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NewsSaturday November 18, 2017
After a long hiatus between regular news posts, we're back with the fifth and final era breakdown, and some discussion on what's left to do, and how we'll be structuring the release. We're also gonna be trying out something new, where we have the regular text version of the post, and a new video version. The information in each will be the same, so it's just whichever media you prefer. First, here's the video version:Era 5Era 5 begins in 12 ABY when Pellaeon took over the Imperial leadership after the resignation of Natasi Daala. While Pellaeon took a more pragmatic approach to the New Republic than any of his predecessors, there were still several times when conflict broke out, especially considering this is the longest of any of the 5 eras. For the events in this period in previous releases, we used to cover them in two GCs - one dealing with the Black Fleet Crisis alone, and another dealing with all the New Republic and Imperial (and Empire of the Hand)-related events all together. This was not ideal, so we've not broken it down into four total GCs.The Orinda Campaign"You must be strong. Follow your own convictions. We need an opportunity to recover from such a debacle. We need your strength. You are in command of the Empire now, Pellaeon."―Admiral Natasi DaalaTime Covered: The Orinda Campaign, Adumari Civil War (12-13 ABY)The Orinda Campaign was the last real cause for hope under the newly-united Empire. With Pellaeon having the combined fleets of the Warlords, now based in the newly-absorbed Pentastar Alignment, Orinda was chosen as a symbolic target to project Imperial strength. The Empire was able to take advantage of the combined might of three super ships, being the Reaper, former flagship of Grand Moff Kaine in the independent Pentastar Alignment, and Dominion and Megador, two ships recovered from Blitzer Harrsk's holdings, of which the New Republic was unaware. Pellaeon believed that Orinda, as the former home of the Ruling Council, would be valuable enough a target for the display of force to discourage further New Republic advances, without being enough to provoke a massive retaliation. Within the New Republic, the campaign was also characterized by an internal struggle, with one side favouring the use of large battleships to combat other large battleships in the wake of Shadow Hand's calamitous use of them, leading to the recommissioning of the captured Lusankya under the command of Wedge Antilles, and the other favouring the further development of smaller capital ships supported by more advanced fighters, a position symbolized in the campaign by Admiral Areta Bell.We've talked in the past about wanting to use slightly different victory conditions in some GCs, and this will hopefully be one of those GCs. For the New Republic, the primary goal will be to destroy the Dominion, Megador and Reaper. For the Remnant, the goal will be to hold Orinda by the time a certain week hits. Story-wise, there will also be some events related to the Adumari Civil War and Restored Empire in this GC, when complete (these may be some of the events which don't make the 2.2 cut). Also, the specific classes of the Dominion and Megador are never explicitly stated. Based on the limited information, we have gone with the assumption that the two related-but-different vessels are the 8000 meter long Mandator II for the Megador, and the 7200 meter long Bellator for the Dominion. In 2.2, both will be Bellators, but ideally in the future we'll be able to make the Megador a proper Mandator.Playable Factions: New Republic - CoruscantImperial Remnant - BastionNon-Playable Factions:Restored Empire's Forces - RZ7-6113-23Black Fleet Crisis - Yevethan Faction Expansion"Our claim to these stars is natural and ancient. Our eyes have owned them since the beginning of our days. They are alive in our legends. They call to us in our dreams. We draw our strength from the All. The purity of the All inspires us to perfection. Our claim to these stars is not a shallow thing of greed, or politics, or ambition. It is not a claim we would ever surrender."