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Topics - Corey

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281
The Lounge / What is internet?
« on: July 05, 2013, 02:15:13 AM »

282
News & Updates / Visvia Ingame
« on: June 22, 2013, 04:35:56 PM »
Probably the last screenshot before we start the beta.


283
News & Updates / Ability Demo
« on: June 13, 2013, 05:15:11 PM »
One of the abilities available to the ISDI and ISDII, in all its beautiful low-res tech demo glory.



Keep in mind, this is all preliminary. I'm having some trouble making it work against capital ships, but it works on everything else so far.

284
The Lounge / As somebody who played a ton of SSB
« on: June 12, 2013, 03:14:53 PM »
I find this vaguely confusing.


285
News & Updates / Dev Diary #2: The Imperial Remnant
« on: June 09, 2013, 10:36:22 PM »
...History...
"One Empire, one fleet-- only this will guarantee us victory." - Natasi Daala

Without the forceful presence of the Emperor, the Galactic Empire could not survive. After the death of Emperor Palpatine at Endor, the Galactic Empire split into several distinct factions run by individual warlords, admirals, Moffs and other prominent Imperial figures who are all vying for control of the former Empire. There were often dominant figures such as Ysanne Isard, Grand Admiral Thrawn, and then the reborn Emperor himself who managed to unite large sections of the former Empire to try to re-establish its dominance in the galaxy. After the final death of the Emperor at Byss, Admiral Natasi Daala convened a meeting of the most powerful Warlords at Tsoss Beacon in the deep core and killed them all, uniting the remnants of the Empire under her rule until she passed off leadership to Gilad Pellaeon in 12 ABY, dubbed "the old man of the Empire" for his long service. He curbed some of the Empire's more repressive policies and  would continue to lead the Imperial Remnant for the next 29 years. Most notably, he led through the signature of the Pellaeon-Gavrisom treaty with the New Republic and the Yuuzhan Vong War, where he negotiated the entrance of the Imperial Remnant into the Galactic Alliance to repel the extragalactic invaders.



...Faction Differentiation...

Before we get into the actual faction, we want to say a few things about how we go about developing them. The emphasis in developing the playable factions in Ascendancy has been on trying to make sure each faction has its own distinct playstyle. The base Sins had some success in this respect, but it was more in the way of one or two interesting unique techs per faction which were ultimately frustrating to play against and often involved little direct interaction with the player (for example, the TEC's insurrection tech). With regard to research in particular, we have shifted away from having each faction with the same 5/10/15% bonus to stat x types of research options, instead emphasizing the core aspects and ideologies of our factions and trying to bring them into the playstyle, along with providing some development along the lines of canonical events in Star Wars history. This means that not every tech will be a straight bonus; some techs will provide a buff to one facet, while reducing its effectiveness in another area. Research is no longer in a "research ALL the things" way, there will instead be some choices the player has to make on what they want to emphasize.



...Playstyle...
"Fear will keep the local systems in line."-Grand Moff Tarkin

The Empire relies more on oppression and propoganda to keep its worlds in check, and as such its cultural and economic policies focus on preventing the spread of enemy culture and maintaining a strong hold on its own systems, as opposed to spreading its own culture. One of its most effective ways to spread and maintain its own culture and reduce enemy culture is to use its Star Destroyers to attack enemy systems or to maintain a military presence in that system, increasing their fear of reprisals by the Empire. It also has the means to convert some of its population into production through forced labour. As the game progresses, Imperial players will gain access to more liberal tech options in line with Pellaeon's leadership style, which, if researched, will sacrifice some of its bonuses for better relations with the other factions and the ability to spread its own culture without the need for violence.

"What the Empire would have done was build a super-colossal Yuuzhan Vong?killing battle machine."-Han Solo

Militarily, while in the early game the Remnant's vessels can usually stand up to enemy vessels on their own, their ships lag behind the later game ships of the other factions. The Empire instead focuses on building larger fleets focused on supporting one or two superships. Many parts of their tech aim at allowing a strength-in-numbers approach, letting them field larger numbers of slightly worse vessels faster than the other factions. However, unlike in other fleets, this gives the Imperial fleet an obvious target for its enemies to focus on.





