Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. It includes the events of the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom treaty. If you own the Steam version of EaW, you will have to complete extra steps to run the mod after installation. Please see the manual for these steps.
Conquer the galaxy in the aftermath of the Battle of Endor as any of 8 playable factions, with an era-based progression system- the fledgling New Republic which has formed out of the Rebel Alliance, the fracturing Galactic Empire, the secretive Empire of the Hand, the warlike and xenophobic Duskhan League, and four different Imperial Warlord factions (the Pentastar Alignment, Eriadu Authority, Warlord Zsinj, and Greater Maldrood).
Conquer the galaxy in the aftermath of the Battle of Endor as any of 8 playable factions, with an era-based progression system- the fledgling New Republic which has formed out of the Rebel Alliance, the fracturing Galactic Empire, the secretive Empire of the Hand, the warlike and xenophobic Duskhan League, and four different Imperial Warlord factions (the Pentastar Alignment, Eriadu Authority, Warlord Zsinj, and Greater Maldrood). Play with hundreds of units and heroes in skirmish and 19 new galactic conquest scenarios.
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Delete any existing installation before installing. Do not try to place the new version over the old version.
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STEAM:
We recommend using the Steam Workshop copy of the mod for Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106) , however to install it using this copy:
Right click the ICW225.zip and select "extract here"
Place the mod into C:\Program Files (x86)\Steam\steamapps\common\Star Wars Empire at War\corruption\Mods (Default)
To play the mod via Steam:
-Open Steam and go to Empire at War, right click and select Properties.
-Click Launch Options and add sweaw MODPATH=Mods\Imperial_Civil_War225
-Close Properties and click Play, selecting Forces of Corruption.
-To play the original game just reverse the second set of steps and remove MODPATH=Mods\Imperial_Civil_War225 from the Launch Options.
RETAIL DISK:
Right click the ICW225.zip and select "extract here"
Place the extracted Imperial_Civil_War folder into Forces of Corruption\Mods,
Place the .bat file into your Forces of Corruption folder (should be with your swfoc.exe).
Result:
C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Imperial_Civil_War225\Data\etc...
Double-click the .bat to play
GOG / GOLD PACK:
RETAIL DISK:
Right click the ICW225.zip and select "extract here"
Place the extracted Imperial_Civil_War folder into EAWX\Mods,
Place the .bat file into your Forces of Corruption folder (should be with your swfoc.exe).
Result:
C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - Empire At War Gold\EAWX\Mods\Imperial_Civil_War225\Data\etc...
Double-click the .bat to play
CREDITS----------
Thanks To
Jeff/Farseer for various replacement textures
Dr_McCoy1701A, Capt. Ford, Captain Elegy for space skydomes
Corran Horn model\skin\rigging\animations by Sidious Invader/The Farseer
Brakiss Model\Skin\Animations by The_Farseer
Century Tank: Model, Skin, Rigging, Animation by The_Farseer
Camille for EotH tank designs (RFT)
Gas giant textures by Priteeboy: Browse.deviantart.com
High-res skymaps by Optikz: Blenderartists.org
Dragonshadow for the Empire of the Hand symbol design
CG Textures for texture resources Cgtextures.com
NASA for cloud map and base nebulae
Warb Null for EotH Landing Zones
FX Mod for various planet skins
Filterforge filters for texture assistance from filter creators: sjeiti, jensp, skybase, Muhznit, Anna
Klishina, Betis, ronjonnie, shul east, Moss and tpitts:
Filterforge.com
Awesomeface emoticon by whoever made it... We don't know who you are (although we're fairly sure you go by the name
of Schild) but thank you.
Kris Vanderwater for Scarsiss design
Quebec Dug for some Nebulae (http://empireatwar.filefront.com/file/_QDNebulaePackV10;80368 )
Synax for base Apophysis renders (http://synax444.deviantart.com/)
The_Farseer for ROTM starfields
Bailknight for the V-Wing and E-Web
Planetary maps created by Björn Jónsson using Nasa images:
Mmedia.is
Free Planet Bitmaps by © DUAEL DESIGNS LLC & ROBERT STEIN III '10:
Freebitmaps.blogspot.com
Planetary Texture Maps by James Hastings-Trew: Planetpixelemporium.com
Frank Gregorio - Sun textures
Lord_x- Sun Model, animations, etc.
UnrealPL Fractal Pack Unrealpl.deviantart.com
Nebulae by Casperium Casperium.deviantart.com
Legacy of War for Farm props
Z3r0x for various props on Borleias and Ession
Filo (FX Mod) for the Imperial and New Republic Specialist model
Vade Parvis for the original chest plate and shoulder pads, and Monsoontide for the helmet for Army Trooper
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2.2.5 Major Changes
- Multiplayer GC Support Added: Thrawn Campaign available as New Republic and Imperial Remnant
- New VO for dozens of units, across all factions
- Yevetha Re-Enabled in GC and Skirmish
- Empires at War and Black Fleet Crisis GCs Re-Enabled
- Several tactical maps added or updated for galactic conquest planets
- New Skirmish map: Smuggler's Ring
- Some updates to ingame tech tree dialog screens
- More AI tweaks, should fix AI skirmish issues with upgrading and building units
- Squadron count changes for several EotH ships (reflected in all tooltips)
- Hapan fighter spam nerfed
- Added a fix to prevent infinite loops causing game freezes when returning to galactic from tactical battles.
- Removed ground spawns from space-only planets for Yevetha in progressive GCs
- Stat display supported in mission log for all GCs and factions
- Added plot elements for building Wedge in the Lusankya for all applicable GCs, changes to Rogue Squadron spawns.
- Fixed issue where Carnor's era change speech would happen at the same cue as Palpatines (era changes would go on unaffected though)
- Removed Eri Palle
- Event added for Sil Sorrannon's revolt in BFC, which removes Yevethan heroes if you take too long winning the GC
- Fixed NR starting credits in Crimson Empire and Shadow Hand
- Fixed issue where Normal was getting more bonuses than Hard in some ways
- Fixed Ashik, Pellaeon, Skipray FoW reveal for Skirmish
- All EotH units have full stat readouts in text tooltips. Will be applied to other factions in 2.3 after feedback.
- Standardized Z-layers for ships of the same class (still randomized)
- Artillery health from 300->100 (MPTL, SPMAT, Plasma Mortar
- More ground units switched to hardpoints for inaccuracy checks
- Miy'til, TIE Raptor and ARC-170 lasers brought into line with other fighters
- TIE Defender health 25 -> 30, Shield Refresh 1 -> 3, added flyby sound effects
- Yevetha plex soldier icon changed
- Fixed Kariek ground map causing a crash
- Fixed Megamaser Texture
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2.2.4 Major Changes
- Several map updates (Phindar, Serenno maps added)
- Re-added m,ap preview images (on invasion/base layout sacreens)
- AI Improvements:
-- Improved the way defending ground forces interact with landing zones (defendedrs shouldn't care about enemy reinforcements, they can go take landing zones)
-- Certain defensive plans made more accessible to AI
-- Fixed EotH building namers in AI plans
-- Improved AI handling of planetary weapons (factions using PA HVGun should fire it now)
-- SSD asteroid collision removed to help with pathfinding
-- AI now takes reinforcements into account before deciding to retreat
-- Incrteased desire to upgrade starbase levels
-- Added Interdictor as independent category type for AI use
-- Other minor adjustments
- Validusia made available to all Imperial factions
- Validusia range increased, should now outrange most ships and actually be somewhat useful (2100 -> 3100)
- Nerfed Ewok hunter damage
- Various text fixes (including Trier, Okins and Kosh ship command text, boarding use depletion tooltip)
- Lag experiements: restored AI for inactive factions, incraesed galactic movespeed (may be reverted)
- Fixed Megamaser graphical effects (singles should no longer render as duals)
- MMT AoE damage removed. strong sinmgle-target damage, shouldn't wipe infantry squads- Gamescoring script restored, should track end-game stats more accurately now)
- Documentation updates: EotH only for now, added more stats to tooltips
- Potential fix for crash opn completion of Katana Fleet mission (needs more testing)
- Elrood income 220 -> 120
- Oto, Empress, Validusia prices adjusted
- Empress Proton Torpedo launch count 2 -> 1 for all HPs
- Raid fleets temporarily disabled in era-progressive GCs
- Harrsk combat bonus to own star destroyer now applies properly (Whirlwind)
- Performance improvements to structure display
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2.2.3 Major Changes
- Fixed several instances of scripts ceasing to work in era progressive campaigns for certain spawn events. Still some cases likely left.
