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Thrawn's Revenge is a modification for Star Wars: Empire at War - Forces of Corruption.
Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand.
Experience 5 eras of Star Wars, with new models, textures, and gameplay changes.
Find out for yourself - download the latest version now.
Those working on this mod do so in their own free time and for no pay.
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News

[ICW] Playable Faction Profile: Corporate Sector Authority

Friday September 28, 2018

We've shown off a little bit in terms of feature changes being made in 2.3, but it's time for us to take a look at the new playable faction being added to the mod, the Corporate Sector AuthorityAs always, if you prefer to see these news posts in video form with some (very early) footage of the CSA and their units in action, I've done a video version of the news post on Corey Loses:Leader: Executive Officer (ExO)Capital: Etti IVHistorical Overview"CSA attorneys can find a loophole even when there isn't a loop." - Klin-Fa GiThe Corporate Sector originally began as an administrative division at the end of the Tingel Arm within the Galactic Republic, 490 years before Yavin to mediate disputes between corporations and the galactic governing body. This allowed corporations to acquire large swaths of space which were allegedly devoid of sentient life, though this often proved to be untrue and caused many armed conflicts between the original inhabitants and the new corporations. During the Clone Wars, the Corporate Sector would largely support the Confederacy, however some companies remained at least nominally loyal to the Republic. This group formed the Galactic Corporate Policy League, which supported Palpatine in his bid for power within the Republic. Over its existence, the Corporate Sector seemed to gain some increasing level of self-determination, with some level of independence having been gained in fact if not in law by 27 BBY. Under the Empire, the CSA would buy up significant amount of Clone Wars surplus, including the entirety of the Corporate Alliance's remaining assets and other CIS equipment. It was also expanded to up to 30,000 systems under the Empire, and soon after the Declaration of the New Order by Palpatine, the Corporate Sector officially organized into the Corporate Sector Authority, which was granted a significant level of autonomy even under the Empire. Many citizens who tried to flee the Empire, hoping for a better life in the CSA would quickly find that the CSA could be equally draconian. After Palpatine's death, the CSA attempted to remain neutral and sell to both Imperial and New Republic clients, although many in the New Republic felt the CSA to be as bad as the Empire, or worse. Despite these attempts, the CSA found themselves under the thumb of Warlord Zsinj for the year before his death, and Grand Admiral Makati died fighting to keep the CSA territory under Imperial control. The CSA in Thrawn's Revenge"The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." -Reen IranaWhile we've added several new playable factions over the years, all of these have been Imperial splinter groups since the first release with the New Republic and Empire of the Hand. The CSA is the first of a few upcoming factions which breaks that trend and offers the chance for us to work on not just a set of more unique rosters, but also opens us up for a few other new gameplay mechanics within these playable factions which we'll be going over as we continue with previews. With the CSA, this will generally mean some some different interactions with corporations and mechanics based upon their leadership. As a military-surplus based faction there is still quite a bit of overlap with the existing factions in their space roster, however on land an entirely new roster within the mod has been added using a mix of the Clone Wars surplus and the equipment of the Espos, a very well-armed police force within the CSA Security Division. The CSA will be playable in several existing galactic conquests, including all eras of the era progressive GCs, as well as being the focus of another more local galactic conquest, focusing on their conquest by Zsinj, as well as the events leading to Makati's death.Thrawn's Revenge has always focused on making our own assets rather than using free released or otherwise collected assets, but many of the assets for the CSA are being developed in cooperation with Phoenix Rising, another EaW mod made by one of the Thrawn's Revenge developers, Evilbobthebob. If you want to check out the CSA in that mod, you can do so by clicking here.Roster Overview(Green denotes the unit is fully implemented ingame, yellow that it's nearly done)Space Unit RosterLucrehulk | Invincible | Bulwark Mk III | Bulwark Mk IRecusant | MTC | Gladiator | Neutron Star | Dreadnaught | Dauntless | Victory-I | Victory-IIEtti Light Cruiser | ILH-KK Citadel | Gozanti | Nebulon-B | MarauderAuthority IRD | Preybird | Authority IRD-A | #2 Warpod | Mankvim-814 | T-Wing | Skipray BlastboatGround Unit RosterEspos | B1 Battledroid | DroidekaEspo Walker | K-222 | SX20 AirskimmerX10 Groundcruiser | Strikebreaker | GX12 HovervanPersuader | JX40 Jailspeeder | Corporate Alliance Artillery ...

