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News

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 OverviewFall of the Republic 0.5:April 1st, 2017: FotR Teaser TrailerMay 9th, 2017: Fall of the Republic Announcement and FAQ ...

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ICW: GC Selection Layout

Friday May 26, 2017

We've always tried to cover as much of the feeling of the post-Endor galaxy, as well as we could. Sometimes, though, especially for new players, it's hard to know exactly what you're getting yourself into. In 2.2, with 20+ playable campaigns and 8 playable factions, this is especially true. With documentation being one of our goals for 2.2, we're trying to find ways to provide as much useful information to players, in the most convenient way possible.This is a relatively minor change, but will hopefully help people get into the mod. First, we've sectioned off the GC selection list into three primary categories (plus the tutorial); multi-era, being the main "grand campaigns" of the mod, single-conflict, being those GCs related to a single war or military campaign, and Infinities, being extra game modes like From the Ground Up and Survival, or flavour scenarios like Empires at War, not based on any canon storyline. This should make it easier to find the kinds of GCs you're looking for.The second part of the change is the faction dropdown list being sorted into faction types: first, the major galactic powers, second the Imperial Warlords, and the third minor powers category, which may give an idea of what a potential 2.3 could focus on...Again, not a huge change, but this should hopefully help people not get hopelessly stranded in a sea of drop down lists and scroll bars. ...

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ASC: Let's Test New Republic (Full Game Video)

Tuesday May 23, 2017

I've begun posting the VODs of an NR test game on Corey Loses. We will be doing a full game as each faction leading up to release. The episodes for this one will be posted on Tuesday, Thursday, Saturday and Sunday. ...

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Forum Issue Update

Monday May 22, 2017

As you may have noticed, we've been having an issue recently where some posts may give an error upon trying to post. We apologize for the inconvenience, and we're attempting to address it. We have just attempted a fix, so please let us know if you continue to get the error after this point, and we will continue trying to fix it....

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ICW & ASC: Completed Peltast Render

Friday May 12, 2017

Endcar has completed the textures for the Peltast, and set up some nice renders to show it off, so make sure you click on the image to embiggen. ...

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ASC: New Republic 1.1 Overview Video

Thursday May 11, 2017

We've usually done some general faction overviews for each faction, talking roughly about rosters and whatnot. For this release, I've decided to go a bit more in depth with additional videos showing off some of the stuff that's less conducive to a text update without it being 50 paragraphs long. In these videos, I'll go over all the major tech, roster and ability updates for each faction in 1.1, and ending with a separate videos on the heroes. This time, it's the New RepublicThis isn't replacing the other text faction profiles when we add factions (the Hapans will be getting their full treatment after 1.1's release), it's supplemental. I'll also be recording full playthroughs for Corey Loses.In this video, we talk about some shuffling in the a new New Republic unit, the new capital ship abilities, Empress upgrades. ...

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Fall of the Republic Announcement and FAQ