―Viceroy Nil SpaarTime Covered: The Black Fleet Crisis (16-17 ABY)The Black Fleet is the name given to Black Sword Command, an Imperial fleet which mostly went missing in the aftermath of Endor. The ships and shipyards had actually ben captured by a technologically adept but xenophobic and militaristic society called the Duskhan League (or Yevetha). They used this fleet and their own Thrustships to attack the New Republic, hoping to expand out into the galaxy, but were shut down by the modernizing New Republic fleet under Etahn A'baht. In layout, the GC is fairly similar if not identical to the 2.1 version, however the Yevethans as a whole have received some other major changes. We don't want to sacrifice the Black Fleet Crisis' position as a small, quick and focused campaign, however it has commonly requested that the Yevetha themselves be developed more. So, we have buffed up their infrastructure, added a couple more units and heroes to their roster (including the boarding shuttle, which they can use to capture enemy ships- the heroes will be covered in a future post), and they will also be both present and playable in at least a few of the era-progressive Galactic Conquest scenarios, most notably Art of War. They will, however, likely stay unplayable in skirmish, considering the Thrustship is available in other ways.Playable Factions: New Republic - CoruscantDuskhan League - N'zothFinal Imperial Push"When the dust from the conflict finally settled, Pellaeon's Empire had been pushed back into a mere eight sectors of a strategically barren section in the Outer Rim."―Voren Na'alTime Covered: Imperial Skirmishes (17 ABY)After 5 years of declining tensions between the New Republic and Imperial Remnant, the Imperial Moffs began to suspect renewed New Republic ambitions to take more Imperial territory. In order to pre-empt this, the Moffs contacted Daala, who had united the remaining core 'Replacement' Warlords since her abdication, convincing her to lead one half of a pincer attack from the deep core against the New Republic, while Pellaeon attacked from the main Imperial territory, with his forces having been bolstered by Imperials who had successfully escaped the Duskhan League in the wake of the Black Fleet Crisis. Pellaeon disagreed strongly with the plan, and so rested his hopes on being able to quickly eek some victories to give the Imperials a stronger foothold to begin proper peace negotiations with the New Republic. Initially, the campaign went well for Pellaeon, but as soon as Daala was defeated, the combined might of the New Republic fleet began converging on him, culminating in the massive and final defeat of the Imperials at Anx Minor.Playable Factions: New Republic - CoruscantImperial Remnant - BastionCaamas Crisis"If we're destroyed—if we all die—the concepts and ideals of the New Order die with us. But if we surrender, we can keep those ideals alive. Then, if and when the New Republic self-destructs, we'll be positioned to rise again. Maybe then the galaxy will finally be ready to accept us."―Gilad PellaeonTime Covered: Caamas Crisis (19 ABY)Where other single-era GCs tend to focus on specific conflicts, with the addition of Final Imperial Push and The Orinda Campaign, we're able to take the Caamas Crisis (formerly Final Imperial Push, and before that it was originally called Caamas Crisis) in a slightly different direction, trying to represent the larger galactic situation before the Vong War. While there will be events tied into the Crisis itself, and the Sinister Triumvirate's attempt to prolong or reverse the fortunes of the war efforts of the Empire, or the Empire of the Hand's hope for a united galaxy and the return of Thrawn before the invasion of the Far Outsiders, Caamas Crisis serves as more of a flashpoint where various things could have gone different ways, and no longer has the problem of trying to represent around 7 years at once. Most of the work here will be done to bring things more specifically into line with the 19ABY starting date. The layout is most likely to change out all the announced GCs, as it's currently only a few minor edits to the existing 2.1 version.Playable Factions: New Republic - CoruscantImperial Remnant - BastionEmpire of the Hand - NirauanMod Progress, Release, and StructuringAs we're entering the last stages of development, we've started clamping down on some of our priorities for 2.2, and deciding on what makes more sense being left to 2.3. Considering the major changes between 2.1 and 2.2, not to mention the huge time gap, there reaches a point of diminishing returns with what we can add or change at this point, especially as any significant overhaul projects will take longer to settle. So while we're making some changes to the AI and to ground combat in particular, those will primarily be left for 2.3, along with some of the additional fleshing out of story events.Because we want to make sure the final release is as stable as possible, and we get as much feedback as possible, we have internally begun discussing how to handle the beta process. While we do have a team of internal beta testers, which we hope to increase throughout the rest of... ...Read more »Thursday November 16, 2017