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[FotR] We Could Be Heroes: Republic Edition

Saturday September 22, 2018

We Could be Heroes: Republic...Before we begin, as usual I've posted a video version of this update on Corey Loses, covering both this update and the CIS heroes in the last one. Fall of the Republic preview playthroughs will also soon start joining the Imperial Civil War ones currently going on on the channel:It's been some time since the last FotR update, but while most of the public posts have been about Imperial Civil War, there's been a lot of work going on in the background with Fall of the Republic. In this update, we'll be going over the core hero roster for the Galactic Republic in 0.5. Our goal with this version was to get a relatively similarly-sized core hero roster for the CIS and Republic- there'll be more to come later (including more Jedi), but these are either the more major players in the time period, or they fill a particular niche that the faction needs and otherwise lacks. Part of our focus is also to expand some of the standard fleet elements of the time, which tend to receive a bit less focus next to all the Jedi, so you'll see a few more obscure captains and admirals in both factions, especially characters who would later play a much larger role in the Imperial or Post-Endor period, keeping connections between Fall of the Republic and Imperial Civil War."For the Order and the Republic, I will give anything and everything, including my life." - Mace WinduThere are probably two specific areas where people will notice characters missing which they may want, specifically Jedi and Clones since they tend to involve more work. Again, several of these will likely be added in future versions, but the way we chose who's there is pretty straightforward- whichever characters are most universally present, or prominent, or would appear most in potential story missions got added. For Jedi, we also ran a poll on our forums for three of the slots we felt had a bit more leeway, and picked the three most popular from that, which are the last three heroes on this list. They probably won't surprise anyone.Palpatine - Galactic, Ground (Post-Order 66)Also known as Darth Sidious, or The Senate, Palpatine was the final Supreme Chancellor of the Galactic Republic before his reorganization of the government into the Galactic Empire. He began consolidating his power by orchestrating the invasion of Naboo and ensuing Separatist Crisis and Clone Wars as a whole from behind the scenes, secretly leading both belligerents.Yoda - GroundDespite his small stature, Master Yoda was one of the most wise and powerful Jedi in galactic history. He served as the Grand Master of the Jedi Order at the time of the Clone Wars, and was one of the few Jedi who managed to survive Order 66, despite his failure to kill Palpatine in a duel in the Senate chambers.Mace Windu - Ground, Space: Delta 7/Eta 2Mace Windu was one of the most skilled swordsmen in the Jedi Order, having pioneered his own variant on the seventh form of lightsaber combat, which he called Vaapad, and remained the only practitioner of the form who did not fall to the Dark Side. He led the Jedi at the Battle of Geonosis, and served with distinction in many battles of the Clone WarsObi-Wan - Ground, Space: Delta 7/Eta 2The Padawan of Qui-Gon Jinn, Obi-Wan Kenobi was distinguished and accomplished Jedi who served with a dedication to the principles of the Order throughout his life. Despite an aversion for fighting and a famously calm demeanor, he was a skilled warrior who throughout his career fought each of Sidious' Sith apprentices, managing to best both Darth Maul and Darth Vader, but being held back by an apparent and understandable inability to recognize that falling into giant shafts and lava after the removal of multiple limbs are not necessarily fatal experiences.Anakin - Ground, Space: Azure Angel/Eta 2Anakin Skywalker was arguably the strongest Jedi to serve in the Clone Wars in terms of raw power, however he was often held back by his impulsive and rash nature. In addition to his Jedi powers, he was an exceptional pilot and mechanic.Plo Koon - Ground, Space: Blade of DorinA veteran of the Stark Hyperspace War before serving in the Clone Wars, Plo Koon was also the Jedi Master who discovered the young Togruta Ahsoka Tano, eventual Padawan of Akanin Skywalker. He was killed during that business on Cato Neimoidia.Delta Squad - GroundComprised of Boss, Fixer, Scorch and Sev, Delta Squad was an elite commando squad which undertook dangerous and specialized missions for the Grand Army of the Republic. Although a mission to Kashyyyk ended in the disappearance of Sev, Delta Squad continued to serve into the Imperial