- Some galactic lag optimizations
- Fixed issue where ships would stop rendering when too far from camera
- Fixed Battledragon Death Clone
- Fixed Covell Crash on Deploy
- Fixed Quad Ion Cannon
- Some icon/text fixes
- Fixed issue where Zero Command would not break off properly in Endor Aftermath
- Fixed spawns for Okins, Ramier, Trier, Strang, Weir and Veers for Teradoc and Eriadu in various GCs
- Added NR progression holocron entries with era overviews (coming later for other factions). NR and IR now say exactly how progression works.
- Progression automatic timer reduced from 100 to 80 weeks, Thrawn -> Palpatine sub-era gap from 20 to 15 weeks
- Some skirmish FoW reveal fixes (others likely still remain)
- Company prices adjusted from 10,000 standard to other more suitable prices
- Many ground weapons (currently mostly Empire) moved to hardpoints from in-unit weapons, allowing for accuracy changes. Will be done for other factions as we go.
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2.2.2 Major Changes:
- Disabled Yevetha (and therefore Empires at War and BFC) due to causing crashes on initiating tactical battles until we can find the cause.
- Added Reinforcement prevention radii to Starbases and mines in skirmish
- Altered stats for power to shields/weapons in skirmish
- Removed power to weapons from larger ships in skirmish (Praetor, Nebula, Allegiance)
- Removed 3 mines on Core Conflict
- Removed Bright Jewel, Mantell Massacre, Corellian Conflict and Dark Fury skirmish maps (redundant or unfinished)
- EotH starts with Krsiss instead of Nsiss in Skirmish
- Added merchant dock units for all factions
- Fixed several skirmish ships removing all FoW, some may still remain.
- Empress station damage nerfed (6 protons per hardpoint -> 2)
- Moff Resuun Tractor Beam enabled
- Enforcer pop cap 2 -> 3
- Fixed [MISSING] Ion cannons on Oto, added Quad Ion projectile
- Fixed an issue where boarded or retreated units would sometimes spawn at dummy planets and be inaccessible.
- Fixed Eriadu Lancet availability
- Fixed duplicated Hailfire company
- Strang and Weir added to Eriadu for era progressives
- World Devastator and Praetor should unlock in era 3 and 4 respectively for Remnant, with WD relocking in Jax era.
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2.2.1 Major Changes:
- Fixed skirmish AI inactivity
- Fixed an issue where era changes when factions are destroyed will cause a crash (until we have more time to test a better solution, this will mean the progressive GCs technically won't end)
- Doing live testing of some measure to improve GC performance on larger maps. Let us know if you see a difference.
- Various text fixes (most prominently, deconstruction buttons have names now)
- Moved Upcoming Changes button out from under Audio button
- Fixed missing Eriadu and Maldrood starting heroes in era progressives (Veers, Trier, Okins, Ramier)
- Fixed Gladiators not spawning fighters for Maldrood and Eriadu
- Commando sticky bombs reduced in damage and blast radius
- Broader KDY discounts
- Yevetha Boarding enabled
- Lott walker icon fixed
- Kyle dropped off by Moldy Crow
- Sienar Praetor discount removed
- Sacheen properly refers to single-unit retreat
- Nuruodo now requires only level 1 in skirmish
- Shifted save warning up slightly
- Ground skirmish heroes added:
--PA: Rei'kas, Sariss, Jerec
--Zsinj: Netbers, Lanu, Gethzerion, Melvar
--Maldrood: Dengar, Lott, Boba
--Eriadu: Weir, Strnag, Bossk, Veers
--Duskhan League: Eri Palle
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2.2 MAJOR CHANGES:
The mod has essentially been redone, so doing a comprehensive changelog is impossible- this is simply an overview.
