you credit me properly.
Well, thats that, please enjoy the mod nett40...
Star Wars - Clone Wars mod (version 1.5) - User Comments
The following comments are owned by the user that posted them. Empire at War Files is not responsible for their content.
Total comments: 190 | Last comment: 08-28-2011 at 03:53
#1 - 06-20-2009 at 19:06
the_empire_guy From: (Pennsylvania) Joined: February 16th, 2009 Posts: 309
yay a secind release, im not gettin gthe first one to launch correctly
#8 This is an update of version 1.0 - you may say it's a working progress untill all the small errors and bugs are found and fixed...
I don't think there are that many total conversion Clone Wars era mods out there... If you compare to mods regarding the Civil War era or the New Republic era!!!
#3 The spawned Jedi on Coruscant should heal at bacta tank now...
#4 These are the best models I am allowed to use and I've tried to keep the balance from the original Petroglyph game intact. The game wouldn't be fun if one side was extremely powerful!!!
6# + #7 YES
#11 - 06-21-2009 at 03:19
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
can someone plese tell me how to install the mod i really dont get how to install it.
#12 - 06-21-2009 at 04:11
vadereclipse Joined: September 1st, 2007 Posts: 368
why the hell did the AT-PT replace the AT-AP?
the AT-PT was never used in the clone wars, while the AT-AP was!
#12 - The AT-AP is first introduced at the end of the Clone Wars, where as the AT-PT was produced before the Clone Wars and considered obsolete (described in Wookiepedia). I thought it would be silly to have the CIS and Pirates use AT-AP/Pod-walkers, when they aren't available to the Republic yet...
#13 I'll have a look at that, thanks for reporting...
#12 The AT-APs are still in the game, but they are not used by others than the Republic
#17 - 06-21-2009 at 07:15
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Nett, be careful about triple posting, just try to do it in one post. This is just some advice. Also, you are doing very well on this. My offer still stands to help you improve your mod. My team is expert in adding hardpoints. If you want to improve the mod yourself, I suggest looking at units in z3r0x 3.5 mod for the CIS, the lucrehulk is supposed to be powerful, and using those CIS units would perfect your mod, for they have better skins than the ones you are using. If you do intend on using them, just look in z3r0xes credits in his readme, you will find the model maker. Also, as I said, there are many units in Nomada's mod which are not his models, if you translate his readme, you can see what they really are. If you do want to improve the CIS land, i advise you use the Dwarf Spider Droid, the Homing Spider Droid, the HAG, and the CIS Gunship, or more. Also, you should look at the republic units for him. He found a model of the Republic canon. Also, he has a good model of the Clone wars AT-AT. They were used at the time. He also has a model of the LAAT/c, which may be helpful to your mod. This is a big list of suggestions for your future mods if you want to make it a master mod. If you need my help, just let me know, for my team is expert in coding hardpoints
#18 - 06-21-2009 at 08:11
bouncer1098 From: (Louisvilee, KY) Joined: March 13th, 2009 Posts: 142
This mod rocks! My only suggestion is to give the lucrehulk more hardpoints.
# 17 Thanks - I didn't think about that - I could really need some help. Your friend, Haylay is working on some new CIS symbols and Smartone29 is busy bug hunting.
I would love to have a little stronger Lucrehulk and a better looking Providence, but the Lucrehulk from z3r0x 3.5 is simply too powerful and it can't be coloured blue
However, if you could add CIS colouring to z3r0x's Lucrehulk model and remove a few hardpoints? Or add some more hardpoints to the existing Lucrehulk, let's say 8 turbolaser- turrets (four on each side), 2 ion cannons and two hangardecks. incl shield and engine of course.
I would also like to use a Mandator for the Republic, as their superweapon. But I can't find a suitable one, that I'm allowed to use or that I can make work. Would it be possible for you to edit an existing design and add hardpoints and a new texture in Republic colours, incl. symbol of the Grand Army and the red stripes as seen on the Venator and Acclamator?
Also if you could colour the Providence from z3r0x's 3.5 addon in CIS colours
Adding CIS logos to the Imperial light, heavy and advanced factory would be
#20 - 06-21-2009 at 08:31
Darth_Windu Joined: December 20th, 2006 Posts: 150
Keep in mind that you MUST ask z3 if you want to use any models from his mod, they're not free release.
As for the blue colouring though, that just requires an alpha channel which isn't that hard to add. Hardpoints are even easier, they're just basic XML edits.
how do you the clones wars star wars force of corruption pleaze i wil know how do
#22 - 06-21-2009 at 08:53
ssdcommander From: Joined: August 25th, 2008 Posts: 89
#17 the republic didn't have an AT-AT, they did have an at-te however
#23 - 06-21-2009 at 08:54
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
the lucrehulk is supposed to be powerful, it is one of the most powerful ships of the CIS. If you want it to be balanced, maybe increase the cost and time to build, or limit the number buildable. Also, you should add the Mandator, for if it was built, it would own the lucrehulk. Plus, the lucrehulk hardpoints are easy to destroy, so a group of Venators could pwn a lucrehulk. Also, my friend duck is a skinner, and he may be able to make the lucrehulk blue for you, talk to him. here is his email:
tylerbturner@gmail.com. He is beginning to skin, but he is good. Also, the providence has some blue on it. It does not have to be entirely blue. Not all CIS ships were covered in blue, or with symbols. As seen in the series of Clone Wars, the CIS used uncolored munificients. My team has a set of hardpoints already for the venator, we could let you use them against the new lucrehulk and the providence.
