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What is Thrawn's Revenge?

In short, Thrawn's Revenge is a mod for Star Wars: Empire at War. It will add many playable and non-playable factions, units, gameplay elements, etc. There are three main parts to the mod.

Unit and planet lists are available at the pages that the release names link to.

 Empire of the Hand: (Estimated Release: TBA, 2008)
Set between the end of the Clone Wars and the Battle of Endor. Empire of the Hand includes the following playable factions:

  • Empire
  • Rebellion
  • Empire of the Hand

It also adds Zaarin's coup as a non-playable faction.
Estimated Completion Percent: 98%

  Imperial Civil War
Set between the Battle of Endor and the signing of the Pellaeon-Gavrisom Treaty. Imperial Civil War adds the following playable factions:

  • New Republic
  • Imperial Remnant
  • Ssi-Ruuvi Imperium

Also includes the Empire of the Hand, Hapes Consortium and Duskhan League as non-playable factions.
Estimated Completion Percent: 37%

  Fall of the Republic:  (Download Minimod)
Set 5 years before the Battle of Naboo in Episode 1 and going up to the end of the Clone Wars, Fall of the Republic adds the following playable factions:

  • Galactic Republic
  • CIS
  • Chiss Ascendancy

Also adds the Vagaari and Yuuzhan Vong as a non-playable faction. Estimated Completion Percent: 40%

For more information on the features of the mod, click here.

Open Positions: Email ThrawnsRevenge@Gmail.com to apply, or for more information.
Mappers: 1

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Blog RSS Feed Report abuse Latest News: Fall of the Republic Minimod Released

0 comments by DArbiter on Nov 30th, 2007 digg this super bookmark


The Fall of the Republic Minimod is now available for download. This minimod includes General Grievous, Delta Squad, Magnaguards and the Invisible Hand. This is for the expansion pack, Forces of Corruption, it is not compatible with the original game. We realise that these are all with teh wrong factions, seeing as we do not have their proper factions in yet. This is just to give you guys something to play with. You can find a list of all mirrors here, or go to the downloads section of our profile.

 In addition to this, we have been doing some updates to the image gallery. There are about 10 new renders in there for you to look at. We should also have a few more screenshots up within the next little while.

I should also mention that we're still in need of a mapper or two. If you have experience with the Empire at War map editor, and wish to join, email us at ThrawnsRevenge@gmail.com

-The Thrawn's Revenge Team 

  

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Fall of the Republic: Minimod

Fall of the Republic: Minimod

Nov 25, 2007 Demo 9 comments

Adds General Grievous, Magnaguards, and Delta Squad to Forces of Corruption.

Comments  (50 - 60 of 65)
DArbiter
DArbiter Nov 19 2007, 3:33pm says:

I'd suggest keeping an eye on some of our updates in the near future. ;)

+1 vote     reply to comment
PoliceFromTribes2
PoliceFromTribes2 Nov 19 2007, 10:27am says:

Looks awesome!

Have you guys considered adding the Yuzhaan Vong to Part 3?

Best of luck

+2 votes     reply to comment
pope16
pope16 Nov 24 2007, 10:47pm replied: Online

hey police guy. the vong would go in part 2. they come in after empire is defeated.

+1 vote     reply to comment
DArbiter
DArbiter Nov 4 2007, 9:30pm says:

The structure is like this:

R1 Released alone (3 Factions)

R2 Released Alone (3 factions)
R2 and R1 released as in one package(6 Factions)

R3 Released Alone (3 Factions)
R3, R2 and R1 Released as one package (9 Factions)

R4 Released Alone (3 Factions)
R4, R3, R2 and R1 Released as one package (12 Factions)

+1 vote     reply to comment
CanadaMan7
CanadaMan7 Nov 4 2007, 1:24am says:

do all the parts of the mod build on each other? So are there gonna be like 9 sides when the mod is finally done or will u choose what part you want and make them seperate mods?

+1 vote     reply to comment
DArbiter
DArbiter Sep 23 2007, 3:48pm says:

New news post and updated image gallery. :)

+1 vote     reply to comment
sarcronis
sarcronis Aug 23 2007, 8:16pm says:

Wow Arbiter, I didn't know that. Is that on the main site.

+1 vote     reply to comment
anakinskysolo
anakinskysolo Aug 9 2007, 4:21pm says:

I wanted to write this message because I have a great idea for the mod.
I've been thinking, and I think that to make the mod more real, no new ships that have never appeared in the Star Wars universe shall be added, and that the armament of the ships should follow a concrete ratio from the oficial weaponry. I mean, for example, if a Star Destroyer has 60 turbolasers and 60 ion cannons oficially, then you should divide by ten the number of weaponry that will appear in the game, so that the Star Destroyer will have 6 turbolasers and 6 ion cannons in the game. This ratio should apply for all ships. So then if I create and MC80 Calamari cruiser, I divide the 48 turbolasers by 10, so you put 5 of them onto the ship, and then divide the 20 ion cannons also by 10, and you put 2 ion cannons in the ship. This will allow us to see the real firepower of the ships and would make the game more real. The same should happen with the lengths of the ships.

+1 vote     reply to comment
DArbiter
DArbiter Aug 9 2007, 11:38pm says:

I'll address your comment in 2 parts:

--"I think that to make the mod more real, no new ships that have never appeared in the Star Wars universe shall be added"--

That eliminates the Empire of the Hand, Ssi-Ruuvi Imperium, Chiss Ascendancy as well as a few minor factions necessary for the mod, as well as a load of the work we've done. Not going to happen. We make up ships for the factions that need them.

--"and that the armament of the ships should follow a concrete ratio from the oficial weaponry. I mean, for example, if a Star Destroyer has 60 turbolasers and 60 ion cannons oficially, then you should divide by ten the number of weaponry that will appear in the game, so that the Star Destroyer will have 6 turbolasers and 6 ion cannons in the game."--

Not all ships have a canon weapon set, including several that have armaments that differ between several sources. Also, that makes for extremely odd weapon hardpoint numbers. For example, using the number ten:
Executor: 500 hardpoints (wouldn't quite fit on the model and would be a lag fest, ours has around 84)
meanwhile...
Imperial Star Destroy mk. 1: 13.5 hardpoints (ours has around 14 weapons)
Lwhekk manufacturing ship: 0.3 hardpoints

Instead of doing something like that, we've 'customized' each ships hardpoint number. We've made up for the lack of about 420 (if you go by your suggested system) of the hardpoints on the Executor, for example, by increasing hull strength and firing rate so it can portray the canon ship with a fair amount of accuracy.

The shield strength, speed, and sizes of the ships will be canon, though we may scale fighters up a bit (Not as much as Petro) so they are at least visible.

+1 vote     reply to comment
DArbiter
DArbiter Jul 18 2007, 10:29pm says:

No, but we have released a beta-style minimod to the public for the Rebellion and Empire. It has a few units, plants, heroes and some new GCs. It's in our site's download section.

+1 vote     reply to comment
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DArbiter
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