period.Wulff Yularen - Space: Venator-class Star Destroyer, ResoluteAlthough his primary interest was in the field of intelligence gathering, Wullf Yularen served in the Clone Wars as the Admiral in charge of Anakin Skywalker's fleet, despite a strong difference in style between the two as commanding officers. Following the Clone Wars, Yularen remained in service to the Galactic Empire, serving primarily in the Imperial Security Bureau, and was ultimately killed in the destruction of the Death Star.Gilad Pellaeon - Space: Acclamator-class Assault Ship, LevelerGilad Pellaeon served for seven decades in the Republic and Imperial navy, beginning his career in the Republic's Judicial Forces and eventually becoming the captain of a combat-oriented Acclamator variant, the Leveler, during the Clone Wars. though he was a talented naval officer, he was primarily prevented from promotion to the admiralty because of a tendency to womanize. After Palpatine's death, he served various Imperial leaders until finally and reluctantly taking the mantle for himself, leading the Empire into peace talks with the New Republic.Wilhuff Tarkin - Space: Venator-class Star DestroyerA member of the rich Tarkin family from the Eriadu aristocracy, Wilhuff Tarkin's family was responsible for early pushes to create a united Republic military, a movement lead several decades before the Clone Wars by Ranulph Tarkin. Wilhuff used his significant economic and political clout within the Seswanna Sector as governor to support Palpatine, and served as an Admiral in the Clone Wars before becoming the first Imperial Moff. Terrinald Screed - Space: Victory-class Star Destroyer, ArlionneAn early political ally of Senator Palpatine, Screed was a commander in the Judicial Forces prior to the Clone Wars where he lost an eye fighting pirates. During the Clone Wars, he was the commander of Victory Fleet, a fleet comprised of the first Victory-class Star Destoyers and following their victory over the Bulwark Fleet of Dua Ningo, he became the commander of the Coruscant Home Fleet as Vice Admiral.Jan Dodonna - Space: Victory-class Star Destroyer, VictoryPrior to the Clone Wars, Dodonna fought within the Sttark Hyperspace War. As a captain in the Clone Wars, he commanded one of the Victory Fleet taskforces opposite Terrinald Screed. He was particularly adept at managing logistics and siege tactics.Jace Dallin - Space: Dreadnaught-class Heavy Cruiser, Mersel KebirAnother veteran of the Stark Hyperspace War, Jace Dallin eventually became the commanding officer of the Rendili Home Defense Fleet. He fought against his planetary government's attempts to cooperate with the Confederacy during their occupation of Rendili, and following the formation of the Empire, was executed by Darth Vader for his loyalty to the Jedi.Shoan Killian - Space: Venator-class Star Destroyer, EnduranceKillian was a traditional Admiral who was captured by the Separatists in a surprise attack on his flagship during a visit from the Clone Youth Brigade. Although he tried to reason with the young Boba Fett to secure his release, he was eventually rescued by the Jedi.Barton Cobourn - Space: Venator-class Star Destroyer, Triumphant, Arquitens-class Light Cruiser, Hand of JusticeCoburn was a highly disciplined Admiral within Republic Navy during the Clone Wars, where he was paired with Plo Koon. He, Koon and Clone Commander Wolffe were responsible for the planning and execution of some of the most dangerous and difficult missions of the war, including operations at Lola Sayu and Kadavo.Poll Winners:Kit Fisto - Ground, Space: Delta 7A Jedi Master who joined the Jedi Council during the Clone Wars for his exemplary service, Kit Fisto was a Nautolan from Glee Anselm who engaged in lightsaber combat with several strong enemies throughout the war, including General Grievous and Assaj Ventress, both of whom few survived encounters with other than Skywalker and Kenobi. He was part of the task force led by Mace Windu to arrest the Chancellor, where he was killed when the Chancellor revealed himself to be a Sith Lord.Shaak Ti - GroundA Togruta from the planet Shili who had joined the Jedi Council in the years before the Clone Wars, Shaak Ti participated in many key battles in the Clone Wars, and during the war was responsible for killing one of count Dooku's Dark acolytes, Artel Darc and survived a duel with General Grievous. She was responsible for the protection of the Jedi Temple, and managed to escape it during Darth Vader's attack.Aayla Secura - Ground, Space: Delta 7/Eta 2A Twi'lek trained by Quinlan Vos, both her and her master survived their own falls to the dark side before returning to the light and earning her knighthood. She was one of the Jedi who survived ... ...