#24 - @22 - 06-21-2009 at 08:55
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
No they did, did you look at the mission to jabiim, they had an older version of it. You need to read some of this up
#25 - 06-21-2009 at 09:19
3xtreme From: (sofia) Joined: April 12th, 2009 Posts: 3
#25 It's not intended for SKIRMISH maps, please read the README.TXT
#23 Johnathon I'll write duck about the Lucrehulk and Mandator
#20 Of course I'll ask x3r0x, before using the models, but I think he wrote in the readme of 3.5 addon that they were free to use if you credited properly
#27 - 06-21-2009 at 11:30
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
I think he did. Talk to duck about the munificent as well.
#28 - Help - 06-21-2009 at 12:34
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
i cant seem to get all the units and vehicles to work for some reason. and its frustrating. do i just need the colne wars mod 1.5 only or do i need anything else. please help.
#29 - 06-21-2009 at 13:07
JangoRules From: (Horley) Joined: April 20th, 2009 Posts: 201
I think it's AWESOME that almost all the clone wars modders are coming together for this mod.
#30 - Regarding Corruption Removal... - 06-21-2009 at 13:35
FaceCake From: (San Jose) Joined: July 9th, 2007 Posts: 7
Can you reduce the price of the corruption removal? It's really annoying as the CIS or the GR when the PC (Pirate Consortium) keep corrupting every border planet I have. 1500 creds is far to much when I only gain 6k creds a day.
#31 - desktop crash - 06-21-2009 at 13:52
cenniarts From: (Bohumin) Joined: April 15th, 2007 Posts: 37
Hi nett40, I downloaded and installed the new version with no troubles, I played skirmish and conquest for a while and it looks awesome, however I still cannot avoid random desktop crashes. Has it happened to you as well?
#32 - @30 - 06-21-2009 at 15:02
Darthnerd_ From: (Florida) Joined: May 8th, 2009 Posts: 215
go into the PLANETS.XML file in the FoCModsCloneWarsDataXML, and edit the line in whatever planet that is
<Corruption_Removal_Base_Cost>1500<Corruption_Removal_Base_Cost>
Change the 1500 to whatever value you want, and save.
#33 - 06-21-2009 at 15:21
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
hey nett40 make installing easier like your last mod
#34 - @33 - 06-21-2009 at 17:23
Darthnerd_ From: (Florida) Joined: May 8th, 2009 Posts: 215
How much easier could the instructions get??? short of an .exe file??
Quote:
Instructions:
1) Download the mod - delete older versions of the mod if you have any in your mod folder.
2) create a mod folder in you Foc Folder ex- (installation path)* LucasArtsStar wars Empire at War Forces of Corruptionmods
3) Extract the folder called "Star_Wars-Clone_Wars" to the mod folder should look like this
ex- (installation path)*LucasArtsStar wars Empire at War Forces of CorruptionmodsStar_Wars_Clone_Wars
4) extract the shortcut that is in the download to your desktop,right click and go to properties.
5) In the target box(of the shortcut that you extracted)it should say this:
"(installation path)*LucasartsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=ModsStar_Wars_Clone_Wars
6)*IMPORTANT!!* now where i have said (installation path)* this mean that whereever you have installed the game ex "Drogram Files"
or whatever the default is "Crogram Files" but if you installed Foc somewhere else then you must change that to the proper location.
7) If you have done all the above steps correctly click "Apply", then insert your Foc disk and click on the SHORTCUT to start the mod.
That just leaves the question of RaW.
What happens when that comes out. Will this mod be obosolete and forgottten?
Currently in the finishing stages.
If u took the models from z3rox then it looks like z3rox improved the models and textures and it seems like there are more units. There was a problem last week about z3rox asking, seeing that there were actually too many CIS veicles. So
idk. I am starting to ramble
#36 - 06-21-2009 at 18:31
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
i understand the instuctions but when im done and i click on the shortcut it takes me to the reguler FOC
This is a very promising mod, though it's a little rough around the edges. Still, it's the best Clone Wars mod currently out there, so you deserve praise for stepping up and giving us the era that many people have been dying to play.
Would it be possible in the next release (if there is a next release) to create some GC scenarios without the pirate faction? Better yet, how about removing the pirates completely? I've never liked the whole "third faction" deal in FoC, and this is no different. It is incredibly annoying having to constantly remove corruption, draining my funds and essentially making the game a chore rather than fun.
#38 - still got crash problem - 06-21-2009 at 19:46
krad391 From: Joined: December 7th, 2007 Posts: 24
I've downloaded the mod and followed instructions correctly, and tried opening it up with mod launcher, and the install short cut... but it only gets to the main screen and freezes up, saying something about an exception alert stating:
"An exception has occurred. See _logfile.txt and _except.txt for details.
Press CANCEL to exit or RETRY to debug"
I've tried re-downloading and re installing, but it still happens
Any helping advice would be great, thanks!
#39 - @36 - 06-21-2009 at 20:25
Darthnerd_ From: (Florida) Joined: May 8th, 2009 Posts: 215
As in the game itself, or game w/out modifications?
