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Messages - Weaver

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I'm back at it again. Here are 13 custom wallpapers for Thrawn's Revenge, each featuring several planets, and featuring the Ascendancy Star Destroyer, Knight Hammer, and Vengeance.

Take a look. Let me know what you think. Again, included with these are the DDS files so you can stick them into your game as a splash screen.

Thanks for 3.0, guys. Amazing models.

https://imgur.com/gallery/NhTXRPT






The full album is here: https://imgur.com/gallery/NhTXRPT


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Hey all,

I've made some custom wallpaper for Thrawn's Revenge that can double as a new splash screen. I personally like something with a bit more flair.

Gallery of all wallpapers

You can download the entire pack below as a ZIP file. at this link. It includes all 1080p wallpapers AND .dds Splash Screens, which you can install by sticking them in the Art folder of your Thrawn's Revenge mod folder in your EAWX directory.

Let me know if you would like any alterations, and I may consider them.

Thanks, and can't wait for 3.0 and the badass Ascendancy Star Destroyer. It's the most beautiful ship I've ever laid eyes on.

Here's the link again (the forum doesn't play well with attachments, it seems).

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...as the Yevetha.



Here she is, the Pride of Yevetha (stolen alien tech).


I chose this playthrough on Admiral to experience what I thought would be the most difficult in the game. And it was difficult, if only because they are just a bastardized Imperial faction, but with no superships or special advantage.

I imagined the way a pissed of race of eons-enslaved aliens might feel, and how they wish to take vegeance against an Empire that wronged them. To that end, I knew my flagship had to be the Hand Phalanx, a representation of the ingenuity and ferocity of the Yevetha.

Ok, getting down to brass tacks--the feedback I have for the mod.

First off, the Yevetha need a buff--some special fighter, ground unit, a dreadnaught, something to make them interesting. I had to unleash 100 of their fighters upon a World Devastator and take it down with planet guns. They are fun to play because they have absolutely nothing unique except the ground units, but I would love to not be totally at a disadvantage against everyone else in every category, to make them more interesting.

Second, the Megamaser tank is INSANELY overpowered and needs a huge nerf. It took out 4 AT-ATs in just a few hits, with barely any damage. It wiped out nearly every ground fleet I had. I recall you are nerfing it, but just thought I'd reinforce how ridiculous it is.

The best way to take down a Megamaser tank?

Flood it with troopers.

I felt like Les Miserables, sending torrents of soldiers out in the streets to shoot down massive tanks. In a way, maybe this is how they are meant to be played.

The Boarding ship shuttles? As much as I enjoyed taking advantage of them (about the only thing the Yevetha have) in a way they are too easy. They rarely got shot down in my playthrough, unless I told them to "attack." On the other hand the mechanic is working sound except...

I had an Allegiance on the battlefield, and took a new Allegiance, and when my units "recinforced" I was missing an Allegiance. I think the script might be bugged a bit. But the new mechanic definitely makes things a little more fun. I would have liked to commandeer World Devastators, though--ESPECIALLY as the Yevetha.



^ A metaphor for playing as the Yevetha


All in all, thank you for this uphill battle, and I am reasonably certain the Yevetha aren't finished yet. I do think they need more varied/unique units to set them apart. I would have liked to see some more exotic ground units to counteract all the devastating tanks the NR and Hand have, and some better fighters for purchase since Yevethan fighters are about as useful as Wraith fighters (ala Stargate Atlantis).

Still, thank you for continuously updating this game and doing it more frequently, and I am looking forward to all the new factions...

Especially the Yuuzhan Vong.



Welcome your new overlords.


P.S.

Here's the whole album for whoever cares: https://imgur.com/a/Kvr0jzC

4
Discussion, Suggestions & Feedback / Re: From the Ground Up Remnant.
« on: April 20, 2016, 01:46:50 AM »
I stand corrected.

Hadn't tinkered with the GC file itself. Might have to foray into a few edits and see what disastrous scenarios I come up with.

5
Discussion, Suggestions & Feedback / Re: From the Ground Up Remnant.
« on: April 19, 2016, 01:36:39 AM »
I was curious, so I went back and played FTGU Remnant on Admiral. It was actually one of the easiest compaigns, but that may just be because I have a lot of experience with FTGU in general.

I spread out very thin and took as many planets as possible, putting up velocity guns in strategic places and leaving the natural fortress pirate worlds to cover my other borders.

One thing that made the game very easy was that the Hand and Pentastar could not get to me since for some reason that one planet on the left that I forget the name of in the Duskhan cluster does not connect to Hand territory.

I, too, built a bunch of Victories to take Bilbringi and then built a Sovereign.

LOL. My first Sovereign is at 99% and then BOOM a giant whale comes and takes out my key border planet. I was very "lucky."

From there my Sovereign licked the galaxy clean, and I brought in another one to tagteam all the harder planets.

When I reached the point of no return--(the point where winning is inevitable and losing is not possible)--I was at 150 weeks.

I then got lazy and took my time and didn't bother with military efficiency whatsoever, just auto-ed everything, so I finished the entire campaign at 180 weeks, with a lousy military efficiency of 51%!

It was very fun and sneaky. The New Republic ended up all over the map, and beleive it or not the very last Hand planet in their territory--miraculously--was a New Republic world, instead of a Hand world.

They created this random bunker deep in Hand territory.

If there was a connection into Duskhan territory, the game would have been much much harder--a proper challenge keeping the Empire at 4 borders instead of 3.

The #1 thing I am most disappointed with is how disadvantaged the PA is.

The PA always loses, it disappears, it cannot compete.

It's sad. Hopefully the addition of the Bellator can help amend this, in fact 2.2 is going to be very different and FTGU is one of the things I am most looking forward to.

Anyway that's all for now. Not a bad guide, Kucsidave, I am not as conservative as you and don't mind losing ships, but I have to admit the Sovereign is a necessary evil to win this campaign quickly unless you want to spam Tie Defenders to take out whales.

Whale hunting....

*shudders*


As far as the mod itself goes, I had 3 main problems that may need looking at:

1) Entry into PA and Hand territory is through just one planet and throws their factions out of balance
2) The PA always loses quickly
3) I only had 2 raid fleets in 180 weeks of playthrough (in my last FTGU I had ZERO).


6
Discussion, Suggestions & Feedback / Re: From the Ground Up Remnant.
« on: April 07, 2016, 03:03:28 AM »
Quote
I used to play just about every strategy game with that mindset ("don't lose anything!")

It's a terrible mindset. Reflects scarcity and usually hampers your strategy (in life and in the game). I'm glad I, too, grew out of it.

7
Discussion, Suggestions & Feedback / Re: From the Ground Up Remnant.
« on: April 04, 2016, 12:33:35 AM »
I interpreted your post as meaning 155 weeks had gone by and you still had not expanded!

Even so, I typically have beaten the campaign by 120 weeks. I do remember once having a very extended playthrough with the EOTH past that, but freezes stopped me from continuing.

I just think "economist" playthroughs are not very exciting. It is more challenging to be aggressive and attack early and often.

The difficulty with the Empire is that the Sovereign is so overpowered, and makes playing as them too easy. I would like to see a game version where the Sovereign does XXX amount of damage, rather than a 1-hit KO.

Also would be nice if the AI were smarter and could use fighter raids, hit and run, etc.

8
I've found FTGU to be the most fun, and I have beaten it with every faction on Admiral.

The worst part of the GC is the endless sleughs of frigates. The AI just likes to build build build masses of frigates and (more often than not) send them to their doom.

Time is really the worst part of FTGU.

9
Discussion, Suggestions & Feedback / Re: From the Ground Up Remnant.
« on: April 03, 2016, 02:44:01 AM »
I've beaten FTGU with EVERY faction on Admiral. It's not that hard.

The key is to be very aggressive and micro-manage everything. That means raid fleet after raid fleet. You need to be as quick as possible in taking planets.

The strategy you outline here is maddeningly overcomplicated, and it appears to take a long time. "Saving up credits" for 100 weeks is not challenging nor stimulating, and is really just cheating.

10
I've grown fond of the Pentastar Alignment's original blue, but I do have one request, Corey. The text color needs to be lightened independent of the other colors so it is readable. This is a one-line fix.


Also, Interface of War Version 3 for Thrawn's Revenge has been released. See the screenshots and the readme for how it looks in-game.

http://www.nexusmods.com/starwarsempireatwar/mods/1?

