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. 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. I recently tried to install Thrawns Revenge for a second time, because I loved the mod before, so why not again? Teradoc found himself constantly engaged in border skirmishes with both Zsinj to the North and the Hutts to the Southeast, but it was not until he attempted to expand to the Gordian Reach (the territory around Yavin) … Please let me know. Hope you guys are looking forward to the release, that's all for now. The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. 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. 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). 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. In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. 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. So, now you're probably wondering how and when you can play it. 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 biggest new addition is a new game mode, instant action, which we announced recently. Thrawn's Revenge is a modification for Star Wars: Empire at War - Forces of Corruption. 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. 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. 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. 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. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. 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). 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. 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. 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 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). Part of this work involves steps that are part of overall ground and space combat updates. Empire at War Expanded: Thrawn's Revenge 3.0 (Updated Jan 14th) Description Discussions 737 Comments 8008 Change Notes < > 8,008 Comments Baywatch 56 minutes ago @Doom That's what I figured. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. Eck continues his SNEAK PEAK at the NEW 2.3 update of the Thrawn's Revenge mod for Empire at War! 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. 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. *Rate of fire is the short delay between pulses as the weapon reloads. 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 . Subscribed. Laser and Maser Cannons are weapons that fire bursts of particle beam energy. 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. I am in Glactic Conquest for the Thrawns Revenge mod. 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. Turbolasers and Megamasers are capable of damaging both hull and shields. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. Description. 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. We're hoping to start the beta on October 31st. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. 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. Laser and Maser Cannons are capable of damaging both hull and shields. 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. Empire at War Expanded: Thrawn's Revenge 3.0 (Updated Jan 14th) Subscribe. 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. The Video will be available right after. 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. 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. Do I need to kill someone else? 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. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! So I followed the installation to the T, but when I went to properties and Launch options, I went into the launch options and entered the info, and clicked ok. 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. 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). For more in-depth breakdowns, see the video. Eclipse-class Dreadnought Ingame. ... 2.3.4 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 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. 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). 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 you own the Steam version of EaW, you will have … 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. 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. 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. 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. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. 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. 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). Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. 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. It includes the events of the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom treaty. 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. 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). 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. 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. The Bellator with the Secutor and Gladiator, three of the new PA (and Warlord) ships in the 2.2 release. I am in the second era (Grand Admiral Thrawn.) Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. 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. After the death of Darth Maul, he trained Count Dooku, known as Darth Tyranus, and created the CIS to combat the Galactic Republic. In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. Installation is very simple, just unpack "Data" file to main folder of ICW22 Demo. 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. I have the Steam-based game and am playing the Thrawn's Revenge 3.0 mod. However I like nerfing the planet based cannons in the XML files before starting a campaign. 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. Generally turret-mounted, they are commonly found on capital ships and space stations. 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. Zsinj's Empire is one of the 8 playable factions in Imperial Civil War 1 History 2 Galactic Conquest 2.1 Era I GC: 2.2 Era II GC: 3 Heroes 4 Units To add In Era I-II Endor Aftermath:The battle of Endor has left the Empire in shambles, caused infighting within its political and military branches and allowing the New Republic to make several key gains. The Greater Maldrood was established by self-styled High Admiral of the Mid Rim Treuten Teradoc directly after the Battle of Endor. ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! 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. Experience 5 eras of Star Wars, with new models, textures, and gameplay changes. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. 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). Feature OverviewVisual Effects 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. Feature OverviewVisual Effects Updates 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. If you own the Steam version of EaW, you will have … 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. 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 . 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