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- #STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS HOW TO#
- #STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS CODE#
- #STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS FREE#
IIRC, like Thrawn's Revenge, FotR is still under active development. I haven't played too much, but there's a whole ton of amazing mechanics added.
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There's no shield penetration from missiles/torpedos (the are submods you can use to add shield pen back in). It's run on the same mod framework as Thrawn's Revenge.
#STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS HOW TO#
It's biggest drawback is that it's somewhat unbalanced where Venators can't quite stand up to Municifents and due to how to clone platoons deploy, the clones can be quickly shredded before they're able to shoot. It's good fun, but is outdated and no longer being updated. I'm still slightly unsatisfied with the land vehicle area of the tech tree, but I'm not sure what to do there.There's the Clone Wars mod, which is interesting since it for the most part does away with the original squad system (with the exception of B1s). Imperial Star Destroyer (replaces Battleship)Įxecutor-class Super Star Destroyer (replaces Star Dreadnought) Venator-class Star Destroyer (replaces Heavy Frigate) Tartan Patrol Cruiser (replaces Corvette)īroadside Cruiser (replaces Missile Corvette)Īcclamator-class Star Cruiser (replaces Frigate) Sentinal-class Landing Shuttle (replaces Transport) TIE Defender (additional advanced Starfighter for the Empire) Lancet Aerial Artillery (replaces Gunship) Imperial Officer (replaces Mechanized Infantry) Shock Trooper (replaces Anti-Tank Infantry) The Rebels don't have access to a Mobile SAM, Heavy Walker, or Star Dreadnought Lucrehulk-class Battleship (second Capital Ship for the Rebellion) Mon Calamari Cruiser (replaces Battleship) Marauder Cruiser (replaces Missile Corvette)Īlliance Assault Frigate (replaces Heavy Frigate) Z-95 Headhunter -> X-Wing (replaces Airship and Fighter respectively)Ĭorellian Gunship (second Corvette class ship for the Rebellion) Rebel Field Commander (replaces Mechanized Infantry)ĪAC-1 Speeder Tank (replaces Light Walker) Rebel Infiltrator (replaces Recon Trooper) PLEX Soldier (replaces Anti-Tank Infantry) Stealth Bomber (used as a placeholder for Advanced Starfighters) Jet Fighter (used as a placeholder for Interceptors) Guided Missile -> Anti-Ship Missile -> Advanced Anti-Ship MissileĪirship (essentially just a Starfighter slot) Maceman (placeholder replacement for Force units) Gunship (represents planet-based air units) Mechanized Infantry (represents Field Commander units)
#STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS FREE#
Feel free to post questions, comments, etc below. I don't have much else to say at the moment.
#STAR WARS EMPIRE AT WAR CLONE WARS MOD UNITS CODE#
Some of the base code is currently in, but not compiled.ħ: Add more factions (THIS will only happen once the mod is "complete" with the two current factions). Suggestions?Ħ: Add Experience-based Upgrading (would be especially useful for Jedi units, though could also be used for normal troops upgrading to commandos as well as TIE Interceptors into TIE Defenders). I'm currently not satisfied with it, but I have no idea how I'd go about changing it. (Partially done!)ĥ: Possibly change the land unit section of the techtree. I'll have to see about adding it at some point.Ĥ: Add specific unit sounds like in Empire at War. 1: Changes to terrain (to cover planets that aren't covered by the default terrain such as Mustafar or Coruscant)Ģ: Make an actual Galactic map scenario so that I don't have to deal with random map weirdness.Ģ.5: Lib.Spi't pointed to Colonization 2071, which adds a Planets mapscript.