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Topics - Corey

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301
News & Updates / Mod of the Year 2012
« on: November 30, 2012, 01:45:25 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.

302
News & Updates / Imperial Remnant Unit List
« on: October 24, 2012, 03:26:42 AM »
The Imperial Remnant unit list, as it currently stands.



[Empire of the Hand Unit List]
[New Republic Unit List]

* = Done
* = In Progress

All Information in this thread is subject to change.


Unit List
Fighters:
TIE Fighter:
Model
Skin
Rigging/Optimization
Coding


TIE Interceptor:
Model
Skin
Rigging/Optimization
Coding


TIE Bomber:
Model
Skin

Rigging/Optimization
Coding


TIE Defender:
Model
Skin
Rigging/Optimization
Coding


Scimitar Assault Bomber:
Model
Skin

Rigging/Optimization
Coding


Frigates:

Sentinel: (Colonizer)
Model
Skin
Rigging/Optimization
Coding


Star Galleon: (Trade/Refinery Ship)
Model
Skin
Rigging/Optimization
Coding


Lancer:
Model
Skin
Rigging/Optimization
Coding


Carrack:
Model
Skin
*
Rigging/Optimization
Coding


Escort Carrier:
Model
Skin
Rigging/Optimization
Coding


Strike Cruiser:
Model
Skin

Rigging/Optimization
Coding


Immobilizer 418:
Model
Skin
Rigging/Optimization
Coding


Dreadnaught:
Model
Skin
Rigging/Optimization
Coding


Vindicator:
Model
Skin
Rigging/Optimization
Coding


Modular Taskforce Cruiser:
Model
Skin
Rigging/Optimization
Coding


Victory I:
Model
Skin
Rigging/Optimization
Coding


Victory II:
Model
Skin
Rigging/Optimization
Coding


Capital Ships:

Imperial I:
Model
Skin
Rigging/Optimization
Coding



Imperial II:
Model
Skin
Rigging/Optimization
Coding


Altor:
Model
Skin
Rigging/Optimization
Coding


Praetor:
Model
Skin
Rigging/Optimization
Coding


Executor:
Model
Skin
Rigging/Optimization

Coding


Sovereign:
Model
Skin
Rigging/Optimization
Coding



Golan I:
Model
Skin

Rigging/Optimization
Coding


Golan II:
Model
Skin

Rigging/Optimization
Coding


Golan III:
Model
Skin

Rigging/Optimization
Coding


Galaxy Gun:
Model
Skin

Rigging/Optimization
Coding



World Devastator:
Model
Skin
Rigging/Optimization
Coding


303
News & Updates / Empire of the Hand Unit List
« on: October 24, 2012, 03:24:16 AM »
The Empire of the Hand unit list, as it currently stands.



[New Republic Unit List]
[Imperial Remnant Unit List]

* = Done
* = In Progress

All Information in this thread is subject to change.


Unit List
Fighters:

Nsiss Clawcraft:
Model
Skin

Rigging/Optimization
Coding


Krsiss Clawcraft:
Model
Skin

Rigging/Optimization
Coding


Scarsiss Clawcraft:
Model
Skin

Rigging/Optimization
Coding


Furion Bomber:
Model
Skin

Rigging/Optimization
Coding


Syca Bomber:
Model
Skin

Rigging/Optimization
Coding


Frigates:

Consen: (Colonizer, Trade, Refinery)
Model
Skin
Rigging
Coding


Alaria:
Model
Skin
Rigging
Coding


Vigilance:
Model
Skin

Rigging/Optimization
Coding


Warlord:
Model
Skin

Rigging/Optimization
Coding


Asdoni:
Model
Skin

Rigging/Optimization
Coding


Kariek:
Model
Skin

Rigging/Optimization
Coding


Au'Riette:
Model
Skin
*
Rigging/Optimization
Coding


Nuruodo:
Model
Skin

Rigging/Optimization
Coding


Decimator:
Model
Skin
*
Rigging/Optimization
Coding


Massias:
Model
Skin
Rigging/Optimization
Coding


Chaf:
Model
Skin
*
Rigging/Optimization
Coding


Capital Ships:

Ascendancy:
Model
Skin

Rigging/Optimization
Coding


Syndic:
Model
Skin

Rigging/Optimization
Coding


Phalanx:
Model
Skin
*
Rigging/Optimization
Coding


Gilzean:
Model
Skin
Rigging
Coding

Brask:
Model
Skin

Rigging/Optimization
Coding


Visvia:
Model
Skin

Rigging/Optimization
Coding



304
This topic will be (hopefully) maintained as a general repository for information about Ascendancy. If you have a small question that doesn't quite warrant a full topic discussion, feel free to post it here as well.

1. What is Ascendancy?
Star Wars: Ascendancy is a total conversion for Sins of a Solar Empire: Rebellion with the aim of recreating the post-Endor Star Wars galaxy in a new platform. It is being created by the team behind Thrawn's Revenge: Imperial Civil War for Star Wars: Empire at War: Forces of Corruption.

2. Which factions will be represented in the mod?
Since the aim is to recreate the Star Wars galaxy after the Battle of Endor, the two main factions in the mod are the New Republic (formed out of the Rebel Alliance) and the Imperial Remnant (one of many groups formed out of the Empire after the death of the Emperor). The third playable faction is the Empire of the Hand. Although these three will be the only ones available in the first release, we do intend to expand it as we go. More information on this will be provided as we go.

3. I've heard of the Remnant and New Republic, but what's the Empire of the Hand?
The Empire of the Hand is a canonical faction set up by Grand Admiral Thrawn in the unknown regions before Endor, making its first appearance in the Hand of Thrawn duology and most recently joining Jag Fel's Imperial Remnant faction in the Fate of the Jedi series. Because of the sparsity of canon sources for ships used by this faction, many of them are designed in house. We include this faction both as a reflection of Thrawn being the main focus of our mods, and as a way to eercise our own creativity while still working within the Star Wars universe. With every other faction we stick strictly to the source material, this faction gives us opportunities to expand.

4. Will any aspects of the original game be maintained?
None of the original factions or units will be preserved, and as many art assets as possible will be remade to fit with the aesthetic of the mod and the Star Wars universe.  We also will not be maintaining the same scaling and balance conventions used by Sins; not every faction will have the same roster, not every faction will have the same roles filled, and there will not be such an emphasis on hard countering between units (where one ship does one function and you need a specific other ship to counter it).

5. When will the mod be released?
We will not release the mod until it's ready. We update pretty consistently, and have a large amount of the work done, however we do not have a set release date.

6. Can I test it?
Our testing process will be more thoroughly outlined later, but based on our experiences with ICW, it will most likely be as follows: Around a month before completion, we will put out a public call for tester applications, from which we'll take about 10-20 people. We'll then have a month or so of closed testing with that group, and finally after that month release an open beta. If you want to get involved in these steps, just keep an eye on one of our profiles somewhere (Sins forum thread, our site and forums, ModDatabase, Twitter, Youtube, Facebook; you have a lot of options) and you'll see an announcement eventually.

7. Why make this mod when Requiem and Sins of a Galactic Empire exist?
We're aware that other Star Wars mods currently exist for Sins of a Solar Empire, and we don't want to step on anyone's toes, but we also want to make our mod the way we want to make it. It doesn't make sense for us as a team to merge with another one when we already have so many of our own assets, and after years of working together on various projects, our own team dynamics. The bottom line is that this is a mod we've wanted to do for years, and have been laying the groundwork for it for much of that time, so we have our own visions for what we want to do. We'd be perfectly happy to cooperate with the other teams in some way, however part of the fun of modding for us is making the mod itself within this team, which is something we're not willing to give up. The end result is that while these mods are technically within the same universe, the focuses and methods being used will all be different, so each mod will have its own style.

8. Where can I get more information on the mod? Or see more fancy screenshots?
Just track us on any of our profiles. We can be found at:
Our site and forums: http://gutr.swrebellion.com/forums/index.php (We'll have a proper site up for Ascendancy soon)
Mod Database: http://www.moddb.com/mods/star-wars-ascendancy
Youtube:
Facebook: http://www.facebook.com/pages/Thrawns-Revenge/20781119569

We also post frequent extra content between news posts on our forums for members and people who have over 50 posts on our forums to reward those contributing to the mod with their ideas and discussion, so if you're looking to find things before they're officially announced, please join the forums.

For Imperial Civil War Fans...
1. What is the relationship between Ascendancy and Imperial Civil War?
The best word to use is interdependent. Ascendancy is benefiting from a lot of the work done for Imperial Civil War, but the reverse is also true. The Mon Calamari models, for example, were done for Ascendancy but have made their way into Imperial Civil War, as will be the case with many of the model updates we do for Ascendancy.

We know there are several people disappointed about the ramp down of production on ICW and might think we're just abandoning it to work on Ascendancy. This isn't true. We reached the decision that we were happy with where Imperial Civil War is at, and aside from a few things we intend to add in 2.1, it was finished regardless of whether or not we did Ascendancy. However, with Ascendancy, it will get updated with the aforementioned models.

2. What about the Pentastar Alignment? And the Hapans?
Part of the appeal of Imperial Civil War is the interaction with all the different factions in the galaxy, in part intentionally modeled on the Total War series as well as the Sins of a Solar Empire series. Therefore, it's not something we intend to give up. However, for efficiency and organizational reasons, we're only focusing on the three main factions for the first release. We do intend to include several of the factions we did for ICW in Ascendancy at some point, and maybe a few that weren't, but they will be after the first release.



If you have other questions not answered here already, please feel free to ask them.

305
Ascendancy Discussion / Beating the Big Brother
« on: September 29, 2012, 07:18:12 AM »
Although Imperial Civil War and Ascendancy have consistently remained in the Top 100, today marked the first time where Ascendancy beat Imperial Civil War in ModDB's stats. As somebody who strongly believes in direct competition between both mods, this is a great moment.*



*I'm either joking or have multiple personalities.

306
News & Updates / Website Updates
« on: September 29, 2012, 02:42:59 AM »
With the new version comes the new website. Over the last few months Beesden has been completely overhauling the website of the mod to make it more easily navigable, visually pleasing and to update the information.

You can see the new site here.

Also, as most people have probably noticed by now, we've started to allow guest posts. This is mostly to allow people without accounts to report bugs, but it also means people who don't want an account can still contribute ideas, discuss strategy and take part in all the other wholesome posting activity.

307
News & Updates / Video: Current Projects
« on: September 14, 2012, 05:22:27 AM »

Click Here to Watch

Corey and Enceladus discussing some current projects of the team over video of Corey playing part of a skirmish as the Pentastar Alignment on War Machine

Ascendancy ModDB: http://www.moddb.com/mods/star-wars-ascendancy
Imperial Civil War ModDB: http://www.moddb.com/mods/thrawns-revenge
Forums (ICW and SW:A): http://gutr.swrebellion.com/forums/

308
The Lounge / League of Legends
« on: September 14, 2012, 04:54:58 AM »
So, between the mods we make and playing them, the team has turned to playing League of Legends during our gaming breaks lately, and it's pretty much become my favourite game.

For those of you who don't know what it is, it's a free MOBA (Multiplayer Online Battle Arena) game where you control a character with specific abilities (you pick one at the start of each game, there's about 104 now, and they release new content and patches pretty regularly) and on teams of 5 you try to destroy the enemy's base by controlling objectives, killing things for gold, etc. It's basically a lot of fun.

For those of you who already play, if you want to add me my account name is CoreyMC. A lot of the rest of the team plays too.

If anyone wants to try it and likes getting me free stuff you can join up using this link.