...Unit List...
Fighters: TIE Fighter, TIE Interceptor, TIE Bomber, TIE Defender, Scimitar Assault Bomber
Light Frigates: Sentinel, Lancer, Carrack, Lambda, Escort Carrier, Strike Cruiser
Heavy Frigates: Dreadnaught, Immobilizer-418, Vindicator, MTC, Victory-I, Victory-II
Capitals: Imperial-I, Imperial-II, Allegiance, Altor, World Devastator
Titans: Executor, Sovereign

286
News & Updates / Imperial Civil War: 7 Years of Galactic Conflict
« on: June 07, 2013, 12:04:10 AM »
...Specter of the Past...

Today marks the 7th anniversary of the beginning of Thrawn's Revenge. Over those 7 years there have been dozens of people who have helped create the mod directly and indirectly, and thousands of fans who have contributed ideas, constructive criticism and supported the team in our efforts in various ways.

Those efforts have translated into 3 minimods, 4 major versions of Imperial Civil War, 300,000 downloads and taking into account Ascendancy, a collective 2700 watches on Mod Database, 800 likes on Facebook, and tens of thousands of comments and forum posts.

Before getting into the development news, we have finally decided to start using the domain www.thrawnsrevenge.com instead of gutr.swrebellion.com. We're still going to be under the same great hosting of the SWRebellion network and the same site layout and design (so forum users don't worry, your accounts are safe), but we've been aware for a long time that our domain name doesn't really lend itself to easy memorization. We're currently not switched over yet, but just remember to switch your bookmarks. The gutr domain will still redirect for a little while after we're live.





...Vision of the Future...
That being said, after the release of 2.0 we immediately got to work on 2.1. We've been relatively quiet about it as far as news posts go, having focused mainly on video, so in this update I primarily want to take the time to outline the main thrust of what 2.1 is going to include.

The guiding principle of 2.1 has been and will continue to be bugfixes and general quality of life or polishing improvements. This ranges from the little stuff like balance changes, up to larger and more glaring issues like the era change issues in Art of War, the base layouts, and the attack loops of the AI (which I think I have resolved, but will not be sure of until we can get a larger testing pool). We're also cleaning up some of the rough edges on the Empire of the Hand and Pentastar Alignment, such as the lack of tactical upgrades.

Part of this plan has included a smaller focus on adding new content than we have in previous versions, as this makes us more able to be confident that we're not introcuding new issues and allowing us to put the full focus on polish. This does not, however, mean you will not have new toys to play with.



Units
One of the main additions is the highly requested heavy Empire of the Hand defense platform which has actually been in production since before 2.0 released, but had some significant delays for reasons I won't go into. This is the Visvia, a kilometer long platform with several small weapons emplacements, but also four gigantic tracking turrets which have an extremely low rate of fire, but which collectively deal damage on the scale of an Imperial hypervelocity cannon.

In addition to this, there are some other gaps in the unit list which we're addressing, mainly for the Empire of the Hand and the Pentastar Alignment. The Empire of the Hand will receive at least one new ship, and the Pentastar Alignment will be receiving several with different requirements to build them, to compensate for their lack of interaction with the era system (considering that canonically they were re-incorporated into the Empire after era 2). These ships include the Lucrehulk, the Recusant, and a few other Imperial ships. For the Empire of the Hand, they'll be receiving at least one frigate to fill the gap between the Chaf and the Kariek, which means the Kariek will be dropped to its intended power level. We're also finishing the redesign process we started with the Phalanx in 2010 by redesigning the Vigilance and Massias. We understand that some people grow attached to the old designs, even if just for familiarity reasons. Slevered addressed the need to redesign these ships, specifically with reference to the Vigilance but outlining the team's general feeling on the issue by saying:


Quote from: Slevered
There are actually multiple reasons why the vigilance needed a design change. Although the unit had some interesting design elements, it did not complement the other ships in the same faction. Two key design elements caused this dissonance to occur. The first problem was the engine design. Although it does convey a fierce aesthetic, it does not match any design element in EOTH. The second problem is the structure of a singular hull plating with only standalone "theme park" elements that pass on the top tiers of the hull. This design decision caused an awkward focal point at the only extruding parts of the design.

The updated model not only matches the core design elements of EOTH, but also uses the old Vigilance as an inspiration behind the personal design requirements I set out when I drew and modeled the ship. I enjoyed the fierce engine but there needed to be a more balanced composition and silhouette.

The design of the ship will also bleed over into gameplay when selecting units (even though this is a tiny ship, the principle still stands) and designing iconography for ships.

Galactic Conquest
We're also adding two new galactic conquest scenarios. The first of these is a 103 planet era-progressive GC (like the Art of War campaigns) called Imperial Civil War. This is more in keeping with the 1.3 version of Art of War which had more planets than the 2.0 one because it focused on fewer factions. This GC includes the known galaxy, which means the playable factions are the Pentastar Alignment, Imperial Remnant and the New Republic. Essentially it's the Art of War without the Empire oif the Hand which people have been asking for.

The second of these two GC's is a new version of From the Ground Up, the single planet start GC, which includes the Pentastar Alignment, which was added after that original GC in 2.0. This one we're still working out the details on.



Survival Mode
The biggest addition to 2.1 is Survival Mode. In this you fight of waves of enemyt units with limited credits and ship production. You can see a more in depth presentation of it, as well as the first few waves of the New Republic version in this video:
Click Here to Watch

That's all for now. Hopefully it gives a better or at least more collected idea of the overall plan we have for 2.1. We'll be going into more specifics with each of these in future news posts. If you want to track specific changes made so far, there's a thread for it here.

We're accepting beta tester applications here.

-The Thrawn's Revenge Team-

Follow us on Facebook.
Watch us on Mod Database.
Join the discussion on our forums.

287
Sins of a Solar Empire / Game Night
« on: May 24, 2013, 09:59:49 PM »
We're going to be playing a game of Sins (Unmodded Rebellion) with the team/community people if they want to play. Post here with your Steam name if you want to join us.

T minus 30 minutes.

288
The Lounge / Introducing the Xbox One
« on: May 23, 2013, 04:20:24 AM »


The new information for gaming on the console was great, but it really leaves me wondering whether it can do TV, too, and if there's gonna be a new Call of Duty game.

289
News & Updates / Video Diary #2: Scale
« on: May 21, 2013, 05:59:25 PM »
[Click Here to Watch]

The most common question we've been getting has been about scale, so here's a video on it.

290
News & Updates / Lucrehulk Ingame
« on: May 06, 2013, 05:10:02 PM »
The second new Pentastar unit in 2.1, the Lucrehulk. We're still playing with the scale on it. I'm using an integrated chip right now, so the picture's a little lower res than I'd like

Model: Davis
Skin: Davis, Corey




291
News & Updates / Video Diary #1: UI Preview
« on: April 23, 2013, 12:41:37 PM »
[Click Here to Watch]

Corey goes through some of the new UI elements.

292
News & Updates / 2.1 Preview Video: Survival Mode
« on: April 22, 2013, 06:26:54 PM »
The actual preview video for Survival Mode, featuring success by Corey.

[Click to Watch]


293
Discussion, Suggestions & Feedback / 7 Year Anniversary Modcast
« on: April 01, 2013, 02:08:39 AM »
Would you listen to a 7 year anniversary podcast by the team? Think something in the style of the videos we've been doing, but longer, with more of us and more based on general modding opinions/experiences and what we want to do going forward.

We'd get into some general conversations about how we got into modding, any other projects we worked on, game design/modding basics, that kind of thing. Maybe even trash talk other mods!

If you have anything you'd want to hear us discuss, then feel free to post it as well.

Cast:
-Corey
-Enceladus
-Kalo
-Codeuser
-Smallpox

294
News & Updates / Corey Sucks at Surviving
« on: February 18, 2013, 12:46:04 AM »
We tried to record the preview video for Survival mode. This happened. Actual preview video coming tomorrowish, hopefully.

http://www.youtube.com/watch?v=jJ0GKTeI6RM

295
News & Updates / Thrawn's Revenge: The Clone Wars
« on: January 25, 2013, 07:30:23 PM »
This has come up several times in the past few weeks for some reason, but it's not happening. Here's why (taken from a PM exchange I had with somebody on Mod Database suggesting we add them into ICW):

That wouldn't make sense. The CIS and Republic didnt each turn into the Empire and Rebellion, so it wouldn't be possible to do it within one GC and have it make sense; too much changed, and for another thing we don't cover the Galactic Civil war to begin with. Also, the factions would always be called the same thing regardless of what era it is, so if we did include the Clone Wars stuff it'd have to be in its own GCs with its own factions. Considering that factions beyond the first 3 can't have their own story scripting and the mod is already 4 gigs, if there's no place where the CW content is being mixed with the original content, it would be most efficient if it were done as two seperate mods since the file size would be smaller, the factions would function better and no content would be lost.

But again, we have no interest in making another mod for EaW, and whether its done seperately or just tacked on to ICW as you suggest, that doesn't change the fact that its still a good 60-80 additional units plus everything else we'd need to do. It's years of work to add a time period we can't stand into a game we've already spent 7 years modding.

The bottom line is the team hates the Clone Wars. See my sig for details.


We're so damn professional, I know.


296
News & Updates / MTC Reskin
« on: January 05, 2013, 04:02:28 PM »
The first of the reskins done for Ascendancy to make its way back into Imperial Civil War. We've also bumped up the pop cap for it.

New skin by Kalo.

297
Discussion, Suggestions & Feedback / 2.1 and You
« on: January 05, 2013, 02:45:30 PM »
A new year, a new development cycle.

2.1 is in all likelihood, the last version of ICW and as a result our priorities are more like they were going into 1.3 as opposed to 2.0; the main objective is to fix outstanding balance issues and polish what we have as opposed to major overhauls or additions.

As this is the first version of Imperial Civil War which is being developed alongside another project, Ascendancy, there will be some slight differences in prioritization and allocation of resources which will affect the developent of both Imperial Civil War 2.1 and Ascendancy 1.0. The main impact of this is that the majority of what we'll generously call the art department is currently focused on redoing the models and skins of existing units which we need for Ascendancy, as opposed to working on new units to be added to either Imperial Civil War or Ascendancy. This means that the main early focus for ICW has been and will be generally centered on polish, bugfixing and balance adjustments of anything leftover from ICW2.0. It also includes the implementation of several of the new Ascendancy models and skins into Imperial Civil War. We won't be doing all of them unless people really seem to want it, since in some cases the changes weren't necessarily because the ship needed a visual upgrade, but instead because they used elements from Empire at War which needed to be removed to get into Sins of a Solar Empire.

Here's the general changelog thus far from 2.0 with Hotfix 2.

General Changes and Bug Fixes:
-MTC pop cap increased from 1 to 3 (may be reduced to 2 depending on how we feel about it later)
-Gilzean firing cooldown doubled, pulses reduced from 4 to 3.
-Imperial Barracks text saying it unlocks the OFficer Academy removed.
-Fixed uneven hardpoints on Praetor
-Praetor scaled down 15%
-Removed all fighters from NR starting forces in Art of War
-Enforcer pop cap lowered to 2 from 3
-Laser/Turbolaser/MAser projectile speeds increased.
-Fighter release now staggered for most ships instead of frontloaded
-Fixed issue where base layout was inaccessible
-Potentially fixed issue with multiple attacks in quick succession
-Fixed issue where teams weren't sharing defense platforms in skirmish.
-Added upgrades for EotH
-Removed ptw on Nebula and increased cost
-Fixed firing restrictions for TIE Crawler, 2M and XR85
-Fixed Metellos inaccessibility in Reunification
-Praetor to 9 pop cap.
-Halved Sovereign build limit
-PA Tactical upgrades
-Carida base income raised to 60
-Added a Dreadnaught to the Remnant in FTGU
-Strike Cruiser cost dropped to 2000 (Skirmish) and 1600 (GC)
-Thrawn Campaign: Mara now spawns with Karrde
-Nerfs to Kariek
-Laser cannon firing rates increased for most non-corvettes.
-Enforcer build time lowered
-Carrack speed increased
-Majestic fighter complement added.
-Victory relevance of NR fighters removed
-Fixed Venator fighter spawning issue
-Increase Jerec speed
-Vengeance allows OB
-Eclipse and Sovereign allow OB

