Email the Thrawn's Revenge team Find us on Facebook Subscribe to us on YouTube Follow us on Twitter See us on ModDB
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

News

What You Can Do in 2.2

Wednesday July 02, 2014

We've been very adamant that we wouldn't be doing any major updates to the mod past 2.1. We lied. This post has a rundown on what kind of new things you can expect to find in the next version, which is turning out to be more than just the little patches we were promising....Improved Models and Skins...One of our primary goals in the last few versions has been to redo out of date or un-optimized content, ranging from entire redesigns as with the majority of the Empire of the Hand, to smaller model optimizations like with the Clawcraft. We're continuing on with that goal in 2.2, using models and skins we've been developing for our Sins of a Solar Empire mod, Ascendancy. So far in 2.2, the most prominent of the reworks are the Strike Cruiser, which has been entirely remodelled with a sleeker design, and the Bothan Assault Cruiser and Assault Frigate, the models for which have been significantly optimized, and the textures for which have been entirely redone....Bugfixes and Balancing...We're also focusing on tracking down and eliminating some bugs, many of which we addressed with our mini patch beta addressed, such as the crashes when you tried to change eras after a faction was already eliminated. This also includes reworking some of the ship rigs where bones faced the wrong way, like the Venator. We also have the defreezer by Pox and Fregge, which adresses the unit selection bug and allows us to re-enable galactic AI for minor factions in GCs, so Hapans and other groups are able to attack you....Particle Rescaling...One of the changes people ask for most often is for us to scale down the particles for Turbos and Ions, because they have a to obscure the ships behind them, and be larger than the things they're shooting out of. So, we've both reduced particle sizes by 50%, and sped them up considerably. The latter change is meant to reduce the amount of particles on screen at any time, which should improve performance without really sacrificing anything....New GC Scenarios...We're doing at least one, maybe two new Galactic Conquest scenarios. The first one is a scenario which expands the mod back in time to cover the original timeperiod of FoC, the pre-Endor stages of the Galactic Civil War. This will be a medium sized scenario with new planets, and time period-appropriate units....New Units...Along with the Galactic Civil War GC units, there'll be a few new units for other eras in this release as well. Most of these will be split between the Pentastar Alignment and the Empire of the Hand. These include the Gladiator Star Destroyer for the Pentastar Alignment, and the Alaria for the Empire of the Hand. The Alaria was designed for Ascendancy as a supply ship, so the version in ICW will be a heavy carrier refit for the later eras. We'd also like to include another capital ship for the Empire of the Hand, depending on how quickly it gets completed. we have a thread dedicated to discussing the nature of the Pentastar Alignment and what should be done with them on our forums as well....New Feature: Diplomatic Planet Influence...Smallpox has been working on creating a new system for the mod, which adds a non-military option to convert planets to your cause. We've put out a test version for the base, unmodded Forces of Corruption game to get a sense of how people feel about the system, what should be added or changed, and whether or not they would like to have it added to Imperial Civil War, along with any bug reports/performance issues it causes. Click here to go to the thread and download it, and please give any feedback you have, even if it's just to say you do or don't like it. Guests are able to post, so you don't need an account to respond to threads....And more?If there's anything else you'd like to see, we encourage you to post your suggestions on our forums. We're definitely going to be doing Let's Plays of Ascendancy as we get closer to release for that, so I'm playing with the idea of doing one for ICW as well, if that's something anyone would be interested in....Follow the mod...Forums - Facebook - Youtube ...

Read more »

Patch One Content Thread

Monday June 16, 2014

As we've said, we're updating some of the art content and maybe adding some units in the upcoming patch while the gameplay changes are in beta. So, here's the new Strike Cruiser in Imperial Civil War. ...

Read more »