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2.3 Preview Playthrough: Greater Maldrood

Friday September 21, 2018

I have started a new playthrough on Corey Loses taking a look at the Greater Maldrood as we make our way through the changes coming to 2.3. We'll mostly be looking at some changes to the galactic map and updates to ground balancing as we go, and checking out some new art assets along the way! New episodes will be up Tuesdays, Thursdays, Saturdays, Sundays.// ...

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2.3 Feature Preview: Era Selection

Monday August 06, 2018

For our first feature video preview of 2.3 (it'll also apply in Fall of the Republic: Thrawn's Revenge III ) , we're taking a look at the new ability to select starting eras for progressive galactic conquest scenarios.Every Monday, on Corey Loses, we'll be doing live mod work at 5pm EST, tonight's will be more work on the era selection system, setting up the remaining progressive GCs to use the new feature. ...

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Ascendancy - GDPR Menu Patch

Friday July 27, 2018

Sins of a Solar Empire received an official update which broke the main menu, so we've released a quick patch to address that. Thanks to Gul/STAIII for showing me what was different.https://www.moddb.com/mods/star-wars-ascendancy/downloads/menu-patch ...

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Fighter Rebalancing Preview

Thursday July 19, 2018

While not a massive change, I've started going through and adjusting some of the stats on fighters. Here's a quick look at what some of the upcoming fighter stats are for ICW2.3, FotR 0.5 and some other stuff. A few are missing since I only took one screenshot and it's a pretty long list. ...

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Eriadu Authority Preview LP

Tuesday July 17, 2018

Like I did throughout the development of 2.2, I'll be doing preview playthroughs showing what's going on with Imperial Civil War 2.3 (and Fall of the Republic ) on my YouTube channel, Corey Loses. The first of these series has started, looking at the start of 2.3 development and the Eriadu Authority. The first episode can be found here: ...

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Imperial Civil War 2.3 Overview

