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NewsTuesday May 23, 2017
I've begun posting the VODs of an NR test game on Corey Loses. We will be doing a full game as each faction leading up to release. The episodes for this one will be posted on Tuesday, Thursday, Saturday and Sunday. ...Read more »Monday May 22, 2017
As you may have noticed, we've been having an issue recently where some posts may give an error upon trying to post. We apologize for the inconvenience, and we're attempting to address it. We have just attempted a fix, so please let us know if you continue to get the error after this point, and we will continue trying to fix it....Read more »Friday May 12, 2017
Endcar has completed the textures for the Peltast, and set up some nice renders to show it off, so make sure you click on the image to embiggen. ...Read more »Thursday May 11, 2017
We've usually done some general faction overviews for each faction, talking roughly about rosters and whatnot. For this release, I've decided to go a bit more in depth with additional videos showing off some of the stuff that's less conducive to a text update without it being 50 paragraphs long. In these videos, I'll go over all the major tech, roster and ability updates for each faction in 1.1, and ending with a separate videos on the heroes. This time, it's the New RepublicThis isn't replacing the other text faction profiles when we add factions (the Hapans will be getting their full treatment after 1.1's release), it's supplemental. I'll also be recording full playthroughs for Corey Loses.In this video, we talk about some shuffling in the a new New Republic unit, the new capital ship abilities, Empress upgrades. ...Read more »Tuesday May 09, 2017
From the creators of Imperial Civil War and Ascendancy comes Thrawn's Revenge III: Fall of the Republic, covering events in the twilight years of the Galactic Republic and the Clone Wars. For millennia, the Galactic Republic has been a source of peace and order for the galaxy. More recently, corruption has begin to spread through its institutions. Across the galaxy, beings become disillusioned with the status quo and rise to challenge the Republic...Follow Fall of the Republic on ModDB - Thrawn's Revenge Discussion ForumsA Republic in Decline"I am quite convinced that ten thousand more systems will rally to our cause, with your support, gentlemen."-Count Dooku, aka Darth TyranusHello everyone! On April 1st, we released a rough teaser trailer for Fall of the Republic, which for some reason people thought was fake. Then, a few weeks ago, we confirmed it had resumed development in our Thrawn's Revenge historical timeline, the first part of our celebration of 11 years as a mod team. We were going to hold off on doing a proper announcement for a little while, but there's been some common questions we wanted to take a moment to address, as well as break down the way the mod will work.Fall of the Republic is a prequel-era mod in which we want to recreate the galactic situation in Star Wars in the last years of the Republic. We aim to bring the feel of our post-Endor mod, Imperial Civil War, into this time period, adapting that model to one suitable for the era. In the same way that Imperial Civil War tries to shine a light on some of the mid-level players and events like the Yevetha, Hapans and Warlord factions on the galactic stage of the post-Endor period, we hope to explore some of the timeline beyond just the Clone Wars themselves. While the Separatist Crisis and the Confederacy of Independent Systems became the standout conflict, the decades leading up to the declaration of the Galactic Empire saw significant military buildup across various factions, where certain events swinging a different way could have brought different challenges to the Judicial Forces Republic in the early parts of this period, with a constant debate about the virtues of re-militarization within the Republic. People can speculate on what that means, but for now, we'll leave it at that. Our history of developing Imperial Civil War and Ascendancy will be informing how we structure the mod, release-wise. In order to better focus development on specific parts of the mod, ensuring people get regular, more polished releases and giving us a more solid basis to work off of, instead of trying to tackle everything at once, we will be starting a bit more simply with the Republic and CIS, and working up to our broader goals. Into a New Era"They will have the numbers. We will have the Force."- Jedi Master Saesee Tinn, Fifth Battle of QotileOne of the more prominent changes in Imperial Civil War versus the base game is a tech system primarily based on "eras" (being Imperial regimes in ICW) as opposed to a directly tiered, traditional tech system where you start with, for example, corvettes and work your way up to larger Star Destroyers. This is a model we will be translating into Fall of the Republic. The first release will start covering the major conflict of the time period, being the Clone Wars, broken into three eras; the first, second and third years of the war. The playable factions in version 0.5 will be, of course the Galactic Republic and Confederacy of Independent Systems. Considering the factions themselves did go through some standard technological advancement and research during this period, there will be elements of that as well, but it will be based on in-universe factors, instead of just ship A is stronger, so it's era 3. Era progression will be based on a mix of events and the passage of time, with different research options and other events possible based on the era in which you are playing.We will be doing a faction profile for the CIS and Galactic Republic at some point in the future, covering their unit and hero rosters for v0.5. But for now, we want to cover some of the more common questions we've been asked.Will this interfere with Imperial Civil War 2.2? When will Fall of the Republic be available? Fall of the Republic will have absolutely no impact on the release of Imperial Civil War 2.2. Our goal is to build FotR off of Imperial Civil War 2.2 as a starting base, so dedicated work will not be started on Fall of the Republic until Imperial Civil War is in testing, which is also when you'll start seeing screenshots and video of the first Fall of the Republic release. Until then, the only work we'll be doing is on assets also needed for ICW (ie, the new Providence art assets). As mentioned above, we're keeping our plans for that first release less ambitious; we'll be doing the basic framework for mod and the two main factions, which should not take too long to get out after 2.2. With the mod tools Pox and I are working on, like the GC creator, a lot of the logistics for this become a lot simpler. If there are any talented 3D modelers or texture artists out there who would like to help speed this along, they can contact us at ThrawnsRevenge@gmail.comAren't there already Clone Wars mods for Empire at War? Yes, and for a long time, this is why reviving FotR wasn't really on our radar. However (and this isn't criticism of the existing mods, simply a matter of taste) the more I started playing those mods, the more I was thinking about what our own version of that would look like. Yes, it still involves clones fighting droids and Venators fighting Lucrehulks, but there can be different ways to handle that. Some people may prefer the existing mods, some people may prefer our version, but ultimately we enjoy making mods, and we make what we want to play, so really it just means more options.Does this mean no Stellaris ship packs? I'd still like to release some of our TR stuff for Stellaris, but as it is, there's a decent selection of Star Wars ships available for those who want to play with them, so I'm less concerned about that for the moment.What about the Clone Wars Cartoon? While the mod will be based in the Legends expanded universe, there have been some questions as to how we'll handle the Clone Wars cartoon. While the more recent Clone Wars cartoon (the one with Ahsoka) is technically part of Legends, it did introduce some inconsistencies (in star Wars? No!). We won't be completely disregarding the cartoon, but in cases where there is a conflict, we'll usually go with the non-cartoon source. There are some places, like the Essential Guide to Warfare, that retconned some of these issues, drawing from the cartoon and other sources, and for us, Essential Guide to Warfare pretty much trumps anything else. Basing the mod in Legends allows us to use some of the characters who would become major Imperial and Rebel figures during the earlier days of their careers. ...Read more »Friday May 05, 2017
The result of cooperation between former Imperial and Ascendancy engineers within the empire of the Hand, the Peltast was one of several fusions of the basic Star Destroyer form and Ascendancy modifications to meet the needs of combat in the Unknown Regions. Most Unknown Regions combat involved fleets of smaller vessels, however occasionally groups with larger ships required pacification, like rogue Killik nests with massive Shard-class capital ships.The Peltast was designed essentially as a mobile, self-reliant Megamaser railgun, borrowing some elements of the old Confederacy project, the Subjugator, albeit on a smaller scale. Because of the large amounts of concentrated power necessary for the main gun, the Peltast is incredibly fragile for a ship of its size. ...Read more »Thursday May 04, 2017
...Read more »Friday April 28, 2017
We've usually done some general faction overviews for each faction, talking roughly about rosters and whatnot. For this release, I've decided to go a bit more in depth with additional videos showing off some of the stuff that's less conducive to a text update without it being 50 paragraphs long. In these videos, I'll go over all the major tech, roster and ability updates for each faction in 1.1, starting with the Pentastar Alignment and ending with a separate videos on the heroes.This isn't replacing the other text faction profiles when we add factions (the Hapans will be getting their full treatment after 1.1's release), it's supplemental. I'll also be recording full playthroughs for Corey Loses.In this video, we talk about some shuffling in the PA frigate lineup, the new capital ship abilities, potential Lucrehulk replacement, Naval Station Validusia, and some quick Veterancy & Upkeep system demonstrations. ...Read more »Thursday April 27, 2017
We're coming up on the 11th anniversary of Thrawn's Revenge in June, so we decided to become narcissists and do a few things about ourselves. We'll have some actual mod news coming out very soon for both Imperial Civil War and Ascendancy, but first here's a historical infographic with important date's in the mod's development. There's one or two bits of other relevant information you might not be aware of in there, too. Enjoy. ...Read more »
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.
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 Push, The 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.
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.
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.
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.