New & Redone Content in 2.2:
- Playable Factions: Warlord Zsinj, Greater Maldrood, Eriadu Authority (Hero rosters have been expanded for all rosters)
- Non-Playable Factions: Warlord Harrsk, Mandalorians, Corporate Sector Authority
- Redone skydomes, land texture sets
- Dozens of new and redone maps
- Economy rebalanced
- Particle and weapon effects redone
- Death Clones added to several units (not just explosions- this is a longer term project so not everything is done).
- AI OVerhaul Part 1:
-- AI Takes advantage of mod-specific features & economy
-- AI reliance on magic and unfair spawns removed- income modifiers still exist for Hard
-- Rebalance AI Combat power for fleet compositions
-- Some factions given distinct behaviours (ie PA and EotH isolationist until era 3 & 5 respectively)
- All Pre-existing GC maps redone & added several new GC maps:
-Progressive
-- Imperial Civil War renamed to Empire's End
-- Art of War
-- Essence of War
- Era 1
-- Endor Aftermath
-- Stars Align
-- Bacta War
-- Hunt for Zsinj
- Era 2
-- Thrawn Campaign
-- Isard's Revenge
- Era 3
-- Operation Shadow Hand
-- Crimson Empire
- Era 4
-- Reunification
- Era 5
-- Black Fleet Crisis
-- Orinda Campaign
-- Final Imperial Push
-- Caamas Crisis
- Infinities
-- Survival Mode
-- From the Ground Up (Single-Planet Starts)
-- Empires at War
-Many new events on the galactic level
-- Bacta War story thread
-- Emergent factions (Hapans, Yevetha) in progressive GCs
- New Abilities:
-- Single-Unit Retreat
-- Boarding (New Republic, Era 2 Empire)
-- Station Rotation
- New Units:
-- Bellator
-- Raider
-- Secutor
-- Dauntless
-- Tartan
-- Torpedo Sphere
-- Peltast
-- Afthonia
-- Allegiance
-- Procursator
-- Army Troopers
-- TIE Avenger
-- Providence
-- ARC-170
-- Keldabe
-- Rihkxyrk
-- Arquitens
-- Neutron Star
-- Boarding Shuttles
-- World Devastator
- Redone Units
-- Executor
-- Imperial I Star Destroyer
-- Imperial II Star Destroyer
-- Victory Star Destroyer (Crimson, VSD I, VSD II)
-- Skipray Blastboat
-- Lucrehulk
-- Ton-Falk
-- Battledragon
-- TIE Fighter Line
-- X, Y, A-Wing
-- Vindicator / Enforcer
-- Immobilizer
-- Interdictor Star Destroyer
-- Venator
-- Acclamator
-- Lancer Frigate
-- MC80
-- Home One
-- MC80B
-- MC40a
-- MC90
-- Carrack
-- Nebulon-B
-- BAC
-- Eclipse
yea boi
Thanks for all the hard work! :^)
Thanks mod is good
Have the VOs for units been pushed to 2.3?
Thanks :)
The VO is in the Steam Workshop version of 2.2.5. This download is meant for GoG and Disk copies of the game, which haven't received the same official patches so we have to be a lot more limited with the memory we take up, which means we can't include things like VO and the map layout images, or the issue when the game crashes while loading saves (which was fixed on Steam) would occur.
If these measures are required to make the other versions of the mod stable I'm completely content with them being there.
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It is a shame that a part of the player base gets denied the official patches.
GOG version has patched memory usage, it can use 4GB's of RAM just like the steam version :)
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The game crashes on startup without an error, Any idea why?
