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Topic Summary

Posted by: DemonKingDan
« on: April 24, 2018, 08:24:07 PM »

Sounds good sir! I'll be waiting for it, and if you still need testers, just PM me or something! I'll be available, I'm sure! Good Luck with the mod!
Posted by: Mr.Puerto
« on: April 20, 2018, 08:17:00 PM »

I would love to test this mod, it sounds really interesting. I like how you're mixing in Legends stuff like how the Rebels had the Modified Providence-Class Destroyer (Rebel One) and at least 1 Lucrehulk (used against the First Death Star before the Battle of Yavin, the battle was a major disaster by the way). I think this sub-mod would become really popular and make Thrawn's Revenge even MORE popular in the mean time! If you need testers, sign me up!
Thanks! Now that TR is updated and uni is going into summer break for me, I'll probably start up work for the sub mod again. So I'll be posting a "news update" in late May, once I get my summer plans nailed down.
Posted by: DemonKingDan
« on: March 13, 2018, 07:45:13 PM »

I would love to test this mod, it sounds really interesting. I like how you're mixing in Legends stuff like how the Rebels had the Modified Providence-Class Destroyer (Rebel One) and at least 1 Lucrehulk (used against the First Death Star before the Battle of Yavin, the battle was a major disaster by the way). I think this sub-mod would become really popular and make Thrawn's Revenge even MORE popular in the mean time! If you need testers, sign me up!
Posted by: DarthRevansRevenge
« on: September 12, 2017, 09:38:05 AM »

i wonder if Petroglyph will patch the game again too fix that problem... that would be nice
Posted by: Mr.Puerto
« on: September 11, 2017, 10:29:11 PM »

Well I'll cross that bridge when I get there I suppose, if not I'll just keep TR ships
Posted by: tlmiller
« on: September 11, 2017, 10:01:27 PM »

Hehe, the most up to date version that can be used was released 12 years ago.  At this point it's been impossilbe to obtain legally for YEARS, and even going to less legal methods is getting to be hard due to age.
Posted by: Mr.Puerto
« on: September 11, 2017, 09:43:04 PM »

Have you found a copy of 3dmax 6,7, or 8?  Those versions are REQUIRED for being able to export to the alamo format that FOC uses.
Not yet, but I think it shouldn't be too difficult to get. However that is for wayyyyy down the line so I'm not going to worry about it at the moment
Posted by: tlmiller
« on: September 11, 2017, 09:26:01 PM »

Have you found a copy of 3dmax 6,7, or 8?  Those versions are REQUIRED for being able to export to the alamo format that FOC uses.
Posted by: Mr.Puerto
« on: September 11, 2017, 09:13:47 PM »

A quick update:
Life came at me real fast so I have been lacking in the mod development. However I have been playing around with TR files and figuring them out. Once I have figured out how to build a GC I'll start with that first. I am also attempting to learn how to 3D model so I can either; put in models for ships that are not included that I would like to see, or eventually phase out TR's models with my own.
Posted by: Mr.Puerto
« on: August 01, 2017, 10:09:49 PM »

Small thought:

What if the rebel's territory started out as nothing but choke-points? Quite literally a line of planets that the empire has to fight their way up. This would certainly suit the outer rim and the rebels could defend such places easily with an inferior force.

Instead of a large force, what about a force that can replenish itself much quicker than the empire can? Not sure how that would work though.

Well at that point the rebels would be surrounded on all fronts if I'm understanding correctly. Also considering that rebels were always ill equipped. A quick replenishing force would be opposite of the what the rebellion is. Thanks for the suggestion though
Posted by: t78
« on: August 01, 2017, 04:09:05 PM »

Small thought:

What if the rebel's territory started out as nothing but choke-points? Quite literally a line of planets that the empire has to fight their way up. This would certainly suit the outer rim and the rebels could defend such places easily with an inferior force.

Instead of a large force, what about a force that can replenish itself much quicker than the empire can? Not sure how that would work though.

Posted by: Mr.Puerto
« on: July 31, 2017, 08:44:00 PM »

For your mini-mod idea, did you have any ideas as to who controls what territory at the start?

I'm not too sure quite yet, again I still have to figure out modding and such, however the stereotypical rebel planets will be there. Maybe more of the outer rim than usual, it depends how I decide to balance it. For example do I want the rebels to have control over more planets than they usually did? Or do I want to keep it at normal level and have them start out with a larger force.

Of course the Empire is going to control all of the core and mid rim.
Posted by: DarthRevansRevenge
« on: July 31, 2017, 07:07:37 PM »

well, Yavin, Hoth, and Mon Calamari have to go to the rebels. i can't remember any other rebel territory though
Posted by: t78
« on: July 31, 2017, 04:55:05 PM »

Corey said that some ideas like convoys were considered for a potential later version. Maybe, maybe not. But if so, you could get a situation where certain features that allow a single GCW 'era' to be made, could end up in the mod for other reasons and just have to be put together in a particular way.

For example, if convoys, partisans raising units in enemy territory, and the ability to place worlds behind a barrier of neutral planets could be done (the former two in a GC- maybe bacta war?), then you'd get the ability to make an insurgency, with a late-game twist making those original planets accessible.

Say, the rebel planets are behind a neutral barrier of CSA planets (so you have the pop count that allows forces to be raised). When the rebels get enough money and raise enough forces to conquer imp planets, the empire 'annexes'  the CSA planets, and they become imperial territory, forming a bridge to rebel heartlands. You then have to defend the original rebel planets as well as your later gains. This then segues into era one (one and a half?) of ICW.

Of course, if two out of three of those features were to make it in then it would still be impossible, let alone if only one or none got in.

**

For your mini-mod idea, did you have any ideas as to who controls what territory at the start?

Posted by: Mr.Puerto
« on: July 31, 2017, 03:01:44 AM »

so, i have a suggestion.

look on moddb list of FoC mods, there should be a Republic Assault: the Clone Wars mod. click on it, then go to articles. there is in there an article that shows you what to do to code in additional tech levels.

now, for my suggestion. Add it on to TR. push the start date of TR back to 1 BBY, and have the war start there. if you do that, and Corey sees this, after 2.3 we may see another expansion on it for 2.4... or the 2.3 update(or a massive submod) could be redo EoTH and add the Galactic civil war
Personally I don't think the TR team is going to a Galactic civil war version.

In any case, I want to make my own version of the GCW as a giant sandbox. Tech levels one through five is perfectly fine for me. Also with what Republic Assault is doing the AI will not be able to advance in tech level after the tech level 5. I want to have ai in my sub mod to work.

Thank you for the suggestion however.
Those working on this mod do so in their own free time and for no pay.
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