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Author Topic: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo  (Read 24646 times)

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March 03, 2017, 12:04:16 AM

Offline Corey

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[Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« on: March 03, 2017, 12:04:16 AM »





It's been quite some time since the last major release of Imperial Civil War, and we're finally back with a taste of what's to come. In this demo, you can play in the reworked Hunt for Zsinj galactic conquest scenario as the New Republic or two of the three new playable factions in 2.2; the Greater Maldrood and Warlord Zsinj. This GC provides a look at several of the new and reworked mechanics and other upgrades that 2.2 will bring to the table. This includes a ton of reworked graphical components (new projectiles, space skydomes, unit models), new and reworked features (extra story-driven content, emergent faction events), new units, and more. As this is just a demo, there's still a ton more to expect with the full 2.2. Depending on the feedback from this version and the length of the rest of 2.2's development time, we may consider another demo of this type with another scenario at a later date to make sure you don't go too long without something new to play. A lot of our determination on how to handle the full release, especially the testing process will be decided based on this demo. We suggest you do not delete your copy of 2.1 just yet.



Playable Factions:
New Republic: (Only new content listed)
  • 2.2 Demo - Wraith Squadron, MC80 Home One Type, Dauntless Heavy Cruiser, Quasars allow for X-Wing use on ground.
  • Coming in Full 2.2 - Republic Star Destroyer

Warlord Zsinj: (New in green)
  • Space- ISDI, ISDII, Executor, CR90, Nebulon-B, Nebulon-B2, Carrack, Dreadnaught, Gladiator, Neutron Star, Strike Cruiser, Acclamator, Quasar, Dominator, Lucrehulk, Allegiance, VSD
  • Ground - TIE Fighter, A6 Juggernaut, AT-TE, Nightsister, 2M Repulsortank, AT-ST, ULAV, IDT, SPMAT, Jump Trooper, TIE Crawler, Raptor Troopers, Stormtroopers, Hailfire, Droideka, Shock Troopers, Raptor Scout

Greater Maldrood: (New in green)
  • Space- Bellator, Crimson Command VSDII, Procursator, IPV, ISDII, ISDI, Ton-Falk, Arquitens, Interceptor IV, Neutron Star, Dreadnaught, Immobilizer, Crusader Corvette, Providence, Secutor, Allegiance, VSDI, ARC-170
  • Ground - AT-AT, AT-PT, TIE Crawler, Bantha II, ISP, AT-AP, Stormtroopers, SPMAT, Shock Troopers, Jump Troopers, T-16 (Thanks Farseer), TX-130, A9 Floating Fortress, Specialist, AT-AA, LAAT
  • Coming in Full 2.2 - Sorannan Star Destroyer, Army Troopers




We hope that this will not only give something to hold everyone over until release, but if we've messed something up, we'll have ample time and feedback to adjust it as we go. This will be especially useful for balancing feedback; there have been plenty of balancing changes which should be pulling the mod in the direction we want, however the exact numbers are certainly still up in the air, and the demo will give us a good amount of feedback to adjust from the current new baseline. There are a ton of changes being made in 2.2, probably more than in any previous version (including 1.0, and the huge jump between 1.3 and 2.0), so the more feedback we can get in one GC as a testbed, the more easily we can make changes without them already being embedded in ~19 other scenarios.

Here's the basic overview of what to expect compared to 2.1, as well as a bit of a projection to the full 2.2. Keep in mind, everything (especially in the full 2.2) is subject to change. Content may be added or removed as time and priority allow, especially when it comes to additional units. To read the full changelog, click here.

Download the Demo



Click here for the list of known issues and bug report thread.





If you would like more information about upcoming features and releases, check out our site at www.thrawnsrevenge.com or our ModDB profile. If you're interested in longer-form "Let's Play" style previews of versions in progress, lead developer Corey regularly plays through early versions of Imperial Civil War and Ascendancy on his channel. He's currently finishing a Pentastar Alignment playthrough before starting the Eriadu Authority next Saturday. Click the left button below to go to the PA playlist, or the right to go to the channel and subscribe for notifications when the later ones start going up.



As ever, thank you all for your support of the team, we hope you enjoy this 2.2 Demo as much as we have enjoyed making it, and we look forward to you all getting to play the full thing (when it's ready, and no, we don't know when that will be yet).

-The Thrawn's Revenge Team
« Last Edit: June 05, 2017, 02:25:15 AM by Corey »
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


March 03, 2017, 12:15:51 AMReply #1

Offline tlmiller

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo Released
« Reply #1 on: March 03, 2017, 12:15:51 AM »
WOO-HOO!  I dare say this will be popular.
« Last Edit: March 03, 2017, 09:35:07 AM by Corey »
People should not be afraid of their government...governments should be afraid of their people.

March 03, 2017, 12:39:50 AMReply #2

Offline thdhted

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Re: [Pending] Thrawn's Revenge: Imperial Civil War 2.2 Demo Released
« Reply #2 on: March 03, 2017, 12:39:50 AM »
Drat, and I thought I was going to be productive today.
"When in war, men must die, they can't be managed to their deaths, they must be led."

March 03, 2017, 01:52:52 AMReply #3

Offline Corey

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Re: [Pending] Thrawn's Revenge: Imperial Civil War 2.2 Demo Released
« Reply #3 on: March 03, 2017, 01:52:52 AM »
Kay, it's up. Now I'm scared.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


March 03, 2017, 07:31:21 AMReply #4

Offline Illidan Stormrage

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo Released
« Reply #4 on: March 03, 2017, 07:31:21 AM »
Kay, it's up. Now I'm scared.
You have nothing to fear but fear itself

... Except maybe the wrath of ICW fans
« Last Edit: March 03, 2017, 09:34:42 AM by Corey »
"The Empire did nothing wrong obviously" :)
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March 03, 2017, 09:34:53 PMReply #5

Offline hesterj

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #5 on: March 03, 2017, 09:34:53 PM »
Awesome update!!  Zsinj campaign is the best!

March 04, 2017, 03:33:25 PMReply #6

Offline dancarp

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #6 on: March 04, 2017, 03:33:25 PM »
Awesome stuff. Well worth the wait. Great job as always, guys!

Anyone else feel like the New Republic is hilariously outgunned, though? Their fighters are their strength of course, I just felt like Allegiances with Corvette/IPV backup will just beat 10x their weight in Mon Cal cruisers. The Home One types look fantastic, but aside from the nice fighter contingent, they're practically outgunned by a Dreadnought.

March 04, 2017, 03:40:19 PMReply #7

Offline Bucman55

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #7 on: March 04, 2017, 03:40:19 PM »
Build ISDs. You have access to them until Zsinj is dead, better make good use of them.

March 04, 2017, 06:00:45 PMReply #8

Offline tlmiller

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #8 on: March 04, 2017, 06:00:45 PM »
Awesome stuff. Well worth the wait. Great job as always, guys!

Anyone else feel like the New Republic is hilariously outgunned, though? Their fighters are their strength of course, I just felt like Allegiances with Corvette/IPV backup will just beat 10x their weight in Mon Cal cruisers. The Home One types look fantastic, but aside from the nice fighter contingent, they're practically outgunned by a Dreadnought.

I actually think the NR is the easiest to play as.  by far the one with the fewest border planets to defend, assuming you ignore Mon Cal...
People should not be afraid of their government...governments should be afraid of their people.

March 04, 2017, 06:29:13 PMReply #9

Offline Helix345

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #9 on: March 04, 2017, 06:29:13 PM »
My NR experience was to just kill IPVs with your invincible mon cals and then bomb the crap out of everything else

March 04, 2017, 10:10:48 PMReply #10

Offline Corey

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #10 on: March 04, 2017, 10:10:48 PM »
Another version uploaded fixing a lot of the stability issues people reported.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


March 05, 2017, 04:54:15 PMReply #11

Offline tlmiller

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #11 on: March 05, 2017, 04:54:15 PM »
Hyper-V structures are now less than useless in latest patch.  Doesn't even destroy a single hardpoint on a wingless MC-80.
People should not be afraid of their government...governments should be afraid of their people.

March 05, 2017, 07:20:13 PMReply #12

Offline GreyStar

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #12 on: March 05, 2017, 07:20:13 PM »
There's Wingless MC80s?

And what's a "Hyper V-Wing structure?"

March 05, 2017, 09:35:11 PMReply #13

Offline dancarp

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #13 on: March 05, 2017, 09:35:11 PM »
There's Wingless MC80s?

And what's a "Hyper V-Wing structure?"

Home One types and Hypervelocity Cannons, respectively, I assume.

Hypervelocity Cannons are basically useless compared to Ion Cannons. That much is true.

March 06, 2017, 12:11:14 AMReply #14

Offline tlmiller

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #14 on: March 06, 2017, 12:11:14 AM »
I just realized when I lost my starting AT-PT's, Zsinj doesn't have anything that's any good at anti-air.
People should not be afraid of their government...governments should be afraid of their people.

March 06, 2017, 11:15:14 PMReply #15

Offline derp

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #15 on: March 06, 2017, 11:15:14 PM »
I'm gonna check this out.
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March 07, 2017, 04:31:47 AMReply #16

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #16 on: March 07, 2017, 04:31:47 AM »
I can't wait to play this Demo.
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March 07, 2017, 01:52:13 PMReply #17

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #17 on: March 07, 2017, 01:52:13 PM »
Having a lot of fun playing my Maldrood run, even with the NR constantly sieging the Roche Asteroids. 
Really like the changes so far, Overall an improvement of 2.1 I think.
Keep up the good work.

March 08, 2017, 10:46:05 PMReply #18

Offline tlmiller

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #18 on: March 08, 2017, 10:46:05 PM »
Iron Fist and Razor's Kiss decided to play tag with some NR ships


Yeah, Maldrood likes to send a lot of Gladiators to the party
People should not be afraid of their government...governments should be afraid of their people.

