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NewsFriday December 02, 2016
That's right, we're doing a demo for 2.2. In the past we've avoided doing "demo" versions, since we were typically more concerned with just getting out the full version of the mods, whether as a beta or full release. However, since we're now closing on three years since 2.1, we want to thank everyone for their patience with something, since we're not quite near release yet with everything. There are some other practical considerations for this as well; it provides a good motivator for us to focus on getting certain things done, and also should get us some feedback on new systems before they're too integrated into the mod, and let us gauge if we're going in the right direction. So, what will be in the demo?The demo will include one of the new 2.2 GCs, Hunt for Zsinj. This GC is both the closest to being done, and provides a good taste of both some old and new content, as well as having a fair variety of different story elements. Keep in mind that there will be a significant amount of development time between the Demo and the 2.2, so while it should give an idea of what the final version will be, there'll still be some incomplete elements.If you don't know what the Hunt for Zsinj GC consists of, you can see the breakdown of it by clicking here.Among other things, this includes:New Heroes & Units (Neutron Star, Secutor, Allegiance, Bellator, Dauntless, Jumptroopers, Providence, Gladiator, Arquitens, Droideka, Skyhopper, Procursator)Several Redone Units (Most fighters, Battle Dragon, ISDI/II, VSDI/II, Acclamator, Venator) New SkydomesSchism Events, Minor Factions, Story EventsRevamped Projectile ParticlesPerformance Optimizations (Loading & Running)We'll be posting a more complete list of features and unit lists with the actual download, however for now I will just add the disclaimer that Maldrood will not have access to the Sorannan in the demo, and the Bellator will be the model that was in Ascendancy 1.0 as opposed to the shiny new one. As for release dates, we know better than to give one but it will be very soon. In the meantime, Corey has been doing a playthrough of that particular GC on his youtube channel if you're interested in watching it. Tomorrow (Saturday the 3rd) he will also be doing a livestream at 2PM EST of that playthrough.In the meantime, this week ModDB's Mod of the Year competition kicked off. Last year we managed to crack the top 10 with both Ascendancy and Imperial Civil War, and we need your support to try to do even better! So, let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase. A huge thanks to everyone who's voted for either mod so far. ...Read more »Wednesday November 30, 2016
It's that time of year, once again!With your support, last time we managed to place with both Ascendancy and Imperial Civil War in not just the top 100, but the top 10 of their respective categories, so let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase. ...Read more »Monday November 07, 2016
We've talked a fair bit about having a more story-based focus in our campaigns, as well as trying to fill in some of the gaps left by the era system, and era three is going to be one of the most changed in the mod. Before anyone asks, no this does not mean we're making people go through both Eclipse I and Eclipse II, simply because that would get kind of redundant. The jump between Era III and IV left out a fairly important period with the Crimson Empire and parts of the Imperial Mutiny, which made Era IV unclear as to what exactly was being reunified. Much like Era I was split into Sate Pestage and Isard, Era 3 is now going to be split between these two fairly distinct periods, with Operation Shadow Hand and Crimson Empire. There will also be some changes to the jump between Era II and III.Death clones are underway!Era UpdatesWe've shown off the Regicide feature before, where you can jump between eras manually without having to go on a suicide run with your leader, but the basic nature of the eras is changing a bit as well. For the most part, the idea is still if your leader is defeated, you move on to another era, but some eras were always more attractive than others, and from both a story and gameplay perspective will require a bit of a different way through. Here's a new summary of what the eras consist of and how you progress. This may all seem like gibberish to a lot of people right now, however it will all be clearly and helpfully explained in-game, so you should never feel confused as to what's happening or your options and objectives.Era I: This era has been moved from a solo-Isard focus into being represented by Sate Pestage and Ysanne Isard sequentially. In order to proceed from Sate's portion to Isard's portion, the Empire will either have to lose Coruscant, lose Pestage, or pay to extract Lusankya up from of Coruscant.Era II: We've always limited Era II to Thrawn, however while he was still touring around and