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Battlefront Project adds tons of your favourite weapons and playable units to the battlefront from Star Wars Cannon. The redone weapons and units make this game much more intense.The new side layout includes 9 basic types of units:1. Medic- Carbine/Auto; Carbine/Semi; Pistol; Thermal Det; Bacta Gun2. Assault- Rifle/Semi; Rifle/Burst; Blaster; Grenades; Thermal Det3. Technician- Shotgun/Flamethrower/Lightening gun; Repeater Pistol; Fusion cutter/heal; Fusion cutter/damage; Ammo Replenisher4.
A Galaxy Shattered V.0.5.2 Jan 6 2019 Full Version 5 comments. Most recent patch that fixes lag and unstable saves. This is a full version not a patch. Galaxy ShatteredV.0.5 Dec 22 2018 Full Version 4 comments. The new and most recent update to my mod as of 12/22/18. Galaxy ShatteredV.0.3.5.
Sniper- Sniper rifle; Pistol; Grenades; Recon droid x2Download. 'DEV's Side Mod,' by the eponymous Deviss, is a large (era) side mod featuring the Clone Wars.
The thrust of the mod is that it adds basically two eras to every stock map - one that uses a global clone legion (50X legion) and another that uses one of the more recognizable legions (212th, 501st, etc.) It also adds a handful of converted maps (Bespins and Rhen Vars) along with one previously-released map. There is also a hunt mode with Mandalorians versus clones that shows up on a handful of the maps. What the mod does well: I'll touch on this in both categories, but I think the sound that is done right here is done well. Several weapons have new sounds, and I like seeing sound work done (which made it all the more disappointing when I saw it not done). They don't all sound very 'Star-Warsy,' but it was nice to see new sounds nonetheless. I don't know that I agreed with the choice to use vehicle weapon sounds for some of the hand weapons, but diff'rent strokes.
I also thought it was nice to see the era names clearly delineate what was in each map. It's not a necessity, but in the many different rainbow-of-clones mods that we get, it was nice to be able to pick and choose from the instant action screen rather than guess (or simply have to remember). This was sort've a double-edged sword, but I think the positives of this outweighed the negatives - I liked seeing the balance between the two different sides.
Units for both the CIS and REP were very similar from team-to-team, and while this means that there wasn't a substantial difference between one team or the other, it did make for some well-balanced battles. What I'd like to see different: The units all pretty much felt the same. Each unit had so many different weapons that the uniqueness of each class was diluted.
I think it's best when each of the classes plays differently, but when you start giving six or seven weapons to each unit it is almost an inevitability that you'll have to reuse lots of the same weapons for different classes. Keep it simple and make each class have a distinct feel. The award weapons. Total gamebreakers. If you're playing on an awards profile, most units will have an award shotgun (and a couple others an award sniper rifle). Both of those weapons are absolutely incredibly overpowered.
With the sniper rifle, it takes less than ten seconds to destroy a tank, and since the weapons don't overheat or have an ammo clip, you can just mash the button and walk through the maps at your leisure. Zero challenge. It was also strange to see so many units end up with an award shotgun when they didn't have a shotgun to start off with. Visual inconsistency. I hate to compare mods, but I know when I was reviewing the earlier Ultimate Battlefront mod, one of the things I really liked was the consistent set of visuals between different units and legions. The reason I liked it was because it showed that (or at least made it feel like) the mod was the work of a single, coherent author (or team). Here, the units all have different visual styles - one unit will be relatively unscratched, some units will be very scratched, others will be dirty, others will have lots of addons, etc.
It makes the mod look like an assets dump, which in my mind is a bad thing (since pretty much anyone can just cherrypick assets from a bunch of places). That's not to say that this is what this mod is, but it looks unprofessional to be so visually inconsistent. The heroes didn't fit. The heroes seemed to all be stock heroes. Heroes should be rewards and they should be significantly more powerful than the infantry units. Since the units were mostly powered up (as with most side mods), the heroes felt like a waste of time to use.
Other comments: There were still a couple bugs I found here, despite this mod being in its fifth(+) iteration. There were a couple floating HUD tags (I saw one unit that was completely missing a weapon mesh, too). There were sound errors - some weapons (notably arc caster weapons) were missing sounds, and none of the converted maps had fixed sounds. On the subject of the extra maps, while it's always nice to see some maps added to a side mod, here they felt a little extraneous - they felt like they were added just to have 'more.' There wasn't a lot of rhyme or reason to the additions (only a couple of the BF1 maps were added, a random map was added, seemingly just because the source was open to the public), and the BF1 conversions were only partly done.
I know I speak with a little bit of bias in that regard, having worked on the Conversion Pack, but it eats at me a little whenever I see half-done conversions of the SWBF1 maps after having spent as much time as I did to polish the SWBF1 maps for the Pack. On the other hand, I think the lighting setup for the Cloud City SWBF1 map here was better (or at least more accurate to the original) than the Cloud City with the Conversion Pack, so that's a plus. All in all, it's a well done mod that has a pretty fair amount of content. While it feels like a lot was added just to have more 'stuff,' I'm sure it'll still be fun to the lots of people that like playing Clone Wars mods, and if you are one of those people, go ahead and give it a download, because I'm sure you'll enjoy it.From Download Sitedev's side mod also features an Order 66 gamemode for maps the event took place on.Downloade g. A huge map pack/era mod which adds lots of new maps complete with new sides and era support for the stock maps.Much like Dark Times II: Rising Son, this mod completely revamps the Rebel and Imperial sides and takes inspiration from both the movies and Expanded Universe material (such as the Force Unleashed) alike.This mod is most renowned for its standout feature of rotating the skins and models for each of the units every time you spawn, for example the sharpshooter unit may change from a Rebel Militia skin to a Rodian Rebel. It's a really neat concept and has been executed superbly well.The revamped sides are packed with new units including, but not limited to: EVO Troopers, Noghri Death Commandos, Squad Commanders, Kota's Militants, Katarn Troopers, Rogue Clones and SpecForce Marines.Downloadr i v c?id=0B45mDQu-SR34UHlhaGs3TGI3WEE&export=download. Dark Space: The Clone Wars MOD - CW Era (Last Days)Dark Space is a large mappack for Star Wars Battlefront 2, that features many maps, some new modes and missions and two dynamic eras with custom sides.The Two Eras Playable on DS maps are the 'Dark Times' Era (in the place of BF2's stock GCW era) made by Gametoast admin Maveritchell, and the 'Last Days' Era (in the place of BF2's stock CW era) made by yours truly.Both eras have new gameplay elements such as deployable command posts, poison grenades, enhanced melee combat and force powers.
Both eras have random elite units/heroes/clone legions loaded on each match - so the same map and mode are (almost) never the same.Download (DS: TCW). Dark Times MOD - GCW Era Dark Times II: Rising Son is a mod focused on delivering a solid singleplayer experience in a traditionally multiplayer game, Star Wars Battlefront II.The mod draws from the time period before and during the beginning of the Galactic Civil War.
Several prominent characters from the movies as well as the expanded universe show up as one of over 20 new heroes added to the game - each hero supported by a special 'hero support' unit.While the mod of course supports multiplayer (and in fact has some scripted missions specifically for multiplayer), the majority of the content in the mod is designed with the intent to diversify the singleplayer experience - which is why there is a focus on randomization. A number of new game modes have also been added, including the popular 'wave mode.' Download (DT 2: Rising Son).
The aim of this project is to give Star Wars Battlefront II players the feeling of the TCW show but still experiencing the classic gameplay style they always loved. Units will be organized as MMO classes, trying to give each one a special role that fits a certain team play (like healer, tank, etc.), but the core and the spirit of the game will be not touched.
New maps will be included thanks to the permission of many good modders you already know (Umbara: Shadow Forest, Coruscant: Modern Warfare, Attack on Venator, etc.) and new amazing characters models, visual effects and weapons.Download. The Sol Map Pack is a map pack for Star Wars Battlefront II that adds maps set on various planets and moons throughout our Solar System to Instant Action.Both stock eras include new sides with enhanced visuals and sounds, as well as new hero units. Homefront is a mod dedicated to improving the gameplay of Star Wars Battlefront 2. It does this by adding custom eras to every map which will appear in the game menu as 'Homefront CW' and 'Homefront GCW.'
These eras will contain a variety of game modes which include conquest, hero assault, campaign, and a few custom game modes as well such as order 66 and a hilarious game mode which I love to call 'Jar Jar's Revenge.' I also hope to add space assault in the future. It features custom units, heroes, turrets, etc, better sounds, custom voices, better visuals (although perhaps not as much as seen in other mods), and it makes the game 100x more intense than the vanilla game (my friend seriously asked me if the vanilla game was this intense). You can play this mod online vanilla or with Homefront eras.What is in the demo: The demo includes Conquest, Hero Assault, Campaign, Order 66, and Jar Jar's Revenge game modes across the maps of Naboo and Coruscant.Download.