[Beta] Imperial Civil War Patch 2.15 Released

Thursday May 29, 2014

This is still a beta version. We're posting this to make sure everything works, so please report any bugs, as well as if issues haven't actually been resolved; since this is a new way for us to do patches, it's possible the files weren't collected properly.What's new in this patch, and then the one after that.[Download Imperial Civil War 2.15]To install, paste the Data folder over your Imperial Civil War Data folder to replace old versions of the included files.Major Changes in 2.15Selection Bug FixWith the defreezer utility, included in the download, you can now "defreeze" save files which have hit the bug in EaW which makes units uncontrollable after a certain amount of time in a GC.Minor Faction AIBecause of the fix to the selection bug, we have re-enabled AI on the Galactic map for all factions in the progressive GCs, including minor factions. If this causes problems, we may have to revert this change in the next patch.Survival Mode ChangesTargeting algorithms for the AI in Survival Mode have been changed so that waves target your ships before the shipyard. We've also reduced the damage bonus item's effectiveness, which was previously way over the top for testing purposes because we forgot to change it.Galactic Conquest AdditionsThe New Republic has been added as a playable faction in the 'Imperial Civil War' progressive GC.Era Change FixWe have fixed an issue which caused the game to crash if you tried to change eras after a faction has been destroyed. Until we can find an alternative solution, this does mean that for now, even when you take over all the planets, the game won't post the victory screen.Other Minor ChangesMajestic range increased, added Plex soldiers to Pentastar Alignment, fixed Imperial hero spawning in Shadow Hand, and planet accessibility in PA's FTGU.We have one more major patch scheduled for ICW 2.1 this summer, which is already partially in testing but includes some pretty big things, so we don't want to change too much at once.In the Next PatchDiplomatic Influence SystemSmallpox has been working on implementing a new game mechanic, where you need to maintain political control over your planets and sectors via Diplomats, meaning military conquest is no longer your only tool. This is currently in the testing phase to make sure everything functions as intended.New Units, Models and TexturesWe've decided to hold off on the model updates for the next patch, so I can do everything at once because of some modelling program issues. However, this will include the new models and skins for the Strike Cruiser, Assault Frigate, and Bothan Assault Cruiser, potentially with a few others. We also may have one or two new units in this patch, which we'll post later.Pentastar Alignment Survival ModeOnce we're sure the mode as a whole is where we want it, we still hope to add a PA version of Survival mode. ...

Read more »

Patch Status

Sunday April 27, 2014

We mentioned that we wanted to get a patch out relatively early in February, but there were a few things which delayed that. The first was our website going down for several weeks. More importantly, there were only a few minor issues that would have been addressed, whereas the more major changes have required some other developments. As it is, there are five main things the patch will attempt to address when it comes out.1. Many of you may be familiar with the unit selection bug in FoC; this is an issue which, when a certain amount has happened in a GC, causes the game to stop letting you select and control your units, making the game unplayable. As this was an issue with the base game, there's nothing mods can do to fix it directly. However, Pox has been working with Fregge on a new tool to rectify this issue by editing save files, which you can download by clicking here. With respect to the patch, this opens up a few possibilities for us. One of the reasons we've had to disable the AI of different factions in several GCs was to mitigate this issue. Now that it's not an issue, we're exploring the options of re-enabling galactic AI for several minor factions.2. In the Era-Progressive GC's, there's also an issue where if a faction is destroyed before an era change, the game will crash. We're experimenting with some things to address this issue as well. The tough part here is that there are so many possible combinations and it takes a few hours of playing to get to the point where you'd experience it, so this is something we'll be keeping track of after the patch to see if it is in fact resolved.3. We're still experimenting with getting the New Republic into the Imperial Civil War GC as a playable faction. There are issues with making them use the proper story files in this GC for reasons we haven't been able to determine, so we're still working on that.4. There is currently an issue with the multiplayer lobby because of an old entry in gamecontants which references a server message that Petro took down years ago. It's a simple issue to fix (replacing http://www.petroglyphgames.com/eawmotd/ with http://216.120.238.87/EAWMOTD in GameConstants.xml) however Gamespy is shutting down, so fixing this doesn't really solve anything. Several mods have started promoting the use of the tunngle Virtual LAN service as an alternative, so we're gonna jump on that as well, with details here.5. Finally, there are a few unit visual updates and optimizations we'd like to get into the mod for this patch, especially on the side of the New Republic. These include the Assault Frigate, CR90 Corvette, and Bothan Assault Cruiser. Possibly the Nebulon-B as well. I've also been playing with the idea of adding one of the new EotH units from Ascendancy into ICW, however since it's more of a utility ship it's harder to say whether it'd even be useful in ICW.This should be coming soon. I'll get some screenshots of the last bit up as we go. -Corey ...

Read more »

Choose Your Side!

Tuesday April 22, 2014

We know a lot of you  like to claim you support specific factions, but other than your borderline-creepy attempts at roleplaying, we've rarely seen solid proof of it. Luckily, we've turned the logos of the main factions into handy forum avatars, so you can all continue posting while knowing who exactly you're supposed to hate or be friends with. In order to use them:1. Right click the one you want, "copy image url,"2. Go to your profile page, 3. Go to the modify profile dropdown, and then click "forum profile"4. "Specify avatar by URL" and paste5. Save. ...

Read more »

Imperial Civil War 2.1 Released!

Monday December 30, 2013

This requires a fully patched installation of Star Wars: Empire at War: Forces of Corruption.Uninstall all previous versions of Imperial Civil War before installing.For Those New to Imperial Civil WarNew Era-Based Tech SystemPlay as the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand with dozens of new units and heroesConquer Hostile Non-Playable Factions, Including the Hapans and Yevethans14 New Galactic Conquests Scenarios18 New Skirmish MapsOver 70 New Planetary Maps for GCOver 100 New Space Maps for GCRedone Particle Effects and GUISeveral All-New Gameplay MechanicsMajor Changes in 2.1Features a new Survival gameplay mode where you fight off waves of enemy ships.Imperial Civil War GC: Play as the Remnant or Pentastar Alignment in this era-progressive GC to control the known GalaxyNew Units and Structures: Bu'direch, Visvia, V-19 Torrent, LucrehulkRedone Units: Vigilance, MTC, Clawcraft, MassiasVarious Bug FixesFor full information on the content in Imperial Civil War, please read the manual:[Download Manual][Download from Mod Database - ZIP][Download from Mod Database - Installer]If you are having trouble running or installing the mod, please post in our tech support board. Make sure to check the manual as well as existing threads for the answer to your question before posting.The Future of Imperial Civil WarAs we've said in the past, 2.1 will be the final full version of Thrawn's Revenge: Imperial Civil War. That being said, we still intend to support and release some updates for the mod. This will include a few new units, as well as some visual reworks which will hopefully also help to improve performance. At the moment, this is scheduled to include units like the Consen Dropship for the Empire of the Hand, and redone versions of the Bothan Assault Cruiser, new Shipyard skins, and a few other things. Once we have more feedback on Survival mode, we'd also like to update the map for it and release a version of it for the Pentastar Alignment, as well as include a version of the Imperial Civil War GC scenario for the New Republic (we originally intended to with the initial 2.1 release, but the New Republic refuses to play nice with the story scripts). Our main focus going forward is going to be for our Sins of a Solar Empire: Rebellion mod, Star Wars: Ascendancy, which will be the source of our updated models. I know this will come as a disappointment to some people considering several of those people have sent me messages to insult me for it, but the addition of mountains of new units or factions at this point would hinder basic game functionality, and the mod is already pretty massive. With these updates, while we will be trying to flesh out some areas which may be lacking or add what makes sense, our main goals will be to polish what is there. We feel we've essentially accomplished the core of what we set out to do with ICW and are ready for some change.I would personally like to thank the amazing team I've been lucky enough to be a part of for the last 8 years for their hard work, as well as the outspoken and dedicated fanbase who has supported us throughout development. I'm looking forward to working with all of you to polish ICW and to launch Ascendancy!If you have a question about the mod, suggestions for future versions or would like more information on the mod, please follow us on our forums, Facebook page or Mod Database profile. ...

Read more »

Clawcraft Ingame and Release Update

Wednesday December 25, 2013

As we said in the previous news post, we're pretty close to being ready for release. I still need to talk to Smallpox one more time about finalizing any Survival Mode changes, and need to get back to my apartment in order to have a decent enough connection to upload, but we're pretty much ready. This is  screenshot of the last unit to go ingame for 2.1, the redone Clawcraft. This is a more cleaned up version of the old one, which should hopefully help people who have experienced performance issues while playing the Empire of the Hand. ...

Read more »

Leading to Release

Friday December 20, 2013

Hey everyone, I'm sure a lot of you are wondering when ICW2.1 is being released. The mod as a whole is ready. I've addressed the vast majority of the reported bugs (those that I was able to reproduce, or were fixable to begin with), so all we're doing right now is some final passes on everything to make sure it's all there. After that, I'll create the installer and we'll be able to upload. This will ideally be this week, however I'm going to be at my parents' house between the 21st and 27th so the internet connection will probably not be good enough to upload the mod. If that's the case, I'll upload it as soon as I get back to my apartment.We'd like to thank everyone who participated in the beta testing for 2.1, being, in no particular order: Singularity, SettraTheImperishable, Yutpaeksi, Rovert10, tlmiller, Senza, Revanchist, JC123, Lord Xizer, Traon. ...

Read more »

MotY 2013 Top 100!

Wednesday December 11, 2013

We want to thank everyone for their amazing support in helping us get into the Top 100 for the Mod of the Year Awards at Mod Database this year, for both Thrawn's Revenge: Imperial Civil War, and Star Wars: Ascendancy! This marks the fourth consecutive year for ICW, and second for Ascendancy!If you want to keep supporting us in the second round of voting, just go to the pages for Ascendancy and Imperial Civil War and click vote. Remember, you can vote for as many mods as you want, and you don't need an account to do it. Again, we all really appreciate the support, and hope we can continue to make the mods even better in 2014. ...

Read more »

Era System

The original tech-tree system from vanilla Empire at War, whereby the player researches or steals technology to gain access to new and better units, does not exist in Thrawn’s Revenge.  Instead the mod is structured around five discrete eras covering the years after Battle of Endor (4 ABY) up until shortly after the Pellaeon-Gavrisom Treaty (19 ABY), with allowance for technology up to the start of the Yuuzhan Vong War (25 ABY).  Each era is centred on the predominant Imperial leader of the period and includes a range of appropriate units and heroes for each faction (e.g. the New Republic gains access to some of its New Class starships in later eras).

Progression between eras, where allowed, occurs when the respective Imperial leader is killed (an Imperial player would need to sacrifice their faction’s current leader in order to advance).  The driving principle behind this is that although we don’t force events to happen as the result of canonical battles (e.g. kill Thrawn at Bilbringi), the progression of the leaders would happen independent of player actions, Thrawn leaving the Empire of the Hand to take over from Isard, Palpatine making his renewed bid to control the galaxy, etc.

Note:  Unlike with tech levels there is no guarantee that advancing era will provide access to better units or heroes, and in some cases it is possible that units or heroes may be lost when the era is advanced.

The Eras

Era 1:  Director Ysanne Isard (6-7 ABY)
Fractured Empire
It is less than two years after the fateful Battle of Endor.  The Empire is fragmented with many of its former leaders dead or fighting amongst themselves.  Ysanne Isard, former Director of Imperial Intelligence, has taken control of those planets and forces still loyal to the Empire.  Meanwhile, the Rebel Alliance has consolidated its forces and reformed into a New Republic led by a Provisional Council.  Strengthened by new members its attention has now turned towards the Core and set its sights on Coruscant – the seat of galactic authority for millennia.
Era 2: Grand Admiral Thrawn (9 ABY)
Thrawn Campaign
Now five years after Endor, the New Republic has liberated Coruscant and grown to encompass thousands of worlds.  With the Imperial fleet and warlords driven back and nearly three quarters of the known galaxy on side, many in the New Republic believe the war is over and are turning their attentions to their own needs and ambitions.  But thousands of light-years away, Grand Admiral Thrawn has taken command of the shattered Imperial fleet, readied it for war, and pointed it at the fragile heart of the New Republic.
Era 3: Reborn Emperor Palpatine (10-11 ABY)
Shadow Hand
Mere months after Grand Admiral Thrawn’s death at Bilbringi a mysterious message, using high level command codes, recalled all Imperial forces to the Deep Core.  Using an arcane Force technique, Emperor Palpatine was able to transfer his spirit from his dying body at Endor to one of the many clones hidden at his secret fortress on Byss.  After six years rebuilding his strength, the newly reborn Emperor is ready to re-conquer the galaxy.  The New Republic, still in disarray from Thrawn’s campaign, is totally unprepared for this renewed thread.
Era 4: Admiral Natasi Daala (12 ABY)
Reunification
One year after Emperor Palpatine’s dramatic and destructive bid to regain power the Empire is once again in a state of collapse, divided between worlds obeying the authority of a revived Ruling Council and a scattering of Warlords secreted in the Deep Core.  Returning to galactic affairs after more than a decade spent guarding a secret Imperial research facility, Admiral Daala, former lover of Grand Moff Tarkin, is attempting to unite the disparate elements of the Empire and take the fight back to a war weary and insecure New Republic.
Era 5: Grand Admiral Pellaeon (17-19 ABY)
Caamas Crisis
Having succeeded Admiral Daala as Supreme Commander of Imperial forces after her short lived campaign against the New Republic, Pellaeon endured a long and bloody rearguard action to retain as much of the Empire’s remaining territory as possible in the face of renewed New Republic offensives.  Now faced with almost certain defeat, Pellaeon has been charged by the Moff Council to undertake a final push in an attempt to restore some measure of security from this perpetual and now existential threat.