309
Imperial Civil War Tech Support / Hotfix Notes 2 [26/11/2012]
« on: August 31, 2012, 05:04:15 PM »
Requires an unmodified installation of Imperial Civil War 2.0 with Hotfix 1

[Download Beta]

Bug Fixes and Changes in Hotfix
-Adjusted Corona collision
-Fixed crash error when killing Thrawn as PA
-Kariek death clone removed
-AirStraeker health and general effectiveness reduced
-Sullust land map added
-Fixed issue with Karrde VO playthroughs on move command
-Fixed issue with Yevetha VO pkaythroughs on attack/move
-Fixed Sullust shipyard availability

310
If your mod crashes on startup, these are the most likely causes.

1. Make sure you completely remove 1.3 before installing 2.0. Do not install 2.0 directly over 1.3.
Just please, don't do it.

2. Make sure you have the Forces of Corruption RAM fix.
This can be found here: http://help.starwars.com/articles/en_US/FAQ/Star-Wars-Game-Update-and-Patch-list?section=Star-Wars
This can be found here: http://www.lucasarts.com/support/update/EAWFOC1_1.html#fix
The file you're looking for is called  FOC_RAM_MPLobby_update.exe

3. Make sure no other mods are installed into data.
You can have as many mods as you want in your mods folder, but if you have one hard installed overwriting the main Forces of Corruption data folder, it will cause a crash.

4. Make sure you're giving it enough time to load.
Unless you actually get an exception error, chances are you're just not giving the mod enough time to load. The mod is quite large, so it can take a few minutes to startup, especially on older machines.

If you've tried all of these, and still have problems, respond to this thread and I will try to help you.

311
Discussion, Suggestions & Feedback / Developer LP
« on: August 29, 2012, 06:59:10 PM »
Multiple people have requested that I make an LP (Let's play: where people record themselves playing a video game with commentary). In general I'd rather just leave this to people like Nirukii and TheShinHado who are already doing them, but enough people have asked that I'd consider it.

I've always found that part of the fun of watching these is either learning something from watching somebody really good at the game, or watching people discover all the different parts of the game. Since I'm pretty bad at it in general, and am obviously not new to this, en lieu of those things I could basically do a director's commentary type thing; get some team members into it, and talk about specific things and maybe general mod development. However since I'm only considering doing this because of the requests for it, I don't think we'll bother unless it's something you guys actually would want.

312
News & Updates / Hotfix Released
« on: August 29, 2012, 02:01:53 AM »
Requires an unmodified installation of Imperial Civil War 2.0

[Click Here to Download]


This may not be compatible with saves from 2.0

Bug Fixes and Changes in Hotfix

Pentastar Alignment:
* Fixed era change text issue.
* AT-AA and AT-AT starting era/availability fixed. (Eras 1-5)
* Fixed EoW/AoW crash upon killing Daala.
* Added Skirmish Outpost Pad build options (Magnepulse, Mining Facility and Uplink Station)
* Fixed Space Skirmish build pad capturability issues
* Fixed: PA Sensor node doesn't complete building phase.

Imperial Remnant:
* Fixed issue with Grodin Tierce causing crash in space battles.
* Ord Trasi and Yaga Minor start as Capital shipyard in Final Imperial Push
* MTC removed from era 5 era tree
* Final Imperial Push: Fixed issue where Acclamator was unavailable.
*Ysanne Isard audio:
  -Fixed issue where selection audio was used for movement.
  -Removed fourth attack command ("Attack!")

New Republic:
* Removed outdated MC80B death clone.
* Removed outdated MC90 death clone.
* Bilbringi starts as Capital shipyard in Final Imperial Push
* Fixed issue with snowspeeders locked out in early eras.

Thrawn (EotH and IR):
* Removed from ground.
* Fixed issue where he could not be called in as a reinforcement.

