Show your support for them by enabling ads on this site!
NewsSunday 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 »Wednesday January 28, 2015
Quick updates on Imperial Civil War 2.2 and Ascendancy 0.9, as well as an announcement on branding changes.This news post covers information for both mods, but it's been a while since we've said anything about Imperial Civil War so we'll start there. There have been several questions about what's happening with 2.2. We've had a few bits and pieces available to test on our forums for a while now, however our focus has been on finishing the first release of Ascendancy. With that coming next friday, I'll move back to splitting more equally between the two as we accumulate feedback and make decisions for the future versions of Ascendancy. There have been other causes for delays, most prominently that my copy of the program needed to rig for Empire at War (necessary for adding the new PA and EotH units, as well as any Original Trilogy era content for that GC) was screwed up by Windows Update in a way that seems fairly insoluble without reformatting this computer which I don't really want to do, though I've managed to make other arrangements which should solve the problem. Secondly, the main prompt for this post, is the decision to have a minor rebranding of Ascendancy. Ascendancy has been officially renamed to Thrawn's Revenge II: Ascendancy. This may seem pretty trivial, but it's meant to address a few things which have come up rather frequently. It makes it easier for people searching for the mod to find it. It used to be a little odd that every outlet for Star Wars: Ascendancy was called Thrawn's Revenge. Our site, forums, facebook page, youtube channel and twitter all just said Thrawn's Revenge, which has made it a bit more challenging for new people to find information and made Ascendancy seem tacked on as opposed to being in the same "series." With the new name change, this should hopefully be resolved.The other main prompt for this change has to do with content. Before, Ascendancy and Imperial Civil War were essentially perceived as two parallel mods that just happened to be made by the same team, when in reality Ascendancy is, if not the sequel, then as close as that term can possibly come, which should again help with people who are new to the mods, or are coming to one mod from the other. While there are a few differences in what's included, notwithstanding the obvious changes from the fact that they're based on different games, the content being covered in each is heavily based on and influenced by the other, and Ascendancy is essentially an extension of what we wanted to do in Imperial Civil War in what we honestly felt was a more suitable engine. So, hopefully that clears up the divide between the two mods and explains a bit; if you're waiting for ICW2.2 we hope you'll give our initial work on Ascendancy a try, and if you're waiting for for Ascendancy we hope you'll enjoy ICW2.1 in the meantime. Finally, I want to reaffirm that Ascendancy is still scheduled for the first release on Friday, February 7th. Until then we've been posting our test games on youtube, which we've all been enjoying and getting pretty good feedback on, so it seems likely we'll continue doing that for previews as we add new content for both mods. As ever, we're always looking for ways to improve, so if you have any feedback, suggestions or requests for Thrawn's Revenge (either one) feel free to let us know.Thrawn's Revenge ForumsThrawn's Revenge I: Imperial Civil War on ModDBThrawn's Revenge II: Ascendancy on ModDB ...Read more »Sunday July 20, 2014
A few days ago we posted the first episode of Gul Dukat's Let's Play series for Imperial Civil War. He's put out the second episode, which includes a ~25 minute discussion with myself about both Imperial Civil War and Ascendancy, as well as just general modding talk for SoaSE and EaW. ...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)