Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Corey

Pages: [1] 2 3 4 5 ... 22
News, Dev Diaries & Announcements / [Release] Star Wars: Ascendancy 1.1
« on: August 19, 2017, 10:17:19 AM »
...Ascendancy 1.1 Release...

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment, each with their own unique ships, heroes and tech trees to reunite the Star Wars galaxy under your rule.

It's been some time since our last release, and basically all facets of the mod have changed. Doing a full changelog would be next to impossible, so here's a general overview of some of the mor major changes.

...Major Changes in 1.1...
Overhauled menu and HUD UI to be more aesthetically appealing and user friendly (including map pips)
Several random events and encounters, including shipyard worlds, the Katana fleet, and Ssi-Ruuvi invasion events
Several unique research options added for each faction. All factions now have 100-110 research subjects.
Added heroes for all factions, including Han Solo in the Millenium Falcon, and Emperor Palpatine in the Eclipse
Added upkeep costs directly to ships, helping to address resource snowballing
New Map: Balance Point, re-added support for Random maps
Art assets remade for several units, including the Bellator-class SSD and Procursator
Several new units, including the Peltast-class Star Destroyer and Raider-class Corvette
New stations for Remnant (Cardan-class), Alignment (Validusia-class) and Hand (Oto-class)
Many bug fixes and balance changes

[Download Ascendancy 1.1 - ModDB]

I have made a tutorial video on my youtube channel, Corey Loses, for those who don't know how to install the mod, which you can find by clicking here.

I plan to regularly organize community matches through that youtube channel as well. These matches will be scheduled in advance and livestreamed while they're happening. In addition to being announced on the forums, Mod Database and YouTube channel, they will also be announced on the Corey Loses & GB Gaming Discord server, which now has a section dedicated to Thrawn's Revenge discussion. To join that server, simply click the icon below.

There are still two art assets we were unable to finish in time for the release, the Wild Karrde and TIE Droid, so currently they're still using some palceholder assets (Corellian Corvette and TIE Fighter). The models are done, but the textures are still in progress. Since we plan to have another release in a couple months, we decided it wasn't worth holding back the release for those just yet, and their updated art will be in the next version. We'll have an overview post about version 1.15 soon, however we're trying something with this development cycle we've not done before. While it will be a relatively short window between 1.1 and 1.15, those who wish to play through the build as it happens will be able to. The subforum and repository we set up for the 1.1 beta process will be kept live throughout development, and as features get ready for testing, we'll by updating that repository as we go. For full instructions on how to gain access, click here.

I've done a video version of (essentially) the information from the announcement post, with our first in-game look at the Republic and CIS.

News, Dev Diaries & Announcements / Scenario Editor Preview
« on: July 22, 2017, 08:22:03 AM »
A quick look at a very early version of our Galactic Conquest scenario editor, building the new Reunification for 2.2.

We have finally entered the last stretch of the 1.1 development cycle for Ascendancy and begun the beta process! As we clean up the last bits of work, like finishing some icons and one or two art assets, we will be opening up the mod builds to everyone for testing purposes. Our primary goals with this are to find any major bugs which still remain, but just as importantly, to start getting more information on balance in the mod before the full release. We will be hosting several games ourselves, and encourage everyone else in the beta to do the same, and let us know what you find.

In order to access the beta, you will need an account on the Thrawn's Revenge forums. This is the method by which we are organizing the beta itself the feedback threads and game schedules are all being run through there. There are full download instructions within the beta subforum, but I have also made a video on how to set up the Github repository, which will be at the end of this post.

The first multiplayer game we're organizing is being livestreamed as a community match on Corey Loses at 1pm EST, Sunday July 16th, the page for which can be found here. As a community event for the channel, the game will first be open to patrons of Corey Loses, and then opened to anyone who wants to join. If you can't come this time, there will be plenty of matches coming up, both streamed and unstreamed. Ideally, the beta process will be going 2-3 weeks before the full release.

This release does not, of course, mean the end of the mod- we've already started some plans (and actual work) for the next version. As we've said in the past, we plan to do some smaller updates between the larger content-oriented ones, like faction releases.

Whether you decide to join the beta or wait for the final release, we hope you enjoy it.

News, Dev Diaries & Announcements / ASC: We Could Be Heroes
« on: July 06, 2017, 02:20:54 PM »
With the beta starting up this weekend, it's time for our final overview post for 1.1, this time talking about heroes.

Heroes in Ascendancy are absed on the E4X hero system developed by GoaFan for the Star Wars: Interregnum (and E4X) mod- before the game, if you want heroes enabled, you enable them in the pregame options. You will then have access to a station which can call in heroes for you, after completing the required research. Typically, heroes can respawn after they die, however there will be at least one exception to this. There is also one hero per faction which is available only in the flagship victory mode.

The heroes for each faction are as follows. For more information on their abilities, you the video at the end runs through all abilities for all heroes:

New Republic:
- Han Solo & Chewbacca (Millenium Falcon)
- Talon Karrde (Wild Karrde)
- Admiral Ackbar (Home One)
- Leia Organa-Solo (Rebel Dream, ISD) [Flagship]

Imperial Remnant:
- Grand Admiral Gilad Pellaeon (Right to Rule, ISD) [Requires Pellaeon/Thrawn Regime]
- Grand Admiral Thrawn (Chimaera, ISD) [Requires Pellaeon/Thrawn Regime]
- Admiral Natasi Daala (Knight Hammer, Executor) [Requires Daala Regime]
- Emperor Palpatine (Eclipse) [Requires Palpatine Regime]
- Sate Pestage (Ciutric, ISD) [Flagship]

Pentastar Alignment:
- CEO Elta Besk (Dynamic, Munificent-class)
- Governor Ib Dekeet (Velcar, Secutor-class)
- Grand Moff Ardus Kaine (Reaper, Executor-class)
- Grand Admiral Octavian Grant (Oriflamme, ISD) [Flagship]

Empireof the Hand:

- Admiral Ar'alani (Frontier, Syndic-class)
- Commander Stent (Retribution, Peltast-class)
- Admiral Siath (Battlehammer, Intego-class)
- Admiral Voss Parck (Strikefast, Victory-class) [Flagship]

News, Dev Diaries & Announcements / [2.2 Demo Patch] Loading Time Fix
« on: June 26, 2017, 04:20:42 AM »
This patch solely fixes an issue where loading times for launching the mod were incredibly long. Other changes will be coming in future versions and patches, but we felt this was necessary to be addressed as soon as we could.

To install, simply extract the file and place the new GameObjectFiles.xml in CW22Demo/Data/XML, overwriting the existing one.

[Download - ModDB]

We typically don't post personal stuff of our team not related to the mod, however one of our 3D Artists had some serious medical issues recently. If you could take a moment to read, share, or if possible, support the gofundme, we would all appreciate it.

Discussion, Suggestions and Feedback / The Galaxy's Next Top Jedi
« on: June 16, 2017, 04:43:55 AM »
While we don't want to oversaturate the mod with every jedi that ever got some face time, there are a few slots available that don't quite have a story redquirement to be anyone in particular, so we wanted to let everyone weigh in (and help stop the spread of "Jedi X when?" comments/threads. There are some that do have narrative requirements to be in, which aren't included on this poll, and some on this poll we may ultimately decide do have narrative requirements to be in, so this isn't a written in stone guarantee sort of deal, but will definitely factor into our decisions. You do have the option to change your vote, and keep in midn, we cover more than just the Clone Wars. No Oppo Rancisis.

News, Dev Diaries & Announcements / ICW/FotR: Microjump Preview
« on: June 15, 2017, 12:52:11 PM »
A quick look at another ability coming in Thrawn's Revenge: Imperial Civil War and Fall of the Republic, Microjumps.

I've begun my full Empire of the Hand playthrough on my channel, covering several of the new units, graphics and functions in 2.2. Episodes will be posted every Wednesday, Friday and Sunday.


Continuing our faction video preview series for 1.1, Corey has just posted the Imperial Remnant's, covering their new tech and ship abilities. Next up will be the Hand, and finally, heroes.

News, Dev Diaries & Announcements / 11th Anniversary Team Livestream
« on: June 02, 2017, 07:49:39 PM »
Tomorrow (Saturday, June 3rd) at 3pm EST, Corey Loses will be hosting a stream to celebrate 11 years of Thrawn's Revenge with several members of the dev team (so far, Corey, Slevered, Dr Nick, and Pox, with potentially Robin, Endcar and Slornie). We'll be revisiting Imperial Civil War 1.0 while talking about future plans for Imperial Civil War, Ascendancy, and Fall of the Republic, mod history, and answering questions from the chat.

If you wanna watch and join in on the chat or have some questions, click the link below:

News, Dev Diaries & Announcements / Single-Unit Retreat
« on: May 31, 2017, 01:41:58 AM »
Did a quick video on the sing;e-unit retreat function coming up in ICW 2.2 and FotR 0.5 while prepping for my EotH preview campaign to kick off.


As I was compiling all the updates for this release cycle of our projects for the helpful new News Post Compendium thread on the forums, I noticed that while Ascendancy has had some very specific updates, we haven't done an overview of some of the more general changes yet. Because of the proximity of the 0.95 and 1.0 releases, which were primarily about setting up basic content, 1.1 is the first release where we really have had an opportunity to address some of the bigger points of community feedback, instead of just working on the basic content of the mod. hopefully this update will give a better idea of some of those features, as well as an overview of how testing and future releases will go.

...User Interface...

First, one of the more common complaints against 1.0 relate to some of the icons- planetary icons aren't particularly clear, and unit icons tend to take up too much screenspace. We were attempting to simplify the information as much as we could, and also trying to address the icon situation in a way to get around the fact that Star Wars ships in the same faction tend to have a similar profile, making the Sins style less feasible. This was not always successful. The changes to presentation of the unit stacks/force indicators beside planets were also harder for some players to find. So, since the last release OzWolf has redone all of these aspects entirely; unit pips should take up less screenspace, hopefully still being clear enough about what they are, while maintaining the larger more prominent style for planet infrastructure, highlighting its importance and helping it stand out. We still feel that having just renders of the planets, while technically being the most "accurate" isn't always the most clear (especially when so many are primarily green), so we've tried to use some simple, clean symbols to represent them, as you can see below. We've already posted some screenshots in the past of the updated menus and such, so here are some more screenshots of some of the ingame HUD-related changes, including planets, unit icons, and all of that. Crucially, we've also played around with team colours. Hopefully these changes help more easily provide information to players than previous versions.

...Balance, Economy, Research & Factions Fleshed Out...

For the fleshing out of the factions in terms of additional tech and abilities, I have been doing full faction profiles on Corey Loses (Hand and Remnant still forthcoming, so I won't say too much about that here, save that I have been bringing each faction up to at least 100 research options for 1.1, with plans to expand that as we figure out which gaps each faction needs to fill, and Bane & I have been filling all the empty ability slots from 1.0, which should help give some added flair and flavour to the different units and factions.

Primarily, though, almost every single stat has been changed in a significant way. The cost and times associated with research have all been adjusted, which should help with the early game slog, while unit upkeep costs help to keep the late-game credit and resource overflow in check. While the stats are not yet final, and will be regularly tweaked up until release, we have a full spreadsheet with all damage, health, and other helpful values which should both help players understand how the units work, and help bring inconsistencies or outliers to the attention of the team more easily. Keep in mind, though, that while stats like this are helpful they don't always tell the full story (especially with abilities coming into play more). This spreadsheet can be found here, and will be updated as we approach release and beyond as we make further changes:
Unit Stat Spreadsheet
It's not reflected in this spreadsheet just yet, but we've rescaled shield regeneration, significantly increasing the speed at which ships will recharge, which was far too low before. We also plan to do some alterations to ship ranges in the future, both to add some variation between units, and also to help combat be a bit more visible (right now ships are probably a bit more spread out than we'd like).

Alongside this, of course, we've worked over the last year to resolve bugs with unit behaviour as they've been reported, including the VSD firing issues, along with trying to address some of the more abusive strategies. The function of starbases has been greatly expanded as well, and the Esseles-class Civilian Station has been removed. Stations, now being the Cardan (Remnant), Empress (New Republic), Validusia (Alignment, pictured below) and Oto (Hand), should now each be a lot more capable than the Command Station/Empress of 1.0, while still reflecting the unique flavour of the factions.

When it comes to number changes like these, it's hard to really get across what we're doing without being able to play with them for yourself, bringing us to...

...Release Structure & Testing...

A lot of the biggest issue with where the mod currently stands in our mind come as a result of how long it has been between releases, with 1.0 having been released essentially over a year ago in its beta form. In our experience with Imperial Civil War, while balance was still certainly a concern, it was not a primarily multiplayer or "competitive" game, which meant we could take longer to address some edge strategies that would be overpowered- having 6 months to a year between releases doesn't impact enjoyment as much. It also had a much more stable foundaction, being several releases in. In Ascendancy, with more moving parts and as a primarily-multiplayer experience and without such a long history of iterating on feedback, we need to be able to react more readily to balance or design issues as they arise, rather than waiting for the larger content release goals to be met. This is something we will be changing going forward. We will still be structuring the release of new content versions similarly (ie, not releasing the upcoming factions piecemeal), however within those cycles we plan to have a new release or patch to address any issues in game mechanics or balancing every 2-4 months, as necessary (on top of any hotfixes necessary at release). This has been especially obvious in 1.0 since, as I say, it was the first release, and therefore does not benefit from the ability to have been made and iterated on with larger amounts of player feedback.

To that end, we will be starting a semi-open beta process on our forums at around the end of June. This will be done in two progressively more open stages. First, once we're satisfied we've caught the major bugs with our internal development and testing teams, we will be opening up the beta to members of the Admiral's Lounge on the forums. After a week or two weeks there, we will open it up to all forum members until we're satisfied that it's ready for release. To be clear, the entire point of doing a beta like this is to provide feedback before a full release to ensure a stable, fun release, not to simply play an early version. As such, we are setting it up in the way that is most conducive to managing that process, especially since we're likely gonna have to do a lot of explaining how to use GitHub. We will be setting up boards for reports, updates, changelogs and multiplayer matches during the process.

We hope you're looking forward to giving these changes a try, and as ever, we're looking forward to hearing everyone's feedback.

- The Thrawn's Revenge Team

Follow Ascendancy
Forums - Facebook - Steam GroupMod DB - Twitter

It can sometimes be hard to locate all of the news related to a current development cycle, so this thread compiles all of the relevant news posts in chronological order, for all of our projects.

Imperial Civil War 2.2:
February 7th, 2016: Faction Profile: Warlord Zsinj
July 18th, 2016: Regime Change
August 2nd, 2016: The 2.2 Manifesto
September 3rd, 2016: We Could Be Heroes- The Pentastar Alignment
September 15th, 2016: We Could Be Heroes - Warlord Zsinj
September 24th, 2016: Era One - Galactic Conquest Breakdown
October 13th, 2016: Era Two - Galactic Conquest Breakdown
October 21st: Faction Profile: Greater Maldrood
November 7th, 2016: Schism Events, Research, and Galactic Conquest Breakdown - Era 3
December 7th, 2016: We Could Be Heroes - Greater Maldrood
December 2nd, 2016: 2.2 Demo Announcement
December 13th, 2016: Faction Profile: Eriadu Authority
March 3rd, 2017: 2.2 Demo Released
March 6th, 2017: Beta Testing and We Could Be Heroes - Eriadu Authority
April 13th, 2017: EotH: Past, Present and Future
May 26, 2017: GC Selection Layout Update

Ascendancy 1.1:
May 31st, 2016: 1.0 Post-Release Roundup
August 2nd, 2016: Ssi-Ruuvi Redux & Development Progress
October 15th, 2016: Fractured Empire
December 6th, 2016: Updated Faction Select Screen
December 10th, 2016: 1.2 Faction Profile: The Hapes Consortium (1.2 Early Look)
April 13th, 2017: EotH: Past, Present and Future
April 28th, 2017: Pentastar Capital Ship Ability and Tech Overview
May 11th, 2017: New Republic Capital Ship Ability and Tech Overview
]May 30th, 2017: Ascendancy 1.1 Overview & Testing Plans

Fall of the Republic 0.5:
April 1st, 2017: FotR Teaser Trailer
May 9th, 2017: Fall of the Republic Announcement and FAQ

News, Dev Diaries & Announcements / ICW: GC Selection Layout
« on: May 26, 2017, 02:52:57 AM »
We've always tried to cover as much of the feeling of the post-Endor galaxy, as well as we could. Sometimes, though, especially for new players, it's hard to know exactly what you're getting yourself into. In 2.2, with 20+ playable campaigns and 8 playable factions, this is especially true. With documentation being one of our goals for 2.2, we're trying to find ways to provide as much useful information to players, in the most convenient way possible.

This is a relatively minor change, but will hopefully help people get into the mod. First, we've sectioned off the GC selection list into three primary categories (plus the tutorial); multi-era, being the main "grand campaigns" of the mod, single-conflict, being those GCs related to a single war or military campaign, and Infinities, being extra game modes like From the Ground Up and Survival, or flavour scenarios like Empires at War, not based on any canon storyline. This should make it easier to find the kinds of GCs you're looking for.

The second part of the change is the faction dropdown list being sorted into faction types: first, the major galactic powers, second the Imperial Warlords, and the third minor powers category, which may give an idea of what a potential 2.3 could focus on...

Again, not a huge change, but this should hopefully help people not get hopelessly stranded in a sea of drop down lists and scroll bars.

Pages: [1] 2 3 4 5 ... 22
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!