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Topics - Corey

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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
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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.

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.

News, Dev Diaries & Announcements / Forum Issue Update
« on: May 22, 2017, 05:01:28 PM »
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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Those working on this mod do so in their own free time and for no pay.
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