therefore makes sense to have during the period in which the New Republic was canonically hunting for Zsinj, there was a significant gap between the end of the Thrawn Campaign and the start of Shadow Hand. Losing Thrawn will no longer directly end the era. The first option is that his defeat will start a countdown leading to the emergence of Palpatine when playing against the AI, however as the player in order to proceed to Era III you'll need to actively join Palpatine, which will be fairly expensive and time-consuming. You can do this entirely without losing Thrawn, however there will be a bit of a penalty possible in the form of a schism event for losing Thrawn without having joined your forces with Palpatine.Era III: What used to just be Shadow Hand is now both Crimson Empire and Shadow Hand. This whole era will be explained in this news post, so basically for now I'll just say you kill Palpatine, bad things happen for the Empire, then you kill Jax.Era IV & V: As far as the direct era-change related process goes for these guys, they essentially work the same as always; Daala gets defeated, resigns and hands the reigns over to Pellaeon. There will be a lot stuff within their eras, but not a huge change to the link between them.Tech Research: Instead of just getting new ship options automatically as you progress, there will typically be some research associated with the creation of these new classes for the Remnant (rarely), New Republic (primarily them) and Empire of the Hand. We can't do it with the Warlords unfortunately, as there's some story scripting that won't work with these groups because of engine limitations. Typically these research options will become available when the ships started to be developed, whereas the pure-era based approach was based on when the ships started active duty. This means, for example, the Viscount, with proper investment, could become available as early as the second half of Era III instead of the end of Era V, as it was developed in response to the effects of Shadow Hand's massive dreadnaught slugfests. Schism Events & Emergent FactionsThe Imperial groups during the mod's period by virtue of their sheer number demonstrate just how hard it is to keep an Empire together in a post-Endor galaxy, and schism events are one of the ways that is represented. This refers to a point when one faction splits into more factions, whether altogether or in small parts. It will also be conditional on the faction having certain territory at a certain time, though there are certain points where control will switch to an emergent faction regardless of who controls it. This list isn't necessarily exhaustive, but here's some of the bigger points when this can happen:Era I-V: Warlord Zsinj dying while his Empire controls the Corporate Sector (Etti IV and surrounding territory) will cause the Corporate Sector to break off of his Empire and become independent.Era I: Progressing to Isard from Pestage will cause Zero Command to split off from the Empire at Kalist VI and Abregado-Rae, if these planets are controlled.Era II: Losing Thrawn without already having joined Pellaeon will cause the Ciutric Hegemony and Corellian Sector to split off from the Empire.Era II: (Hunt for Zsinj GC only) - killing Zsinj will cause the alliance of the New Republic and Imperial Remnant to break off, giving the Empire Kuat and surrounding territory.Era III: Losing Palpatine will cause the Greater Maldrood, Eriadu Authority, Zero Command and Pentastar Alignment to break off. The entire territory controlled by the Empire will be divided up between the Empire and these 5 factions depending on where the Empire controls at the time. We've thought about having the Imperial factions all coalesce back into the Empire under Palaptine if you're not playing as them, but at least for now we feel like that could get a little problematic.After this point, Daala pretty much makes them all come to their senses, so that should cover the major ones. Again, these will all be pretty clearly explained in-game when they're happening and the player will be warned of the consequences of their losses in these situations.Operation Shadow Hand"Someone...or something...has been biding its time, while the feuding Imperial factions distracted our attention..."