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.
A peek at the Star Destroyer and TIE Bomber from Ascendancy ported to ICW.
You keep showing Pentastar in the screens, but not in the gameplay stuffs. Y u do dis?!?
You port ICW models to Ascendancy,so you could later port models from Ascendancy to ICW.The circle is complete
Amazing Model, lighting and particles !! I just cant wait :3
Wait, this is Empire at War! It looks too good!
(buried)
>Non-rotating ISD turrets
>2016
>pls
>Implying that the year makes overtaxing an old game engine a good idea.
Ok,here's your rotating turrets.Have fun playing at 5 FPS.
I'll be waiting with bated breath to see you design and implement your own rotating turrets in-game without having the game become a slideshow. (Pft... The awesome particle effects and models more than suffice)
To be fair there are other mods with rotating turrets that dont become slide shows. Only low end pcs have that issue a majority of the time. The problem is the mod is basically designed to cater to lower end pcs. Hence the reason they're not in more than likely. Personally it bugs me they arent there either but theres justification to why not so i let my petty thoughts go lol.
And there isn't necessarily a problem with catering to low end pcs either. Its just the primary reason for why rotating objects are almost non-existent in this mod.
I know I'm just annoyed to see something as small as rotating turrets (in a mod that has already gone on to spans two games and is always nominated for awards)become a point of contention
Its a common question and not a big one. Its one worthy of an answer since this mod is of a high caliber after. Its rare to find mods of this quality without them. I.e ORAW or EAW:RE or even over here at YVAW. Nominations for awards, or not, it shouldnt be unexpected to be asked such a question for an already high quality mod.
In any case, i totally get what you mean. But the question itself some what shouldnt be unexpected for such already high quality work.
We don't take that significant of an increase in system resource utilization lightly, and it's not just a matter of lower end systems. I have a pretty decent computer, and I experience significant slowdown in certain other mods. Maybe it's something we'll do in the future, but it'd be after we test the system loads and not with the idea that certain other people have states where lag is essentially a conspiracy. Basically, people have known how to do tracking turrets since the day the game came out; tons of good mods have them, tons of bad mods have them. Just because something is possible within the game engine and we're technically capable of putting it in does not necessarily make it a good idea to do so, much the same way that when we do our model reworks we put a lot of work into optimization, which is how our Bellator, as the highest poly model in the mod, is still only 18k polies, and therefore lower poly than almost every model in some other mods.
Fair enough.
For the Empire!
That Star Destroyer actually belongs to the Pentastar Alignment. If it truly was Imperial, the Munificent would either be dead or dying.
Sweet looking. What else can I say. You Guys obviously know your stuff. :D
I'm curious as to how you guys ported the star destroyer from Ascendancy into ICW... You guys have been working on an xq starbase and essessles class that I think would be dope in ICW
We still have the original models so when we say we're porting them, we're rarely actually converting the already-converted Sins versions back into an OBJ then into an alo, we're usually just using the source models from when we made them.
You porters disgust me
You instead are the stupidity in person, clown man