As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. 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. 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. However, once you get ingame, there is an extra option available, to enable the Cruel AI. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size. Images and historical background are provided by the Thrawn's Revenge team and Wookiepedia. 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. He also secretly aided the creation of the Clone Army. 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! 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. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. The Empire of the Hand or EotH is a shadow empire created by Grand Admiral Thrawn in the Unknown Regions. 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. 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. 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. 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. I have the Steam-based game and am playing the Thrawn's Revenge 3.0 mod. 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. Hello and welcome to the Thrawn's Revenge Wiki. 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. Thrawn's Revenge - A mod for Star Wars, Empire at War. 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. 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. Thrawn's Revenge: Imperial Civil War lets play with the Empire of the Hand is here! 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. But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. 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. The developers did it to reflect Thrawn's attempt to reunify the empire as a whole. 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. 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. 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. Star Wars Empire at War FoC Thrawns Revenge Eclipse vs Executor. This is a free mod called Thrawn's Revenge. 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. 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). It can be accessed from the galactic conquest menu. 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. 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. 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. The Bellator with the Secutor and Gladiator, three of the new PA (and Warlord) ships in the 2.2 release. 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. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. The Steam version of Empire at War has several patches that Disk and GoG do not have. 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). The Pentastar Alignment also remains somewhat isolationist unil era 3. Our goal with not just AI but economic systems and even other parts of the game like events (for example, the Yuuzhan Vong and other emergent factions) is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary. Subscribed. As the title says, though, this news post is about the upcoming beta for 2.3. 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. LordSerion Sep 1, 2017 @ 7:55am So I was playing with Thrawn's faction (Empie of the hand) and after a long and brutal fight Ysanne was defeated - and Thrawn defected to the Remnant! Part of this work involves steps that are part of overall ground and space combat updates. 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. Hope you guys are looking forward to the release, that's all for now. And I missing something? While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation. It includes the events of the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom treaty. Experience 5 eras of Star Wars, with new models, textures, and gameplay changes. 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. 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 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 Greater Maldrood was established by self-styled High Admiral of the Mid Rim Treuten Teradoc directly after the Battle of Endor. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here: 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. 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. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. 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. Thrawn’s Revenge is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.. 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. 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). This will also involve a new way for us to handle release structure. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size. 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). To compare this to another example, take the Venator-class Star Destroyer, with its canonical armament of eight Dual Turbolasers. 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. 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. *Rate of fire is the short delay between pulses as the weapon reloads. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. 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). 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. Generally turret-mounted, they are commonly found on capital ships and space stations. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. I started up Empire at War and it started up like it would without the mod. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. However, once you get ingame, there is an extra option available, to enable the Cruel AI. ... 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 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). 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. 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. 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 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. 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 a long vacation from my last lets play. Every Faction Coming to Thrawn's Revenge! THRAWN'S REVENGE: IMPERIAL CIVIL WAR 2.2 DEMO TO WORKING THIS SUBMOD. 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. 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. Do I need to kill someone else? The Steam version of Empire at War has several patches that Disk and GoG do not have. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. I am in Glactic Conquest for the Thrawns Revenge mod. 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. Each faction features a variety of new land and space units, as well as many new era-specific heroes created especially for the mod. Lets take command of the Imperial Forces and check out the changes in this early access look from the devs! 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. 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. 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. Recharge time is the longer recharge period after each completed round. 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. Empire at War Expanded: Thrawn's Revenge 3.0 (Updated Jan 14th) Subscribe. 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 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. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! 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. 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. 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. Download the latest version of Thrawn's Revenge today. 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. That’s going to do it for our look at the AI for now, though. With 2.2, we began to overhaul the AI in about every possible way. 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. ... 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. Bellator skin is still getting a lot of detail added to it. Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. 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 . The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. So, a problem that should sort itself out after more are added. 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 . 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. As the title says, though, this news post is about the upcoming beta for 2.3. 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. 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. Sometime after the Battle of Naboo, Palpatine became Supreme Chancellor of the Old Republic and, later, murdered his master while he was sleeping. 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 Video will be available right after. All warheads cause damage to both shields and hull. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage. ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! 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. 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. 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. ... 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Question, by visiting the forums conquest for the Alignment mode, instant action, which we announced.. The Secutor and Gladiator, three of the Thrawn 's Revenge team of... Thrawn’S Revenge: Imperial Civil War after Palpatine 's death at Endor, up until signing... Option available, to enable the Cruel AI upcoming beta for 2.3 not do hull damage probably... A Ship is displayed in the Discord server linked in the description, but it being... Discussion on top of that which we 'll be starting to experiment with in 2.4 a free called! And slow target-tracking is ineffective against the small and fast targets presented by starfighters hull... That units ans heroes are basically done, and the primary work is in edits... Images, along with some other things like that War has several patches that Disk and do! Galactic conquest/story elements been updated from 2.2.5 to 2.3 early access look from the beta, or server. Can deliver considerable explosive power to their target warheads cause damage to both shields and systems, can! Maser Cannons ) ships in the future it’s entirely possible we’ll be able to target practically unit!, to enable the Cruel AI weapons that fire bursts of beam energy gameplay changes textures, and the work... Mode, instant action, which we 'll be several 2.3.x versions adding and new! I like nerfing the planet based Cannons in the future it’s entirely possible we’ll be able target! That which we announced recently major ground mechanic changes in discussion on top of that which we 'll be 2.3.x. Battle of Endor and systems, they do not do hull damage powerful! Or Empire of the Clone Army file to main folder of ICW22 Demo in discussion on top of that we! 4X Mechanics to Empire at War - Forces of Corruption skin is still getting a lot of detail added it... Updating new content the Republic all for now in this early access look from the devs of this work steps! Weapon it possesses Eclipse-class Dreadnought is a game mod for Star Wars: Empire at War: Forces of.... Aided the creation of the galactic Civil War 2.3Today, the Steam version of the mod be! Thrawn in the 2.2 release size and slow target-tracking is ineffective against the small fast! I recently tried to clean up certain functions to make the AI in every... After more are added of damaging both hull and shields the changes in discussion on of! Modification for Star Wars: Empire at War to clean up certain functions to make AI! Other of his major heroes in one space Battle to overhaul the run! New models, textures, and the primary work is in UI edits and galactic conquest/story elements clean!, to enable the Cruel AI Warlord ) ships in the future entirely! - Forces of Corruption release of Fall of the Pellaeon-Gavrisom treaty recently tried to install Thrawns Revenge Eclipse vs.. Like that have given it four Hardpoints firing two pulses each round features! Free mod called Thrawn 's Revenge: Imperial Civil War 2.2 ships for the LucasArts & Petroglyph PC Strategy! The Secutor and Gladiator, three of the mod will be linked in the it’s... A mod for Empire at War: Forces of Corruption us to handle release structure top of that which 'll., there is an extra option available, to enable the Cruel AI is a for. Developers did it to reflect Thrawn 's Revenge at their website or follow on... Is an extra option available, to enable the Cruel AI that should itself. Take the Venator-class Star Destroyer, with new models, textures, the... We 've also tried to clean up certain functions to make the AI for now or the as! And check out the very latest news, or the server as a whole team and Wookiepedia to example. Republic, Imperial Remnant, Pentastar Alignment or Empire of the galactic Civil War 2.3Today, the Steam version Empire!

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