―Mon MothmaTime Covered: Pre-Shadow Hand Campaigns (10ABY),Operation Shadow Hand (10-11ABY), Crimson Empire (11 ABY)Since the Battle of Endor, Imperial forces would occasionally mysteriously disappear, leaving no records of their destination. In fact, these forces were being called to the new fleet of Emperor Palpatine, whose spirit had survived in a clone body. After Thrawn's defeat, Palpatine eventually reunited all of his former Imperial forces. The three massive Deep Core fleets comprised of multiple types of Star Dreadnaughts and their support ships struck outward while Kaine and Teradoc attacked from their respective holdings towards the core, catching the New Republic off guard and quickly reclaiming massive amounts of territory. The Imperials quickly fell to infighting, however Palpatine paid this no mind and instead continued with his campaign using new new types of superweapons; the Eclipse and the World Devastator.If Palpatine is defeated, Warlord forces then unlock and the game progresses into the Crimson Empire period under Carnor Jax, detailed below. The Imperial territory will also divide back up into component Warlord groups.Factions: New Republic - CoruscantImperial Remnant - ByssEmergent Factions:Pentastar Alignment - Entralla*Eriadu Authority - Kampe*Greater Maldrood - HakassiZero Command - Kalist VIThese factions will only emerge with territory already owned by the Empire, except for their capitals.Crimson Empire"The galaxy has changed—it's mine for the taking! I will rule the Empire…I will sit on Palpatine's throne."―Carnor JaxTime Covered: Crimson Empire (11 ABY)The Empire has once again broken down into Warlordism. As the New Republic tries to regain its footing from before Shadow Hand, Carnor Jax is attempting to gain control of what's left under the Ruling Council's control. Warlord infighting is also at an all-time high, with long-time rivals Harrsk, Teradoc and Delvardus at each other's throats in the core. With Kaine's death in Shadow Hand, the Pentastar Alignment has also begun to fracture and succumb to outside pressure. This GC essentially takes up where the schism event in Shadow Hand occurs, but using a more canon-based interpretation of where each faction would have been at that time instead of, obviously, being based on how the game had progressed within that campaign. It also allows you to play Era III as a one of the Warlord factions.Factions: New Republic - CoruscantImperial Remnant - Ord CantrellPentastar Alignment - EntrallaEriadu Authority - KampeGreater Maldrood - HakassiNon-Playable Factions:Zero Command - Kalist VIJust like he did with Warlord Zsinj, Corey is doing another preview playthrough with Maldrood on his channel, so subscribe there if that's something you're interested in seeing. The first few episodes showed off some of the new schism events as well. ...Read more »Friday November 04, 2016
I'm continuing my series of Let's Plays in 2.2 on my channel to show off and discuss some of the changes we've made for 2.2 in a bit more detail than we can in pictures or news posts. The first two videos are up, and on Saturday the 5th (tomorrow, as of posting) at 2 pm EST he'll be streaming the next section of it and answering comments from the chat, so if you're interested, head over and check that out by clicking here (vods will be going up later in case you miss it).Watch the full playlist: ...Read more »Saturday October 29, 2016
We've not shown too many individual screenshots lately, however there's a lot going on behind the scenes. We've had a lot of focus recently on updating some of the older content, including putting some of our newer Ascendancy assets into ICW (including the Venator, Acclamator, TIE Fighters, ISDs, etc), on top of reworking some particles and the skydomes in the mod. These aren't just meant to look better; they also have a net decrease in polies, particles, and filesize, meaning better visuals, better performance, and better load times. ...Read more »Friday October 21, 2016
The Greater Maldrood & Federated Teradoc UnionLeaders: Treutan Teradoc (4-12 ABY), Kosh Teradoc (8-12 ABY)Capital: Centares (4-8 ABY), Hakassi (8-12 ABY)The Greater Maldrood was established by self-styled High Admiral of the Mid Rim Treutan Teradoc directly after the Battle of Endor. While it never reached the size of Teradoc's neighbouring rival Empire, that of Warlord Zsinj, it turned out to be one of the most enduring of the Warlord states. Teradoc found himself constantly engaged in border skirmishes with both Zsinj to the North and the Hutts to the Southeast, but it was not until he attempted to expand to the Gordian Reach (the territory around Yavin) in the wake of Zsinj's defeat that he managed to attract the attention of the increasingly powerful New Republic.The Imperial and New Republic forces which had aligned against Zsinj turned their attention to Maldrood, beginning a three-way war between Rogriss, Ackbar and Teradoc. Teradoc managed to defeat the advancing Rogriss at Feriae Junction, causing Zsinj's former supporters to flock to Maldrood. The New Republic campaign, however, was far more successful. Facing the destruction of his empire, Treuton turned to his brother Kosh Teradoc who had his own Deep Core holdings to assist him, combining their territory and forces into the Federated Teradoc Union. Together they managed to avoid the total disintegration experienced by Zsinj's holdings, although they were relegated to a much smaller portion of their territory. The Union participated in Palpatine's campaigns, and both brothers managed to survive the conflict yet again, having even attracted the brilliant commander Gilad Pellaeon to act as