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.
The new supership for the New Republic in era 5 in 2.0. These will be very limited, both in production numbers and which GCs they're actually in (meaning they won't be in every GC set in era 5).
Woah...
Dude...that thing looks freakin' awesome.
does it die?
It's a bit tougher to kill than an Executor.But it most certainly does die.
good lord
That enemy fleet just shat itself when that hyperspaced in lol
(And yes i meant to say shat lol)
Couldnt put it better my self.
Seeing how many lasers it can shoot, I can see why you would limit them XD
ohhh....damnnn :O :P time to viscount troll the empire XD Problem empire?
Will it blend.
Of course. It's a feature that all of our units have.
Look at the green spray of doom!
epic!
Crashing the party, like a Mon Calamari (Boss) :P
jesus the amount of lasers coming from it is insane. If you look at the picture reminds me of an insect with 4 great big green wings lol.
It looks like it has wings... Wings of Glory...
Wait.... WE'RE GETTING VISCOUNTS!?! :D If this thing has Shield Boost its going to be friggin unstoppable... I can't wait to play with this ship.
It won't have the shield boost ability. That would make it unbalanced.
Green lasers? Aren't they supposed to be red?
The green ones were used in order to avoid hitting certain code field limits.
It's cool, but too uniform and doesn't look like lasers at all. Add in some different size lazers and smaller calibers to enhance realism of the scene. This looks like the cruiser is spraypainting the map with meteors.
Why would we add in different calibers when all the weapons are supposed to be the same caliber to begin with? If we did enough variation between the versions to even be noticable, then people would wonder why some turbolaser hardpoints fire bigger turbolasers than others, and what the difference in function is, when the anser is none. On top of that, if we were to do any reasonable number of variations, the number of different Turbolaser/Megamaser particles, code, etc the game has to load and render goes from 30 to at least 90. Even in the movies I don't remember a size difference within the Turbolasers, just between the turbolasers and lasers.
This thing is epic in so many other mods. Can't wait to see this one in action.
(sister walks in) hey wats that? me:thats a ship sister: oh i thought that was an awsome ship capable of taking down a large fleet with tis many lazors me: (poker face) ._________.
Snap, were is the Eclipse when you need it, LOL
Why are the guns on the right shooting at nothing.. in the exact same pattern the ones on the left are shooting in lol xD
its shooting at fighters, it won't kill them though but it'll try, kinda funny like a fat guy trying to date a hot skinny chick, to make a long story short, its not going to work out well for the fat guy...
DEATH IS INCARNATE.
gentlemen.......I have now found the vessel that can show my PC to a crawl.......I'm more afraid of the lag then that rain of lasers....wait, no, I'm afraid of both. Oh my gosh......um...how many hardpoints does it have?
Oh yes your right it will lag a lot
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