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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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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.