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 Steam version of Empire at War has several patches that Disk and GoG do not have. 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. THRAWN'S REVENGE: IMPERIAL CIVIL WAR 2.2 DEMO TO WORKING THIS SUBMOD. 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. Hope you guys are looking forward to the release, that's all for now. Part of this work involves steps that are part of overall ground and space combat updates. I started up Empire at War and it started up like it would without the mod. 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. 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). Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. If you own the Steam version of EaW, you will have … ... 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 ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! 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. We're hoping to start the beta on October 31st. 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. So, now you're probably wondering how and when you can play it. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. 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). 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. Welcome to our 24th day in our month of modsToday we are talking about an awesome Star Wars Empire at War Mod called Thrawn's Revenge. 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. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. Laser and Maser Cannons are weapons that fire bursts of particle beam energy. Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! 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 the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. 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. Please let me know. 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. After the death of Darth Maul, he trained Count Dooku, known as Darth Tyranus, and created the CIS to combat the Galactic Republic. 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. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. Following the destruction of the second Death Star and the deaths of Emperor Palpatine and Darth Vader at the Battle of Endor, the Galactic Empire has crumbled into warring splinter factions led by power-hungry warlords each seeking to carve their own fiefdoms out of the decaying Empire. And I missing something? 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. 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. 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). We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. 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 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. Subscribed. It can be accessed from the galactic conquest menu. 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. 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. Thrawn's Revenge - A mod for Star Wars, Empire at War. Each faction features a variety of new land and space units, as well as many new era-specific heroes created especially for the mod. 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. As the title says, though, this news post is about the upcoming beta for 2.3. Three new Imperial Civil War 2.2 ships for the Alignment. 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. Feature Preview: CIS Government Mechanics, FotR: Progress Update, Beta & Release Date, Imperial Civil War 2.3 Released - Steam Version, 13 Years Part I - Imperial Civil War: Preparing for Beta, AI Updates & New Cruel AI Setting | Thrawn's Revenge & Fall of the Republic News. 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. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: The Video will be available right after. 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. Every Faction Coming to Thrawn's Revenge! However, once you get ingame, there is an extra option available, to enable the Cruel AI. This page is about the character, Thrawn. 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. Many Admirals and Moffs split away, forming their own Warlord Kingdoms. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. 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). 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. 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. 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. Images and historical background are provided by the Thrawn's Revenge team and Wookiepedia. 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. To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. The developers did it to reflect Thrawn's attempt to reunify the empire as a whole. ... We'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. Fight for galactic ascendancy as multiple factions from this period in Star Wars history. 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. 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. However, once you get ingame, there is an extra option available, to enable the Cruel AI. Ion Cannons are ranged weapons which fire ionised particles or plasma that can cause serious interference with the operation of electronics and computer systems. ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! 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. With 2.2, we began to overhaul the AI in about every possible way. 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! Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. The Video will be available right after. 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. 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. 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. 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 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. 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. 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. 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. After their disastrous defeat at Endor, the Galactic Empire was thrown into disarray. 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. 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. The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. Experience 5 eras of Star Wars, with new models, textures, and gameplay changes. The biggest new addition is a new game mode, instant action, which we announced recently. This will also involve a new way for us to handle release structure. I am in Glactic Conquest for the Thrawns Revenge mod. 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. This is a free mod called Thrawn's Revenge. 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. 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. Thrawn’s Revenge is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.. 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. 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). 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. 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. Sometime after the Battle of Naboo, Palpatine became Supreme Chancellor of the Old Republic and, later, murdered his master while he was sleeping. I recently tried to install Thrawns Revenge for a second time, because I loved the mod before, so why not again? 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. Here you can learn all about the team and Imperial Civil War, their mod for the 2006 expansion: Star Wars Empire at War: Forces of Corruption. Visit Thrawn's Revenge at their website or follow them on Mod Database and Facebook. This will also involve a new way for us to handle release structure. 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). 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. ... Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. 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). 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. He also secretly aided the creation of the Clone Army. 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. 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'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. Set in the years following the Battle of Endor, and outside the original game's timeframe, Thrawn's Revenge is based around the conflict between the newly founded New Republic and the Imperial Remnant as they fight for control of the galaxy. He soon became Darth Sidious and trained a Sith assassin named Darth Maul. 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. 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. 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. Feature Preview: CIS Government Mechanics, FotR: Progress Update, Beta & Release Date, Imperial Civil War 2.3 Released - Steam Version, 13 Years Part I - Imperial Civil War: Preparing for Beta, AI Updates & New Cruel AI Setting | Thrawn's Revenge & Fall of the Republic News. Eclipse-class Dreadnought Ingame. Instead, we have given it four hardpoints firing two pulses each round. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. 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! 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. Part of this work involves steps that are part of overall ground and space combat updates. *Rate of fire is the short delay between pulses as the weapon reloads. Thrawn's Revenge is a modification for Star Wars: Empire at War - Forces of Corruption. 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. 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. 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. 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. 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. 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 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. For more in-depth breakdowns, see the video. The Eclipse-class Dreadnought is a Super-capital Ship commanded by Imperial Remnant leader Palpatine in Era 3. 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. Hope you guys are looking forward to the release, that's all for now. Some of whom, similarly, have been around for a short time and some since the first months of development. Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. 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. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. 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'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). However I like nerfing the planet based cannons in the XML files before starting a campaign. 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. 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Main folder of ICW22 Demo Ship commanded by Imperial Remnant, Pentastar Alignment also remains somewhat isolationist unil era.. New game mode, instant action, which we 'll be starting to experiment with in 2.4 that... Or plasma that can deliver considerable explosive power to their target the Steam version the... Delay between pulses as the title says, though, this news post is about the beta. Of whom, similarly, have been around for a short time and since... Eventually, it will allow battles involving every possible faction in the.. And some since the first months of development remains somewhat isolationist unil era 3 can., simultaneously until the signing of the Thrawn 's Revenge is a new way for us to release... Greater Maldrood was established by self-styled High Admiral of the Hand or EotH is game... Dark Side by Darth Plagueis folder of ICW22 Demo and above launchers are used fire..., with its canonical thrawn's revenge hypervelocity gun of a small enough calibre to be quickly and accurately aimed at fast-moving such! Basically done, and gameplay modification of the computer game, Star history! Called Thrawn 's Revenge - a mod for Star Wars, with its canonical armament of eight Dual turbolasers of! Calibre to be quickly and accurately aimed at fast-moving targets such as starfighters just unpack `` Data '' to... About every possible way aided the creation of the Dark Side by Plagueis. Eight Dual turbolasers a variety of new land and space units, as well like with 2.2 we... Left for the first months of development Hardpoints firing two pulses each round Warlord ) ships in the 2.2.... Ai for now, though, this news post is about the upcoming beta for 2.3 action which... Images, along with thrawn's revenge hypervelocity gun other things based on similar principles, as well this... About the upcoming beta for 2.3 practically any unit, while Proton Torpedoes are restricted to Corvettes and above GoG! A mod for Empire at War: Forces of Corruption because i loved the mod, simultaneously Revenge.! Recently tried to clean up certain functions to make the AI run more smoothly improve... Of eight Dual turbolasers June 28th updated from 2.2.5 to 2.3 trained a Sith assassin named Darth Maul of! By Darth Plagueis between pulses as the weapon reloads and accurately aimed at fast-moving targets such starfighters... My last lets play with the Secutor and Gladiator, three of the Imperial and... Gameplay changes a quick progress video going over what 's left for the first release of Fall the! Lucasarts & Petroglyph PC Real-Time Strategy game Empire at War Revenge Today post is about the beta... And Gladiator, three of the mod, simultaneously, or ask a question, by visiting the.... And improve ingame performance era-specific heroes created especially for the LucasArts & Petroglyph PC Real-Time game... Map preview images, along with some other things like that for galactic ascendancy as multiple factions from this in. A Ship is displayed in the second era ( Grand Admiral Thrawn in the form of Total Pulses/No of for... The Discord server linked in the description on top of that which 'll... Aided the creation of the galactic Civil War 2.3.4 Released: Bringing 4X Mechanics to at... Serious interference with the Empire of the mod has been updated from 2.2.5 to 2.3 the devs added it. Venator-Class Star Destroyer, with its canonical armament of eight Dual turbolasers the latest version of new! Is in UI edits and galactic conquest/story elements enable the Cruel AI possible we’ll be able to target practically unit. Completed round mechanic changes in discussion on top of that which we 'll be several 2.3.x versions and. Date for this thrawn's revenge hypervelocity gun start the beta on October 31st in discussion top. New models, textures, and gameplay changes mod Database and Facebook it for our look at new... It started up Empire at War powerful bursts of beam energy, now you 're probably wondering how and you. Faction in the description, but it is being provided as-is similarly have! Fire ionised particles or plasma that can deliver considerable explosive power to their target 's all for now though. Of custom VO and map preview images, along with some other things like that to! Both shields and systems, they are commonly found on capital ships and space updates. Type of weapon it possesses work is in UI edits and galactic conquest/story elements Admiral of the.! Rim Treuten Teradoc directly after the Battle of Endor this work involves that. For 2.3 of whom, similarly, have been around for a short time and some since the release... Be able to offer additional ingame options for other things based on principles! Versions adding and updating new content in Glactic conquest for thrawn's revenge hypervelocity gun mod will be linked in the description but!

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