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NewsMonday August 06, 2018
For our first feature video preview of 2.3 (it'll also apply in Fall of the Republic: Thrawn's Revenge III ) , we're taking a look at the new ability to select starting eras for progressive galactic conquest scenarios.Every Monday, on Corey Loses, we'll be doing live mod work at 5pm EST, tonight's will be more work on the era selection system, setting up the remaining progressive GCs to use the new feature. ...Read more »Friday July 27, 2018
Sins of a Solar Empire received an official update which broke the main menu, so we've released a quick patch to address that. Thanks to Gul/STAIII for showing me what was different.https://www.moddb.com/mods/star-wars-ascendancy/downloads/menu-patch ...Read more »Thursday July 19, 2018
While not a massive change, I've started going through and adjusting some of the stats on fighters. Here's a quick look at what some of the upcoming fighter stats are for ICW2.3, FotR 0.5 and some other stuff. A few are missing since I only took one screenshot and it's a pretty long list. ...Read more »Tuesday July 17, 2018
Like I did throughout the development of 2.2, I'll be doing preview playthroughs showing what's going on with Imperial Civil War 2.3 (and Fall of the Republic ) on my YouTube channel, Corey Loses. The first of these series has started, looking at the start of 2.3 development and the Eriadu Authority. The first episode can be found here: ...Read more »Sunday July 08, 2018
With 2.2.5 wrapped, we've started to move onto the next full version of Imperial Civil War (and Ascendancy / Fall of the Republic, but their time will come). As we ramp up production, we thought we'd give a brief overview of what the main focuses are in 2.3. As always, if you prefer video versions of news posts, you can see that just below. The information in the written and video versions is the same....Priorities..."Neither Syndic Mitth'ras'safis nor I is unsympathetic toward Commander Mitth'raw'nuruodo. We wish only to protect him from his own excesses" - Admiral Ar'alani to Jorj Car'dasWhile we're happy with the results of 2.2, we know there are a lot of areas we still can and want to significantly improve it, across the board. One of the main things we decided in 2.2's development, however, is that once we had it as a basis, we would need to do a better job prioritizing how and when we would approach each aspect in order to avoid the time it took for the complete overhaul that 2.2 turned out to be. 2.2 took over 4 years, but it also involved a significant reworking of every galactic conquest, a ton of the art, and basically everything else. Rather than tackle everything at once, with 2.3 and subsequent versions, we intend to choose smaller areas to focus on, and for broader projects, to split them up into milestones so we can have slightly smaller but more focused and frequent releasesl. 2.2 also involved a lot of reworking behind the scenes to make certain things a lot easier to work on and more modular, so a good amount of that 2.2 development time should continue to pay off into 2.3, Fall of the Republic and any other future versions or projects.What follows is not an exhaustive list of what's coming, but it should give a decent idea of what you can look forward to in the next version....Factions..."The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." - Reen IranaWith 2.3 and subsequent versions, rather than try to do major changes for all factions at once, we've instead chosen to focus on individual factions to receive most of the focus for new or redone units. For most releases, this will mean either a new faction being added and another one receiving most of the new and redone content, or two factions receiving the new/redone content when we're not adding a new playable faction. We'll also choose one faction for whom we plan to flesh out a lot more story missions and events for galactic conquest, and one or two galactic conquests where we plan to flesh out all present factions' stories. This isn't to say nobody else will receive anything in these releases, just that we're specifically directing our attention to a more narrow subset. Each section will get its own news post covering exactly what's included in it as we go.New playable faction: Corporate Sector AuthorityNew unit focus: Eriadu AuthorityNew story focus: New RepublicGC story focus: Bacta War / Thrawn Campaign...AI...A lot of the major AI changes only started coming into the mod towards the end of 2.2's development aside from some tactical changes that Pox and I were working on, but evilbobthebob has brought the galactic AI a long way in terms of focusing its production and aggression. There will continue to be changes to the AI throughout 2.3 as well. A primary focus of this will be continuing to divide ship roles beyond what exists already so we can get the AI to more effectively build diverse fleets- not all frigates are meant to do the same thing, nor are all capital ships, so the more we can make distinctions between them and more effectively control AI fleet compositions.With 2.2, we also tried to make the AI play for the most part within the same rules as the player, depending on difficulty. With 2.3, for those who want a much more challenging experience, we want to introduce some extra optional levers to make games more challenging throughout, and maintain some resistance for longer. This will, again, be completely optional, so those who prefer to fight on a more level playing field will be able to continue on with the more fair pre-existing difficulty levels....Ground Overhaul..."General, prepare your troops for a surface attack." - Darth VaderWith 2.3 we plan to begin some of our ground overhaul changes. In future versions we have a number of basic mechanical changes that, if they work out, would significantly change how ground combat works in EaW, but that's a bit more long term. We're going to be starting off by working on fleshing out the pacing, unit roles, damage modifiers, balance and all of those factors within the existing mechanics of ICW ground combat. Alongside this will be some art reworks to props, map textures and existing ground vehicles to improve the aesthetics of ground combat, but this generally means that, except for what gets added to new factions, we generally will not be adding new vehicles in the next version or two. We'd rather focus our resources on getting what's there right and expanding from that than continue to add things in which make it more complicated to make the more basic changes. Once we have everything set up, it'll be easier to add new units within that.So that about covers it for the overview- again, that's not an exhaustive list of what we're working on, but it does cover most of the main focuses. We'll have more specific updates covering the specific sections as we go, and as with 2.2, I'll be running preview playthroughs throughout development on my Youtube channel, Corey Loses (https://www.youtube.com/coreyloses), starting with an Eriadu Authority playthrough in Art of War next week. ...Read more »Sunday July 01, 2018
We've updated both ModDB and the Steam workshop version of the mod to 2.2.5, which for ModDB means all previous updates since 2.2 are now included as well. If you have the Steam version, it will already have automatically updated.ModdB: http://www.moddb.com/mods/thrawns-revengeSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106Code: [Select]- Multiplayer GC Support Added: Thrawn Campaign available as New Republic and Imperial Remnant- New VO for dozens of units, across all factions- Yevetha Re-Enabled in GC and Skirmish- Empires at War and Black Fleet Crisis GCs Re-Enabled- Several tactical maps added or updated for galactic conquest planets- New Skirmish map: Smuggler's Ring- Some updates to ingame tech tree dialog screens- More AI tweaks, should fix AI skirmish issues with upgrading and building units- Squadron count changes for several EotH ships (reflected in all tooltips)- Hapan fighter spam nerfed- Added a fix to prevent infinite loops causing game freezes when returning to galactic from tactical battles.- Removed ground spawns from space-only planets for Yevetha in progressive GCs- Stat display supported in mission log for all GCs and factions- Added plot elements for building Wedge in the Lusankya for all applicable GCs, changes to Rogue Squadron spawns.- Fixed issue where Carnor's era change speech would happen at the same cue as Palpatines (era changes would go on unaffected though)- Removed Eri Palle- Event added for Sil Sorrannon's revolt in BFC, which removes Yevethan heroes if you take too long winning the GC- Fixed NR starting credits in Crimson Empire and Shadow Hand- Fixed issue where Normal was getting more bonuses than Hard in some ways- Fixed Ashik, Pellaeon, Skipray FoW reveal for Skirmish- All EotH units have full stat readouts in text tooltips. Will be applied to other factions in 2.3 after feedback.- Standardized Z-layers for ships of the same class (still randomized)- Artillery health from 300->100 (MPTL, SPMAT, Plasma Mortar- More ground units switched to hardpoints for inaccuracy checks- Miy'til, TIE Raptor and ARC-170 lasers brought into line with other fighters- TIE Defender health 25 -> 30, Shield Refresh 1 -> 3, added flyby sound effects- Yevetha plex soldier icon changed- Fixed Kariek ground map causing a crash- Fixed Megamaser Texture ...Read more »Sunday June 24, 2018
2.2.5 Patch Overview - Coming June 28thWe'll soon be releasing 2.2.5, which we hope will be the last major patch necessary for 2.2, after which we'll be moving on to full production for 2.3 (more information on that later). Below is an overview of the major changes coming in the patch. The manual will be releasing with it, available as a separate download on ModDB and included within your steam workshop files if you subscribe there. The ModDB download will be updated with the new changes and all previous patches.Code: [Select]- Multiplayer GC Support Added: Thrawn Campaign available as New Republic and Imperial Remnant- New VO for dozens of units, across all factions- Yevetha Re-Enabled in GC and Skirmish- Empires at War and Black Fleet Crisis GCs Re-Enabled- Several tactical maps added or updated for galactic conquest planets- New Skirmish map: Smuggler's Ring- Some updates to ingame tech tree dialog screens- More AI tweaks, should fix AI skirmish issues with upgrading and building units- Squadron count changes for several EotH ships (reflected in all tooltips)- Hapan fighter spam nerfed- Added a fix to prevent infinite loops causing game freezes when returning to galactic from tactical battles.- Removed ground spawns from space-only planets for Yevetha in progressive GCs- Stat display supported in mission log for all GCs and factions- Added plot elements for building Wedge in the Lusankya for all applicable GCs, changes to Rogue Squadron spawns.- Fixed issue where Carnor's era change speech would happen at the same cue as Palpatines (era changes would go on unaffected though)- Removed Eri Palle- Event added for Sil Sorrannon's revolt in BFC, which removes Yevethan heroes if you take too long winning the GC- Fixed NR starting credits in Crimson Empire and Shadow Hand- Fixed issue where Normal was getting more bonuses than Hard in some ways- Fixed Ashik, Pellaeon, Skipray FoW reveal for Skirmish- All EotH units have full stat readouts in text tooltips. Will be applied to other factions in 2.3 after feedback.- Standardized Z-layers for ships of the same class (still randomized)- Artillery health from 300->100 (MPTL, SPMAT, Plasma Mortar- More ground units switched to hardpoints for inaccuracy checks- Miy'til, TIE Raptor and ARC-170 lasers brought into line with other fighters- TIE Defender health 25 -> 30, Shield Refresh 1 -> 3, added flyby sound effects- Yevetha plex soldier icon changed- Fixed Kariek ground map causing a crash- Fixed Megamaser TextureI've also begun a multiplayer preview playthrough on Corey Loses, which you can watch here: ...Read more »Thursday June 21, 2018
Since the Steam version of Empire at War has received several patches not available to the disk and GoG versions, we often recommend people pick it up to get the most out of the mods that they can. IT's currently on sale on Steam for 60% off, if you want to get a copy: https://store.steampowered.com/app/32470/STAR_WARS_Empire_at_War__Gold_Pack/...Read more »Monday June 11, 2018
Hey everyone, for those of you who are Imperial Civil War fans but have wanted to check out Ascendancy as well, Stardock is currently holding their All-Star RTS sale until the 20th, which includes Sins of a Solar Empire and all DLC. They've also been kind enough to give me an affiliate link through Corey Loses, so if you use this link ( https://www.stardock.com/all-star-rts-games/?affiliate=coreycham ), a percentage of the purchase goes towards me as well. Weève been recommending Sins for years, otherwise we wouldn't be modding it, so this is a great opportunity to pick it up if you want to get a great game and help support my work as well. Two other Stardock games, Offworld Trading Company and Ashes of the Singularity, are also available for the same sale price in the Stardock store if those interest you. All purchases give keys that can be redeemed on Steam.Since Petroglpyh has been patching EaW on Steam, and many people still only have the Disk or GoG version, we'll also try to post when EaW goes on sale so people can pick up a cheaper copy of the game. ...Read more »
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.
- Era 1: Director Ysanne Isard (6-7 ABY)
- 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)
- 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)
- 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)
- 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)
- 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.