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News

2.3 Preview Playthrough: Greater Maldrood

Friday September 21, 2018

I have started a new playthrough on Corey Loses taking a look at the Greater Maldrood as we make our way through the changes coming to 2.3. We'll mostly be looking at some changes to the galactic map and updates to ground balancing as we go, and checking out some new art assets along the way! New episodes will be up Tuesdays, Thursdays, Saturdays, Sundays.// ...

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2.3 Feature Preview: Era Selection

Monday 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. ...

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Ascendancy - GDPR Menu Patch

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 ...

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Fighter Rebalancing Preview

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. ...

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Eriadu Authority Preview LP

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: ...

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Imperial Civil War 2.3 Overview

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. ...

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Imperial Civil War 2.2.5 Released

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 ...

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2.2.5 Overview and MP Preview

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: ...

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Empire at War Steam Sale

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/...

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Other Changes

Tutorial

Thrawn’s Revenge includes a brief tutorial to explain several of the key new features introduced by the mod (all of which are also outlined in this manual).  You can access and play through the tutorial from the Galactic Conquest menu.

Additional Missions

At several points during Galactic Conquest scenarios you, the player, may be informed of specific missions by one of your heroes.  These missions can be completed or ignored as you desire, however you will normally receive a bonus for successfully completing them.  The available missions are as follows:

  • In the Thrawn Campaign, Talon Karrde (for the New Republic), or Grand Admiral Thrawn (for the Imperial Remnant) may appear and direct you to take them, along with a suitably sized fleet, to a specific planetary location where you will encounter an opposing force attempting to salvage the Katana Fleet.

Note:  This mission will only be triggered after you capture Pantolomin (Imperial Remnant) or Myrkr (New Republic).

  • In Reunification as the Imperial Remnant, you will be tasked with capturing specific enemy planets in order to gain more heroes and hero upgrades.  These include:  Colonel Cronus (Capture Odik II), Gilad Pellaeon (Capture Hakassi), and Knight Hammer (Capture Odik II to replace Admiral Daala’s flagship).
  • In Final Imperial PushThe Art of War, and Essence of War, as the New Republic, Talon Karrde will invite you to upgrade the Errant Venture for Booster Terrick at the start of Era 5.  This will result in a fully-functional and upgraded Errant Venture, complete with custom red hull plating.

Planet Capture Bonuses

When you capture certain key planets, such as major shipyards or population centres, as the Imperial Remnant, New Republic or Empire of the Hand, you will be rewarded with some form of prize.  This will vary depending on the planet and the faction but may include captured units or structures that are added to your forces at that location.  You will always be informed of any additional bonus received and this is in addition to the standard credit bonus for capturing the planet.

Raid Fleets

Sometimes during space battles taking place within a Galactic Conquest scenario you may receive a warning message informing you of additional unidentified forces entering from hyperspace.  The third force will be unaffiliated with either faction already on the map and will target both fleets indiscriminately; it is up to you how you choose to deal with them.  Note:  The raid fleet is not brought from any force on the galactic map and will not be carried back across in the event of it winning the battle.

GC Introductions

When you begin a Galactic Conquest scenario you will now see your chosen faction’s logo (such as the Pentastar logo shown to the right) followed by a Star Wars text crawl with a brief outline of the current state of the galaxy.  This can be skipped by clicking or pressing any key.  After the text crawl has finished (or been skipped) your faction leader will introduce you to the scenario and outline your principal enemies, targets and objectives.

New GUI

Thrawn’s Revenge has replaced the vanilla interface with a custom-designed version created by Dr. Nick.  While the layout is substantially the same as vanilla, there are several minor differences, including the absence of a visible advisor, a modified Galactic Conquest selection screen and updated tech-trees for the playable factions.

Hero Deaths

Unlike in vanilla Empire at War heroes In Thrawn’s Revenge do not automatically respawn when they are killed.  This is to minimise the imbalance created by a large number of heroes, often accompanied by powerful ships or vehicles, regenerating at no cost to the player.  The exceptions to this rule are Skirmish mode, where the player buys, and can re-buy, heroes individually, and a few select cases in Galactic mode where a hero returns after a change in era (namely Admiral Ackbar, Admiral Daala and Grand Admiral Pellaeon).

Orbital Support for Ground Battles

In Thrawn’s Revenge the Bombing Run provides a faction with the ability to order precise attacks to devastate individual targets, such as a specific structure in the enemy base or a turbolaser installation, without the danger of causing too much collateral damage in the immediate surroundings.  To complement this surgical strike ability is the Planetary Bombardment which provides a larger and more indiscriminate attack option by launching a torrent of turbolaser fire over a large area, although individual targets are less likely to be hit.

Corporations

Several planets across the galaxy are home to renowned starship manufacturers.  If you control the home planet of one of these corporations you may be able to build a relationship with their headquarters (10000$) and gain significant production bonuses on their products.  

Kuat Drive Yards (IR)

History:  Now regarded as the largest military starship manufacturer in the galaxy, Kuat Drive Yards first gained prominence during the Clone Wars as the Old Republic’s primary starship contractor, a role it has retained under the Empire.

Hint:  Provides a 30% reduction to the production time and cost of the following products built on Kuat:
Acclamator II-class Assault Ship, Escort Carrier, Executor-class Super Star Destroyer, Imperial-class Star Destroyer, Imperial II-class Star Destroyer, Interdictor-class Star Destroyer, Praetor Mark II-class Battlecruiser, Sovereign-class Dreadnought, Tector-class Star Destroyer, All Terrain Armoured Transport, All Terrain Personal Transport, All Terrain Scout Transport, Self-Propelled Medium Artillery

Mon Calamari Shipyards (NR)

History:  One of the oldest and best starship manufacturers in the galaxy, Mon Calamari Shipyards utilise both orbital and underwater production facilities to build their uniquely beautiful cruiser liners and highly advanced and powerful warships.

Hint:  Provides a 30% reduction to the production time and cost of the following products built on Mon Calamari:
MC40a Light Cruiser, MC80 Liberty-type Star Cruiser, MC80B Star Cruiser, MC90 Star Cruiser, Viscount-class Star Defender

Sienar Fleet Systems (PA)

History:  Founded on Corulag by the wealthy Sienar family during the early days of the Old Republic, Sienar Fleet Systems is now one of the Empire’s primary military suppliers, including the entire TIE series, manufactured from various subsidiaries located throughout the galaxy.

Hint:  Provides a 30% reduction to the production time and cost of the following products built on Jaemus:
Enforcer-class Picket Cruiser, Gat-12 Skipray Blastboat, Immobilizer 418 Cruiser, IPV-1 System Patrol Craft, Praetor Mark II-class Battlecruiser, Vindicator-class Heavy Cruiser, TIE Crawler

Sycan Fleet Systems (EotH)

History:  With Emperor Palpatine dead at the Battle of Endor, Grand Admiral Thrawn turned to his industrious allies on Syca to produce warships designed specifically for the dangerous unknown regions patrolled by his secretive shadow Empire.

Hint:  Provides a 30% reduction to the production time and cost of the following products built on Syca:
Decimator-class Cruiser, Kariek-class Cruiser, Phalanx-class Destroyer, Syca-class Bomber, Syndic-class Destroyer, Warlord-class Gunboat.