Sunday July 08, 2018

With 2.2.5 wrapped, we've started to move onto the next full version of Imperial Civil War (and Ascendancy / Fall of the Republic, but their time will come). As we ramp up production, we thought we'd give a brief overview of what the main focuses are in 2.3. As always, if you prefer video versions of news posts, you can see that just below. The information in the written and video versions is the same....Priorities..."Neither Syndic Mitth'ras'safis nor I is unsympathetic toward Commander Mitth'raw'nuruodo. We wish only to protect him from his own excesses" - Admiral Ar'alani to Jorj Car'dasWhile we're happy with the results of 2.2, we know there are a lot of areas we still can and want to significantly improve it, across the board. One of the main things we decided in 2.2's development, however, is that once we had it as a basis, we would need to do a better job prioritizing how and when we would approach each aspect in order to avoid the time it took for the complete overhaul that 2.2 turned out to be. 2.2 took over 4 years, but it also involved a significant reworking of every galactic conquest, a ton of the art, and basically everything else. Rather than tackle everything at once, with 2.3 and subsequent versions, we intend to choose smaller areas to focus on, and for broader projects, to split them up into milestones so we can have slightly smaller but more focused and frequent releasesl. 2.2 also involved a lot of reworking behind the scenes to make certain things a lot easier to work on and more modular, so a good amount of that 2.2 development time should continue to pay off into 2.3, Fall of the Republic and any other future versions or projects.What follows is not an exhaustive list of what's coming, but it should give a decent idea of what you can look forward to in the next version....Factions..."The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." - Reen IranaWith 2.3 and subsequent versions, rather than try to do major changes for all factions at once, we've instead chosen to focus on individual factions to receive most of the focus for new or redone units. For most releases, this will mean either a new faction being added and another one receiving most of the new and redone content, or two factions receiving the new/redone content when we're not adding a new playable faction. We'll also choose one faction for whom we plan to flesh out a lot more story missions and events for galactic conquest, and one or two galactic conquests where we plan to flesh out all present factions' stories. This isn't to say nobody else will receive anything in these releases, just that we're specifically directing our attention to a more narrow subset. Each section will get its own news post covering exactly what's included in it as we go.New playable faction: Corporate Sector AuthorityNew unit focus: Eriadu AuthorityNew story focus: New RepublicGC story focus: Bacta War / Thrawn Campaign...AI...A lot of the major AI changes only started coming into the mod towards the end of 2.2's development aside from some tactical changes that Pox and I were working on, but evilbobthebob has brought the galactic AI a long way in terms of focusing its production and aggression. There will continue to be changes to the AI throughout 2.3 as well. A primary focus of this will be continuing to divide ship roles beyond what exists already so we can get the AI to more effectively build diverse fleets- not all frigates are meant to do the same thing, nor are all capital ships, so the more we can make distinctions between them and more effectively control AI fleet compositions.With 2.2, we also tried to make the AI play for the most part within the same rules as the player, depending on difficulty. With 2.3, for those who want a much more challenging experience, we want to introduce some extra optional levers to make games more challenging throughout, and maintain some resistance for longer. This will, again, be completely optional, so those who prefer to fight on a more level playing field will be able to continue on with the more fair pre-existing difficulty levels....Ground Overhaul..."General, prepare your troops for a surface attack." - Darth VaderWith 2.3 we plan to begin some of our ground overhaul changes. In future versions we have a number of basic mechanical changes that, if they work out, would significantly change how ground combat works in EaW, but that's a bit more long term. We're going to be starting off by working on fleshing out the pacing, unit roles, damage modifiers, balance and all of those factors within the existing mechanics of ICW ground combat. Alongside this will be some art reworks to props, map textures and existing ground vehicles to improve the aesthetics of ground combat, but this generally means that, except for what gets added to new factions, we generally will not be adding new vehicles in the next version or two. We'd rather focus our resources on getting what's there right and expanding from that than continue to add things in which make it more complicated to make the more basic changes. Once we have everything set up, it'll be easier to add new units within that.So that about covers it for the overview- again, that's not an exhaustive list of what we're working on, but it does cover most of the main focuses. We'll have more specific updates covering the specific sections as we go, and as with 2.2, I'll be running preview playthroughs throughout development on my Youtube channel, Corey Loses (https://www.youtube.com/coreyloses), starting with an Eriadu Authority playthrough in Art of War next week. ...

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Imperial Civil War 2.2.5 Released

