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News

ASC: Let's Test New Republic (Full Game Video)

Tuesday 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. ...

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Forum Issue Update

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....

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ICW & ASC: Completed Peltast Render

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. ...

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ASC: New Republic 1.1 Overview Video

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. ...

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Fall of the Republic Announcement and FAQ

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. ...

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Peltast-Class Star Destroyer (New Empire of the Hand Ship)

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. ...

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Ascendancy: Star Wars Day - Millenium Falcon Ingame

Thursday May 04, 2017

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Pentastar Alignment 1.1 Overview Video

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. ...

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Thrawn's Revenge Historical Infographic

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. ...

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Weapon System

Space

Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament. The basis of this system is that, for any given ship or weapon-type, a single instance of that weapon counts as one pulse from a hardpoint. So, for example, if a ship canonically has sixty turbolasers, we could give it six hardpoints each firing ten pulses, or twelve hardpoints each firing five pulses, etc.

The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. So, for example, the Imperial Star Destroyer’s 60/6 Turbolaser hardpoints translates into six hardpoints firing ten pulses in each round, whereas its 6/2 Dual Heavy Turbolaser becomes two hardpoints firing three pulses in each round. To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. Since we aren’t representing all sixty individual Turbolasers on the Imperial Star Destroyer, it would be unbalanced to set the Venator up with eight fully charged (10 pulse) hardpoints. Instead, we have given it four hardpoints firing two pulses each round. This system has been used for all space units, although starfighters and some anti-starfighter ships (such as the CR90 Corellian Corvette) are handled slightly differently.

Laser Cannons/Maser Cannons

Laser and Maser Cannons are weapons that fire bursts of particle beam energy. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. Laser and Maser Cannons are capable of damaging both hull and shields.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Laser Cannon 2.5 3.5 0.2s 4s
Laser Cannon: Dual 5   0.2s 4s
Laser Cannon: Quad 10   0.2s 4s
Maser Cannon 3 4 0.2s 4s
Maser Cannon: Dual 6   0.2s 4s
Maser Cannon: Quad 12   0.2s 4s

Turbolasers/Megamasers

Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. Generally turret-mounted, they are commonly found on capital ships and space stations. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. They are primarily used for ship-to-ship combat because their size and slow target-tracking is ineffective against the small and fast targets presented by starfighters. Turbolasers and Megamasers are capable of damaging both hull and shields.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Turbolaser 5 6.5 0.2s 4s
Turbolaser: Dual 10 13 0.2s 4s
Turbolaser: Quad 20 26 0.2s 4s
Turbolaser: Octuple 40   0.2s 4s
Megamaser 5 6.5 0.2s 4s
Megamaser: Dual 10 13 0.2s 4s
Megamaser: Quad 20 26 0.2s 4s

Ion Cannons

Ion Cannons are ranged weapons which fire ionised particles or plasma that can cause serious interference with the operation of electronics and computer systems. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage.

Weapon Type Damage (Normal) Damage (Heavy) Rate of Fire* Recharge Time*
Ion Cannon 10 13 0.2s 4s
Ion Cannon: Dual 20 25 0.2s 4s
Ion Cannon: Triple (Trion) 25   0.2s 4s

Warhead Launchers

Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. All warheads cause damage to both shields and hull.

Weapon Type Flight Range Damage Rate of Fire* Recharge Time*
Concussion Missile 2200 18 0.4s 15s
Proton Torpedo 2200 12 0.4s 15s
Rhazor Missile 2200 20 0.4s 15s

*Rate of fire is the short delay between pulses as the weapon reloads. Recharge time is the longer recharge period after each completed round. The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology.