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News

Endcar's Appendicitis Emergency Fund

Wednesday June 21, 2017

We typically don't post personal stuff of our team not related to the mod, however one of our 3D Artists had some serious medical issues recently. If you could take a moment to read, share, or if possible, support the gofundme, we would all appreciate it.https://www.gofundme.com/jakes-appendicitis-emergency-fund ...

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ASC: We thought it was a ghost ship, until it opened fire...

Sunday June 18, 2017

...

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ICW/FotR: Microjump Preview

Thursday June 15, 2017

A quick look at another ability coming in Thrawn's Revenge: Imperial Civil War and Fall of the Republic, Microjumps. ...

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ICW: Empire of the Hand Preview Playthrough

Thursday June 08, 2017

I've begun my full Empire of the Hand playthrough on my channel, covering several of the new units, graphics and functions in 2.2. Episodes will be posted every Wednesday, Friday and Sunday. ...

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ASC: Imperial Remnant 1.1 Overview Video

Wednesday June 07, 2017

Continuing our faction video preview series for 1.1, Corey has just posted the Imperial Remnant's, covering their new tech and ship abilities. Next up will be the Hand, and finally, heroes. ...

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11th Anniversary Team Livestream

Friday June 02, 2017

Tomorrow (Saturday, June 3rd) at 3pm EST, Corey Loses will be hosting a stream to celebrate 11 years of Thrawn's Revenge with several members of the dev team (so far, Corey, Slevered, Dr Nick, and Pox, with potentially Robin, Endcar and Slornie). We'll be revisiting Imperial Civil War 1.0 while talking about future plans for Imperial Civil War, Ascendancy, and Fall of the Republic, mod history, and answering questions from the chat.If you wanna watch and join in on the chat or have some questions, click the link below:https://gaming.youtube.com/c/CoreyLoses/live ...

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Single-Unit Retreat

Wednesday May 31, 2017

Did a quick video on the sing;e-unit retreat function coming up in ICW 2.2 and FotR 0.5 while prepping for my EotH preview campaign to kick off. ...

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Ascendancy 1.1 Overview & Testing Plans