Thanks to the TR team for making a mod that makes this game still playable after so much time. Looking forward to the Bellators in 2.2!

11
To be honest I just wanted my favorite faction as purple because the navy is rather dark, and purple is also a color of royalty.

Anyway that's the colors for ya. The rest of the mod will be making better HD blobs, which should fit right in line with TR as I have it solely in mind, though it will work fine for FOC too.

12
Hey guys I am Supreme, creator of the Interface of War mod on the Nexus: http://www.nexusmods.com/starwarsempireatwar/mods/1/

My mod makes major interface changes to Thrawn's Revenge, including faction colors. I am putting in the suggestion that the faction colors be alterted a bit by some simple logic. In my interface mod, I changed the colors to better fit the faction and their laser colors.

The New Republic is now red-orange, to symbolize their lasers and their advancement from the all-red Alliance. The Empire is a brighter green. But the best change is that the Pentastar Alignment, my favorite faction, is now purple. I felt they were an oddball faction and needed a more royal color, as the blue was too dark and was not as much of a "fun" color.

I am now making a version 3 of this mod specifically for Thrawn's Revenge, since it's the only mod I like to play, and I was wanting your input. I also want to throw out there that it'd be cool if you changed the Pentastar's faction color.

I think the best color is either purple or periwinkle. You can actually see a periwinkle PA logo here: http://thrawnsrevenge.com/factions/pentastar-alignment

I think this is a more exciting color and differentiates the faction a bit, as I just never liked that dark dark blue.

That's my main input for 2.2, other than smaller projectiles (which you already are doing, I recall), a custom Visvia projectile (never heard if this was going to be implemented), and lastly SMALLER HARDPOINTS (make them 0.2 by default like Republic at War).

Thanks for listening and I would love to hear any further discussion on these subjects. Check out my mod if you like.


Interface at War mod - Changed faction colors for 2.2 - And other suggestions

This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. The Thrawn's Revenge team is not responsible for any negative effects from installing these files nor can they be held responsible for fixing any issues which arise from them.

13
Ya gotta love the Eclipse. After working for it throughout all of FOC and only getting to use it once, it feels good to see it in it's full glory...unless you're on the receiving end

I don't recall ever getting to use it...just a stupid video at the end.

Ruined the whole game for me.

14
News & Updates / Re: Patch One Content Thread
« on: June 28, 2014, 02:00:11 AM »
Perhaps a reskin (or even remodel) of the Modular Taskforce Cruiser?

I personally always thought it resembled a giant space pancake, rather than a ship.


15
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: March 17, 2014, 02:02:02 AM »
Hailfire rockets are unable to destroy IDTs (Lancet counterpart).

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Discussion, Suggestions & Feedback / Re: What would you likein game?
« on: March 15, 2014, 07:28:48 PM »
Feasible requests:

Make the AI build and appropriately use SSDs. Right now they are too easy to blow up with fighters, or in general--the AI doesn't retreat, and Auto-Resolve doesn't work correctly--every time I send 100 fighters into a battle Auto-Resolve kills them all without any losses.

Less feasible:

EotH SSD? :)

17
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: March 15, 2014, 07:21:15 PM »
Figured I'd start one to get the bugs that we've found so far posted.  Started an infinities as the PA, and found these:

One that I found that wasn't caught until after the Betas was over is Wayland has only 2 reinforcement points, and with those 2, has a maximum amount of 7 units.

I could be wrong on this, but it seems in my playing so far that Blastboats spawned from Muni's are considered relevant for victory (you have to hunt them down and kill them to win, since spawned fighters weren't supposed to be anymore)

BTW, is FTGU supposed to get like 10 attacks per week from the AI?  I've given up on that save game because it took 6 hours of actual playing to get from week 45 to 50 due to literal constant attacks.  No more than finish a battle, go back to Galactic, and a popup for "space battle at wherever.  Was really fun playing this for a while, but the constant attacks killed it.

I've experienced this as well. No SSDs or capital ships, just swarms of frigates even after my superior fleet had taken a planet.

Literally as you say ten fleets could all advance on the same fleet of 14 Phalanxes and be obliterated in seconds. I think the AI needs a tweak in this GC.

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Those working on this mod do so in their own free time and for no pay.
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