Sunday July 01, 2018

We've updated both ModDB and the Steam workshop version of the mod to 2.2.5, which for ModDB means all previous updates since 2.2 are now included as well. If you have the Steam version, it will already have automatically updated.ModdB: http://www.moddb.com/mods/thrawns-revengeSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106Code: [Select]- Multiplayer GC Support Added: Thrawn Campaign available as New Republic and Imperial Remnant- New VO for dozens of units, across all factions- Yevetha Re-Enabled in GC and Skirmish- Empires at War and Black Fleet Crisis GCs Re-Enabled- Several tactical maps added or updated for galactic conquest planets- New Skirmish map: Smuggler's Ring- Some updates to ingame tech tree dialog screens- More AI tweaks, should fix AI skirmish issues with upgrading and building units- Squadron count changes for several EotH ships (reflected in all tooltips)- Hapan fighter spam nerfed- Added a fix to prevent infinite loops causing game freezes when returning to galactic from tactical battles.- Removed ground spawns from space-only planets for Yevetha in progressive GCs- Stat display supported in mission log for all GCs and factions- Added plot elements for building Wedge in the Lusankya for all applicable GCs, changes to Rogue Squadron spawns.- Fixed issue where Carnor's era change speech would happen at the same cue as Palpatines (era changes would go on unaffected though)- Removed Eri Palle- Event added for Sil Sorrannon's revolt in BFC, which removes Yevethan heroes if you take too long winning the GC- Fixed NR starting credits in Crimson Empire and Shadow Hand- Fixed issue where Normal was getting more bonuses than Hard in some ways- Fixed Ashik, Pellaeon, Skipray FoW reveal for Skirmish- All EotH units have full stat readouts in text tooltips. Will be applied to other factions in 2.3 after feedback.- Standardized Z-layers for ships of the same class (still randomized)- Artillery health from 300->100 (MPTL, SPMAT, Plasma Mortar- More ground units switched to hardpoints for inaccuracy checks- Miy'til, TIE Raptor and ARC-170 lasers brought into line with other fighters- TIE Defender health 25 -> 30, Shield Refresh 1 -> 3, added flyby sound effects- Yevetha plex soldier icon changed- Fixed Kariek ground map causing a crash- Fixed Megamaser Texture ...

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Thrawn's Revenge

Thrawn's Revenge is a full graphic and gameplay modification of the computer game, Star Wars: Empire at War. Set in the years following the Battle of Endor, and outside the original game's timeframe, Thrawn's Revenge is based around the conflict between the newly founded New Republic and the Imperial Remnant as they fight for control of the galaxy.

New factions

Each faction features a variety of new land and space units, as well as many new era-specific heroes created especially for the mod.

  • New Republic - With the Emperor dead at Endor and the Imperial Fleet in disarray the Rebel Alliance, in accordance with its founding treaty, convened a Constitutional Convention to determine the form of a restored Galactic Republic. Featuring a range of new units from an array of different cultures each with their own benefits and weaknesses.
  • Imperial Remnant - When Palpatine was killed at the Battle of Endor, and his second Death Star destroyed by the Rebel Alliance, it started a chain of events that led to the fragmentation of his Empire as numerous Imperials fought to take his place on the throne, or fled with their forces to carve out their own mini empires.
  • Empire of the Hand - Secretly founded by Thrawn after he was exiled from the Chiss Ascendancy, the Empire of the Hand was established in order to explore and pacify the Unknown Regions and protect the galaxy from the many and varied threats residing there.
  • Pentastar Alignment - When the Emperor’s death at the Battle of Endor caused the fragmentation of the Empire, Kaine, a native of Sartinaynian in the Braxant sector, transferred the Oversector capital and base of operations to the New Territories along with most of his forces.
  • Minor Factions - Multiple minor non-playable factions have been included, each with their own unit set, to add new flavours and challenges to the game.

Improved gameplay

  • Era system - The original tech-tree system from vanilla Empire at War, whereby the player researches or steals technology to gain access to new and better units, does not exist in Thrawn’s Revenge.  Instead the mod is structured around five discrete eras covering the years after Battle of Endor (4 ABY) up until shortly after the Pellaeon-Gavrisom Treaty (19 ABY), with allowance for technology up to the start of the Yuuzhan Vong War (25 ABY).
  • Updated combat system - Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament.
  • New maps and scenarios - Thrawn’s Revenge includes thirteen original Galactic Conquest campaigns spanning the fifteen years between the Battle of Endor in 4 ABY and the Pellaeon-Gavrisom treaty in 19 ABY.  With a mixture of single-era, multi-era, historical and “Infinities” campaigns, you can explore many of the conflicts that were recorded during those years.
  • Many other changes - Multiple other tweaks, changes and additions have been made to the original Star WArs: Empire at War game. 

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