Tuesday May 30, 2017

As I was compiling all the updates for this release cycle of our projects for the helpful new News Post Compendium thread on the forums, I noticed that while Ascendancy has had some very specific updates, we haven't done an overview of some of the more general changes yet. Because of the proximity of the 0.95 and 1.0 releases, which were primarily about setting up basic content, 1.1 is the first release where we really have had an opportunity to address some of the bigger points of community feedback, instead of just working on the basic content of the mod. hopefully this update will give a better idea of some of those features, as well as an overview of how testing and future releases will go....User Interface...First, one of the more common complaints against 1.0 relate to some of the icons- planetary icons aren't particularly clear, and unit icons tend to take up too much screenspace. We were attempting to simplify the information as much as we could, and also trying to address the icon situation in a way to get around the fact that Star Wars ships in the same faction tend to have a similar profile, making the Sins style less feasible. This was not always successful. The changes to presentation of the unit stacks/force indicators beside planets were also harder for some players to find. So, since the last release OzWolf has redone all of these aspects entirely; unit pips should take up less screenspace, hopefully still being clear enough about what they are, while maintaining the larger more prominent style for planet infrastructure, highlighting its importance and helping it stand out. We still feel that having just renders of the planets, while technically being the most "accurate" isn't always the most clear (especially when so many are primarily green), so we've tried to use some simple, clean symbols to represent them, as you can see below. We've already posted some screenshots in the past of the updated menus and such, so here are some more screenshots of some of the ingame HUD-related changes, including planets, unit icons, and all of that. Crucially, we've also played around with team colours. Hopefully these changes help more easily provide information to players than previous versions....Balance, Economy, Research & Factions Fleshed Out...For the fleshing out of the factions in terms of additional tech and abilities, I have been doing full faction profiles on Corey Loses (Hand and Remnant still forthcoming, so I won't say too much about that here, save that I have been bringing each faction up to at least 100 research options for 1.1, with plans to expand that as we figure out which gaps each faction needs to fill, and Bane & I have been filling all the empty ability slots from 1.0, which should help give some added flair and flavour to the different units and factions.Primarily, though, almost every single stat has been changed in a significant way. The cost and times associated with research have all been adjusted, which should help with the early game slog, while unit upkeep costs help to keep the late-game credit and resource overflow in check. While the stats are not yet final, and will be regularly tweaked up until release, we have a full spreadsheet with all damage, health, and other helpful values which should both help players understand how the units work, and help bring inconsistencies or outliers to the attention of the team more easily. Keep in mind, though, that while stats like this are helpful they don't always tell the full story (especially with abilities coming into play more). This spreadsheet can be found here, and will be updated as we approach release and beyond as we make further changes:Unit Stat SpreadsheetIt's not reflected in this spreadsheet just yet, but we've rescaled shield regeneration, significantly increasing the speed at which ships will recharge, which was far too low before. We also plan to do some alterations to ship ranges in the future, both to add some variation between units, and also to help combat be a bit more visible (right now ships are probably a bit more spread out than we'd like).Alongside this, of course, we've worked over the last year to resolve bugs with unit behaviour as they've been reported, including the VSD firing issues, along with trying to address some of the more abusive strategies. The function of starbases has been greatly expanded as well, and the Esseles-class Civilian Station has been removed. Stations, now being the Cardan (Remnant), Empress (New Republic), Validusia (Alignment, pictured below) and Oto (Hand), should now each be a lot more capable than the Command Station/Empress of 1.0, while still reflecting the unique flavour of the factions.When it comes to number changes like these, it's hard to really get across what we're doing without being able to play with them for yourself, bringing us to......Release Structure & Testing...A lot of the biggest issue with where the mod currently stands in our mind come as a result of how long it has been between releases, with 1.0 having been released essentially over a year ago in its beta form. In our experience with Imperial Civil War, while balance was still certainly a concern, it was not a primarily multiplayer or "competitive" game, which meant we could take longer to address some edge strategies that would be overpowered- having 6 months to a year between releases doesn't impact enjoyment as much. It also had a much more stable foundaction, being several releases in. In Ascendancy, with more moving parts and as a primarily-multiplayer experience and without such a long history of iterating on feedback, we need to be able to react more readily to balance or design issues as they arise, rather than waiting for the larger content release goals to be met. This is something we will be changing going forward. We will still be structuring the release of new content versions similarly (ie, not releasing the upcoming factions piecemeal), however within those cycles we plan to have a new release or patch to address any issues in game mechanics or balancing every 2-4 months, as necessary (on top of any hotfixes necessary at release). This has been especially obvious in 1.0 since, as I say, it was the first release, and therefore does not benefit from the ability to have been made and iterated on with larger amounts of player feedback.To that end, we will be starting a semi-open beta process on our forums at www.thrawnsrevenge.com/forums around the end of June. This will be done in two progressively more open stages. First, once we're satisfied we've caught the major bugs with our internal development and testing teams, we will be opening up the beta to members of the Admiral's Lounge on the forums. After a week or two weeks there, we will open it up to all forum members until we're satisfied that it's ready for release. To be clear, the entire point of doing a beta like this is to provide feedback before a full release to ensure a stable, fun release, not to simply play an early version. As such, we are setting it up in the way that is most conducive to managing that process, especially since we're likely gonna have to do a lot of explaining how to use GitHub. We will be setting up boards for reports, updates, changelogs and multiplayer matches during the process.We hope you're looking forward to giving these changes a try, and as ever, we're looking forward to hearing everyone's feedback.- The Thrawn's Revenge TeamFollow AscendancyForums - Facebook - Steam Group -  Mod DB - Twitter ...

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Release Cycle News Post Compendium (ICW 2.2, Ascendancy 1.1, FotR 0.5)

Saturday May 27, 2017

It can sometimes be hard to locate all of the news related to a current development cycle, so this thread compiles all of the relevant news posts in chronological order, for all of our projects.Imperial Civil War 2.2:February 7th, 2016: Faction Profile: Warlord ZsinjJuly 18th, 2016: Regime ChangeAugust 2nd, 2016: The 2.2 ManifestoSeptember 3rd, 2016: We Could Be Heroes- The Pentastar Alignment September 15th, 2016: We Could Be Heroes - Warlord ZsinjSeptember 24th, 2016: Era One - Galactic Conquest BreakdownOctober 13th, 2016: Era Two - Galactic Conquest BreakdownOctober 21st: Faction Profile: Greater MaldroodNovember 7th, 2016: Schism Events, Research, and Galactic Conquest Breakdown - Era 3December 7th, 2016: We Could Be Heroes - Greater MaldroodDecember 2nd, 2016: 2.2 Demo AnnouncementDecember 13th, 2016: Faction Profile: Eriadu Authority March 3rd, 2017: 2.2 Demo ReleasedMarch 6th, 2017: Beta Testing and We Could Be Heroes - Eriadu AuthorityApril 13th, 2017: EotH: Past, Present and FutureMay 26, 2017: GC Selection Layout UpdateAscendancy 1.1:May 31st, 2016: 1.0 Post-Release RoundupAugust 2nd, 2016: Ssi-Ruuvi Redux & Development ProgressOctober 15th, 2016: Fractured EmpireDecember 6th, 2016: Updated Faction Select ScreenDecember 10th, 2016: 1.2 Faction Profile: The Hapes Consortium (1.2 Early Look)April 13th, 2017: EotH: Past, Present and FutureApril 28th, 2017: Pentastar Capital Ship Ability and Tech OverviewMay 11th, 2017: New Republic Capital Ship Ability and Tech Overview]May 30th, 2017: Ascendancy 1.1 Overview & Testing PlansFall of the Republic 0.5:April 1st, 2017: FotR Teaser TrailerMay 9th, 2017: Fall of the Republic Announcement and FAQ ...

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Empire of the Hand

Empire of the Hand Emblem

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.

With the support of Emperor Palpatine, who provided ships and resources to the Chiss commander, the Empire of the Hand mapped great swathes of territory and established a new military and political force to provide order and security to the region.

Formed by combining Chiss and Imperial ideologies and technologies, Thrawn intended that the Empire of the Hand would mirror the best parts of the Empire, but without the doctrine of fear, institutional xenophobia and grandeur favoured by the Emperor.

Named after Thrawn’s base of operations in a fortress on Nirauan, known as the Hand of Thrawn, his shadow empire functioned more like a confederation than a true empire, forming alliances with native governments instead of conquering them through brute force and encouraging all species within its borders to participate in government service or with the military.


Playable In

- Skirmish

- The following Galactic Conquest scenarios:

  • Final imperial Push
  • Empires at War
  • From the Ground Up
  • The Art of War
  • Essence of War
  • Ascendancy-class Star Destroyer
    Ascendancy-class Star Destroyer
    Class: Capital
    Price: 6000
    Length: 1100m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 20/4 Dual Heavy Megamaser, 20/4 Quad Heavy Megamaser, 10/2 Heavy Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
    Available in Skirmish: Y
  • Phalanx-class Destroyer
    Phalanx-class Destroyer
    Class: Capital
    Price: 8700
    Length: 2000m
    Population: 5
    Eras: 3 4 5
    Armament: 36/6 Dual Megamaser, 36/6 Dual Heavy Megamaser, 28/4 Quad Heavy Megamaser, 12/2 Rhazor Missile
    Complement: Fighter Squadrons, Bomber Squadrons (4 Max)
    Available in Skirmish: Y
  • Syndic-class Destroyer
    Syndic-class Destroyer
    Class: Capital
    Price: 6000
    Length: 1500m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 30/6 Megamaser, 20/4 Dual Megamaser, 15/3 Quad Megamaser, 24/4 Heavy Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Chaf-class Destroyer
    Chaf-class Destroyer
    Class: Heavy
    Price: 4000
    Length: 1000m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 32/4 Dual Megamaser, 28/4 Dual Ion Cannon, 4/2 Proton Torpedo, 6/2 Rhazor Missile
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Nuruodo-class Broadside Frigate
    Nuruodo-class Broadside Frigate
    Class: Heavy
    Price: 2000
    Length: 600m
    Population: 2
    Eras: 3 4 5
    Armament: 21/3 Megamaser, 12/2 Quad Megamaser
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Warlord-class Gunboat
    Warlord-class Gunboat
    Class: Heavy
    Price: 3000
    Length: 400m
    Population: 2
    Eras: 2 3 4 5
    Armament: 16/2 Dual Megamaser, 16/4 Proton Torpedo
    Available in Skirmish: Y
  • Asdroni-class Frigate
    Asdroni-class Frigate
    Class: Light
    Price: 1300
    Length: 200m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 20/2 Maser Cannon, 20/2 Dual Maser Cannon
    Available in Skirmish: Y
  • Au'riette-class Fleet Carrier
    Au'riette-class Fleet Carrier
    Class: Light
    Price: 4000
    Length: 650m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 12/2 Megamaser, 6/1 Quad Maser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (7 Max)
    Available in Skirmish: Y
  • Decimator-class Cruiser
    Decimator-class Cruiser
    Class: Light
    Price: 1300
    Length: 400m
    Population: 1
    Eras: 4 5
    Armament: 10/2 Dual Megamaser, 20/2 Ion Cannon
    Available in Skirmish: Y
  • Kariek-class Cruiser
    Kariek-class Cruiser
    Class: Light
    Price: 1200
    Length: 350m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 12/3 Megamaser, 12/2 Dual Megamaser, 12/2 Dual Maser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (1 Max)
    Available in Skirmish: Y
  • Massias Interdictor
    Massias Interdictor
    Class: Light
    Price: 9000
    Length: 500m
    Population: 2
    Eras: 1 2 3 4 5
    Armament: 28/4 Dual Megamaser, 6/1 Dual Heavy Megamaser, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • Vigilance Gunship
    Vigilance Gunship
    Class: Light
    Price: 1300
    Length: 250m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 12/2 Maser Cannon, 12/4 Concussion Missile
    Available in Skirmish: Y
  • Furion-class Assault Bomber
    Furion-class Assault Bomber
    Class: Starfighter
    Price: 600
    Length: 6.25m
    Population: 1
    Eras: 3 4 5
    Armament: 2 Maser Cannon, 2 Concussion Missile
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Krsiss-class Interceptor
    Krsiss-class Interceptor
    Class: Starfighter
    Price: 350
    Length: 7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Nssis-class Clawcraft
    Nssis-class Clawcraft
    Class: Starfighter
    Price: 300
    Length: 7.65m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Scarsiss-class Clawcraft
    Scarsiss-class Clawcraft
    Class: Starfighter
    Price: 300
    Length: 7.9m
    Population: 1
    Eras: 4 5
    Armament: 3 Heavy Maser Cannon, 2 Medium Ion Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Syca-class Bomber
    Syca-class Bomber
    Class: Starfighter
    Price: 550
    Length: 5.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Maser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Brask-class Tactical Defence Station
    Brask-class Tactical Defence Station
    Class: Structure
    Price: 3000
    Length: 800m
    Eras: 1 2 3 4 5
    Armament: 20/4 Megamaser
    Complement: Fighter Squadrons, Bomber Squadrons (24 Max)
  • Visvia-class Station
    Visvia-class Station
    Class: Structure
    Price: TBA
    Length: TBAm
    Armament: TBA
    Complement: TBA
  • Fel Ascent
    Fel Ascent
    Class: Transport
    Length: 23.4m
    Population: 1
    Armament: 8 Laser Cannon
    Other Information: Ashik commands this ship.
  • Gilzean Rail Gun Tank
    Gilzean Rail Gun Tank
    Class: Heavy
    Price: 700
    Length: 10m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Rail Gun
    Complement: 2 per company
    Available in Skirmish: Y
  • Megamaser Tank
    Megamaser Tank
    Class: Heavy
    Price: 1100
    Length: 18m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Maser Beam Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • Mortar Tracked Armoured Tank
    Mortar Tracked Armoured Tank
    Class: Heavy
    Price: 1200
    Length: 15m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Mortar Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • Phalanx Commando
    Phalanx Commando
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Charric Rifle
    Complement: 2 per company
    Available in Skirmish: Y
  • Phalanx Trooper
    Phalanx Trooper
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Charric Rifle
    Complement: 5 squads of six per company
    Available in Skirmish: Y
  • Rocket Scout
    Rocket Scout
    Class: Infantry
    Price: 300
    Length: 4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Blaster Cannon, PLEX Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • AirStraeker
    AirStraeker
    Class: Light
    Price: 900
    Length: 8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Heavy Maser Cannon
    Complement: 3 per company
    Available in Skirmish: Y
  • Flame Tank
    Flame Tank
    Class: Light
    Price: 650
    Length: 6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Flamethrower
    Complement: 3 per company
    Available in Skirmish: Y
  • Kirov Tank
    Kirov Tank
    Class: Light
    Price: 500
    Length: 12m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, Flak Pod
    Complement: 3 per company
    Available in Skirmish: Y
  • Rapid Fire Tank
    Rapid Fire Tank
    Class: Light
    Price: 550
    Length: 6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Ar'alani
    Ar'alani
    Class: Hero
    Other Information: Commands the Frontier, a Syndic-class Destroyer.
  • Ashik
    Ashik
    Class: Hero
    Other Information: Commando. Commands the Fel Ascent.
  • Aurek Seven
    Aurek Seven
    Class: Hero
    Other Information: Stormtrooper squad. Includes Shadow, Cloud, Watchman and Grappler.
  • Chak Fel
    Chak Fel
    Class: Hero
    Other Information: Commands a Krsiss-class Interceptor squadron.
  • Dagon Niriz
    Dagon Niriz
    Class: Hero
    Other Information: Commands the Admonitor, an Imperial-class Star Destroyer.
  • Hand of Judgement
    Hand of Judgement
    Class: Hero
    Other Information: Stormtrooper squad. Includes LaRone, Brightwater, Grave, Marcross and Quiller.
  • Siath
    Siath
    Class: Hero
    Other Information: Commands the Battlehammer, a Phalanx-class Destroyer.
  • Soontir Fel
    Soontir Fel
    Class: Hero
    Other Information: Commands an Nssis-class Clawcraft squadron.
  • Stent
    Stent
    Class: Hero
    Other Information: Commands the Thrawn's Hand, An Ascendancy-class Star Destroyer.
  • Thrawn
    Thrawn
    Class: Hero
    Other Information: Empire of the Hand Leader. Commands the Grey Wolf, an Imperial-class Star Destroyer.
  • Thrawn Clone
    Thrawn Clone
    Class: Hero
    Other Information: Commands the Eviscerator, a Chaf-class Destroyer.
  • Voss Parck
    Voss Parck
    Class: Hero
    Other Information: Empire of the Hand Leader. Commands the Strikefast, a Victory-class Star Destroyer.