Wednesday May 10, 2017

From the creators of Imperial Civil War and Ascendancy comes Thrawn's Revenge III: Fall of the Republic, covering events in the twilight years of the Galactic Republic and the Clone Wars. For millennia, the Galactic Republic has been a source of peace and order for the galaxy. More recently, corruption has begin to spread through its institutions. Across the galaxy, beings become disillusioned with the status quo and rise to challenge the Republic...Follow Fall of the Republic on ModDB - Thrawn's Revenge Discussion ForumsA Republic in Decline"I am quite convinced that ten thousand more systems will rally to our cause, with your support, gentlemen."-Count Dooku, aka Darth TyranusHello everyone! On April 1st, we released a rough teaser trailer for Fall of the Republic, which for some reason people thought was fake. Then, a few weeks ago, we confirmed it had resumed development in our Thrawn's Revenge historical timeline, the first part of our celebration of 11 years as a mod team. We were going to hold off on doing a proper announcement for a little while, but there's been some common questions we wanted to take a moment to address, as well as break down the way the mod will work.Fall of the Republic is a prequel-era mod in which we want to recreate the galactic situation in Star Wars in the last years of the Republic. We aim to bring the feel of our post-Endor mod, Imperial Civil War, into this time period, adapting that model to one suitable for the era. In the same way that Imperial Civil War tries to shine a light on some of the mid-level players and events like the Yevetha, Hapans and Warlord factions on the galactic stage of the post-Endor period, we hope to explore some of the timeline beyond just the Clone Wars themselves. While the Separatist Crisis and the Confederacy of Independent Systems became the standout conflict, the decades leading up to the declaration of the Galactic Empire saw significant military buildup across various factions, where certain events swinging a different way could have brought different challenges to the Judicial Forces Republic in the early parts of this period, with a constant debate about the virtues of re-militarization within the Republic. People can speculate on what that means, but for now, we'll leave it at that. Our history of developing Imperial Civil War and Ascendancy will be informing how we structure the mod, release-wise. In order to better focus development on specific parts of the mod, ensuring people get regular, more polished releases and giving us a more solid basis to work off of, instead of trying to tackle everything at once, we will be starting a bit more simply with the Republic and CIS, and working up to our broader goals. Into a New Era"They will have the numbers. We will have the Force."- Jedi Master Saesee Tinn, Fifth Battle of QotileOne of the more prominent changes in Imperial Civil War versus the base game is a tech system primarily based on "eras" (being Imperial regimes in ICW) as opposed to a directly tiered, traditional tech system where you start with, for example, corvettes and work your way up to larger Star Destroyers. This is a model we will be translating into Fall of the Republic. The first release will start covering the major conflict of the time period, being the Clone Wars, broken into three eras; the first, second and third years of the war. The playable factions in version 0.5 will be, of course the Galactic Republic and Confederacy of Independent Systems. Considering the factions themselves did go through some standard technological advancement and research during this period, there will be elements of that as well, but it will be based on in-universe factors, instead of just ship A is stronger, so it's era 3. Era progression will be based on a mix of events and the passage of time, with different research options and other events possible based on the era in which you are playing.We will be doing a faction profile for the CIS and Galactic Republic at some point in the future, covering their unit and hero rosters for v0.5. But for now, we want to cover some of the more common questions we've been asked.Will this interfere with Imperial Civil War 2.2? When will Fall of the Republic be available? Fall of the Republic will have absolutely no impact on the release of Imperial Civil War 2.2. Our goal is to build FotR off of  Imperial Civil War 2.2 as a starting base, so dedicated work will not be started on Fall of the Republic until Imperial Civil War is in testing, which is also when you'll start seeing screenshots and video of the first Fall of the Republic release. Until then, the only work we'll be doing is on assets also needed for ICW (ie, the new Providence art assets). As mentioned above, we're keeping our plans for that first release less ambitious; we'll be doing the basic framework for mod and the two main factions, which should not take too long to get out after 2.2. With the mod tools Pox and I are working on, like the GC creator, a lot of the logistics for this become a lot simpler. If there are any talented 3D modelers or texture artists out there who would like to help speed this along, they can contact us at ThrawnsRevenge@gmail.comAren't there already Clone Wars mods for Empire at War? Yes, and for a long time, this is why reviving FotR wasn't really on our radar. However (and this isn't criticism of the existing mods, simply a matter of taste) the more I started playing those mods, the more I was thinking about what our own version of that would look like. Yes, it still involves clones fighting droids and Venators fighting Lucrehulks, but there can be different ways to handle that. Some people may prefer the existing mods, some people may prefer our version, but ultimately we enjoy making mods, and we make what we want to play, so really it just means more options.Does this mean no Stellaris ship packs? I'd still like to release some of our TR stuff for Stellaris, but as it is, there's a decent selection of Star Wars ships available for those who want to play with them, so I'm less concerned about that for the moment.What about the Clone Wars Cartoon? While the mod will be based in the Legends expanded universe, there have been some questions as to how we'll handle the Clone Wars cartoon. While the more recent Clone Wars cartoon (the one with Ahsoka) is technically part of Legends, it did introduce some inconsistencies (in star Wars? No!). We won't be completely disregarding the cartoon, but in cases where there is a conflict, we'll usually go with the non-cartoon source. There are some places, like the Essential Guide to Warfare, that retconned some of these issues, drawing from the cartoon and other sources, and for us, Essential Guide to Warfare pretty much trumps anything else. Basing the mod in Legends allows us to use some of the characters who would become major Imperial and Rebel figures during the earlier days of their careers. ...