A few days ago, I released a video showing one of the new abilities Pox has been working on for 2.2, unit boarding. We've held off on posting this in other usual news sources because I wanted to take some time to respond to some of the more common questions that go along with it, which I'll be doing after the video:Although it was specifically mentioned in the video that the exact numbers (success chance, unit price) you were seeing were not the actual numbers and instead just to make it as easy as possible to get the video showing the basic mechanics, one of the primary concerns raised by people was about balancing. First, I want to re-iterate that the boarding units will be expensive, in both credits and pop cap, typically similar to a capital ship in both areas. This is not a unit you will be spamming and trying to do so would be an incredibly bad idea. Your success chance with boarding is almost nothing if the target ship is anywhere near full health, and your boarding shuttles are incredibly vulnerable- successfully capturing an enemy ship will require something of a concentrated effort, and after you've captured the ship, it will typically be very heavily damaged- something you will need to protect, not something you will be using to help you win that engagement. we're also considering turning off major subsystems after a successful boarding (as you'll only have a skeleton crew).So, other FAQ:1. What can be captured?The typical rule of thumb will be ships between 500 meters and 2000 meters will be capture-able. There will be some exceptions, but that's essentially how it works. This includes things like Hapan Battledragons, Star Destroyers and most things in between. This does mean SSDs will not be boardable in this way.2. Who will have this ability?Right now, the New Republic, Duskhan League and era 2 Remnant have it, with era 5 Remnant being another possible candidate. It's undecided how far it will go beyond that.3. Does success chance change between ships?Success chance is currently based on proportion of total ship health, so it does take more actual damage to get larger ships down to any given success chance, but in terms of overall percent it is the same. Capturing ships is currently fairly difficult as it is, but if it ends up being too easy, this is one potential area we'll be examining.4. Can you tell your ships not to target the ship while it's being boarded?Currently no, however making ships invulnerable while being boarded is something we're considering.5. What's the cooldown? Is the boarding shuttle removed after being used?Currently we're undecided whether we're going to use a direct cooldown, a limited amount of tries for the ability per shuttle in any given battle, or both. Currently, the shuttle is not removed after successfully (or unsuccessfully) being used. While removing them for a successful boarding may sound like it makes it less powerful, in practice, they're quite fragile, quite expensive and because of the pop cap value they take up, keeping them in the battle afterwards makes more sense in keeping the attempt to capture a ship a primary focus of a battle, instead of something you just incidentally do.6. Will fighter compliments reflect the new or the original owners?Currently they stay with the original loadout, but this is something I'd like to change for the first patch post-2.2. It shouldn't be an especially difficult one to make, but there's certain other variables I want to change to certain fighter loadout situations, and it makes more sense to implement it all at once than doing piece by piece.So, hopefully that gives you an idea of how the ability works. If you still have questions feel free to post them here, on the video comments, or in our official discord channels on the CGB Coalition server: https://discord.gg/t3WJugG ...Read more »Friday November 10, 2017
Hey everyone, it's once again time for me to do another preview playthrough in 2.2, this time as the Pentastar Alignment in Art of War. That being said, while we are closing in on release, there's also some other upcoming news posts:1. Ability Preview (Boarding)2. Era 5 Breakdown3. Hero and Roster Changes for NR/IR/PA/EotH/Yevetha ...Read more »Friday October 06, 2017
My preview let's play series as all of the 2.2 factions is continuing, this time with the New Republic in the new Bacta War GC. Check it out on Corey Loses for a look at some of the new abilities, UI changes, story events and more coming in 2.2. Episodes will be posted Wednesdays, Fridays and Sundays. ...Read more »Monday September 04, 2017
It's been quite some time since our last regular news post, and there's quite a bit to talk about. We'll be covering the new Empire at War patch and what it means, what's left to do for 2.2 and some early points on 2.3, and the fourth era breakdown, talking about Natasi Daala and the new Reunification. We'll start with the patch and what it means.Official PatchAs most EaW players are probably aware, Petroglyph and Disney released a patch for the Steam version over the weekend, changing a few things. there are three major points to this. One is multiplayer, two is the steam workshop, and 3 is the selection freeze fix. The selection freeze fix means that for those with the steam version (and hopefully there will be an official version of the patch for the GoG and disk version), the defreezer tool is no longer necessary. The tool was a good workaround, but could be confusing for some players and could have edge cases where it caused instability with the save game, so this fix opens up several possibilities with Galactic Conquests, including some events and scale. There are one or two changes this allows us to consider, but we're mostly holding off on that until 2.3 (by which point hopefully GoG and retail will have official patch options).Secondly, the Steam workshop- we have absolutely no intention to remove or reduce our presence on Mod Database because of this, before anyone asks. The Workshop is very convenient, but all versions will continue to be published on both places. The 2.2 Demo needs a couple changes to be compatible with the new version to fix the green mess it caused (really, just deleting a folder in ICW22Demo\Data\Art named Shaders- you can do it yourself if you like), so it will be back available on ModDB soon.The major thing which everyone is of course focused on is multiplayer. Please, while trying to play mods in multiplayer keep in mind we were not able to make changes to accommodate the reintroduction of multiplayer beforehand, so things are still set up how they would have been for when it worked before. It will take some time to work out the kinks. The game does seem to dislike custom maps being used for matches, so we have pushed a patch to the 2.1 workshop copy allowing the use of base game maps until that gets worked out. The multiplayer GCs in ICW 2.1 are mostly playable, but not all factions are available, and the maps have not had a chance to have balancing done, or hero spawns (we never assumed there'd be a chance to use them. For development, this means you can expect a lot more fleshing out on the GC maps, and a bit more work being done to skirmish, depending on what happens with the custom map issue. We will try to have at least one multiplayer GC map available for each faction at release, but we may end up releasing them in packs as we go. We have been asked if we can allow more than two players per map, but that is unfortunately impossible- the game is capped at two human players. Era 4As the shortest era covering only 12 ABY, Era 4 only includes the Reunification Galactic Conquest. Reunification"I didn't want to rule. I had no intention of becoming a political leader—but you have given me no choice. I cannot leave the Empire in the hands of fools like you."―Admiral Natasi DaalaTime Covered: Imperial Reunification (12 ABY)After the failure of Shadow Hand, the Imperial Warlords once again fell into conflict with each other. Natasi Daala, having been isolated with her fleet at the Maw since before Endor, emerged to find the Empire she had loved and loyally served in ruins. Taking her fleet of four Star Destroyers, she began a failed campaign against the New Republic. Upon regrouping with other Imperial forces in the core, she decided to act as an ambassador between the larger Warlord groups, hoping to reunite them under one banner. When ordered by Blitzer Harrsk to mount a counterattack against Treuten Teradoc's forces, Daala instead disabled the flagship of Harrsk and ordered the two to cease hostilities, threatening to destroy both her own ship and Harrsk's. In the process, Daala gained the respect and loyalty of other Imperial officers including Gilad Pellaeon, Thrawn's old protege, who shared her goal. This culminated in a meeting called by Daala for all of the Imperial Warlords at Tsoss Beacon, where she threatened to kill them all unless they found a way to work together. When they refused, Daala killed all of the leaders, and took control for herself, thereby uniting almost all of the Imperial forces in the galaxy under her command. In this GC, the Remnant follows Daala's attempts to unite the Empire and bring together the Warlord forces, gaining new heroes and ships as she goes. This GC will have its basic setup and Galactic-level events laid out in 2.2, with extra tactical missions added in 2.3.Playable Factions: New Republic - CoruscantImperial Remnant - The MawPentastar Alignment - EntrallaEriadu Authority - KampeGreater Maldrood - HakassiNon-Playable Factions:Zero Command - Kalist VIThe Road to ReleaseSince we're getting closer to release, we wanted to talk about what specifically is left, and what happens after that. Because of just how much we're overhauling with 2.2, we've decided that some of what we'd initially been planning we are better off leaving to 2.3. This both allows us to get the update out more quickly (so people aren't still playing 2.1 for too long), and more importantly allows us to more thoroughly test everything and work out the bugs before building too much upon it. One of the big pushes in 2.2 is to add in some extra story elements, so we're breaking that into two phases. With 2.2, we're mostly focusing on the main plot points for any given GC on the galactic level, and in 2.3, we'll flesh them out more with missions (both tactical like the Katana fleet in 2.1, and galactic like forming the Hapan alliance in the 2.2 demo). The main thing which we are currently working on for 2.2, which has taken a lot of our development time, is that we rebuilt every galactic conquest from the ground up- something we won't be redoing for 2.3. While we will add a small handful in the next version, we'll have more time and opportunity to add more depth to the existing ones, after using the 2.2 feedback to fix any bugs which will inevitably result from what we're working on now.There are a lot of features which follow the same logic- a lot of the systems we're working on now on the backend have taken longer to introduce in 2.2 because of what we're setting them to to be built into. Things like the structure display and raid fleet scripts have been rebuilt to allow for other tactical events and galactic information (as well as the container method to display other information on the galactic map), meaning along with raid fleets, in future versions we'll be able to have other randomized events within battles to help add some variety and other objectives. We currently have 3 new ones planned. We also have the generic object scripts, which are how we handle fighter spawning, single-unit retreat, and other abilities, meaning it will be much easier for us to add a wider variety of abilities in the future on top of the new ones we have already. This basis is also being set up for use on Fall of the Republic, our Clone Wars mod.So, that should hopefully explain the situation and why things are taking the time they are, as well as give you an idea of what to look forward to- now, for what exactly is still left to do. There are a small handful of art assets we're still working on, namely the Sorannan, Vigil, Imperial II frigate, Intego, and ULAV. Hopefully the updated Providence and one or two other things will be in as well. We're also going through and trying to update as many of the skydomes as we can for space maps, bringing them more in line with the newer ones. This is something that will likely continue with 2.3.The Galactic Conquest work is starting to all come together- most of the basic layouts are done, with a lot of the story skeletons in place, and playable as at least one of the factions. What remains in this department is to finish the setup for the Era 5 and Era-Progressive GCs (we'll have separate news posts on them) and to go back through, adding in support for all playable factions for the GCs which have been set up. Basically, 11 of the main ones are done or close to being done, and 8 remain. that may sound like a lot, but among those 8 are From the Ground Up, which don't involve separate story scripting and are made much easier by the GC Editor, the Era 5 GCs, which are mostly planned, and the era-progressive GCs, which are more about compiling the work done with other GCs and putting them together in a way which makes sense.What this means is we are getting very close to reaching an alpha/beta phase. We are about to start opening up specific GCs to our internal beta testers, and we will b... ...Read more »Friday September 01, 2017
Disney and Petro have just published a patch for the Steam version of Eaw re-enabling multiplayer and adding workshop support. We're still looking into getting everything sorted mod-wise for it, but for now there is one rather major issue we're aware of. Because of shader issues, the Demo currently has rendering issues. If you go into ICW22Demo/Data/Art and delete the shaders folder, it should be resolved.They did include a fix for the selection freeze, which means you no longer need the Defreezer. ...Read more »Friday September 01, 2017
I've begun my preview of Shadow Hand as the Remnant, going to be uploading it on Wednesdays, Fridays and Sundays. ...Read more »Saturday August 26, 2017
Hello everyone!It's been a week since the release of Ascendancy 1.1, and in that time we've received some very helpful feedback. We're overall happy with the state and direction of the mod, and the response has been great, but there were a few issues (some major, some minor) we wanted to address before moving on to the next major version, the changes for which we'll be discussing soon. This patch will be the first of most likely two patches for 1.1 to address bugs and any flagrant balance issues. There are two options to install it- one which just has changed files from 1.1, and one which includes a new copy of the whole mod. In about a week, we'll be removing the download for the first to save possible confusion. The description has full installation instructions, as usual.[Download - Patch Files][Download - Full 1.1.1]Patch Notes:1. All mesh and entity files converted to binary format for better performance.2. Icon Fixes: - Smuggler icon fixed on build bar (New Republic) 3. Ssi-Ruuvi Random event:The goal with the Ssi-Ruuvi is to have a minor faction which can occasionally play a significant role in a game, akin to more localized pirates. Unfortunately, since they are entirely buff chain based, they could get out of hand and become a much bigger issue than we aimed. These changes aim to bring them back in the intended direction, and we'll nerf them again even more severely if necessary, depending on how they act with these changes. - Changed spawn weighting and time between possible spawns. - Instead of being able to repeatedly spawn ships, Ssi-Ruuvi captured planets will spawn one slightly larger fleet and then stop.4. Hero/Superweapon Bug Fixes: - Galaxy Gun bug limiting it to one shot fixed. Reverted to unlimited firing, will be potentially looking into a new method to lock it to 3 shots depending on balancing feedback. - Fixed Karrde being able to spawn repeatedly. - Fixed Scourge Squadron (Kaine) and Dark Fleet (Thrawn) not spawning their intended ships. Keep in mind, you do need available ship slots for them to spawn.5. General Bug Fixes & Changes: - Removed LAA mention from loading screens - Fixed issue where pirate spawns on random maps would cause texture issues on the HUD, offsetting black market buttons - Capital ships (and therefore, hero SSDs) no longer can be captured by MC80 boarding parties. - Bellator: Barrier shield now tied to correct level upgrade, was tied to microjump. - Executor: Overwhelm no longer uses Numerical Superiority text - Executor: Aura of Fear and Iron Grip icons on level upgrades fixed - Oto: Removed pinnacle base upgrade. - Fixed issue where many PA ships and structures referenced Imperial fighter sets - now have Skiprays (ie Golan III, Grant, Kaine, Bellator) - Crimson Command: Changed name to say Crimson command instead of VSDII, extra weapon banks now show properly on unit card.7. Text Fixes: - Intego description listed as Phalanx in text file, missing ingame. Now displays properly. - Split Proton unlock tech description fixed. - Asdroni now states it is anti-fighter.8. Balance Changes: - Culture resistance tech bonuses adjusted for all factions. - Crack Mantle damage levels now 4k -> 5k -> 6k -> 7k, from 5. - Warlord random event: removed Executor.7. Hapes Consortium: - Still not a playable faction, yet. ...Read more »Saturday August 19, 2017
...Ascendancy 1.1 Release...The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment, each with their own unique ships, heroes and tech trees to reunite the Star Wars galaxy under your rule.It's been some time since our last release, and basically all facets of the mod have changed. Doing a full changelog would be next to impossible, so here's a general overview of some of the mor major changes....Major Changes in 1.1...Overhauled menu and HUD UI to be more aesthetically appealing and user friendly (including map pips)Several random events and encounters, including shipyard worlds, the Katana fleet, and Ssi-Ruuvi invasion eventsSeveral unique research options added for each faction. All factions now have 100-110 research subjects.Added heroes for all factions, including Han Solo in the Millenium Falcon, and Emperor Palpatine in the EclipseAdded upkeep costs directly to ships, helping to address resource snowballingNew Map: Balance Point, re-added support for Random mapsArt assets remade for several units, including the Bellator-class SSD and ProcursatorSeveral new units, including the Peltast-class Star Destroyer and Raider-class CorvetteNew stations for Remnant (Cardan-class), Alignment (Validusia-class) and