The shortcut runs the game with edited/added files, so unless an entry overhaul was made, it will appear regular foc until you play it.
#40 - 06-21-2009 at 20:56
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
i still dont get it Darthnerd
#41 - 06-21-2009 at 21:04
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
I GOT IT TO WORK THANKS DARTHNERD
#42 - 06-21-2009 at 21:34
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
i found a major problem the zanns stations dont have any weapons
#43 - 06-21-2009 at 22:11
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
combine the mod with the original mod nett40 and it will be alot better
#44 - 06-21-2009 at 22:15
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
it has some major problems like no heavy factory for republic
the zann space station has no weapons
and some other minor problems
but still very good mod
8/10
I'm playing as the Republic in the Galactic Conquest's Equal Footing and I love the new Republic Space Station you added. However, it's impossible to kill the Space Droid Commander when he's in a shuttle in Space as you can't get a lock on his ship. As for the Ground Droid Commander and Nute Gunray, neither have a physical body when on land and it's impossible to kill either. I thought when I invaded a planet with Nute Gunray somewhere on the planet that he would be occupying a building and when the building is destroyed, he would be destroyed as well, but that was not the case in this situation. In all the above cases in order for the battle to end, I had to select the Retreat button and then hit Auto-Resolve.
I love the Republic Gunships. There just needs to be a way for the Repair Station to repair a damaged Gunship despite it being in the air.
Now you need to add Senator Amidala and/or Chancellor Palpatine to the Republic side to aid Bail Organa in reducing building costs.
Also, could you reduce the cost to remove corruption? Building up my forces took forever because I needed funds to send my Jedis around to remove corruption.
All in all, the game looks great and it's playing great. Great work.
#46 - Fayez - 06-22-2009 at 06:19
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Dude, you really need to watch how much you post. Seriously, keep it all in one post. two posts is okay. but 5 posts is outragous
#47 - Help Please - 06-22-2009 at 11:17
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
Can someone tell me why the game comes up with an exception alert when i star tthe game up. also there is a problem with skirmish and campaign mode cause the mod only works properly in galactic conquest. why is this i want to use greivous and stuff but cant cause i need to play it in galactic conquest and dont really like playing it in that mode. please help me.
Do you have the latest patch for FoC? Sometimes running the unpatched game can cause problems with newer mods.
The author stated in the readme that the mod was tested in Galatic Conquest mode. As a result, Skirmish and Campaign modes might not work properly.
#49 - 06-22-2009 at 12:24
JangoRules From: (Horley) Joined: April 20th, 2009 Posts: 201
Nett, i found a prob with the republic station. It disappears when upgraded to level 5 if you zoom in
#50 - 06-22-2009 at 15:46
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
this commenting section is getting way long
#51 - cis not working fully i galctic but fine in skir - 06-22-2009 at 17:04
8thcadian From: (rotherfield) Joined: June 22nd, 2009 Posts: 2
i cant use lucrehulk ship vulture droid hyene droid recusant ship in galactic wots wrong
#52 - @fayez - 06-22-2009 at 17:17
Darthnerd_ From: (Florida) Joined: May 8th, 2009 Posts: 215
your welcome.
#53 - Johnathon - 06-22-2009 at 19:21
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
sorry i will keep my posts down in the future
#54 - 06-22-2009 at 19:43
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
its okay to post two times in a row once in a while, I am just watching out for you,, so you do not get in trouble with the admin
#55 - Seperatists To Powerful - 06-23-2009 at 01:00
onurisgfx From: (TX) Joined: July 7th, 2007 Posts: 8
Seperatists are WAY over powered in conquest mode. The cruisers they use blow through republic ships in no time. By the time you get the Venator the corruption is SOO bad its not worth stopping anymore and the Seperatists fleets again wipe out Republic fleets.
I love the mod, just need some improvements on balancing.
#56 - Johnathon - 06-23-2009 at 01:29
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
thanks for looking out for me dude
#57 - 06-23-2009 at 01:50
darthmau From: (springfield) Joined: May 26th, 2008 Posts: 2
nett40 its good to have a modder that pays attention to the comments if you could fix two things in skirmish next time... add enforcer droids for the Seperatists (theirs an upgrade for them but you cant buy the unit)and theirs not a main battle tank for the Galactic Empire you should add the at-te
#58 - 06-23-2009 at 03:44
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
nett40 is maby one of the best modders on the site right nxt to z3r0x but the clone wars mod might need some inprovment
#59 - 06-23-2009 at 04:39
3xtreme From: (sofia) Joined: April 12th, 2009 Posts: 3
I'm sorry, but I'm not allowed to use Nomada's models, other than the Valiant-class cruiser and his Alien_merc icon
#62 - 06-23-2009 at 08:23
beta_115 From: Joined: August 15th, 2008 Posts: 146
you should get a malovalence for CIS super capital, and Mandator for the Republic super capital. though idk where you can find a malovalence, might be hard.
#63 - 06-23-2009 at 12:11
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
i tried the campaign but i got stuck on the level with the droidika mark 2 the fire more than twice as fast like onurisgfx this game needs inprovment on balancing
#64 - 06-23-2009 at 13:57
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Nett, ask IA2 or RAW if you can borrow their models. They would may agree to lend you a couple, like Anakin and Kenobi and a few others.
