The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology. Please let me know. 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. 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. The Steam version of Empire at War has several patches that Disk and GoG do not have. The Imperial Remnant, also known as the IR or simply the Empire, is one of the four main factions in Thrawn's Revenge. 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. Lets take command of the Imperial Forces and check out the changes in this early access look from the devs! Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. 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. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: Today we’re going to talk a bit about what the AI currently does, how we plan to develop it further, and an extra option we’re adding in 2.3. Unsubscribe. 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). Find out the very latest news, or ask a question, by visiting the forums. 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. Empire at War Expanded: Thrawn's Revenge 3.0 (Updated Jan 14th) Subscribe. We strongly recommend people play the Steam version where possible.The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. 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. 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. 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. 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. 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. ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! 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. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage. 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 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. 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. 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. 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. 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. All warheads cause damage to both shields and hull. The Video will be available right after. ... Thrawn's Revenge is a full graphic and gameplay modification of the computer game, Star Wars: Empire at War. We'll also have the 2nd and 3rd part of this anniversary news post covering Ascendancy and Fall of the Republic respectively this month.Imperial Civil War 2.3The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. 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. 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. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)And plenty of other small changes.Into the FutureAlthough 2.3 has just been released, we've already got several things underway for the upcoming versions. 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. 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. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. Feature OverviewVisual Effects Updates As the title says, though, this news post is about the upcoming beta for 2.3. It started out under the leadership of Thrawn himself, but after he left to lead the Imperial Remnant in a war against the New Republic, his second-in-command, Voss Parck, took control of the EotH. 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. The biggest new addition is a new game mode, instant action, which we announced recently. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! Bellator skin is still getting a lot of detail added to it. ... Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. Imperial Civil War Thrawn's Revenge "This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. As always if you prefer a video version of this news post it can be found here:    While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. 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. Hope you guys are looking forward to the release, that's all for now. So, now you're probably wondering how and when you can play it. 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. With 2.2, we began to overhaul the AI in about every possible way. I have killed thrawn and 2 other of his major heroes in one space battle. So, now you're probably wondering how and when you can play it. Moddb.com. I am in Glactic Conquest for the Thrawns Revenge mod. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. 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. Sometime after the Battle of Naboo, Palpatine became Supreme Chancellor of the Old Republic and, later, murdered his master while he was sleeping. If you own the Steam version of EaW, you will have … This will also involve a new way for us to handle release structure. Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. 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 will also involve a new way for us to handle release structure. 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. 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). ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! 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. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: 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. 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. 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. Thrawns Revenge is getting a massive update!! 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. I also personally want to thank the other members of the Thrawn's Revenge team. You may be looking for the novel by the same name or the novel's sequel, or the sequel's follow up Mitth'raw'nuruodo, born as Kivu'raw'nuru with the core name Vurawn, recognized in his early military career as Mitth'raw'nuru and better known by his core name Thrawn, was a male Chiss who served as a member in the Chiss Ascendancy as a Commander. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. 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. 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. For more in-depth breakdowns, see the video. 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). Thrawn’s Revenge is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.. Eck continues his SNEAK PEAK at the NEW 2.3 update of the Thrawn's Revenge mod for Empire at War! I tried it again, same thing. 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. moddb.com. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. 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. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. Thrawn's Revenge: Imperial Civil War lets play with the Empire of the Hand is here! However, once you get ingame, there is an extra option available, to enable the Cruel AI. 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. However, once you get ingame, there is an extra option available, to enable the Cruel AI. With 2.2, we began to overhaul the AI in about every possible way. 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. 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. However I like nerfing the planet based cannons in the XML files before starting a campaign. ... Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. 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. 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 . 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). 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