STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Republic at War
5,496 Comments
Nyxlt 9 Jul @ 12:58pm 
Game crashes in battle
Fabius VII 8 Jul @ 6:18pm 
Great mod.But need Ahsoka tano.
Mr. Iron 7 Jul @ 10:24am 
@Stewie you have a high enough tech level and previous buildings built? (barracks, light factory)
StewieSWS 7 Jul @ 10:03am 
How the hell do I build heavy factory for Republic in Clone wars conquest?
Jack Swallow 6 Jul @ 12:07pm 
Ah yes. I really like the mod and the units but that damn homingspider droid with the lasers ( way to tanky) and that damn lucrehulks (crazy fighter spam) are just no fun to fight against.

Also the antifighter ships are just bad at their job and just die basicly instantly
Tobias.Forster 5 Jul @ 11:07pm 
With the new CIS hero "San Hill," you're able to steal Credits from Republic planets. It's tough for the Republic to maintain a stable income when the hero is regularly used by the CIS.

It's not unusual in my campaigns for the Republic to have +1300 income while the CIS has +8000.

So my question is: Can the Republic do anything directly against the credit theft?
Rodso 5 Jul @ 4:52am 
some of the descriptions for planets and units and heroes sound so dam cringe
jango5643 3 Jul @ 12:20am 
I do have some questions though: is there an order 66 option? Is there any plans for the bad batch, an order 66 option would be great for crosshair and his elite squadron. Is there any plans or way to have republic commandos outside of delta? Looking at the arc squadrons I was wondering if that was a option. However, all and all I would love imperial crosshair and republic commandos .
jango5643 3 Jul @ 12:18am 
Making the graphics look more like the tv show instead of being more realistic makes it really stand out compared to the other clone wars modes. It feel like an episode of the clone wars. The amount of maps makes for a long and great campaign. The update models and added units are really great additions.
jango5643 3 Jul @ 12:15am 
This update has greatly improved the game, when I played about two updates ago it came off like a worse version of fall of the republic then the update or two before this one made it impossible to play and navigate the galactic map but this update is really good
EmilRob 2 Jul @ 4:56am 
I do not think evryone agrees whit your opinion so the best thing you can do is to give your feedback here: https://discord.com/invite/republic-at-war-official-discord-channel-355503532708855808 :steamthumbsup:

Their not going to make a 64 bit thier comeplty ocupid whit new updates..
Chewy_of_Troy 1 Jul @ 9:33pm 
I first played this mod around 2011 or 2012 & have hundreds of hour playing this mod back before I had Steam. I last played it around 1 or 2 years ago but this week I came back & it feels not as fun as it was before. Maybe I am not far enough to see the different clone battalions & Corps but I am not a fan of the changes. If I can find 1.3 I think it is what I played to play last, then I would download that again even if it doesn't work on 64 Bit. If you could release 1.3 or 1.4 on 64 Bits I would be Very Thankful.
chriscrushm 1 Jul @ 4:26pm 
Have the Tri Droids range been fixed?

Does the Victory cruiser still have pink markings or is it red?

Do the Clones stay stationary when attacking or do they charge the AI?

These were problems that I've experienced that I wanna know if they been fixed or not
DeltaDart 29 Jun @ 12:46pm 
@colonel Joel The closest one is Serenno.
DeltaDart 29 Jun @ 12:45pm 
@jason_leger481 @Comrad Kapkan
Seismic tank is Muunilinst; both it and the Super Tank require use of a Slicer, recruited by any world with a Cantina that Wat Tambor is over.
DeltaDart 29 Jun @ 12:43pm 
@GraChuckles The company is supposed to have 4 squads; the infobox needs an update.
Barker888 28 Jun @ 7:27am 
My game crashed because Wulff Yularen had too much firepower to focus
GraChuckles 27 Jun @ 8:16pm 
The phase two clone trooper description doesn't match the actual gameplay, the company is supposed to have 6 squads, but instead it has only 4
Shop Merchant 25 Jun @ 8:25pm 
Will you make a galatic empire version?
OG Hutch313 24 Jun @ 11:51am 
can you make it to where the armies dont wait until they are less than two feet away to engage one another, even when prompted to directly engage the enemy my units still wait till feet away to shoot and by that point my armies are gone
Mrflabbypants7 20 Jun @ 3:47pm 
are there any 1c1s and infinite unit mods for this
jason_leger481 20 Jun @ 12:35am 
what planet do a build Seismic Tank on as the separatists?
Moyses Fernandes 19 Jun @ 2:25pm 
my game crashes avery time that I begin a space battle in this new version
Comrad Kapkan 19 Jun @ 10:34am 
I'm playing as CIS on Clone wars GC and have gotten to tech 5, but the super tank is not available as well as some other high tech units. I have the buildings built, specifically heavy factory on Genosis but it isn't appearing. Any idea?
TheEveryman 16 Jun @ 6:33pm 
This mod is a ton of fun, and it features a ton of awesome Clone Wars era units that have great traits. However, the people responsible for the balancing are serious morons. The Republic can instant kill basically any CIS unit on the ground with ease. As for space, Y-wings are insanely overpowered, destroying lucrehulks and frigates basically instantaneously if fighters don't shoot them down in 0.5 seconds. Seriously, the balancing is screwed.
tonybowman997 14 Jun @ 2:32pm 
any way to remove the unit lines its so stupid
creedb2029 12 Jun @ 4:25pm 
is there a COOP galactic conquest?
Marde Gir 12 Jun @ 3:15pm 
Please remove the lines of the direction of the units' path!
colonel Joel 12 Jun @ 12:02am 
from ashes as rep where to build research
Banaminati 11 Jun @ 10:37pm 
why does the ships i build on kamino stuck theres, same with the two planets near kamino. multiplayer conquest
EmilRob 11 Jun @ 5:24am 
glomizero click this link and the people here will help you whit anything {LINK REMOVED}
DeltaDart 10 Jun @ 8:32pm 
@steaguiari91 Mechis 3
glomizero 10 Jun @ 2:07pm 
I downloaded the mod but it doesn't appear in the game, also, I tried to copy and paste the code following the instructions in your video but at minute 1:47 when you select properties a very different window appears than mine, I don't see the place to paste the code.
steaguiari91 10 Jun @ 1:52pm 
where is the pelest-class cruiser built in galactic conquest?
LuuTheCat 9 Jun @ 7:47am 
ai is bit dumb and ground units attack range is really small but... what the F*CK is going on with descrbtion of 8T88 and EV9D9???
Twinkalicious_Rex 9 Jun @ 12:59am 
i love it until i realized the republic ai didnt work, or did anything. ive loved this mod in the past, but this latest update broke the ai so now its just me vs whatever ai i decide to include. its bs....i loved this mod now its trash...
GenerallyThrawn 8 Jun @ 1:23pm 
buildings seem to use unit population in from ashes too. It's annoying when you're already brought to a slow drag by the lack of revenue planets nearby. For the Republic at least. Haven't tried CIS yet
DeathWalker 8 Jun @ 8:38am 
Hey! I was just trying to play the Outer Rim Sieges as the republic, and the military building counted toward galactic population. This caused the game to start already over the limit. I haven't tried other GC modes yet to see if they have the same problem. BTW this is my favorite mod OAT!
djsaling07 7 Jun @ 6:31pm 
hey I'm playing galactic conquest as the republic and have made it to tech lvl 5 but notice even on my shipyard planets (kraut) I can't build the Rothna destroyers I checked the tech tree and it's not in there either are you just not able to build them?
VoidStar 7 Jun @ 5:37pm 
i like to watch the AI fight it out however i noticed the AI call in some more reinforcements and they only moved there fighters and not any other ship
Timmert11 6 Jun @ 11:59am 
Hello, I might have discovered a problem, at least on: From Ashes. When starting, everyone recommends using stealth heroes to quickly capture your first planets. However, the only heroes available at the start, Mace Windu and Yoda, are not labeled as stealth heroes and can't perform raids. I remember them being stealth heroes in previous versions of this mod. Has this been changed?
Gooman 5 Jun @ 3:55pm 
@TRUSTDISASTER It does. :)
TRUSTDISASTER 5 Jun @ 3:11pm 
Does it support Multiplayer in GC ?
Gooman 5 Jun @ 2:06pm 
It feels like the venators are a tad bit weaker than they should be, also not being able to rebuild the pride of the core is quite annoying. Other than that great mod!
GundamPilotJack 4 Jun @ 9:08am 
And to some point i beleave the Pelta class frigats, also from the republic, had the seal all hatches abilitie? (could be a different name) that ability is also gone
MachaiArcanum 4 Jun @ 9:07am 
@Darylphichoffjr Once you've killed the rancors and living sisters (and wraiths? those are a pain to kill), retreat and then attack again to capture dathomir (I think it's a bug that it doesn't get recognised while you're on the planet). The undead sisters (funnily enough) do not die. I had great success using LAAT's, since they're immune to the pretty much anything the sisters have to throw at you.
GundamPilotJack 4 Jun @ 9:06am 
i would liek to report a bug, the Dreadnought class heavy cruiser allways comes into the system on fire and has no hardpoints and doesnt shoot, i hope you guys can look into it.
But besides that, this mod is awesome
Mr. Iron 2 Jun @ 2:19pm 
Thank you much sir, great work regardless!
JPJones  [author] 2 Jun @ 11:10am 
@Mr Iron - We'll try to look into that, but I'll be honest, I'm not exactly sure why it's doing it. It likely won't be for a small bit until we fix it, though

@Darylphichoffjr - Dathomir is meant to be nearly impossible to capture. That's the fun of it ;)
GenerallyThrawn 1 Jun @ 3:53am 
the point i brought quell up is that taking it is almost necessary to unlock more potentially profitable areas nearby