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Peltast-Class Star Destroyer (New Empire of the Hand Ship)

Saturday May 06, 2017

The result of cooperation between former Imperial and Ascendancy engineers within the empire of the Hand, the Peltast was one of several fusions of the basic Star Destroyer form and Ascendancy modifications to meet the needs of combat in the Unknown Regions. Most Unknown Regions combat involved fleets of smaller vessels, however occasionally groups with larger ships required pacification, like rogue Killik nests with massive Shard-class capital ships.The Peltast was designed essentially as a mobile, self-reliant Megamaser railgun, borrowing some elements of the old Confederacy project, the Subjugator, albeit on a smaller scale. Because of the large amounts of concentrated power necessary for the main gun, the Peltast is incredibly fragile for a ship of its size. ...

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Ascendancy: Star Wars Day - Millenium Falcon Ingame

Thursday May 04, 2017

...

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The Pentastar Alignment

Pentastar Alignment Emblem

Formerly identified as part of Oversector Outer, an Imperial designated area of space that encompassed most of the Outer Rim, the New Territories was a recently developed and largely human-populated area in the northern reaches of the galaxy.

Originally under the direct control of Grand Moff Wilhuff Tarkin, the Oversector, and all its military forces, passed to Grand Moff Ardus Kaine after Tarkin was killed aboard the first Death Star at the Battle of Yavin.

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.

Moving quickly to consolidate his power, Kaine called together the political and economic leaders of the New Territories and Velcar Free Commerce Zone to propose a treaty which would unite the Imperial and corporate interests and create a new political conglomerate, the Pentastar Alignment, that would practice the ideals of the New Order and protect business interests from the interference of the newly founded New Republic.


Playable In

- Skirmish

- The following Galactic Conquest scenarios:

  • Fractured Empire
  • The Art of War
  • Essence of War
  • The Stars Align
  • Empires at War
  • Praetor Mark II-class Battlecruiser
    Praetor Mark II-class Battlecruiser
    Class: Super
    Price: 15000
    Length: 4800m
    Population: 9
    Eras: 1 2 3 4 5
    Armament: 84/14 Turbolaser, 30/6 Quad Turbolaser, 84/14 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
    Available in Skirmish: Y
  • Vengeance-class Dreadnought
    Vengeance-class Dreadnought
    Class: Super
    Length: 19000m
    Population: 15
    Armament: 540/54 Turbolaser, 540/54 Heavy Turbolaser, 200/20 Ion Cannon, 100/10 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (30 Max)
    Other Information: Inquisitor Jerec commands this ship.
  • Imperial II-class Star Destroyer
    Imperial II-class Star Destroyer
    Class: Capital
    Price: 6200
    Length: 1600m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 64/8 Turbolaser, 8/4 Octuple Turbolaser, 6/2 Heavy Turbolaser, 20/2 Heavy Ion Cannon, Tractor Beam
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Imperial-class Star Destroyer
    Imperial-class Star Destroyer
    Class: Capital
    Price: 5900
    Length: 1600m
    Population: 4
    Eras: 1 2 3 4 5
    Armament: 60/6 Turbolaser, 6/2 Dual Heavy Turbolaser, 2/2 Quad Heavy Turbolaser, 60/6 Ion Cannon, Tractor Beam
    Complement: Fighter Squadrons, Bomber Squadrons (6 Max)
    Available in Skirmish: Y
  • Venator-class Star Destroyer
    Venator-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 1137m
    Population: 3
    Eras: 2 3 4 5
    Armament: 20/4 Turbolaser, 2/2 Dual Turbolaser, 8/4 Dual Heavy Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (12 Max)
    Available in Skirmish: Y
  • Victory II-class Star Destroyer
    Victory II-class Star Destroyer
    Class: Heavy
    Price: 3800
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Turbolaser, 20/4 Dual Heavy Turbolaser, 20/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Victory-class Star Destroyer
    Victory-class Star Destroyer
    Class: Heavy
    Price: 3400
    Length: 900m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 40/4 Dual Turbolaser, 10/2 Quad Turbolaser, 72/12 Concussion Missile
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Acclamator II-class Assault Ship
    Acclamator II-class Assault Ship
    Class: Light
    Price: 2500
    Length: 752m
    Eras: 1 2 3 4 5
    Armament: 4/2 Turbolaser, 12/2 Quad Turbolaser, 4/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (8 Max)
    Available in Skirmish: Y
  • Enforcer-class Picket Cruiser
    Enforcer-class Picket Cruiser
    Class: Light
    Price: 2300
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 30/3 Turbolaser, 6/2 Ion Cannon, 2/2 Quad Laser Cannon
    Available in Skirmish: Y
  • Immobilizer 418 Cruiser
    Immobilizer 418 Cruiser
    Class: Light
    Price: 9000
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 20/4 Quad Laser Cannon, Gravity Well Generator
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Imperial Escort Carrier
    Imperial Escort Carrier
    Class: Light
    Price: 1000
    Length: 340m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2/2 Turbolaser, 2/2 Dual Turbolaser, 10/2 Laser Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • IPV-1 System Patrol Craft
    IPV-1 System Patrol Craft
    Class: Light
    Price: 900
    Length: 150m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 60/6 Dual Laser Cannon
    Available in Skirmish: Y
  • Munificent-class Star Frigate
    Munificent-class Star Frigate
    Class: Light
    Price: 2200
    Length: 825m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 20/4 Medium Turbolaser, 24/4 Dual Turbolaser, 2/1 Heavy Turbolaser, 2/1 Heavy Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
    Available in Skirmish: Y
  • Vindicator-class Heavy Cruiser
    Vindicator-class Heavy Cruiser
    Class: Light
    Price: 2500
    Length: 600m
    Population: 3
    Eras: 1 2 3 4 5
    Armament: 24/2 Medium Turbolaser, 10/1 Quad Turbolaser, 10/2 Ion Cannon
    Complement: Fighter Squadrons, Bomber Squadrons (3 Max)
    Available in Skirmish: Y
  • GAT-12 Skipray Blastboat
    GAT-12 Skipray Blastboat
    Class: Starfighter
    Price: 400
    Length: 25m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 3 Medium Ion Cannon, 2 Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/H Hunter
    TIE/H Hunter
    Class: Starfighter
    Length: 7m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Medium Ion Cannon, 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/IN Interceptor
    TIE/IN Interceptor
    Class: Starfighter
    Length: 9.6m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 4 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/LN Starfighter
    TIE/LN Starfighter
    Class: Starfighter