Not that I am necroiing a Thread, but I played the game (I live in USA) the hoops at the time I hade to go through just to play it by now are supposedly resolved (according to a couple reddit posts, there's an English translation).The game is a straight IP rip-off of SG, which isn't surprising coming from China, the Game is actually Called 'Collateral Damage', since all the servers are in China (when I was playing it in 2015) the lag is obviously really high, but surprise, the community is extremely toxic to anyone not Chinese.lol go figure right? Anyway the only difference I saw in the game is the way Caving is done, there doesn't seem to be a cap on how much u can cave (then again theres only 1 Planet at the time since planets just meant what logical server on, nothing more like in the original where u had relic and MP on MP is where high levels stayed and there was a lvl cap on Relic)Anyway sorry for necroing, doubt anyone will even read this, but im bored and at work lol. Originally posted by:Not that I am necroiing a Thread, but I played the game (I live in USA) the hoops at the time I hade to go through just to play it by now are supposedly resolved (according to a couple reddit posts, there's an English translation).The game is a straight IP rip-off of SG, which isn't surprising coming from China, the Game is actually Called 'Collateral Damage', since all the servers are in China (when I was playing it in 2015) the lag is obviously really high, but surprise, the community is extremely toxic to anyone not Chinese.lol go figure right? Anyway the only difference I saw in the game is the way Caving is done, there doesn't seem to be a cap on how much u can cave (then again theres only 1 Planet at the time since planets just meant what logical server on, nothing more like in the original where u had relic and MP on MP is where high levels stayed and there was a lvl cap on Relic)Anyway sorry for necroing, doubt anyone will even read this, but im bored and at work lol. Originally posted by:Not that I am necroiing a Thread, but I played the game (I live in USA) the hoops at the time I hade to go through just to play it by now are supposedly resolved (according to a couple reddit posts, there's an English translation).The game is a straight IP rip-off of SG, which isn't surprising coming from China, the Game is actually Called 'Collateral Damage', since all the servers are in China (when I was playing it in 2015) the lag is obviously really high, but surprise, the community is extremely toxic to anyone not Chinese.lol go figure right? Anyway the only difference I saw in the game is the way Caving is done, there doesn't seem to be a cap on how much u can cave (then again theres only 1 Planet at the time since planets just meant what logical server on, nothing more like in the original where u had relic and MP on MP is where high levels stayed and there was a lvl cap on Relic)Anyway sorry for necroing, doubt anyone will even read this, but im bored and at work lol. Time has changed us.
![Galaxy Galaxy](/uploads/1/2/5/8/125873260/734824261.jpg)
Originally posted by:Not that I am necroiing a Thread, but I played the game (I live in USA) the hoops at the time I hade to go through just to play it by now are supposedly resolved (according to a couple reddit posts, there's an English translation).The game is a straight IP rip-off of SG, which isn't surprising coming from China, the Game is actually Called 'Collateral Damage', since all the servers are in China (when I was playing it in 2015) the lag is obviously really high, but surprise, the community is extremely toxic to anyone not Chinese.lol go figure right? Originally posted by:ya keep in mind I have no idea if the game is even still in existence, I honestly didn't really expect anyone to reply to this lol, but on another note, u procced with a red-eye?
Did u atleast bring moths or levis? LolNope, back when I played it, you could outfit red eyes with hella armor and engines if your stats were right.
Put just a basic battery power source in it and go. Went in with 5 or 9 depending on how many points I put into tactics, which I don't normally.
I tended to go with tech and weight. I would either have a cloaking medic or geardoc to try and repair, but honestly those guys withstood nukes and insane bombardment from Arbs.
Though the War Pigs? The areal bomber guys, would rip them up. So I went with half red eyes and half Trebs to deal with air units and cloaked Ghasts. I remember when Terry, who headed Nexon USA back in the early 2000's, before Nexon closed its USA branch, did the beta to convert SG to Tactical Commander, their more successful Korean counterpart.
Red Eyes were always given larger space for more advanced radars. Well after I did a 3 poc simo-capture with 6 decked out Mk9 red eyes, repeatedly, with him IN the battles. He nuked their space and weight got nerfed drastically.
Also I found that SG is still around, going to log in and see how it is doing. Might Log back in and see what they have changed with the Abominations and Red Eyes over the years.
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