their Commander-in-Chief, although Treutan quickly became embroiled in a war with Zero Command. Treutan was killed along with Sander Delvardus of the Eriadu Authority and Blizter Harrsk of Zero Command at Tsoss Beacon by Daala, who aimed to reunite the Imperial warlords, ending the Maldrood presence in the core. Kosh managed to survive another year after Tsoss, deeply embittered by the death of his brother, until Wraith Squadron organized a mission to save a scientist being held by Teradoc, killng the admiral and dissolving Maldrood.Around 5 ABY, Moff-turned-pirate Leonia Tavira, leader of the Invids, cooperated with both Treutan and Kosh in order to gain more power and materiel for herself. As a result, with Tavira present Maldrood will be able to build pirate outposts, giving them access to some pirate units.Keep in mind unit lists aren't necessarily final. With both Maldrood and Eriadu in particular, there's some stuff (including vehicles, ships and infantry) we may end up doing but we're trying to focus on getting the already-planned things done.Space Unit RosterBellator (Kuat and Fondor only)ISDI, ISDII, Tector, Secutor, Allegiance, SorannanProvidence, Procursator, Crimson Command VSDII, Neutron Star, ImmobilizerArquitens, Gladiator, Ton-Falk, Crusader Corvette, Interceptor IV, Customs CorvetteUnique Fighters: ARC-170, Clutch UgliesGround Unit RosterAT-AT, A9 Floating Fortress, AT-PT, AAT, T-16, SPMAT, TX-130, AT-APBantha II, ISPStormtroopers, Shock Troopers, Jump Troopers, E-Web, SpecialistJust like he did with Warlord Zsinj, Corey will be doing another preview playthrough with Maldrood on his channel, so subscribe there if that's something you're interested in seeing. The Zsinj playthrough should be concluding in this coming week, so the Maldrood one will likely start going up the week after that. ...Read more »Thursday October 13, 2016
Before we get to the main event, there's been a ton going on with the development for both ICW and Ascendancy. As far as art goes, on top of other new content Robin is almost done with the reworked Bellator. I've also been working on getting some of our models from the latest Ascendancy version into ICW, including our Venator, Acclamator, Vindicator and Quasar, on top of other things we've already shown in ICW like the Assault Frigate and Escort Carrier. It may or may not make it in time for ICW 2.2, but Dr Knickers is also working on updating the Dreadnaught model, taking some inspiration from Fractalsponge's recent work. There's been a lot of recent questions about Eriadu and Maldrood units as well; they will be discussed pretty soon, so for now just be patient and stew in the delicious, aromatic and potentially nearing-spoiled mystery.In the last news post we talked about some of our overall goals with edits to the GCs coming with 2.2, and outlined the three Era 1 GCs. This time we will be discussing Era Two, which starts with the conclusion of the Bacta War at the Battle of Thyferra, and ends with the Mission to Bilbringi of 9 ABY (which isn't actually the same as the Battle of Bilbringi where Thrawn died). Hunt for Zsinj"Let me get this straight. You said 'Kiss my Wookiee!' to the most powerful warlord in the galaxy?"―Prince Isolder to Han SoloTime Covered: Hunt for Zsinj (6-8 ABY) - Post-Zsinj Campaigns (8.5 ABY)After the delays of the Bacta War, the New Republic is able to fully turn its attention to Warlord Zsinj. Zsinj posed such a threat as to prompt an alliance between the New Republic, the Imperial forces under Teren Rogriss, and the Hapes Consortium. After Zsinj was dealt with, the Imperial forces under Teren Rogriss and the New Republic forces under Han Solo continued on to deal with Greater Maldrood, whose leader, Treuten Teradoc, used the death of Zsinj to absorb much of his territory and forces and declare himself the High Admiral of the Mid Rim. In this campaign, the New Republic has some access to Imperial and Hapan units. Factions: New Republic - Coruscant (Represents alliance of New Republic, Hapes and Imperial Remnant)Warlord Zsinj - DathomirGreater Maldrood - CentaresThrawn Campaign"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all."―Grand Admiral ThrawnTime Covered: Thrawn Campaign (9 ABY)Despite having spent the better part of the last decade in the Unknown Regions establishing the Empire of the Hand and dealing with threats to the Empire and Chiss Ascendancy, including the Ssi-Ruuvi Imperium and Nuso Esva's holdings, Thrawn was quickly able to build up the biggest coalition of Imperial splinter factions since Endor. He united the forces of the Imperial Ruling Council, the Pentastar Alignment, Ciutric Hegemony, and smaller groups like the Corellian and Antimeridian sectors; essentially all remaining major Imperial forces outside of the Deep Core except the decimated and destabilized Greater Maldrood. Territoriality, the galaxy is at this point fairly evenly divided between the New Republic and Thrawn's Imperial coalition. The hunt for the Katana Fleet is still present in the GC, and we'll also be looking into other options to provide some story elements to this campaign (as one of the few two-sided ones, we have a few more options than in other cases). Aside from a few planets on either side, this campaign will probably be the least changed for those who have played previous versions.Factions: New Republic - CoruscantImperial Remnant - OrindaIsard's Revenge"It is interesting we have not met before, you and I, having been foes for so long. I expected you to be taller.""I expected you to be dead."