Same here, When I launch the game, it works until the game menu but 10 seconds later it crash to desktop without any error message.
Before installing this version (2.2.5), I deleted all previous versions of Imperial Civil War.
I looked on the "FOC/Data/XML" folder but I don't have "AI" or "Enum" folders.
With the last version (2.2) I never had any issue, it worked well.
Any Idea ?
EDIT : Ok so, my original game Force Of Corruption don't work anymore... I will try to reinstal the game.
EDIT 2 : It seems to work now :) I will see...
How did you fix the error?
Tombslord had a problem with the actual FoC game and he would have re-installed it.
Try launching vanilla FoC and see if that works?
Same. Every other version worked fine on Steam but this. Whenever I open the game as usual, it'll show the front page of the mod before crashing out without any explanation.
Hopefully it'll get patched up soon
I've updated the download with some XML files that were missing before, which could potentially cause errors when not loose (they were in the config files), so it should be fine now.
Ah ok.
Thanks man
Is there an apropriate place to report you bugs for this mod ?
Cause I find one : I play Eriadu Authority, when I build AA Turret it not fire when an aircraft (or anything else) come at its range. (Even if I tell it to fire in a specific target). The turret follow the target (it rotate) but never fire.
EDIT : It's not only the AA turrets of the Eriadu Authority, it's seems to bug with all imperial type AA turrets (cause the republic type AA turret work well, RIP my Lancet Squadron...)
Corey : "I've updated the download with some XML files that were missing before"
With this update my game crash directly when I launch it. ("An exception has occurred. See _logfile.txt and _except.txt for details.")
This message appeared too sometime when I tried to save the previous version.
So I will reinstall the previous version
It sounds like you may have interfering files from another mod in your base game Data folder.
No, because I deleted all the game (at my post June 30th) and reinstall it, then install ICW 2.2.5 only.
I have nothing else than the base game and ICW 2.2.5
For me it just won't start.
Do you have the game set to run in compatibility mode with Windows XP?
I use Windows 10 and I got the problem fixed yesterday I forgot to move the Batch file out of the mod folder.
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IF you're using the Steam version TLau18, I suggest you get the Steam Workshop copy of the mod. This version is specifically intended for people who have GoG and the Disk version, and as such is more limited in some ways as well.
Thanks for the heads up Corey but it won't really be necessary. Mod works fine for me so I see no need to muck about even further
Yeah mine crashes to
I have GOG Empire of War, the thing just crashes
Please help
Did you install the mod by placing it over an existing version, and do you have any conflicting files from other mods installed to your base game's data folder? (RaW and AotR are generally the mods that do that)
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Game crashes on start up for me. First time installing so no other mods exist. No "AI" or "Enum" folders exist under FOC/DATA/XML. I'm Playing on a retail disk.
Do you have the FoC ram fix?
I've been having issues running the mod, when I run the BAT file to start up the mod I get the typical "an exception has occured" message the moment the game's executable starts.
I tried a fresh install, with witch I needed to toss in a patch to be able to run even the base game (4gb patch Gamewatcher.com), with that over I extracted the mod directly from the ZIP file to the Mods folder and tossed the BAT into FOC's directory.
There might be some sort of issue with how the patch works with the mod, but I can't get to playing the mod with a broken base game. I'm running the latest version of Windows 10, with FOC being a retail gold pack version of the game.
Finally got some logs for the crash, though it's quite long so I had to get rid of the stack dump.
Exception in thread 1838 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a
Exception occurred at 0091D7FE - Unknown code pointer
Stack walk:
0091DF1C : Unknown
virtual address for which it does not have the appropriate access.
Attempt to read from address 00000018
Register dump:
Eip:0091D7FE Esp:0189F48C Ebp:00000003
Eax:00000000 Ebx:00010101 Ecx:00000780
Edx:00000438 Esi:00000000 Edi:00000002
EFlags:00010202
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
Bytes at CS:EIP (0091D7FE): 83 78 18 10 72 05 8B 40 04 EB 03 83 C0 04 50 68 C0 97 A5 00 68 4C 96 A5 00 E8 84 61 C0 FF 56 68 A4 97 A5 00 68 4C 96 A5 00 E8 74 61 C0 FF 55 68 88 97 A5 00 68 4C 96 A5 00 E8 64 61 C0 FF 57 68
Unfortunately the crash log doesn't tell us anything. If you have a clean installation of FoC, set to the Windows XP compatibility mode with the mod extracted to mods, it should work. Beyond that, without seeing exactly how your setup is, I can't say where exactly the installation has gone wrong.
Our general advice when people experience trouble with the Disk or GoG version with mods is to get the Steam version, it has received more officiall patches for pretty gamebreaking issues and is just generally more stable, with fewer variables to account for. Releasing for the Disk and GoG versions at all requires jumping through a lot of hoops.
hi i really need help i am having the exception error it crashes on launch i thought it was another mod interfering like what you guys were talking about so i reinstalled the game and deleted all other mod files the only mod i have is 2.2.5 thrawns revenge but it still crashes i checked for any of the ai or enem files in data but there were none and i have a ram fix because i needed to get one to play on windows 10 pls help.
one thing worth noting is that i have empire at war on drive D not C this has caused problems in the past with some mods as they try to go to C drive and wont let me change the path does this have something to do with it?
Do you have the game set to run in compatibility mode with Windows XP?
Our general advice when people experience trouble with the Disk or GoG version with mods is to get the Steam version, it has received more officiall patches for pretty gamebreaking issues and is just generally more stable, with fewer variables to account for. Releasing for the Disk and GoG versions at all requires jumping through a lot of hoops.
I have installed EaW/FoC on Drive D as well and it didn't cause any problems so far.
In terms of ICW 2.2.5 directly, in my personal case it is interesting that the .zip file ICW225.1 worked on my system (Win 10) even with other mods installed (none of those places extra files in the original Data Folder) while with the ICW225.2-file I get a crash with Exception message on start up as well.
On install I generally remove the previous version of a mod so there's no overlap.
Some further experimenting brought something odd about. I have changed nothing about my FoC Installation or any existing mod.
The configuration is as follows:
- Windows 10
- FoC Disk Version with all existing patches + Ram Fix.
- Compatibility Mode Win XP
- Uses Drive D instead of C.
- Installed Mods (each in its own folder and none of them places files in the main data folder):
- Corporate Addon
- ICW22Demo
- ICW 2.1
- ICW 2.2.5
- Old Republic at War
- Republic at War 1.2 (no longer places files in the main data folder)
- Rise of the Mandalorians
- Battlefront Commander
Under this configuration, when I use the ICW 225.1-zip file (those with the XML-files packed) the mod runs flawlessly.
If I use the ICW 225.2-zip file with the loose XMl-files the mod crashes on start up.
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Help; i can't get the mod to start in english, which breaks everything and render the game unreadable with missing texts everywhere. I added the line to launch the game in english in the shortcut which works for every other mods i played but this one. I have a gog version.
Just rename the MasterTextFile_English in Data\Text to your language
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Hello the mod doesnt work for me when I'm double clicking the bat it starts the game with a white screen (did that when i got it a week ago but it eventually transitioned to the normal menu} for like 1 second then simply crashes with no error.i have both RAW and AOTR 2.6 but the data folder doesnt have anything from either of these (renamed the AOTR data to something else and copied the vanilla from another folder) so it has the original data.It worked fine with 225.1 but with 225.2 it doesnt.
Are you running with compatibility mode set?
Yes i do,anyways i know i'm a bit late but i fixed it by compressing the "loose" xml file to the config file,just so to let you know that that loose xml causes problems apparently.
When i downloaded this mod it still said 2.2 and was not updated
I Belive it says 2.2 regardless, If i'm not mistaken it was the new one because when i was saving there was a message saying next update 28th June (that was for 225.1 i think )
unlike the old 2.2 where it simply said something about a save fix or something
The overall version number doesn't change with the patches on the title screen.