#65 - 06-23-2009 at 21:46
Darth_Windu Joined: December 20th, 2006 Posts: 150
favez - "nett40 is maby one of the best modders on the site right nxt to z3r0x but the clone wars mod might need some inprovment". Nett composed this mod by using resources from a lot of other mods. How about showing some respect to the people who made those resources hmm?
Johnathon - that's extremely unlikely, especially since z3 has already made a public statement that some models which had been converted by Warb, but originally created for IA2: RaW in the EaW community, are not allowed to be used by any other mod.
#66 - 06-23-2009 at 22:23
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
sorry Darth windu i did not know that nett40 took most of the mods things from other modders
#67 - 06-24-2009 at 06:27
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Well, IA2 may help him out. One of their staff offered to help us after they were done. IA2 is not as closed as you think
#72 It is still in the game though, if the system is attacked the space station is still there... I don't know why it looks like it disappears when you zoom in!!!
Johnathon, I'm thinking of giving this mod a much more destinct Clone Wars animated-series feel to it. So I've asked Haylay and duck to help me with some new icons. Do you know anyone who might help me with making the hero models look more like the animated heroes from the TV-series...
As said, I'm trying to give the next version of the mod a distinct Clone Wars TV-series look. So, If anyone out there has the time and knowledge to make models, reskins or textures that will make the heroes look more like the ones in the series, please contact me.
However, I'll first make a patch to correct some bugs and add the CIS symbols to version 1.5, before I start on the third version (2.0) of this modding adventure...
#75 - 06-24-2009 at 13:57
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
IA2's venator looks exactly like the Venator in clone Wars, so I dont know much else
this is a great mod and i only have one suggestion, in gc the seps dont get any frigates until like tech 3. its hard to fight acclamators with tartans. maybe put one of the frigates in tech 2 or something
#77 - nett40 - 06-25-2009 at 01:59
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
it took you about a week for the inprovments for 1.0 so when is 2.0 being realesed?
#78 - This is for nett40 - 06-25-2009 at 04:53
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
is there going to be an update were the mod will work properly in campaign and skirmish modes. cause i really would like to have all the units you can get in galactic conquest for skirmish mode. or is thetre way to upgrade it your self. just a question.
#76 The Munificent frigate (Banking Clan Frigate) is available from the start, you also have quite a few available in the set-up...
#77 I'm working on a patch with a few improvements, but version 2.0 is a long way of, since I plan to have all the hero-models changed so that they look like the animated heroes from the Clone Wars TV-series, these models or skins haven't even been made yet, so it might be a while. As I wrote i need help with this
#78 I'm trying to fix as many of these skirmish bugs as possible, but I have to do a lot of tweaking. So patience...
starwarsman2 From: (Kansas) Joined: December 18th, 2008 Posts: 115
this mod definitely has some room for improvement, but all in all, its a good mod
#85 - Nice! - 06-26-2009 at 16:27
Fugui From: (Yamaguchi Prefecture) Joined: April 10th, 2006 Posts: 252
I enjoyed playing this a lot. I think you only need to add some more units as most other people have said. A little bit of variety is always fun in a mod.
Fugui From: (Yamaguchi Prefecture) Joined: April 10th, 2006 Posts: 252
Just more units. More stuff to blow up is always more fun! Like, http://empireatwar.filefront.com/file/FoC_Clone_Troopers;77442 is a pretty good clone trooper mod. Could ask this guy to use them. Basically, I'm just suggesting adding the stuff post #82 and 83.
Also, like planet specific units. If say, the Republic holds Naboo, they can build N1 Star fighters or some thing similar.
#88 - 06-29-2009 at 13:45
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Are you making another release? that would be awesome!
Yes, I'm working on a patch for version 1.5, with your friends Haylay and ducksof grass
After all, I want the next full version of the mod to have a much more distinct Clone Wars animated TV-series look/feel to it. I'm working on replacing the existing heroes with models that looks like the animated heroes in the TV-series. But I'm coming up short on modelers and skinners
However, the next patch, will also be more like the TV-series, with new icons and more, I hope. But, without the actual animated hero models...
#90 - Great mod but....... - 06-30-2009 at 07:29
Washuluver87 From: Joined: October 24th, 2007 Posts: 53
This is a great mod but I have noticed a few bugs. The biggest one is the Death Clone for Anakin, his destroyed ship remains on the map. Plus I agree with the others the ship models could use some work. On the land maps for the Republic where is the AT-TE?
But overall I think the mod is very well made and well thought out. I give it a bout a 7.5/10
#91 - 06-30-2009 at 08:30
spacetrooper Joined: December 15th, 2008 Posts: 40
#90 It's only the hulk of the destroyed flagship that remains right? The AT-TE is built at the Heavy Factory! This mod was only tested in Galactic Conquest, so there are problems when playing skirmish maps...
I'm working on a patch for version 1.5, that should fix these issues.
#91 Is it version 1.0 or 1.5? version 1.0 doesn't have warb_null's awsome Republic Space Station
#93 - More porblems I've discovered. - 06-30-2009 at 20:39
In #45 I had a list of problems that I was experiencing that I hope will be addressed though a reply wasn't made referring to these problems. Hopefully the 1.5 patch we address these problems that I listed in #45.