―Ysanne Isard and Wedge AntillesTime Covered: Ciutric Theatre (9 ABY)After Thrawn's death and the dissolution of his coalition back into its constituent parts, the New Republic decided that in order to avoid the appearance of weakness, they would quickly launch another campaign against one of the remaining Warlords. They quickly settled upon the capricious Prince-Admiral Delak Krennal of the Ciutric Hegemony, who had usurped and murdered former Imperial Grand Vizier Sate Pestage with the assistance of Isard and General Paltr Carvin. This decision was controversial, as the Hegemony had not shown outward signs of expansion and Krennal had undertaken a campaign to improve its public appearance, including decrying superweapons (despite secretly building one themselves) and apologizing for the destruction of Alderaan. As is typical of Star Wars villains, Ysanne Isard around this time also turned out to not only not have died in the Bacta War, but also had a clone. Her clone, believing herself to be the real Isard, was providing advice to Krennal, while the real Isard was aiding the New Republic, hoping for an opportunity to reclaim the captured Lusankya. Factions: New Republic - CoruscantImperial Remnant - Ciutric IV And for a shameless plug, if you wanna see these changes in action as they develop, I've been previewing a lot of the new content on my personal channel atCorey Loses and on my stream on Hitbox. Currently for ICW I'm playing through Hunt for Zsinj with Zsinj and Maldrood, although the GC layout isn't quite the final one previewed here. There's also a poll up on the Hitbox for what should be previewed next. I typically stream every Saturday at 2 pm EST, and will be doing so this Saturday as well. I also do some other kinds of tutorials and playthroughs there, so if that sounds interesting to you give it a look. If you really want to support it or the content I make, I do have a Patreon for that as well.If you have any suggestions, critiques or anything else you want to discuss for the mod, let us know in the comments or head over to our forums. ...Read more »Wednesday October 05, 2016
None of our loading screens have made it past two versions, and the Empire of the Hand Stormtrooper shoulder has now finished its tenure as our resident welcome mat. This will now be what you see when you load up the mod.We'll be back later this week with the second Era preview, but if you're looking for more 2.2 preview goodness, Corey will once again be previewing a very early 2.2 build on his personal stream at 2PM EST on Saturday, continuing his Zsinj playthrough. If you've missed the campaign so far, he's made the VoDs available on his youtube channel here:Zsinj Campaign PlaylistHe's also done a tutorial on how to add your own basic space heroes for Empire at War, which you can watch here: ...Read more »Saturday September 24, 2016
2.2 is bringing a lot of overhauled content to the table, and Galactic Conquest scenarios are no exception. The GC selection and era system of previous versions did a decent job of capturing the overall themes, but there were some things we really wanted to change. Some GCs ended up trying to cover too much, and some GCs ended up being a little redundant. For 2.2 we sat down and basically re-planned all of our scenarios from the ground up (get it?). We'll be posting 7 updates of this type to outline the changes; one per era, one for progressive GCs, and one for GCs which don't fit into those categories (though eras 3 and 4 may be combined for the breakdown, we'll see when we get there). There will probably be some changes between what you read in these updates and the final release, but nothing too major.With all of the GCs in the mod, once of the things we wanted to do was to inject a little bit more of the story and lore where possible, so in 2.2 you'll see a few more events thrown into the GC for different rewards or to cover different plot points. Some of these will be mentioned in the update, but not exhaustively. The era system does a decent job of covering the broad strokes of the post-Endor story, but there's still some gaps it leaves and we essentially want to make that a little more fluid and try to have some story progression in GCs which don't cover multiple eras. Era 4, for example, is pretty compact; there's only one major conflict in the time period (Daala trying to reunite the Empire while fighting the NR), but