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Corey Loses Imperial Civil War

Saturday August 01, 2015

I've started posting my series of 2.2 testing playthroughs on my youtube channel, starting with the Empire of the Hand. I'll be doing playthroughs with most of the new content as we approach release, so if you want to see everything in action and hear me go on about random modding stuff, I'll be posting screenshots with links to the episodes every Wednesday and Saturday in the image gallery. Go subscribe and like and share and stuff. ...

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Imperial Civil War 2.2 Tester Signup Thread

Monday July 20, 2015

We're currently starting to look for a few people to test ICW 2.2. Those chosen will be responsible for playing with all features in order to test functionality, balance and general playability. In order to signup for consideration, just post in this thread. If you're primarily active somewhere else (ModDB, etc) post what your username is on that site as well. Keep in mind that this is not just a way to get to play the mod early; the point is to test, so those who are active and have shown  a desire to help in the past (suggestions, bug reports, etc) will be given more consideration than people who just post in the thread and disappear. Also, if testers do not actually test and post reports, they will be removed from the tester pool. ...

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Bellator in 2.2

Sunday June 21, 2015


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Gladiator in 2.2

Sunday June 21, 2015

This took me way too long to finish. ...

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Nine Years Lost in Space

Monday June 08, 2015

...Ninth Anniversary...Although the mod is nowhere close to resembling what it was in the early days, today marks the 9th anniversary of the creation of Thrawn's Revenge. I originally set out with the sole purpose of adding Thrawn as a playable hero in Empire at War, before Forces of Corruption was even a thing, and the project quickly grew (and sometimes shrank) from there. We on the dev team for both mods would like to thank everyone for their continued support in these last nine years; without it, we'd be nowhere near what we are today.That being said, I'm sure you're more interested in what's going on with each mod than the fact that if the mod were a person in Canada or the United States (and elsewhere) it would be in the fourth grade, so we're going to do a joint update. If you're only interested in one, just read that part. We won't be offended....Imperial Civil War 2.2...We've made a few changes from the 2.2 announcement; instead of adding the Galactic Civil War scenario, we're focusing on cleaning up and expanding within the current timeline and constraints of the mod.  The primary goal is to clean up and finalize the Empire of the Hand and Pentastar Alignment, the latter of which currently relies on outmoded ships and in some cases, leftover models and skins. The secondary goal now that the Defreezer utility exists is to represent the post-Endor galaxy and let the player work towards whatever outcome they want, with whatever group they want (within reason), so essentially if something is available on the map, eventually you'll be able to pick it. In 2.2 this means enabling the Duskhan League in whichever GCs they're already in, and enabling playing as the Warlords, which have been split into Harrsk, Teradoc and Zsinj's empires, who will have a mix of different Imperial units. Ideally this would also include the Hapans, but they'd need a bit more expansion first. Another goal is to try to mitigate the badness that is EaW's land battles. The first step in this is to remove some of the worse and more tedious ICW maps and re-enabling some of the vanilla maps so we can reduce the unit speed. Honestly, we have pretty much no hope for land ever being anywhere near salvageable but we'll see what we can do (and before anyone says anything, the presence of Clone War units wouldn't actually make ground battles good)....Ascendancy 1.0...The goal with Ascendancy 1.0 is much as it always was; we're gathering the feedback from 0.95 to finalize the New Republic and Imperial Remnant, while adding the Empire of the Hand and Pentastar Alignment We're also adding some neutral structures and objectives, including the gravity-manipulating Centerpoint Station. We intended to include several redone models and skins, especially for the Empire of the Hand, however since the focus is still primarily on setting up gameplay mechanic and faction identities, the existing Empire of the Hand ships will be the same versions as exist in Imperial Civil War 2.1. After the release of 1.0, we'll start to redo and update certain models, with the New Republic's Ferret Scout and Empire of the Hand's Ascendancy Star Destroyer at the top of the list.Tech trees are another primary focus in 1.0. In the existing versions, both factions have about 90 techs available to them, and in 1.0 the goal is to release with each faction hovering around 120, so even the existing factions will have several new dimensions to them upon release. On top of these new techs, each faction will be gaining some units; we've already announced the Imperial Remnant's acquisition of the Allegiance-class and Modular Taskforce Cruiser in exchange for some units being sent to the Pentastar Alignment, but the New Republic will also be gaining some new toys which we haven't mentioned yet, filling out it's currently-lacking Cruiser roster. These are the Sullustan Dauntless and Corellian Proficient.Let's Test!I've made a new channel on which we will be posting Let's Plays of the mods while they're in development, including both ICW and Ascendancy. This way, those who just want to see feature previews and trailers can see them on the Thrawn's Revenge channel, and those who want longer-form playthroughs can see them on the Corey Loses channel. The first series is a playthrough of Ascendancy 1.0 as the Remnant against all four 1.0 factions. I may eventually start playing other stuff, if people are interested in that.Thanks again for your support for the last nine years! ...

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Mod Anniversary & Youtube Update

Sunday June 07, 2015

New LP channel:Click Here ...

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Randomized Z-Layer

Monday June 01, 2015

Most of what we're doing is currently not very visual, hence the lack of screenshots, but we've got some stuff going on in the background.We (by we I mean Pox) have been working on a script to randomize the levels ships jump in on, so each instance of a ship class isn't always on the same level. This has been done previously in other mods with some story scripting that cycles between unit variants, but those tend to limit the possibilities, wouldn't work super well with era changes, and also tends to make selection a hassle. This alleviates those problems. It may have unintended side effects if larger ships end up in the middle, but we've chucked all Supers under everything else so that shouldn't be an issue, and that's what testing is for. ...

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Secutor Ingame

Friday March 27, 2015

Click for originalOne of the new Pentastar capital ships in 2.2, the Secutor Star Destroyer.Screenshot quality kind of sucks, still trying to set up my computer properly, so jpgs for now. ...

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Thursday February 19, 2015

Changes to the Pentastar Alignment, and some new directions for 2.2With the first release of Ascendancy available, I've started to shift some of my focus back to ICW and getting 2.2 off the ground. Since doing so, I've made a few shifts to the plans for that release. In the previous update, we explained a few of the major focuses for the upcoming version....Realignment...The most drastic changes related to the four playable factions in 2.2 have to do with the Pentastar Alignment; for the last few versions, while they have had some interesting aspects they've lacked some of the feeling of cohesion other factions had, and the plan with this release is to address that. The initial plan for unit expansion in the Alignment was to use the Corporate Sector Authority as sort of an unofficial ally for them, and expand their content using CSA assets. However, despite the appeal of the corporate ties aspect, the fact that the CSA was usually under Zsinj's direct control makes this a bit problematic and not ideal. So while we still keep access to the CSA units for the Alignment when you control the CSA worlds (and extend the same privelages to Zsinj), we're also expanding the core roster for the Alignment as well:New Units: Gladiator, Procursator, Secutor, Bellator.Most of these ships have pretty self-explanatory frigate-cruiser-capital carrier roles, which ties into the "obscure Imperial ships with a focus on fighters" motif the PA currently has. The only outlier is the Bellator, as an SSD, which will be available in eras 3+ on Kuat and Fondor. We're mostly happy with the current SSD setup for the Pentastar Alignment, where they get two at the start and have to make them last, however we felt they could use a bit more firepower as the game goes on, and a better incentive to progress eras. ...An Empire Divided, A Galaxy At War...As it says in the previous update, one of our initial plans was to create a GCW galactic conquest in 2.2, however on further review we feel our efforts would be better spent elsewhere; art assets would be better directed at fleshing out the factions as they currently exist, where necessary, instead of creating several units for a single-use GC. With the defreezer seeming to be funtioning without any issues, instead of creating a scenario that ultimately would end up fairly similar to those in the base game, we can use that time to create scenarios which can take advantage of more planets or more active factions. ...

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Other Changes


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.


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.


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.