You actually need to use the launch option "swfoc MODPATH=Mods\Republic_At_War" (without quotations) and not what it tells you to use. The instructions that came with the download are wrong. Is this the version with the AI already in the mod?Īny clarification to this problem would be much appreciated!ĮDIT: Figured it out on my own finally. i have deleted the shaders folder AND reinstalled the game and they are still green. AT-ST's and AT-AT's, but most units are fine. Someone else was also telling me that there was a separate AI download I needed to get it to work, but then another person said that was all incorporated into the existing mod now. Hey guys I have a few mods for empire at war however whatever mod i play (even the vanilla game) I get some units as green textures EG. We have made and are still working to make a total conversion mod based on The Clone Wars as seen in Both the 2004 Cartoon and the new Clone Wars series using inspiration from the movies, Republic Commando, Battle Front 1 & 2 and other popular Star Wars sources. Since the mod was installed in the Forces of Corruption folder, shouldn't I be using the "swfoc" tag instead? The instructions are also not telling me which game I should be launching. He has since moved on from the community and our team has taken on the task of continuing the mod.
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Star Wars Rebels S 4 Epsiode 9 - Rebel Assault. The installer put the mod into the Forces of Corruption mod folder, but the instructions are telling me to use "sweaw MODPATH=Mods\Republic_At_War" launch options. But Disney still wanted a Star Wars television series, so the creative team behind The Clone Wars rebooted the idea with a time-jump to 14 years after the establishment of the Galactic Empire. The instructions that came with the mod are a bit unclear, or perhaps just wrong. Super fast capital ships seems odd to me. I downloaded the Republic at War mod simply because of the slower captial ships.