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Every Faction Coming to Thrawn's Revenge!
Monday August 31, 2020...
Read more »TR 3.0 & FotR 1.0 Overview!
Monday August 31, 2020Feature OverviewVisual Effects Updates ...
Read more »Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War!
Thursday November 28, 20192.3.4 Release live on Steam: http://bit.ly/2eBaUOcQuote- New mechanic: Planet influence levels- New mechanic: Chief of State Elections (New Republic- New environment sets for land & space, space maps being updated with new assets- Fighter Rebalancing (Dogfights should be faster, all stats adjusted)- Pirate hero and fleet recruitment added for Zsinj- New fighters: Missile Boat, XG-1, TIE Terror, TIE Oppressor, TIE Aggressor, TIE Sentinel for Imperials Aggressor Fighter for Mandalorians- New units: Repulsor Sled (Eriadu), BARC Speeder, Adz Destroyer (Maldrood), Beta Cruiser WIP (Hapes)- TIE Avenger has proper model now- Instant Action improvements: Hapan faction now supported- Galaxy Art edits: Particle updates, camera moved slightly, travel route line thickness edited- UI modified to support more button space, new galactic filters for political events- Support ended for multiplayer GC- Fixed AI bugs in skirmish (will now capture mines and upgrade)- Fixed several crashes on galactic and battle initiation- Many other changes and fixes ...
Read more »Feature Preview: CIS Government Mechanics
Friday November 08, 2019We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory. ...
Read more »Imperial Civil War 2.3.3 Released
Thursday October 03, 2019Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. There is also a copy of 2.3.3 there for people who want that instead of the workshop version, for whatever reason (and as a backup for when 2.3.4 is out).Video version:This is also the first release of 2.3’s cycle for non-Steam version, specifically Disk and GoG. There are several things to note about this, since it’s one of the things I’m asked about all the time, and quite often, along with many other modders for EaW, harassed about. The Steam version of Empire at War has several patches that Disk and GoG do not have. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. It was not possible for the GoG or Disk versions to save in Art of War and Empire’s End, so those maps will not be available outside of Steam. Unit VOs and map preview images also use up RAM space on the galactic map, and make it more likely that saves will also fail to load in other maps, so they too will remain only for the Steam version. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. The game goes on sale on Steam for $5 fairly regularly, so while we understand that’s not possible for everyone, the reality of the situation is that until and unless the Disk and GoG versions get patched, we will never be able to provide the exact same features we can in Steam.Download [Steam] Imperial Civil War 2.3.3 Download GoG/Disk 2.3.3 Light VersionThat being said, it’s time to go over the major changes for 2.3.3. The biggest new addition is a new game mode, instant action, which we announced recently. In this mode, you can build up custom fleets of whatever composition you want for each faction and fight it out, even disregarding pop cap. Right now, the mode only supports playing as the Empire and is only Empire vs New Republic, but that’s just while we work on expanding it and fleshing it out. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. It can be accessed from the galactic conquest menu. There is setup phase where the factions won’t fight, which can be ended by clicking the tactical cam button (which is not a permanent solution, just for now)- New Mode: Instant Action / Fleet Battle (Empire Beta)- New/Updated Models & Textures: AT-AP, ARC-170 AT-TE, Victory Star Destroyer, Allegance, Venator, LAAT, Praetor- New Galactic Conquests: Corporate Acquisitions, Deep Core Conflict- New Unit: BTL-B Y-Wing (CSA), Swift Assault 5 Hoverscout (Maldrood)- Attempt at some GC AI performance optimization (stagger freestore servicing)- Revamped planet defection events, fixed several issues with progressive GCs/Shadow Hand scripting- Z-layers for ships now randomize over a larger range- New Reinforcement Point indicators for CSA, Pentastar, Hapes- Changed planet selection ring collision- Fixed cloud texture for low-orbit maps- Some updated icons- Various other balance adjustments and minor bug fixesWe’re also working towards finishing the beta for Fall of the Republic, our Clone Wars mod, which will hopefully start October 31st. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. ...
Read more »FotR: Progress Update, Beta & Release Date
Sunday September 08, 2019Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. We're hoping to start the beta on October 31st. For more in-depth breakdowns, see the video. ...