March 12, 2017, 07:08:52 AMReply #19

Offline turtle225

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Re: [Release] Thrawn's Revenge: Imperial Civil War 2.2 Demo
« Reply #19 on: March 12, 2017, 07:08:52 AM »
Thanks for the update, here's a somewhat detailed experience of my NR campaign.

Opened the game by spreading out my starting units to the border worlds, building ion cannons and golans on those worlds, and building mines everywhere (3x mine limit per planet was a great change imo). None of these planets have been attacked except Mon Cal and New Alderaan, which I had written off anyway.

I pretty much immediately lost the entire Hapen Fleet as well as the entire cluster except Charubah. Take note NR players, they will need help and fast. I had a level two station and an Ion cannon when I lost Hapes as well so don't think that will be enough.

Zsinj was killed off by the Maldrood on week 15, my only encounter with him was when he stole one of my transitory mists. I immediately took back Carida and Tsoss Beacon but didn't commit to take Kuat because I didn't want to leave my border worlds undefended (this was a mistake). I advise killing the empire immediately because those jerks built an executor while I was prepping a fleet to take it.

Week 25 now and my borders are secure and I'm ready to start pushing on. The Maldrood and Zsinj have been slugging it out ever since day one.

Best change is the fix to the enemy fleet trickle that plagued the last version of the mod. Every enemy fleet that's attacked me has been sufficient to win, even against my decently defended Hapes.
-EDIT: Played a bit as Maldrood and the NR attacked me a few times with just 3 capital ships against a level 1 station with a level 1 Golan. They probably would have won but I had a hypervelocity gun. Ai seems unable to take into account ground based space defenses when assessing attack risk. Not sure if this can be changed.

How many fighters do those unique Maldrood ships have? I can't remember the name of the ship right now but it's the bigger than normal looking Star Destroyer smaller than a Praetor, that spawns v-9 torrents amongst other things iirc. When I lost Hapes I had a lone Corvette doing donuts around the map while my surviving Hapen fighters were scoring kills and those ships never ever ran out of fighters.

I have to say that the ai is still hopelessly inept at ground combat, especially the single unit infantry change. They just trickle in stormies to get mowed down. It's not all bad though, artillery, at-te, and aircraft are still threatening, but Juggernaughts seem really weak.

EDIT: After playing some Maldrood, I really like the Arquitens. Cheap, spammable, and they pack a decent punch. I like them better than Carracks because of the laser cannons they have, and they are definitely better than Marauders (what isn't though). IPV's might be too strong though, infinite power to weapons is ridiculous, especially if you exploit by hiding them underneath level 3 golans where they can't get hit.

EDIT: For those who said Hypervelocity guns are useless I disagree. Ion cannons are better of course but the H-Gun is still great at crippling enemy frigates and weakening capitals and if you get lucky can even knock out shields. Building two of them on the planet makes it recharge really fast too. Since the ai moves through space like a bloated whale you get tons of time to fire. I found H-Guns vital to surviving the early game as Maldrood.

EDIT: Raptor fighters seem really strong (which is intentional I assume). But for everyone's amusement, 1 raptor squadron can solo two tie fighter and two v-9 torrent squads handily. Or maybe it's just that basic ties and torrents are bad?

EDIT: Maldrood barracks spawn two Pentastar Enforcers on the ground and that's it. Seems weak, and presumably unintentional.

EDIT: NR grenadiers being able to throw bombs on stormies is pretty ridiculous and nearly impossible to counter unless I happen to see which guy the bomb landed on. Kind of tired to losing entire squads of stormies to random bombs. It doesn't help that the grenadier unit themselves don't have a unique model compared to normal infantry.

Bug Notes:

-Quasars are FREE! Probably the most gamebreaking I've noticed. Quasars do not cost any population in space battles. I have a fleet of 3mc80 Home one type and Ackbar (16), two nebulons (4), One of Drednought, Assault, Dauntless, Marauder, Mc40 (11), 8 Corvettes (8) for a fleet comp of 39/40. But then I also have 12 quasars in this fleet as well and they are on the map with the rest. I have a ludicrous fighter comp of 33X, 29Y, 4A, and 5B wings. If I hover over the Quasars it says 3 pop, on the galactic map they say 1 pop. I'm assuming they are supposed to cost 3 pop because even at 1 pop they would be way too "efficient." Also, as a quality of life change, can we have Quasars spawn in space when they are built instead of on the ground?

-NR infantry lieutenants and captains do not have any weapons. I don't know if this is intentional or not, the description says they should have a blaster pistol, but they cannot shoot at all. Also, none of the NR infantry units can shoot while inside of a bunker except for Plex units.
EDIT: It appears that none of the regular infantry units can shoot from bunkers, but indigenous units (Wookies and Mon Cals confirmed) can do so.
« Last Edit: March 12, 2017, 12:21:34 PM by turtle225 »

 

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