Unfortunately, I need to add more problems to the list. While playing the Republic side, I sent Aayla Secura to the planet and discovered that once she force crushes a turret, she freezes in her spot and is no longer playable. Of course she's now an easy target for the Separatists.
Also, why don't the destroyed Hailfire droids fade away like other destroyed vehicles/droids?
I was also unable to use the hover sleds from the captured (Zann Consortium styled) heavy duty factories. Normally each sled moves aside for each other sled to come out of the factory. Instead each sled just stacks on top of previous one and when the factory explodes, the sleds freeze in their spot, preventing them from being used in the game.
On Thyferra, the healing planet of bacta, even the droid armies were being healed. Shouldn't it just be biological beings that are healed and not the droid armies?
On the planet that later becomes Yavin IV, when building the Space Station I can either build a Gravity Well or the Sensor, but not both. On all the other planets with Space Stations that reach that level, the player is able to build both the Gravity Well and the Sensor. But for some reason, the player has to choose between the two on this particular planet.
#45 + #93
Problems with killing the Droid Commander when he's in a shuttle in Space as you can't get a lock on his ship, I'm looking at that.
The ground Droid Commander should have a physical body, I'll see if I can find the bug.
Nute Gunray is actually Mon Mothma re-done so he should be occupying a building, but I'll have a look at it.
I don't know how to alter that, it's the same thing with Snowspeeders in the original/vanilla game.
I'll see if I can find a new Republic hero to help reduce building costs.
Concerning corruption, the best way to reduce costs, is to destroy the Pirates early in the game
Aayla Secura has a few flaws, I don't know if I should remove her from the next version all together, the models has a few bugs.
The Hailfire droids model I was allowed to use simply won't fade away like other destroyed vehicles/droids. I'm sorry
I'll have a look at the Captured heavy duty factories bug.
The droids are infantry, they also heal at the bacta tanks instead of the repair stations. It's something I'm working on but it's difficult to change that.
I'll change the space issue with the Weequay homeworld.
Thanks for helping me find these bugs...
#95 - nett40 here some special units - 07-03-2009 at 02:17
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
fayez12345 From: (California) Joined: May 17th, 2009 Posts: 50
please add some of them
#97 - Here are some ideas - 07-03-2009 at 14:31
Commander165 From: (Kamino (preparing to eliminate the CIS)) Joined: April 30th, 2009 Posts: 222
Foc alliance clone wars has some great models, maybe you could add
some of them to your mod? There is a lot of good stuff in there.
I found a download link for it under this PotD: Glory to the CIS!
Right now it is on the 1st page, 12th from the top in the PotD archive list.
I liked the mod the moment I saw what it had, maybe you will too?
It has a good Republic Gunship, TX-130 Fighter tank (like the one in BF 2),
an AT-RT(has the Kashyyyk trooper as a driver, works well with
the Kashyyyk Troopers as destruction survivors), the big guns seen in the Clone Wars movie, all 3 Spider walkers, Droid Gunship, Mace Windu, Anakin (III, Republic),
Obi-Wan(III, without jedi Cloak), each droid class( Assault, Sniper, Engineer)...
I'm sorry, but I'm not allowed to use anything from Nomada_Firefox's Alliance Clone Wars mod. Only the Valiant cruiser and the Alien Merc icon am allowed to use...
#99 - 07-04-2009 at 07:25
Commander165 From: (Kamino (preparing to eliminate the CIS)) Joined: April 30th, 2009 Posts: 222
That's alright, it would be great if there was another mod that had some of those units
but I don't know of any others. It was worth a try though.
nett do you know how to code in hardpoints? If you ever need any help for anything just mail me.
lucasmosele@hotmail.com
Ill be glad to help you out, and i can point out some good models for you.
#101 - help - 07-10-2009 at 17:54
warpaly From: (pa) Joined: July 10th, 2009 Posts: 2
i need help pees emale me at richardkohberger@yahoo.com i want to play this mod
#102 - 07-11-2009 at 15:20
Johnathon From: (California) Joined: January 14th, 2008 Posts: 435
Hey, go to filefront, and look at the models. EAW files may have a lot, but it does not have all. filefront has some more models you may like. There is a republic ship pack that is on filefront, 1.0 and 2.0, i dont think it is nomada's
I have never seen the clone troopers in phase 2 in this mod, just the phase 1.
Even after getting last level of constructions in the galactic conquest.
How can i find them please ?
Does captain Rex will evolve too with phase 2 in next versions ?
Does Commander Cody and other clone commander will appear ?
Does jedi knight will be buidable in un possible coruscant jedi temple ?
# 103 There are no Phase 2 clone troopers in the mod and Jedi are not buildable, but they spawn on Coruscant...
You'll have to wait for Republic at War or IA2 for the altered gameplay and evolving units.
The next version of the mod, will have a new splash screen, CIS symbols, bug-fixes, the Hyena Droid Bomber and only a couple of new heroes to each side...
#105 - 07-20-2009 at 10:37
Commander165 From: (Kamino (preparing to eliminate the CIS)) Joined: April 30th, 2009 Posts: 222
Does this mod have Commander Cody and Commander Gree in it?
I made tga's for Cody, Gree, and Rex, If you like I could email them.
I made the tga's out of the database pictures I found of them at
Starwars.com, they look good too.
By the way does Capt. Rex change colors in skirmish battles or does
he stay blue?