Fixed, Pending Further Testing:
-Art of War Crash upon Era Change
-Art of War Crash on quit as Remnant
-Attack loops by AI (attacking in small groups instead of one large one)

Redone Models and Skins:
-MTC
-Dreadnaught

-Vigilance
-Massias
-Lancer

New Units:
-V19 Torrent (PA)
-Lucrehulk (PA)

-Gladiator (PA)
-Visvia (EotH)
-Bu'direch (EotH)
-Providence (PA)
-Probe Droid (PA)
-Shock Soldier  (PA)

New Features:
-Survival Mode (New Republic, Remnant, EotH)

New GCs:
-Imperial Civil War

To Be Done:
-General bug fixes/balance changes.
-Icon updates
-EotH Survival Mode

Beta Start Date:
...?


Nothing is really finalized,  so please feel free to continue posting suggestions and balance/bug issues on the forums as we go. There'sa bunch of stuff that's been brought up and suggested which we do intend to do, but haven't had time to do yet.

298
News & Updates / Dev Diary #1: Take Defensive Action
« on: January 02, 2013, 05:06:17 AM »
What better way to start a new year than to prepare for an Imperial invasion?

When you need to defend your planets, often it is unfeasible to maintain a strong fleet presence at all possible targets. In these times, the New Republic and Imperial Remnant turn to the Golans for local defense.

The smallest of these, at 1231 meters is the Golan I. This platform is sufficient to handle most small corvette and frigate raids, however anything larger is capable of overpowering them.


The second, almost twice as large at 2158 meters, is the Golan II. Although its damage output increase is not directly proportional to its size increase over the Golan I, its hull integrity is far superior and as a result is able to win against most enemy cruisers in a one on one situation.


The final iteration, at 2600 meters, is the Golan III Space Defense Novagaun. This platform is extremely powerful and durable, and capable of holding off even many capital ship types. These have historically been found only at the most important of planets, such as Coruscant, Bastion and Muunilinst.


Used in concert with a well-organized fleet, Golans can create a defensive position around a planet which is extremely difficult to penetrate.

299
News & Updates / Top 100 - Lucrehulk Render
« on: December 14, 2012, 07:30:59 PM »
Thanks to all of your amazing support, we've made it into the Top 100 in MotY for the third year in a row with Imperial Civil War, and also for the first time since its announcement this year with Ascendancy. Thanks to everyone who voted!

So to thank everyone, here's one of the new Pentastar Capital Ships coming in 2.1, the Lucrehulk. Model by Davis.


300
News & Updates / Mod of the Year 2012
« on: November 30, 2012, 01:45:47 AM »
2012's been a good year for the Thrawn's Revenge Dev Team. It saw the release of two Imperial Civil War versions; 1.3 in January and 2.0 in August. It also saw the beginning of our second project, Star Wars: Ascendancy for SoaSE: Rebellion.

We're back to that time of year when we ask you to show your support for the mods by voting for them in the 2012 Mod Database Mod of the Year Awards. We've been fortunate enough to make the top 100 with Imperial Civil War in both 2010 and 2011, and this year we hope we can keep up that trend, and maybe even get Ascendancy in there as well.

Do your civic duty and vote!

Vote for Imperial Civil War
Vote for Star Wars: Ascendancy

Just go to the pages linked above, and click on the large button that says "Vote for This Mod." Even get your friends and family pet to do it as well.

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