General Changes:
* Fixed issue with Steam multiplayer lobby freeze.
* Increased raid fleet spawn delay after warning message to 90 from 20 seconds.
* Raid fleet minimap colour changed to dark red.
* Fixed commandbar compression size causing GUI bugs on older graphics cards
* Enemy Fleet/Garrison text changed to just Fleet/Garrison.
* Added text to indicate what's happening when attempting to move to Byss while locked.
* Red Holocron flash no longer occurs on zoom.
* Fixed crash issue in land battles in Empires at War

313
All reported issues will be kept in this thread. Issues posted ion other threads will be compiled here, and then the thread will be deleted or mergedto keep down the clutter and make everything easier to find for everyone and to keep the rest of the board for more general issues individuals have as opposed to bugs.

This does not include issues which have been addressed. Those will be kept in the patch notes thread, found here.


Known Issues:
* IR Specialists have gun, lack firing bone.
* Wayland: total pop cap of 7 as opposed to 10.
* Overwhelming odds value set to low for some reason (causes FoW reveal)
* Ground Preview screen covered in black.
* Fighter heroes (Fel, Phennir, etc) have icon multiplication errors.
* Adumar, Nirauan have [MISSING] information.

Reported but Unverified:
* Novatroopers may or may not have build limit issues
* Art of War NR battle on Thyferra (ground) crashes.


314
Multiplayer Game Organization / Multiplayer Sticky
« on: August 27, 2012, 05:05:20 PM »
Now that we have included more support for multiplayer mods (and hope to include more multiplayer GCs going forward), you can use this board to try to organize.

Please create one new topic per requested match. State the game mode you want to play (Galactic Conquest, Land Skirmish, Space Skirmish) and the number of people you're looking for (skirmish only, obviously).

I wouldn't suggest saying "I'll be on at x somebody get on and join me". It's probably more effective to post saying what you want to play, wait for somebody to respond and then try to organize it from there.

315
Imperial Civil War Tech Support / Hotfix Notes 1 [29/08/12]
« on: August 27, 2012, 06:55:18 AM »
Requires an unmodified installation of Imperial Civil War 2.0

[Click Here to Download]

Bug Fixes and Changes in Hotfix

Pentastar Alignment:
* Fixed era change text issue.
* AT-AA and AT-AT starting era/availability fixed. (Eras 1-5)
* Fixed EoW/AoW crash upon killing Daala.
* Added Skirmish Outpost Pad build options (Magnepulse, Mining Facility and Uplink Station)
* Fixed Space Skirmish build pad capturability issues
* Fixed: PA Sensor node doesn't complete building phase.

Imperial Remnant:
* Fixed issue with Grodin Tierce causing crash in space battles.
* Ord Trasi and Yaga Minor start as Capital shipyard in Final Imperial Push
* MTC removed from era 5 era tree
* Final Imperial Push: Fixed issue where Acclamator was unavailable.
*Ysanne Isard audio:
  -Fixed issue where selection audio was used for movement.
  -Removed fourth attack command ("Attack!")

New Republic:
* Removed outdated MC80B death clone.
* Removed outdated MC90 death clone.
* Bilbringi starts as Capital shipyard in Final Imperial Push
* Fixed issue with snowspeeders locked out in early eras.

Thrawn (EotH and IR):
* Removed from ground.
* Fixed issue where he could not be called in as a reinforcement.

General Changes:
* Fixed issue with Steam multiplayer lobby freeze.
* Increased raid fleet spawn delay after warning message to 90 from 20 seconds.
* Raid fleet minimap colour changed to dark red.
* Fixed commandbar compression size causing GUI bugs on older graphics cards
* Enemy Fleet/Garrison text changed to just Fleet/Garrison.
* Added text to indicate what's happening when attempting to move to Byss while locked.
* Red Holocron flash no longer occurs on zoom.
* Fixed crash on land battles in Empires at War

316
Imperial Civil War Tech Support / 2.0 Readme and Manual
« on: August 24, 2012, 11:48:49 PM »
Imperial Civil War v2.0
----------------------------------------------------------------------------------------------
Website: gutr.swrebellion.com
DELETE ALL PREVIOUS VERSIONS BEFORE INSTALLING
DO NOT USE SAVE GAMES FROM PREVIOUS VERSIONS


----------------------------------------------------------------------------------------------
For information on content, installation and troubleshooting, please see the included manual.
----------------------------------------------------------------------------------------------



Install to:
...Star Wars Empire at War Forces of Corruption
-Doublic Click bat file in the Forces of Corruption folder or desktop shortcut to play


Steam Installation Instructions:
-Extract the Imperial Civil War archive to your desktop.
-Find Empire at War in your steamapps folder (e.g. C:\Program Files\Steam\steamapps\common\star wars empire at war\ ).
-Create a Mods folder in star wars empire at war\corruption.
-Copy/paste the Imperial_Civil_War folder from your desktop into the newly created Mods folder.

To play the mod via Steam:
-Open Steam and go to Empire at War, right click and select Properties.
-Click Launch Options and add sweaw MODPATH=Mods\Imperial_Civil_War
-Close Properties and click Play, selecting Forces of Corruption.
-To play the original game just reverse the second set of steps and remove MODPATH=Mods\Imperial_Civil_War from the Launch Options.

----------------------------------------------------------------------------------------------

-When Playing Skirmish, Only Use Maps Starting with ThRev.
-Tech levels no longer exist in the mod, it is based on eras. See the manual for more information.


Download Manual:
[Click Here]

317
News & Updates / Imperial Civil War 2.0 Released
« on: August 24, 2012, 09:57:00 PM »
This requires a fully patched installation of Star Wars: Empire at War: Forces of Corruption.
Uninstall all previous versions of Imperial Civil War before installing.




For Those New to Imperial Civil War in 2.0

New Era-Based Tech System
Play as the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand
Conquer Hostile Non-Playable Factions, Including the Hapans and Yevethans
13 New Galactic Conquests Scenarios
18 New Skirmish Maps
Over 70 New Planetary Maps for GC
Over 100 New Space Maps for GC
Redone Particle Effects and GUI
All-New Gameplay Mechanics

Major Changes in 2.0
Features a new, fully playable fourth faction, the Pentastar Alignment
Black Fleet Crisis GC: Play as the New Republic or Yevethans for control of the Core
From the Ground Up GC: Build your faction up from a single planet to conquer the galaxy
The Stars Align GC: Build up the fledgling Pentastar Alignment from its beginnings in Oversector Outer
Three-way Galactic Conquest battles with the new Raid feature
Fully rebalanced from previous versions
Up to 5 Golans per planet
28 New Units
9 Redone Units

For full information on the content in Imperial Civil War, please read the manual:
[Download Manual]


Download from Mod Database



If you are having trouble running or installing the mod, please post in our tech support board.

If you have a question about the mod, suggestions for future versions or would like more information on the mod,
please follow us on our forums, Facebook page or Mod Database profile.

318
News & Updates / Skinned AirStraker
« on: August 24, 2012, 11:05:32 AM »
The final bit of actual content that had to be finished for 2.0, the Empire of the Hand's airspeeder.

Design & Model: Slevered
Skin: Codeuser

Basically at this point we're just finishing a playthrough of Art of War, then I can upload.



319
News & Updates / Imperial Civil War 2.0 Manual [Download]
« on: August 19, 2012, 07:43:45 PM »
The official manual for Thrawn's Revenge: Imperial Civil War 2.0. This 126 page PDF manual contains complete information on the factions, units, features and Galactic Conquest maps in ICW, complete with dozens of screenshots, armament descriptions, unit availability information, GC starting positions, planetary information charts, and much more.

[Read Online - Scribd]
[Download - Gamefront]
[Download - Mod Database]

Created by Slornie

If you find any typos, mistakes or inaccuracies please post them in this thread.

320
Star Wars Discussion / The Star Wars That I Used to Know
« on: August 17, 2012, 01:54:01 PM »
http://www.youtube.com/watch?v=qJlbPXZEpRE&feature=related

A parody of Somebody That I Used to Know.

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