# 105 No, Gree and Cody are not in the mod. Well, not yet anyway... But if your icons are good I might add them. If you e-mail them to me, I'll have a look at them.
No Rex doesn't change colours he stay's blue in all battles and on all planets.
#107 - Wierd Menu Bug - 07-25-2009 at 04:47
MalakVsRevan56 From: (Pennsylvania) Joined: July 21st, 2008 Posts: 52
Ok, when ever i play this mod, my menus always come up white. I can make out the words on some parts, but on others i can't. It's frustrating cause i can't see which map or faction im picking, and i usualy get the consortium. Any help is appreciated.
You have to have version 1.1 of Forces of Corruption installed or else it won't work!
#109 - For nett40 - 07-26-2009 at 13:10
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
Star wars clone wars mod for star wars empire at war.
Problems, Glitches, Bugs
1. Captain Rex when clicked on in space mode game freezes and comes up with an error.
2. Land Crawler for land mode needs to have its credit cost increased and its build time increased.
3. New commander unit for zann consortium needs a bitmap picture, information on character (name, Background)
4. Separatist need commander unit for land skirmish mode. (count dooku, general grievous)
5. Separatist landing craft when distributing units should be changed to the separatist drop ship seen in star wars episode one the phantom menace.
6. Poggel in space skirmish mode once summoned game freezes and comes up with an error.
7. More star ships needed in zann consortium.
8. More units for every race.
Hi, I'm Tommo and i justed wanted to give a little advice for your modding ahead.
It's just that i think it's a bit pointless making a patch when you can just make 2.0. Pluss if u focus on 2.0 it'll probably be even better.
I also really do study the game when i play and hav noticed many of the bugs listed above, and i do every single mode on most things (except on skirmishing all maps) So i was wondering if you wanted it, i could maybe help be a tester for ur mod.
Thanks,
Tommo / Human Marshmallow
That's a great idea, However I'm waiting for some icons and textures before I can go any further with the next full version (3.0). I know the bugs are annoying, but the next version should be ready soon.
#112 - for nett40 - 07-27-2009 at 08:51
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
hi
i have noticed another problem this time with the galactic conquest mod. you can not move units from planet to planet and complete this mode.
#113 - #112 - 07-27-2009 at 14:21
2cdempster From: (Glasgow) Joined: April 1st, 2006 Posts: 47
doesnt matter that won was my fault sorry nett40 forget #112
When ever i try and play a space skermish for mor the 5- 10 mins the game exits and say there is an exception. Ive installed the FOC patch and put on the v2.0 patch for this mod but it still exits and it really bugging me .
#120 Yes, I know there are bugs when playing skirmish, its an issue I've been working to correct. However it seems my patch hasn't solved it completely. Btw. it was never intended for skirmish to begin with as it was a mere kill time mod, while my son was waiting for RaW and IA2
I'm sorry and I hope it will be fixed in my next full version 3.0, which I'm currently working on...
I tried this game playing as a Pirate on the Medium difficulty, to see how it would work. Pretty hard to fight again advanced spaceships when the pirates have no advanced ship designs (besides the initial Heroes). But that was managable with some skillful gameplay.
The problem is that the other two factions attack every five seconds (real time), and seem to have infinite resources. There seems to be no correlation with setbacks in system resources, no matter how many systems they lose, they always attack with the same fleets. Not a fun mod when you can't even plan or move for five seconds without getting attacked at full strength at every system, sorry.
#125 I haven't altered the original game - That's simply how the AI works in EaW - FoC. As stated in the README.TXT that the mod simply replaces the Civil War era units with Clone Wars era units
If I had the time and resources I would make a new more realistic AI, but that was never the idea with this mod... You have to wait for RaW or IA2 for that kind of thing
I'm working on a new Lucrehulk Battleship and a Mandator Super Star Dreadnought, Mobius is making a new skin/texture for them so they get the animated TV series look...
I'm waiting for some CIS symbols and hero icons, so it shouldn't be too long before I can release it, maybe already at the middle of the month.
Sorry I posted while I was waking up. I forgot to add how much I loved seeing the Emperor on ground assault missions. Those raids really kicked my @$$.
I would like something more for the pirates, maybe someone will add some super dreadnoughts for the Pirate side. (Or at least put those FoC ships in for Mandalore).
Tried playing as the Republic. The Separatists attacked 6 trillion times per nano-second, using mystery resources that seemed to appear from nowhere. I had them down to 5 planets and they were attacking on all fronts, with full space fleets, seemingly paid with nothing.
HOW???????????????????????????????????????
Even the Force isn't this powerful. Even Obama doesn't have this level of resource-free, income-free budgeting. Ridiculous!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
# 132 - I haven't changed the AI or anything else in the game, simply changed the units... So its an issue with the vanilla game it self and not the mod...
#135 - 08-10-2009 at 03:42
Airaviper From: (in ur base, PWNING n00bz) Joined: August 3rd, 2009 Posts: 793
3xtreme From: (sofia) Joined: April 12th, 2009 Posts: 3
where and when i can download 3.0 version for this mod ?? and pls add cody and rex on the ground oh and clones from episode 3 i like them
(sry for my bad english but im bulgarian )
#140 Yes I have removed the one of the Imperial factories, The next version will fix this (I hope). There has been a few bugs because of this in skirmish.
