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NewsSaturday August 01, 2015
I've started posting my series of 2.2 testing playthroughs on my youtube channel, starting with the Empire of the Hand. I'll be doing playthroughs with most of the new content as we approach release, so if you want to see everything in action and hear me go on about random modding stuff, I'll be posting screenshots with links to the episodes every Wednesday and Saturday in the image gallery. Go subscribe and like and share and stuff. ...Read more »Monday July 20, 2015
We're currently starting to look for a few people to test ICW 2.2. Those chosen will be responsible for playing with all features in order to test functionality, balance and general playability. In order to signup for consideration, just post in this thread. If you're primarily active somewhere else (ModDB, etc) post what your username is on that site as well. Keep in mind that this is not just a way to get to play the mod early; the point is to test, so those who are active and have shown a desire to help in the past (suggestions, bug reports, etc) will be given more consideration than people who just post in the thread and disappear. Also, if testers do not actually test and post reports, they will be removed from the tester pool. ...Read more »Sunday June 21, 2015
...Read more »Sunday June 21, 2015
This took me way too long to finish. ...Read more »Monday June 08, 2015
...Ninth Anniversary...Although the mod is nowhere close to resembling what it was in the early days, today marks the 9th anniversary of the creation of Thrawn's Revenge. I originally set out with the sole purpose of adding Thrawn as a playable hero in Empire at War, before Forces of Corruption was even a thing, and the project quickly grew (and sometimes shrank) from there. We on the dev team for both mods would like to thank everyone for their continued support in these last nine years; without it, we'd be nowhere near what we are today.That being said, I'm sure you're more interested in what's going on with each mod than the fact that if the mod were a person in Canada or the United States (and elsewhere) it would be in the fourth grade, so we're going to do a joint update. If you're only interested in one, just read that part. We won't be offended....Imperial Civil War 2.2...We've made a few changes from the 2.2 announcement; instead of adding the Galactic Civil War scenario, we're focusing on cleaning up and expanding within the current timeline and constraints of the mod. The primary goal is to clean up and finalize the Empire of the Hand and Pentastar Alignment, the latter of which currently relies on outmoded ships and in some cases, leftover models and skins. The secondary goal now that the Defreezer utility exists is to represent the post-Endor galaxy and let the player work towards whatever outcome they want, with whatever group they want (within reason), so essentially if something is available on the map, eventually you'll be able to pick it. In 2.2 this means enabling the Duskhan League in whichever GCs they're already in, and enabling playing as the Warlords, which have been split into Harrsk, Teradoc and Zsinj's empires, who will have a mix of different Imperial units. Ideally this would also include the Hapans, but they'd need a bit more expansion first. Another goal is to try to mitigate the badness that is EaW's land battles. The first step in this is to remove some of the worse and more tedious ICW maps and re-enabling some of the vanilla maps so we can reduce the unit speed. Honestly, we have pretty much no hope for land ever being anywhere near salvageable but we'll see what we can do (and before anyone says anything, the presence of Clone War units wouldn't actually make ground battles good)....Ascendancy 1.0...The goal with Ascendancy 1.0 is much as it always was; we're gathering the feedback from 0.95 to finalize the New Republic and Imperial Remnant, while adding the Empire of the Hand and Pentastar Alignment We're also adding some neutral structures and objectives, including the gravity-manipulating Centerpoint Station. We intended to include several redone models and skins, especially for the Empire of the Hand, however since the focus is still primarily on setting up gameplay mechanic and faction identities, the existing Empire of the Hand ships will be the same versions as exist in Imperial Civil War 2.1. After the release of 1.0, we'll start to redo and update certain models, with the New Republic's Ferret Scout and Empire of the Hand's Ascendancy Star Destroyer at the top of the list.Tech trees are another primary focus in 1.0. In the existing versions, both factions have about 90 techs available to them, and in 1.0 the goal is to release with each faction hovering around 120, so even the existing factions will have several new dimensions to them upon release. On top of these new techs, each faction will be gaining some units; we've already announced the Imperial Remnant's acquisition of the Allegiance-class and Modular Taskforce Cruiser in exchange for some units being sent to the Pentastar Alignment, but the New Republic will also be gaining some new toys which we haven't mentioned yet, filling out it's currently-lacking Cruiser roster. These are the Sullustan Dauntless and Corellian Proficient.Let's Test!I've made a new channel on which we will be posting Let's Plays of the mods while they're in development, including both ICW and Ascendancy. This way, those who just want to see feature previews and trailers can see them on the Thrawn's Revenge channel, and those who want longer-form playthroughs can see them on the Corey Loses channel. The first series is a playthrough of Ascendancy 1.0 as the Remnant against all four 1.0 factions. I may eventually start playing other stuff, if people are interested in that.Thanks again for your support for the last nine years! ...Read more »Sunday June 07, 2015
New LP channel:Click Here ...Read more »Monday June 01, 2015
Most of what we're doing is currently not very visual, hence the lack of screenshots, but we've got some stuff going on in the background.We (by we I mean Pox) have been working on a script to randomize the levels ships jump in on, so each instance of a ship class isn't always on the same level. This has been done previously in other mods with some story scripting that cycles between unit variants, but those tend to limit the possibilities, wouldn't work super well with era changes, and also tends to make selection a hassle. This alleviates those problems. It may have unintended side effects if larger ships end up in the middle, but we've chucked all Supers under everything else so that shouldn't be an issue, and that's what testing is for. ...Read more »Friday March 27, 2015
Click for originalOne of the new Pentastar capital ships in 2.2, the Secutor Star Destroyer.Screenshot quality kind of sucks, still trying to set up my computer properly, so jpgs for now. ...Read more »Thursday February 19, 2015
Changes to the Pentastar Alignment, and some new directions for 2.2With the first release of Ascendancy available, I've started to shift some of my focus back to ICW and getting 2.2 off the ground. Since doing so, I've made a few shifts to the plans for that release. In the previous update, we explained a few of the major focuses for the upcoming version....Realignment...The most drastic changes related to the four playable factions in 2.2 have to do with the Pentastar Alignment; for the last few versions, while they have had some interesting aspects they've lacked some of the feeling of cohesion other factions had, and the plan with this release is to address that. The initial plan for unit expansion in the Alignment was to use the Corporate Sector Authority as sort of an unofficial ally for them, and expand their content using CSA assets. However, despite the appeal of the corporate ties aspect, the fact that the CSA was usually under Zsinj's direct control makes this a bit problematic and not ideal. So while we still keep access to the CSA units for the Alignment when you control the CSA worlds (and extend the same privelages to Zsinj), we're also expanding the core roster for the Alignment as well:New Units: Gladiator, Procursator, Secutor, Bellator.Most of these ships have pretty self-explanatory frigate-cruiser-capital carrier roles, which ties into the "obscure Imperial ships with a focus on fighters" motif the PA currently has. The only outlier is the Bellator, as an SSD, which will be available in eras 3+ on Kuat and Fondor. We're mostly happy with the current SSD setup for the Pentastar Alignment, where they get two at the start and have to make them last, however we felt they could use a bit more firepower as the game goes on, and a better incentive to progress eras. ...An Empire Divided, A Galaxy At War...As it says in the previous update, one of our initial plans was to create a GCW galactic conquest in 2.2, however on further review we feel our efforts would be better spent elsewhere; art assets would be better directed at fleshing out the factions as they currently exist, where necessary, instead of creating several units for a single-use GC. With the defreezer seeming to be funtioning without any issues, instead of creating a scenario that ultimately would end up fairly similar to those in the base game, we can use that time to create scenarios which can take advantage of more planets or more active factions. ...Read more »
Note: This section showcases the unique units and heroes available to the Minor Factions in Thrawn’s Revenge. In some cases they may also have access to some of the same units used by the main playable factions. This is especially true of the Imperial Warlords and the Duskhan League (who both have access to Imperial technology).
The Hapes Cluster was first settled over four thousand years ago by a group of pirates who discovered safe transit routes through the Transitory Mists. The pirates, known as the Lorell Raiders, established a base on Hapes and brought back all kinds of treasure, along with beautiful women abducted from across the galaxy.
The women remained on Hapes to raise children while the men continued their pirate raids on shipping outside the cluster; until a fateful battle between the Lorell Raiders and the combined forces of the Jedi Order and Galactic Republic destroyed the pirate fleet and left the women and children cut off from the rest of the galaxy.
The women left behind vowed that no man would rule them again and formed a new society with a government led by a single woman given the title of Queen Mother.
For over three thousand years the Hapes Consortium maintained its isolation from outside influences as it expanded throughout the cluster and colonized more of the rich worlds. Finally, in 8 ABY, the Consortium opened its borders as it treated with the New Republic with an eye towards a potential alliance.
Note: Due to their extended isolation Hapan turbolaser weaponry is significantly outdated and takes at least twice as long to recharge as the more modern models employed by the rest of the galaxy.
The Duskhan League, originally established as the Yevethan Protectorate, was a political federation comprised of N’zoth and the other eleven Yevethan colonies, collectively known as “The Twelve”, settled by their sublight starships.
A highly xenophobic and isolationist species, the first major confrontation between the Yevetha and other species came when the Galactic Empire seized control of the Koornacht Cluster and established a series of shipyards on N’zoth and nearby planets.
Taking note of the speed at which the Yevethans mastered new technologies, the Empire proceeded to enslave the populace and put them to work as skilled labour in its shipyards, building, repairing and modifying vessels of the Imperial Starfleet.
After the Battle of Endor caused the fragmentation of the Empire, Ysanne Isard recalled much of the Imperial fleet to defend the Core Worlds, including those of Black Sword Command in the Koornacht Cluster. Before the Imperials were able to complete their withdrawal and destroy the shipyards, the Yevethans staged an uprising and succeeded in capturing intact the entire task force, including a Super Star Destroyer.
Making use of the technical skills developed during their decades of slavery, the newly reformed Duskhan League set about developing new starships of its own before seeking to expand beyond the cluster and cleanse the galaxy of other species.
- The following single-player Galactic Conquest scenarios:
- Black Fleet Crisis
The death of Emperor Palpatine at the Battle of Endor, and the loss of the Executor and second Death Star at the hands of the Rebel fleet, sent shockwaves rippling through the Imperial establishment.
With no-one in a position to take the Imperial throne many formerly loyal officers, including Grand Admirals and Moffs, decided that their best option to was to strike out on their own, using the ships under their command to secure territory and resources and forge their own personal fiefdoms.
The first to defect was Admiral Harrsk. Present at the Battle of Endor, he refused to obey the commands of a junior officer who had inherited command of the fleet after the destruction of the Executor. As news of the Emperor’s death trickled out others followed, including Admirals Krennel, Delvardus and Teradoc along with Warlord Zsinj.
Although the title of Warlord was originally a ceremonial rank awarded to high-ranking officers by the Emperor, including Grand Admiral Thrawn and Grand Moff Zsinj, it became generally associated with surviving Imperial military and political leaders after Endor, many of whom unilaterally styled themselves as Warlords or used other similarly grand titles.
- The following single-player Galactic Conquest scenarios:
- The Hunt for Zsinj (Zsinj as Imperial Remnant)
- Into the Cluster (Zsinj as Imperial Remnant)