with others there's a lot to represent and having "the era 5 GC" just didn't do it justice.Now, for the first set. Era 1 has always had Isard on the Lusankya as the sole leader of the Empire, which got the job done but condensed things a bit too much considering Lusankya spent most of this period under a city and Sate Pestage was more or less in charge before Isard (there was another guy between them, but he didn't really do much). Having just Fractured Empire and The Stars Align, which were altogether too similar in content also left out a lot of the bigger campaigns in what was actually a pretty hectic period, and that's what we're trying to cover here with these changes. So, we've refocused The Stars Align to be more localized to the Pentastar Alignment, and split Fractured Empire into the 2 GCs; Endor Aftermath and The Bacta War. The Stars Align"The New Order has never fallen. Only the Emperor. … The Emperor may be dead, but the Empire lives on!"―Grand Moff Ardus KaineTime Covered: Pentastar Talks (4ABY)This GC essentially gives the option of a small campaign within Era One for Pentastar players, focusing on the formation of the Pentastar Alignment and the Pentastar Talks between Grand Moff Kaine and the various groupss that form the Alignment. In 2.1, The Stars Align was meant to focus on this but ultimately ended up containing the majority of Fractured Empire as well, so these changes (initially planned by new team member, Kucsidave) should refocus the scenario and with its focus on the Alignment, give it a bit more of a reason to exist on its own. Factions: New Republic - Hast Imperial Remnant - OrindaPentastar Alignment - EntrallaEndor Aftermath"It's just that, after every major victory, I hope the fighting is over. But it'll never be over…Even after we defeat the Imperials, there will be someone…another threat to peace…"―Wedge AntillesTime Covered: Delvardus Campaign (4ABY) - Liberation of Coruscant (6ABY)This GC covers the initial expansion of the New Republic and the rise of Imperial Warlords. The battle of Endor has left the Empire in shambles, caused infighting within its political and military branches and allowing the New Republic to make several key gains. The Pentastar Alignment, Zsinj, Eriadu Authority and Greater Maldrood all hope to establish themselves as the legitimate successors to the Empire, and have the benefit of starting with their territory already consolidated. Within this GC, the Remnant starts out with Sate Pestage as its head. However, if Coruscant is taken, Pestage flees and Isard takes over with the Lusankya (or if Pestage is killed before then), essentially splitting the GC into two mini eras. Imperial players can also opt to support Isard earlier if they put in the resources to extricate Lusankya from Coruscant themselves.Factions: New Republic - Endor Imperial Remnant - CoruscantPentastar Alignment - EntrallaEriadu Authority - EriaduWarlord Zsinj - SerennoGreater Maldrood - CentaresBacta War"Rebel forces are indeed now in control of Imperial Center. What they have discovered, though they know not the depth of the problem, is that Imperial Center is a poisoned world, a sick world. It is a black hole from which they cannot escape."-Ysanne IsardTime Covered: Mission Above Imperial City (7ABY) - Battle of Thyferra (7 ABY)After the fall of Coruscant, elements within the New Republic differed on what should be their course of action. As she left the planet, Isard on the Lusankya unleashed the Krytos Virus, a bioweapon developed by Evir Derricote which targeted non-humans. Isard then took Thyferra, allowing her to control the galaxy's supply of healing bacta. Wedge Antilles and Rogue Squadron wanted to raid Thyferra for the Bacta and focus on removing Isard, but the New Republic instead chose to target Warlord Zsinj, believing him to be the greater threat. Despite this, Antilles and Rogue Squadron still undertook the mission to cure the virus. This GC primarily sees the Imperial Remnant and New Republic fighting over the core worlds, with Zsinj waiting at the edges of the galaxy to strike. It also includes a series of events for the New Republic involving finding a cure for the Krytos Virus, which will place penalties on New Republic worlds from the start of the campaign until it is cured.Factions: New Republic - CoruscantImperial Remnant - ThyferraWarlord Zsinj - SerennoThat's it for now. Hopefully this gives you a decent idea of where we're going with these changes. These updates will be interspersed with faction profiles and "We Could Be Heroes" editions until we've completed them all, so stay tuned. Also, I (Corey) have been doing some very early preview playthroughs of 2.2 content on my personal youtube channel, so if you want to check that out it can be found here.If you have any suggestions, critiques or anything else you want to discuss for the mod, head over to our forums at www.thrawnsrevenge.com/forums. ...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)