Read more »Imperial Civil War 2.3 Released - Steam Version
Thursday July 11, 2019Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. The link for the workshop can be found here for those who are not already subscribed: https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106After we've had a chance to respond to any initial issue reports, we'll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.New Galaxy ArtWe've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)And plenty of other small changes.Into the FutureAlthough 2.3 has just been released, we've already got several things underway for the upcoming versions. This will also involve a new way for us to handle release structure. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. In order to facilitate this, we'll be maintaining a constant testing team on the Discord server for the mod ( https://discord.gg/t3WJugG ), which will get the new versions every few months/weeks, and then the Discord server as a whole will have access for testing in the week before any release. We'll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that's the best way to do it.Early focuses in 2.3 patches will include:- Mon Calamari art updates- New units (ie Assertor, VT-49 Decimator)- Tactical space map art updates (environment lighting and low-orbit maps)- Economic overhauls- Continued ground emchanic changes- Space and ground projectile reworks- Balance patchesI'll also be running community matches on my youtube/twitch channel 2-4 times per month. The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: https://www.youtube.com/coreyloses . On top of Imperial Civil War, we're also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: ...
Read more »13 Years Part I - Imperial Civil War: Preparing for Beta
Tuesday June 04, 2019June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! Today we're going to be talking about the next release of Imperial Civil War, the 1.0 version of which came out way back in 2010, but first I'd like to thank everyone who's supported the mod over the last 13 years. Some people may have come more recently to the mod, and I know there's still some out there who've followed since basically day one, but either way, we appreciate you all! I also personally want to thank the other members of the Thrawn's Revenge team. Some of whom, similarly, have been around for a short time and some since the first months of development. The mod wouldn't be anywhere near where it is today without all of your contributions, and it's been an absolute pleasure and privilege to work with this team for so long. That current lineup between all of our projects, in order they appear on Discord while I'm writing this, is Benjin, Slevered, Valerie, Pox, OzWolf, Slornie, Caesar's Legion, ConnerJB, David, DarkJedi, Hexodus, evilbobthebob, Inertial, Revanchist, Max, Jorritkarwehr, Kalo, MrPuertorican, and Rogue. Also a shout out to those who've been on the team in the past but since moved on (most of whom still just hang out in the team Discord anyways). As the title says, though, this news post is about the upcoming beta for 2.3. In this news post, we're going to outline what 2.3 contains, a little bit of what's next, and how the beta process is going to work (with some rough release dates). On Thursday at 5pm EST I'll also be doing a livestream with some testing and answering questions during the last phases of beta prep, which you'll be able to watch at https://www.youtube.com/coreyloses/live . The Video will be available right after. We'll also have the 2nd and 3rd part of this anniversary news post covering Ascendancy and Fall of the Republic respectively this month.Imperial Civil War 2.3The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in every progressive Galactic Conquest along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers.New Galaxy ArtWe've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE CrawlerAnd plenty of other small changes. So, now you're probably wondering how and when you can play it. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size. This time, we'll be handling the testing process through our Discord server, which can be found here: https://discord.gg/t3WJugGPhase IThe first phase will be, fittingly, the most limited pool of people, where we'll hopefully be able to quickly nail down an idea of where the biggest rough edges that we've lost track of are. We try to keep this as limited as possible, because it's the phase where bugs or unfinished content are going to be easiest to find and fix, and we'd rather deal with the actual work than spend all the time managing tech support for people. This phase will include directly selected people based on the Save Crash Taskforce from 2.2 where we had a set of volunteers tracking specific bugs, and we'll be pulling in other people from the Discord as needed. This phase will start Thursday June 13th.Phase IIBy this point the obvious rough edges will hopefully be found and sorted, and we'll be able to expand the pool a bit to find the more hidden issues. This testing pool will be run from the Admiral's Lounge on the server, which is available to everyone with the rank of Rear Admiral and above, from the experience system based on activity. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. We're doing this for actual feedback and people who decide to actively make our lives more difficult just so they can play a bit earlier are not the kind of people we expect it'll be productive to work with on that. The tentative date for this to start is Thursday, June 28th. If things go really well or really poorly in Phase I, that could be pushed up or back as needed.Phase IIIAfter Phase II has gone on for a bit, we should be ready to expand to the final phase of the beta, at which point it'll be available to everyone on the server. Assuming everything goes smoothly, this should give us a final 2.3 release date, when it'll be pushed to the Workshop, ofThursday, July 11thKeep in mind, this is all tentative and can change however it needs to based on scheduling, what bugs come up, family emergencies, unexpected dance recitals, or any other factor. Then, after we've had enough feedback to catch initial problems and apply patches, we'll work on compiling a version for download from ModDB for other game versions. Throughout 2.4's development, we'll be able to push automatic workshop updates for the Steam copy as we go, but more details on that later. Hope you guys are looking forward to the release, that's all for now. ...
Read more »AI Updates & New Cruel AI Setting | Thrawn's Revenge & Fall of the Republic News
Monday April 15, 2019In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. Today we’re going to talk a bit about what the AI currently does, how we plan to develop it further, and an extra option we’re adding in 2.3. As always if you prefer a video version of this news post it can be found here: While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. With 2.2, we began to overhaul the AI in about every possible way. Step one in that was to remove as many avenues for cheating as we reasonably can- on easy (Recruit) in 2.2, the AI makes fewer credits and builds more slowly than the player, on medium about the same as the player and on hard, the modifiers are only enough to help make them remain active as their territory is removed for more experienced players (1.5x credits).While some basic tactical AI improvements were made with 2.2 (the primary one being to make ships come out from sitting under their station, which is an abusable feature in the base game and most mods) a lot of the focus on 2.2 was on the galactic level, determining the basic rules and desires for building up their structures, their economy, and their budgeting for larger projects (like massive Star Dreadnoughts). This also came with unique AI types for various factions- the Empire of the Hand has a more isolationist AI, preferring to build up before attacking in era 5. The Pentastar Alignment also remains somewhat isolationist unil era 3. The other Warlords have their own AI (with Eriadu getting its own more reckless AI in 2.3, which should help the New Republic’s AI survive in the really early eras, whereas currently they struggle because of how spread out they are). Evilbobthebob, who in addition to developing our AI for Thrawn’s Revenge, is the developer of Phoenix Rising, another mod with a lot of unique features and the same AI components we’re talking about here (you can find PR on the Steam workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1235783994 ) has continued with more of these optimizations for the galactic level of the AI within 2.3, and the longer term economic changes in the mod are also being developed with the AI in mind. In 2.2, the AI would typically want to build Hypervelocity guns/Ion Cannons on as many border planets as possible, which worked out well in most maps, but in some where their territory was more thinly spread or smaller (like the single-planet start maps), the AI could often end up building too many along their border and not leaving enough room for proper economic or production structures, so this has been adjusted appropriately and is something we’ll be keeping an eye on. Another issue is that with how mining facilities are structured, on those smaller maps the AI often has to spend more slots on economic structures at the cost of defense, so to reduce that burden we’ve shifted more of the economic power into space, bumping up the values of trade ports and reducing the per-planet cap on mining facilities to 2 from 3. There’s other more in-depth changes coming to the economy and even galactic government mechanics in 2.4, so we’ll talk a bit more about that in a future news post.Tactically, we plan to continue to make as many adjustments to improve AI behaviour as we can, along with doing things to diversify fleet and army compositions. Part of this work involves steps that are part of overall ground and space combat updates. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. Between 2.2 and 2.3, we’ve been trying to go through and standardize, expand, and update the things like the AI Combat Power values (which tells the AI roughly how strong a unit is) and category masks (which tells the AI what role it fills). There’s a new carrier category, for example, which for smaller carriers, will tell the AI that kind of unit needs to stay back- they’re for deploying fighters, not for engaging directly. This kind of work will be ongoing, but we’ll try to be as explicit with AI changes as possible, since that’s a lot better for people to understand changes than just saying “we made the AI have 20% more betterness.” That brings us to our second major part of the update, being additional options for players. If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI. Our goal with not just AI but economic systems and even other parts of the game like events (for example, the Yuuzhan Vong and other emergent factions) is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary. In games like Europa Universalis and Stellaris, you have things like Aggressive Expansion and Overextension and Truces which allow a faction to rebuild between wars, but in Empire at War, it’s all war, all the time, and winning one key engagement can mean you take half the galaxy before they can even complete a new capital ship. While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation. It is, after all, a tool and a game mechanic as much as an opponent.To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard. If people prefer to stay on the more even-footing of the 2.2 AI (plus the additional logic-based improvements), that will be the default you start with. However, once you get ingame, there is an extra option available, to enable the Cruel AI. This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer. While we’re increasing their production capabilities, we won’t be giving them free spawns of units outside of areas where it’s supported narratively, however. In the future it’s entirely possible we’ll be able to offer additional ingame options for other things based on similar principles, as well. I use a similar set of bonuses in my preview LPs, and another youtuber, EckhartsLadder, who has been given a preview copy of 2.3, has been struggling against it in his recent streams if you’d like to check those out as well by clicking here. That’s going to do it for our look at the AI for now, though. Starting in a couple weeks I’ll be starting my Fall of the Republic (our Clone Wars mod) preview playthroughs on Corey Loses as well, but in addition to that there should be a couple more regular news posts coming out in the next few weeks, including an overview of ICW2.3 and its testing process, the CSA’s We Could Be Heroes post, and the next Vision of the Future post, looking at another new faction. ...
Read more »Weapon System
Space
Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament. The basis of this system is that, for any given ship or weapon-type, a single instance of that weapon counts as one pulse from a hardpoint. So, for example, if a ship canonically has sixty turbolasers, we could give it six hardpoints each firing ten pulses, or twelve hardpoints each firing five pulses, etc.
The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. So, for example, the Imperial Star Destroyer’s 60/6 Turbolaser hardpoints translates into six hardpoints firing ten pulses in each round, whereas its 6/2 Dual Heavy Turbolaser becomes two hardpoints firing three pulses in each round. To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. Since we aren’t representing all sixty individual Turbolasers on the Imperial Star Destroyer, it would be unbalanced to set the Venator up with eight fully charged (10 pulse) hardpoints. Instead, we have given it four hardpoints firing two pulses each round. This system has been used for all space units, although starfighters and some anti-starfighter ships (such as the CR90 Corellian Corvette) are handled slightly differently.
Laser Cannons/Maser Cannons
Laser and Maser Cannons are weapons that fire bursts of particle beam energy. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. Laser and Maser Cannons are capable of damaging both hull and shields.
Weapon Type | Damage (Normal) | Damage (Heavy) | Rate of Fire* | Recharge Time* |
Laser Cannon | 2.5 | 3.5 | 0.2s | 4s |
Laser Cannon: Dual | 5 | 0.2s | 4s | |
Laser Cannon: Quad | 10 | 0.2s | 4s | |
Maser Cannon | 3 | 4 | 0.2s | 4s |
Maser Cannon: Dual | 6 | 0.2s | 4s | |
Maser Cannon: Quad | 12 | 0.2s | 4s |
Turbolasers/Megamasers
Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. Generally turret-mounted, they are commonly found on capital ships and space stations. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. They are primarily used for ship-to-ship combat because their size and slow target-tracking is ineffective against the small and fast targets presented by starfighters. Turbolasers and Megamasers are capable of damaging both hull and shields.
Weapon Type | Damage (Normal) | Damage (Heavy) | Rate of Fire* | Recharge Time* |
Turbolaser | 5 | 6.5 | 0.2s | 4s |
Turbolaser: Dual | 10 | 13 | 0.2s | 4s |
Turbolaser: Quad | 20 | 26 | 0.2s | 4s |
Turbolaser: Octuple | 40 | 0.2s | 4s | |
Megamaser | 5 | 6.5 | 0.2s | 4s |
Megamaser: Dual | 10 | 13 | 0.2s | 4s |
Megamaser: Quad | 20 | 26 | 0.2s | 4s |
Ion Cannons
Ion Cannons are ranged weapons which fire ionised particles or plasma that can cause serious interference with the operation of electronics and computer systems. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage.
Weapon Type | Damage (Normal) | Damage (Heavy) | Rate of Fire* | Recharge Time* |
Ion Cannon | 10 | 13 | 0.2s | 4s |
Ion Cannon: Dual | 20 | 25 | 0.2s | 4s |
Ion Cannon: Triple (Trion) | 25 | 0.2s | 4s |
Warhead Launchers
Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. All warheads cause damage to both shields and hull.
Weapon Type | Flight Range | Damage | Rate of Fire* | Recharge Time* |
Concussion Missile | 2200 | 18 | 0.4s | 15s |
Proton Torpedo | 2200 | 12 | 0.4s | 15s |
Rhazor Missile | 2200 | 20 | 0.4s | 15s |
*Rate of fire is the short delay between pulses as the weapon reloads. Recharge time is the longer recharge period after each completed round. The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology.