Imperial Remnant

Imperial Remnant

The Imperial Remnant comprised the regions of the galaxy still under Imperial control following the Emperor's defeat at Endor.

New Republic

New Republic

The New Republic was established by the Rebel Alliance to replace the Galactic Empire following the Battle of Endor.

Empire of the Hand

Empire of the Hand

The Empire of the Hand was founded in secret by Grand Admiral Thrawn to explore the Unknown Regions.

Imperial Remnant

Pentastar Alignment

During the fragmentation of the Empire, the Pentastar Alignment was formed of fourteen sectors in the outer rim.

New Republic

Minor Factions

Several active smaller factions have been added, including the Hapes Consortium, Duskhan League and Imperial Warlords.

Empire of the Hand

Galactic Conquests

New scenarios have been created, allowing exciting new gameplay in each era of Thrawn's Revenge.

Imperial Remnant

Enhanced Gameplay

Thrawn's Revenge has been completely redesigned from the ground up to give new aesthetics and playability.

New Republic

Era System

Thrawn's Revenge uses a unique era-based advancement system, replacing the traditional technology system.

Empire of the Hand

Forums

Find out the very latest news, or ask a question, by visiting the forums.

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RSS feed Articles

Year in Preview

News 15 comments

Happy new year everyone! 2015 was not a bad year for Thrawn's Revenge. It saw the first release of an Ascendancy alpha, our Sins project, with very encouraging reception. We also had a very strong showing in the Mod of the Year competition including an Honourable Mention for Ascendancy in the Upcoming category and a 7th place finish for Imperial Civil War, our Empire at War mod, in the Released category. Both of these were in the Player's Choice portion, so we want to give everyone who's supported us all year a huge thank you. We would not be where we are today without all of your support.

With 2015 in the rear-view mirror and 2016 starting, I wanted to take a moment to talk about what you can expect in the coming year from us. Keep in mind, life always finds a way to get in the way so this information may not all be 100% correct by this time next year, but it's the plan for now and we'll do our best to meet or beat it all. First, we plan to have not one but three major releases this year. Two of these releases will be for Ascendancy, and one will be the long-awaited Imperial Civil War 2.2. The first of these releases, Ascendancy 1.0, is currently slated to come out between January 29th-February 12th, 2016. Don't ask about the other two, I have no idea.

That date range for Ascendancy 1.0 is, again:
January 29th-February 12th, 2016


One of our failings in 2015 was that we were unable to keep people informed of what was going on as much as we would have liked, meaning a dearth of news posts and general media for most of the year. This year, I hope to correct that with fairly regular progress posts and full articles. Last year we also tried releasing the Dauntless for Ascendancy on its own to our forums for people to play with and test before the release of the mod, and this is something I would like to try to do more of in the dry spell between versions. I'm also going to be more active on my youtube channel, where I primarily post videos of me getting destroyed in early versions of Ascendancy and Imperial Civil War, along with some other games. One other thing to look forward to is the New Republic trailer Jin is working on for the release of Ascendancy 1.0. If you don't remember the Imperial Remnant trailer we made for 0.9, you can watch that too:



Hopefully that gives you a good general idea of what 2016 will have in store. As ever, if you have ideas or feedback about what you would like to see in future versions, please let us know in the comments on Youtube, Mod Database, or join the community on our forums. You can also find an active player base there for discussions about



If you would like to help us achieve our goals for 2016, we're always looking for new people to join the team. We currently have openings for voice actors, 3D modelers and texture artists. If you're interested in helping out in one of these capacities, contact me at ThrawnsRevenge@gmail.com.

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Top 100 and Testing Time

Top 100 and Testing Time

News 1 comment

Both Ascendancy and ICW are up for voting in the top 100 phase of MotY.

Let's Test: Imperial Civil War

Let's Test: Imperial Civil War

News 11 comments

Corey's losing at early versions of the mod, starting with the Empir eof the Hand.

9 Years Lost in Space

9 Years Lost in Space

News 15 comments

We celebrate 9 years of Thrawn's Revenge with a dual update, covering both Ascendancy and Imperial Civil War. And a new Let's Play!

Anniversary News & Channel Updates

Anniversary News & Channel Updates

News 4 comments

A video about videos, and an update about updates. So meta.

RSS feed Downloads
Unit Selection Freeze Fixer (Utility) V2

Unit Selection Freeze Fixer (Utility) V2

Script 14 comments

This program fixes save games which have been affected by FoC's unit selection bug.

2.1  Italian Patch

2.1 Italian Patch

Patch 5 comments

An Italian translation of 2.1 provided by Maestro_Luca

Imperial Civil War 2.1 Deutscher Patch

Imperial Civil War 2.1 Deutscher Patch

Patch 15 comments

Die deutsche Übersetzung für ICW 2.1 / The German patch for 2.1

Imperial Civil War 2.1  (Zip)

Imperial Civil War 2.1 (Zip)

Full Version 55 comments

Conquer the galaxy in a more accessible format for Steam users!

Imperial Civil War 2.1 (Installer)

Imperial Civil War 2.1 (Installer)

Full Version 56 comments

Conquer the Galaxy as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment!

Imperial Civil War 2.1 Manual

Imperial Civil War 2.1 Manual

Guides 11 comments

Contains full information on units, heroes, GCs and features of Thrawn's Revenge: Imperial Civil War 2.0

Post comment Comments  (3630 - 3640 of 5,315)
Sistros
Sistros

Hi =) I've been doing my own configurations to your various versions as they come out. My latest focus has been on version 1.3 and i feel it is time to give you my opinion on it. I think in terms of standardization and organization the mod is a less than perfect, Hardpoints from various ships and mixed in the same file for example, the specifics are not organized, i mean you have speed, shield etc etc mixed up. The models are too simple, no gun turrets moving, hardpoints are few and not in synchrony with the cannon. I could go on and on but i advise you to see other mods like, alliance 4.5 and phoenix rising (alliance 4.5 because of its enormous scale and options and phoenix rising because of its large scale, options and organization) and see how they work. I've been mixing various models, options and other stuff into your mod for my own enjoyment of course. I don't have any knowledge of modeling and advanced programming so I've learned over the years by "cause effect" and i value your work and your Mod that is why i want it to be even greater. =)

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.Corey. Creator
.Corey.

Thank you for your feedback, however I disagree on a few (all) points:

1) Standardization and Organization:
We've put the faction hardpoints together and done some other organizational changes since 1.3, but I hardly see the relevance. This has absolutely no effect on gameplay, the only thing that matters as far as it goes is we know where all of our files are, and what's in them, which we do. It has absolutely no impact on player experience.Funny you should mention Phoenix Rising, because from what I remember that mod has all the hardpoints in one much larger file to begin with.

2) Shield, speed, etc mixed up:
What do you mean here? Unless you're suggesting we put the shield values into the speed tags, which we haven't, the only thing you could be talking about is them being in an order you don't like in the XML files, which, again, is irrelevant. It has no impact on the game at all, and we know how to read so we tend to not have too much trouble finding the tags we need to edit.

3) Not enough hardpoints, non-canonical:
We've always used a representative system in a way that DOES reflect canon, and in 2.0 we're getting even more specific with it. I suggest that you read this news post, which explains the refinements to the system in some detail:
Moddb.com

4) No moving gun turrets:
There aren't moving gun turrets because we don't want moving gun turrets. Modeling turrets quickly doubles or triples poly counts, and becomes a huige source of performance issues. If you think the models themselves are subpar, that's a different story, but even then I completely disagree that our models are worse than any others, in fact I'd say they're usually better.

Reply Good karma+4 votes
Sistros
Sistros

I only wish to point out that your models are not worse but simple in some aspects, like the turrets (I've played both alliance and PR and i don't feel performance issues in my pc) and hardpoints number, and i tested two different methods, one with each individual hardpoint firing a single shot and the other with few hardpoints but firing more shots. Ex: Imperial star destroyers have 60 turbo, 60 hardpoints firing 1 shot and 10 hardpoints each firing 6 shots, i think the first is more real. As for the rest of your comments, i'm up to date on your posts but i was referring to version 1.3. I don't have any problem with your point of view, like i've said before, i configure things to my own domestic liking. =)

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.Corey. Creator
.Corey.

Over 120 hardpoints on one ISD wouldn't work without covering the whole ship in indistinguishable green, or having non-targetable hardpoints, and it would mean the Executor would need something like 4500 hardpoints.

Reply Good karma+3 votes
Sistros
Sistros

About the Executor I left it as it is but regarding the ISD i'll mix some targetable others non-targetable like i have done with the Liberty type and Reef type MC cruisers and others

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.Corey. Creator
.Corey.

In that case the ship could have a single HP left (even if it's just a shield generator) and still be able to fire the vast majority of its weapons, which ruins the point of hardpoint degradation. Other than that the only difference is you'd have more points from which the lasers come up, and unless the ship is really big going above 16 is already kind of unnoticable.

Reply Good karma+2 votes
KananTheViking
KananTheViking

somewhat of a random question but will there be multiplayer gc planned for this mod?

Reply Good karma Bad karma+2 votes
.Corey. Creator
.Corey.

Yes, at some point.

Reply Good karma+2 votes
TearneyR
TearneyR

I dowlaoded RaW and RotC mods and then started them. It wouldn't start up, so I closed out of it, and a Exception! pop up came up. The pop up says An exception has occurred. See_logfile.txt and_except.txt for details. So what can I do to be able to play those mods. I posted this messege on RotC page but no one answered me. Your mod works fine.

Reply Good karma Bad karma+2 votes
.Corey. Creator
.Corey.

I'd think they would get installed in much the same way TR is. I know RaW has a two part installer (or at least I think it does) but I don't have much experience with either mod, so I don't think I can help you much, sorry.

Reply Good karma+2 votes
TearneyR
TearneyR

Okay, thanks for your reply, your mod kicks ***, and I can't wait for what you have instore for the new update.

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Sarge7
Sarge7

Another question... I have RaW installed as well TR so i have been renaming the AI folder in the XML folder and renaming the Scripts folder. I was just wondering if i am doing that right. I have been playing it and it has been working but sometimes it will randomly crash when i try and quit the game i'm in. The reason i'm wondering is because i saw somewhere else that i am supposed to rename something else as well....

Reply Good karma Bad karma+2 votes
.Corey. Creator
.Corey.

The only crash-while-quitting bug I'm aware of occurs in the Empires at War GC as the IR/EotH. What you've done should be working, if you're getting other bugs please report them in the tech support part of our forums and we'll look into it.

Reply Good karma+2 votes
Sarge7
Sarge7

Yeah that would be the crash i'm getting, though i thought i was playing as the EotH on The Art of War GC..... maybe i was mistaken lol

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Community Rating

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9.3

928 votes submitted.

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Ratings closed.

Highest Rated (52 agree) 10/10

Great mod and with in it makes the game much more appealing and the fact that this game follows after the events of the battle of endor, makes this mod feel like a full expansion to the game as this mod is at times fells more or less like one. To me the mod seems to have put better effort into there work man then the actually developers at times. Many new factions tons of new units and a lot of new worlds, while not every planet from the original game are here it makes up for with at least 50 more…

Dec 18 2010 by fFoxfire

Lowest Rated (10 agree) 1/10

nice mod. hours of game time. nice textures also

Sep 20 2010 by Jeedai

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