    Length: 6.4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon
    Complement: 12 per squadron
    Available in Skirmish: Y
  • TIE/SA Bomber
    TIE/SA Bomber
    Class: Starfighter
    Length: 7.8m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: 2 Laser Cannon, 2 Proton Torpedo
    Complement: 12 per squadron
    Available in Skirmish: Y
  • Golan I Space Defense SpaceGun
    Golan I Space Defense SpaceGun
    Class: Structure
    Price: 2000
    Length: 1231m
    Eras: 1 2 3 4 5
    Armament: 80/8 Turbolaser, 10/2 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan II Space Defense SpaceGun
    Golan II Space Defense SpaceGun
    Class: Structure
    Price: 3500
    Length: 2158m
    Eras: 1 2 3 4 5
    Armament: 120/12 Turbolaser, 20/4 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • Golan III Space Defense NovaGun
    Golan III Space Defense NovaGun
    Class: Structure
    Price: 5000
    Length: 2600m
    Eras: 1 2 3 4 5
    Armament: 160/16 Turbolaser, 40/8 Proton Torpedo
    Complement: Fighter Squadrons, Bomber Squadrons (2 Max)
  • A9 Floating Fortress
    A9 Floating Fortress
    Class: Advanced
    Price: 1000
    Length: 17.4m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Laser Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • All Terrain Anti-Aircraft
    All Terrain Anti-Aircraft
    Class: Advanced
    Price: 500
    Length: 18m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Missile Launcher
    Complement: 1 per company
    Available in Skirmish: Y
  • All Terrain Armoured Transport
    All Terrain Armoured Transport
    Class: Advanced
    Price: 1000
    Length: 20m
    Population: 1
    Eras: 3
    Armament: 2 Laser Cannon
    Complement: 1 per company
    Available in Skirmish: Y
  • All Terrain Attack Pod
    All Terrain Attack Pod
    Class: Heavy
    Price: 200
    Length: 11m
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Century Tank
    Century Tank
    Class: Heavy
    Price: 180
    Length: 6.7m
    Population: 1
    Eras: 3
    Armament: 2 Turbolaser
    Complement: 2 per company
    Available in Skirmish: Y
  • Low Altitude Assault Transport
    Low Altitude Assault Transport
    Class: Heavy
    Price: 1000
    Length: 17.4m
    Population: 1
    Eras: 3
    Armament: 4 Beam Cannon, Missile Launcher
    Complement: 2 per company
    Available in Skirmish: Y
  • TX-130 Saber-class Fighter Tank
    TX-130 Saber-class Fighter Tank
    Class: Heavy
    Price: 500
    Length: 8.2m
    Population: 1
    Armament: Beam Cannon, 2 Laser Cannon, Missile Launcher
    Complement: 4 per company
    Available in Skirmish: Y
  • Dark Jedi
    Dark Jedi
    Class: Infantry
    Price: 700
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Lightsaber
    Complement: 3 per company
    Available in Skirmish: Y
    Other Information: Can only be built on Bastion.
  • Pentastar Enforcers
    Pentastar Enforcers
    Class: Infantry
    Price: 60
    Population: 1
    Armament: Blaster Rifle
    Complement: 6 squads of nine per company
    Available in Skirmish: Y
  • Shock Trooper
    Shock Trooper
    Class: Infantry
    Price: 125
    Population: 1
    Eras: 1 2 3 4 5
    Armament: PLEX Missile Launcher
    Complement: 2 squads of 3 per company
    Available in Skirmish: Y
  • Storm Commando
    Storm Commando
    Class: Infantry
    Price: 100
    Population: 1
    Eras: 1 2 3 4 5
    Armament: Sniper Rifle
    Complement: 2 per company
    Available in Skirmish: Y
  • All Terrain Personal Transport
    All Terrain Personal Transport
    Class: Light
    Price: 200
    Length: 4m
    Population: 1
    Armament: 2 Blaster Cannon, Concussion Grenade Launcher
    Complement: 4 per company
    Available in Skirmish: Y
  • Bantha-II Cargo Skiff
    Bantha-II Cargo Skiff
    Class: Light
    Price: 250
    Length: 9.5m
    Population: 1
    Armament: 2 Blaster Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • IG-227 Hailfire-class Droid Tank
    IG-227 Hailfire-class Droid Tank
    Class: Light
    Price: 1200
    Length: 8.5m
    Population: 1
    Armament: 2 Blaster Cannon, Missile Launcher
    Complement: 3 per company
    Available in Skirmish: Y
  • Infantry Support Platform
    Infantry Support Platform
    Class: Light
    Price: 200
    Length: 5m
    Population: 1
    Armament: 2 Laser Cannon
    Complement: 4 per company
    Available in Skirmish: Y
  • Ardus Kaine
    Ardus Kaine
    Class: Hero
    Other Information: Pentastar Leader. Commands the Reaper, an Executor-class Star Dreadnought.
  • Gregor Raquoran
    Gregor Raquoran
    Class: Hero
  • Jerec
    Jerec
    Class: Hero
    Other Information: Dark Jedi. Commands the Vengeance-class Dreadnought.
  • Octavian Grant
    Octavian Grant
    Class: Hero
    Other Information: Commands the Oriflamme, an Imperial-class Star Destroyer.