Hand (Oto-class)Many bug fixes and balance changes[Download Ascendancy 1.1 - ModDB]I have made a tutorial video on my youtube channel, Corey Loses, for those who don't know how to install the mod, which you can find by clicking here.I plan to regularly organize community matches through that youtube channel as well. These matches will be scheduled in advance and livestreamed while they're happening. In addition to being announced on the forums, Mod Database and YouTube channel, they will also be announced on the Corey Loses & GB Gaming Discord server, which now has a section dedicated to Thrawn's Revenge discussion. To join that server, simply click the icon below.There are still two art assets we were unable to finish in time for the release, the Wild Karrde and TIE Droid, so currently they're still using some palceholder assets (Corellian Corvette and TIE Fighter). The models are done, but the textures are still in progress. Since we plan to have another release in a couple months, we decided it wasn't worth holding back the release for those just yet, and their updated art will be in the next version. We'll have an overview post about version 1.15 soon, however we're trying something with this development cycle we've not done before. While it will be a relatively short window between 1.1 and 1.15, those who wish to play through the build as it happens will be able to. The subforum and repository we set up for the 1.1 beta process will be kept live throughout development, and as features get ready for testing, we'll by updating that repository as we go. For full instructions on how to gain access, click here. ...Read more »
Frequently Asked Questions
Confused about how you're meant to be playing the game? Something happening which you don't understand? Below are common questions asked.
Click on a question to see our answer.
- Are you going to include X?
- If you have a suggestion for additional content for the mod please feel free to post and discuss the details on our forums. Before posting please make sure that your suggestion is relevant to the premise and timeframe of the mod and remember that there is no guarantee that suggestions will be acted upon.
- Can I play Thrawn’s Revenge in Multiplayer?
- Yes. Thrawn’s Revenge includes several Multiplayer GC and Skirmish maps. Remember to make sure both parties have Forces of Corruption updated the same, have exactly the same version of the mod, and don’t have any old files or other mods in the Data folder. Please be aware that Forces of Corruption may not be cross-compatible between Disk and Steam versions of the game.
- Can I use your content in my mod?
- You many not use any content from this mod without the permission of Corey or the original content creator. You can contact Corey at ThrawnsRevenge@gmail.com.
- Does Thrawn’s Revenge conflict with Republic at War?
- Republic at War installs its scripts and AI files into the base game folder. This means that it overrides the vanilla game files and, in some cases, mod files. We cannot guarantee that these files will not impact upon Thrawn’s Revenge and recommend that players rename or move the \XML\AI and \Scripts folders in Forces of Corruption’s Data folder before playing Thrawn’s Revenge. Remember to rename or move back the folders before you next play Republic at War.
- How do I install Thrawn’s Revenge?
- Please see the installation instructions on on the downloads page.
- How do I advance tech level?
- The tech level system from vanilla EAW does not exist in Thrawn’s Revenge, apart from in Skirmish. For more details on the system used in Thrawn’s Revenge please see the era system page.
- I get an exception error when I try to start Thrawn’s Revenge.
- Make sure that you have installed Thrawn’s Revenge in the right place and have the necessary patches. For more information on this see the downloads page. If this still does not solve your problem please post in the Tech Support area on our forums.
- Why can’t I build X?
- Not all units are available in all eras, GCs or in skirmish. For more information about which units are available please see the relevant Faction, GC and Skirmish pages.
- Why don’t my heroes respawn?
- Unlike in vanilla EAW heroes do not generally respawn in Thrawn’s Revenge – when they die, they’re dead. For more details on why we have taken this approach, and on some limited exceptions, please see the other changes page.
- Will you make a Clone Wars mod?
- Although we have previously released two version of our Fall of the Republic Minimod, the project to develop a complete version was discontinued several years ago. We have no plans to revive or start production on a Clone Wars era mod.