#141 Version 3.0 is NOT released yet, but patch 2.0 is out (However, it also has a few bugs) I hope version 3.0 will be finished soon...
I have a general policy to eliminate the Zann Consortium (Pirate Consortium in this mod) as soon as possible. Finally, I had them wiped out from the galaxy except the Maw (there is no land, right?) and started to remove corruption. Suddenly, another wave of corruption started. I cursed: "Where the hell did those defilers come from? There is no Consortium Palace any more!"
#145 - 08-22-2009 at 14:16
Airaviper From: (in ur base, PWNING n00bz) Joined: August 3rd, 2009 Posts: 793
add cane bane as a hero for the pirates.
#146 - help me please - 08-23-2009 at 02:15
ironmarine From: (sterling il) Joined: August 23rd, 2009 Posts: 1
i cant download the file help me my email is metalmarine_05@yahoo.com
Version 3.0 will be a little/lot delayed, as I have found a model of Asokha and really want to add her. Still having problems with adding Mandator and Lucrehulk hardpoints, must be doing something wrong (HEEEELP!!!)
Sorry for any inconvenience this might give you all
#148 - 08-23-2009 at 15:43
Airaviper From: (in ur base, PWNING n00bz) Joined: August 3rd, 2009 Posts: 793
i know its not canon but instead of the regular zc heros, add zukass and all the bounty hunters for the pirates.
#149 - 08-23-2009 at 17:38
Airaviper From: (in ur base, PWNING n00bz) Joined: August 3rd, 2009 Posts: 793
nett, are you going to replace the broadside cruiser with warp nulls missile frigate? and i wold add the techno union frigate as the heavy frigate insteade of the providence, and replace the spma t with the spha t.
#150 - 08-24-2009 at 13:11
vjeko1701 From: (Krapina) Joined: March 21st, 2008 Posts: 117
you might add this to your ver4:
It's an Anakin model.
#157 - Having Model problems - 10-02-2009 at 12:28
rengetsu08 From: Joined: October 2nd, 2008 Posts: 4
im having a model problems with the Federation Battleship (Lucrehulk), coz it only shows a damage battleship with no hardpoints and etcs.. it just float in space although u can control it, not like the other mods with lucrehulk models....
#158 - 10-04-2009 at 10:03
Rogueleeder From: Joined: October 3rd, 2009 Posts: 20
Very good but what would be awesome is if you had V19s with missile launchers like they do in the TV series.
hey nett40 its starwars95 i got banned from modbd so when is 2.0 full mod coming out?
#160 - i am a total noob at puttin mods on can you please help - 11-03-2009 at 20:21
weaponx3319 From: (coopersbrug, PA) Joined: November 1st, 2009 Posts: 1
i am a total noob at this addin mods to my game...i want to add the clone wars mod for the pure fact that i am a star wars nut...and i have played the game and what comes standard with it so many times its like beatin a dead horse that i already beat till its leg fell off and picked that leg up and beat it somemore...i have no idea where im supposed to put this mod....do i right click in the game folders section...and make my own new folder or what...im so lost...i would appreciate some help...i know most of you probably just get agitated at me for bein so naive at this kinda thing...but i cant help what i dont know..im sure you all had to learn somewhere as well...i dont want it to steal/take credit for someone else's work...just for the pure and simple fun factor and replayability....would welcome and appreciate any help given...thanks in advance....
ok dude its easy go to your lucas arts file then open you forces of corruption file then when your in right click then click new file when list comes up, when the file is made name its, mods, then download this mod, when this mod is done downloading extract the download file to your mods file, then when extracting is done open the download file in your mods file and find the short cut and drag it to your desktop/screensaver. and you done your wellcome, have fun!
#162 - Sorry that you were banned! - 11-14-2009 at 17:28
#163 - You have to unzip the downloaded file. You can get 7zip for free on the internet, which you can use to extract zip-files with.
To find 7zip on the net you have to google or bling it...
Best regards
nett40
#165 - Nice mod - 11-21-2009 at 14:57
DarkLord2k9 From: Joined: October 23rd, 2009 Posts: 3
This is a really nice mod, but every jedi hero (anakin, obi wan, etc.) has a capital ship in space and it would be better if they has the eta-2 or the delta7 with abilities or something like that.... anyway this thing
#166 - 12-01-2009 at 15:37
uroll From: (Gerogia) Joined: June 22nd, 2009 Posts: 345
heh looks like a return of the clones mod wannabe :/
#166 I must say I like Return of the Clones by Darth_Windu, a lot... But this mod is NOT a Return of the Clones wannabe mod... If anything its a Clone Wars era (the animated show version) wannabe or a Raw/IA2 wannabe... There is a huge difference between the Star Wars - Clone Wars mod and the Return of the Clones mod.
....this mod was simply released to give the comunity a real Clone Wars era mod to play with untill, Raw or IA2 are released...
As stated over and over again, its a compilatuion of material from different talented modders incl. Darth_Windu, z3r0x and many, many more...
Best regards
nett40
#168 - Version 3.0 delayed again... - 12-06-2009 at 14:50
Dear friends I'm very, very sorry. But I have to re-track all my work on version 3.0 of the Clone Wars mod, as z3r0x is threatening to pull the plug on RaW and IA2, if any part of their demo is used in other mods, including the Star Wars - Clone Wars mod (version 3.0).
