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Real Time Strategy

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The Empire has fallen and a New Republic is born out of the conflict. But in the ashes of civil war, yet another life stirs...

  • Environment Textures 2
  • Environment Textures 1
  • Improved ATST
  • IMproved T2-B
  • New Splash Screen (Finished)
  • Snow Scout Concept 2
  • Snow Scout Concept
Winter Update


Winter Update

Still kickin'...just nothing picture-worthy. Trying to work out bugs and stuff before Mod of the Year gets into full-swing.

Nov 25, 2013 News
Stats and Damage Tables


Stats and Damage Tables

The second article in the series, aimed at providing insight into the changes and features of RotM version 5.

Nov 6, 2013 News
Factions and Units


Factions and Units

I don't normally make a list for my mods but when I do, it's a freaking mile long...

Oct 10, 2013 News
Comments  (0 - 10 of 1,034)
MrFatSwag Mar 25 2014, 8:27pm said:

Is It possible to play multiplayer with this mod? I keep getting a version mismatch when i try to play with other people.

+1 vote     reply to
GeneralScourge Jan 21 2014, 1:48am said:

nice mod I just beat it as the mandolorians.
For mandolore!

+1 vote     reply to
the_Farseer Jan 21 2014, 1:27pm replied:

Thanks! Glad you've enjoyed. Hopefully the upcoming version 5 will be even better!

+1 vote     reply to
Starwarstheclonewars Jan 21 2014, 2:14pm replied:

Quick question I have noticed that the imperials don't have any super star destroyers or the ability to build them as well as the Mandalorians have no super ship.

+1 vote     reply to
the_Farseer Jan 21 2014, 2:23pm replied:

That's really a statement...but I assume the implied questions is: "will they be able to build super ships?"

The answer is no. Super ship mechanics in this game are awful. There is no map big enough for them to maneuver in (especially when they are made to real scale) and in general they just don't work well. Besides, there is no cannon super ship for the Mando faction.

+3 votes     reply to
malanthor Jan 20 2014, 9:49pm said:

I am wondering abouth the balance of some units. Take for instance the pirate interceptor model, it costs 3 population caps while a star destroyer costs 5. A star destroyer can mow down pirate interceptors or other weak ships like there is no tomorrow however so I dont particularly feel that the ships point cost give an accurate reading of how powerful they are. Is there anything im not seeing?

+1 vote     reply to
the_Farseer Jan 21 2014, 1:27pm replied:

You're seeing it all correctly and the pop caps were a big balance issue in the previous releases. I don't like the idea of giving everything a pop value of 1 or 0...kinda defeats the purpose. However, the values do need to be (and are being) worked on.

+2 votes     reply to
malanthor Jan 21 2014, 9:29pm replied:

Hehe. In my opinion a ships pop cap should represent its true worth, and the sky is the limit. I reckon the best ships should be worth atleast 8-10 cap. :)
By the way, I don't really know how this pearl has gotten by me. Its really an outstanding mod, as ive come to see when spending time on it. So cheers for making it, and awesome your continuing development!

+1 vote     reply to
the_Farseer Jan 22 2014, 2:04pm replied:

Thank you so much! I will definitely tinker with the pop caps some more and see what I feel works best. I don't think I will set anything as high as 8 or 10 but the bigger ships certainly need a substantially higher cap than a squad of fighters.

+2 votes     reply to
the_Farseer Jan 21 2014, 1:25pm replied:

Yeah, the EaW modding scene grows smaller all the time. It's understandable since there are so many other games that have incredible engines and capabilities but there's something special about EaW that just keeps me around :) It's not the most well put together game but I like it anyway.

I haven't heard much from PR either but I was never really in touch with him regularly so I don't know where his mod stands.

+2 votes     reply to
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