I had hoped to upload the next version of the Clone Wars mod before Christmas. But that is now impossible, as I have to look through all the models, audio-files, and graphics in my mod to ensure that they haven't been ripped from z3r0x's work on RaW/IA2...
I'm going to change the Lucrehulk-version back to the old-version that I used in version 1.5 and my new Mandator-class Dreadnought with Republic ensignia and colours (as some of its origin is unknown) will also be removed. Every new hero will have to be carefully scrutinized, and if I feel unsure about their origin they'll simply be turned into heroes without models - like Mon Mothma.
Maybe one day - talented modders like Warbnull or vjeko1701 will help make even more free models from the Clone Wars era available to the community... I am eternally grateful for their help and great work so far!
I will not be the reason for z3r0x to cancel his long awaited Clone Wars era blockbuster mod: Republic at War!
Nett, dont go back to the old style, otherwise it wont be as good, wait a little, maybe try it yourself, or wait until something is available. I don't think anyone here should mind waiting if means an even bigger pwnage mod ;-)
I think you'll be quite happy with the next version of the Star Wars - Clone Wars mod
Vjeko1701 has made lots of new impressive icons/graphics and Warb Null's models and pedistals are, as always, simply fantastic. There will also be an awsome new splash screen by SimpleStarWarsfan
Im playing your mod and i like it very much but there is a problem can you please add a galactic conquest map (to your next patch) without the Consortium? only republic vs. seps? please because when i play i get to a point when the consortium keep corrupting all my planets killing my heroes and destroying my buildings and i cantdo nothing to stop them because as soon as i remove corruption they just corrupt it again after a few seconds... its destrackting from the game and annoying.
you need to make a mod folder in your forces of corruption install folder extract all rar contents to it and use the shortcut! check where have you installed your game the "program files (x86)" might be the problem check in the shortcuts properties if you have vista you need to wriite "program files (x86)" if not than just "program files" unles you have installed the game into some costum folder...
I started up the Equal footing GC just to check things out, as the Republic... and fighters don't seem to be buildable.. anywhere... is this a known bug, intended, what? Just wondering... the only fighters available are the starting Delta 7 squadrons... though fighters spawn from larger ships as normal (I think... only did one space battle, with Aayla attacking a pirate world).
#177 - The Republic cannot build Y-wing bombers, V-19 Torrent or V-wing fighters - these fighters all have to spawn from Capital Ships (incl. the frigate-sized Assault Ships) or Rep. Space Stations. The only fighters buildable by the Republic is Delta-7, ETA-2 and ARC-170 Starfighters...
Its solely kept this way for balancing the strengths of the combatants
Thanks for the reply..I played a bit more after posting that.. and I did indeed notice that. It was just something I was curious about.. haven't gotten around to building any ARC 170s and using them yet..so dunno how good they are... heh. It's a cool mod, I'm enjoying it.
#180 - Version 3.0 released! - 01-04-2010 at 23:42
Happy New Year to all fans of the Clone Wars TV-show,
Version 3.0 has been uploaded at modDB and I'm trying to upload it to Filefront as well. However, my connection keeps freezing up, so it might be a day or two before its here on filefront...
The coruscant mission is really bugged for me, the sound shuts off, and the when the mission loads and you hit begin itll freeze sometimes. And if it does work destroying the security panels doesnt bring the blastdoor down. Has anyone else had this problem?
#182 - 06-15-2010 at 13:26
TomMcG From: (bolton,manchester) Joined: December 20th, 2009 Posts: 1
i want the Malevolence on this mod as a supter capital and put the ability on the ship the ion cannon
#183 - good mod, but... - 08-11-2010 at 12:00
TheGameGuy21 From: (Toronto,Ontario) Joined: July 29th, 2010 Posts: 14
Hi nett40. your mods are ones that are worth playing man, nice work! But this mod in particular is super!ye
But the fact that is bothering me about this mod of yours that when I play as rebels or empire against pirates I get so *****ed off that I want to throw something in my laptop!!!!!!!!!!!!!!!1
Pirates keep sabotaging my stractures like crazy and keep corrupting everything!!!
Thats SO annoing i cant stand it! And I have no money to remove corruption, but even when i remove it they are corrupting it again.... Same is when i rebuild everything.... So I cant play normally man!
My suggestion for you is to make a new version of this mod WITHOUT PIRATES or make a conquest map whre there are only CIS vs. Republic. That would be wounderfull!!!!! PLEASE MAN, PLEASE!!!!
And also, add more units if possible. NNNNIIIIICCEE MOD!
Ok, so ivd tried to find a Clone Wars mod for vanilla Empire At War, i couldnt find one, so i just downloaded this one, installed it (im on a Mac so i couldnt use that .exe thigny) and it actually works, but..... i cant do skirmish, campiagn and whe i try modding it it sometimes crashes but when i open it it works, besides that its a very nice mod, ive modded it using the xmls, but only the space units, im not gonna bother with the ground cuz the space ones took half an hour coz it kept crashing.
Wonderful work.
Luckily i made a backup, but ill keep the mod for now.
When posting comments, you must follow these rules:
No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
No Attacks / Retaliation of any kind against a member, or group of members.
Please do not advertise for other sites or forums here.
Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time. Now enjoy yourself and behave!