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.

Report RSS What You Can Do in 2.2

We've been very adamant that we wouldn't be doing any major updates to the mod past 2.1. We lied. This post has a rundown on what kind of new things you can expect to find in the next version, which is turning out to be more than just the little patches we were promising.

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...Improved Models and Skins...
One of our primary goals in the last few versions has been to redo out of date or un-optimized content, ranging from entire redesigns as with the majority of the Empire of the Hand, to smaller model optimizations like with the Clawcraft. We're continuing on with that goal in 2.2, using models and skins we've been developing for our Sins of a Solar Empire mod, Ascendancy. So far in 2.2, the most prominent of the reworks are the Strike Cruiser, which has been entirely remodelled with a sleeker design, and the Bothan Assault Cruiser and Assault Frigate, the models for which have been significantly optimized, and the textures for which have been entirely redone.

Assault Frigate Retexture

...Bugfixes and Balancing...
We're also focusing on tracking down and eliminating some bugs, many of which we addressed with our mini patch beta, such as the crashes when you tried to change eras after a faction was already eliminated. This also includes reworking some of the ship rigs where bones faced the wrong way, like the Venator. We also have the defreezer by Pox and Fregge, which adresses the unit selection bug and allows us to re-enable galactic AI for minor factions in GCs, so Hapans and other groups are able to attack you.

Strike Cruiser & Lancer Updates

...Particle Rescaling...
One of the changes people ask for most often is for us to scale down the particles for Turbos and Ions, because they have a to obscure the ships behind them, and be larger than the things they're shooting out of. So, we've both reduced particle sizes by 50%, and sped them up considerably. The latter change is meant to reduce the amount of particles on screen at any time, which should improve performance without really sacrificing anything.

Projectile Changes


...New Units...
Most of these will be split between the Pentastar Alignment and the Empire of the Hand. These include the Gladiator Star Destroyer for the Pentastar Alignment, and the Alaria for the Empire of the Hand. The Alaria was designed for Ascendancy as a supply ship, so the version in ICW will be a heavy carrier refit for the later eras. We'd also like to include another capital ship for the Empire of the Hand, depending on how quickly it gets completed. we have a thread dedicated to discussing the nature of the Pentastar Alignment and what should be done with them on our forums as well.

Alaria

...New Feature: Diplomatic Planet Influence...
Smallpox has been working on creating a new system for the mod, which adds a non-military option to convert planets to your cause. We've put out a test version for the base, unmodded Forces of Corruption game to get a sense of how people feel about the system, what should be added or changed, and whether or not they would like to have it added to Imperial Civil War, along with any bug reports/performance issues it causes. Click here to go to the thread and download it, and please give any feedback you have, even if it's just to say you do or don't like it. Guests are able to post, so you don't need an account to respond to threads.

...And more?

If there's anything else you'd like to see, we encourage you to post your suggestions on our forums. We're definitely going to be doing Let's Plays of Ascendancy as we get closer to release for that, so I'm playing with the idea of doing one for ICW as well, if that's something anyone would be interested in.

...Follow the mod...
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Comments
Chimera1138
Chimera1138

All these changes sound great. The strike cruiser was always a little ugly to me, but I like the new model a lot. The PA getting a new ship will be good too, as it'll help them diversify they forces even more from the IR.

You guys are great, I'll be anticipating this next patch :)

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StalinsThighs
StalinsThighs

Any plans to do voicing for the Hero units?

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Enceladus Creator
Enceladus

Not unless there are some voice actors here that would like to try voicing some of them.

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Afro-yoda-ninja
Afro-yoda-ninja

... ahem :P

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malanthor
malanthor

Sorry no good mic and a Norwegian accent makes for bad voice acting. What kind of voices will you use for the rest? I assume no stock sins voices as that would be horribly.

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kyle_katarn67
kyle_katarn67

As much as I love the hand they do not need another capital ship class lol their current caps practically toppel over every other cap in the game no to mention that most scenarios with the hand usually start them off with like ten of their caps.

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.Corey. Author
.Corey.

If the ones they have are too powerful, then all that means is that they need balance adjustments to those.

When addressing the capital ships of the Empire of the Hand, you need to keep a few things in mind. Their low number is part of the reason they have to appear so powerful. Where other factions have their roles spread amongst multiple ships, the Hand has to do everything with the three they have, without any real changes through the eras. The Empire of the Hand needs to essentially compete with the MC80/ISDI with the same stuff they have to use to compete with the Nebula and Praetor, both of which are individually better than both the Syndic and the Phalanx in most ways. What you end up is three ships that had to be given the tools to do everything in order to do anything.

The addition of a fourth (or even fifth) capital ship doesn't mean some sort of net power increase in capital ships for the Empire of the Hand, it means we get to shift around the power that's there to give each one of them a more defined role.

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MrPerson
MrPerson

plus, they don't have any supercaps, so we have to have something capable of taking out those without taking too many losses

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Svenwalker94
Svenwalker94

I can't wait to see the Diplomacy option in action :)

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Enceladus Creator
Enceladus

If you're interested please do try it out for the base FOC game and leave us feedback. It will help us immensely in its development. Thrawnsrevenge.com

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Iamadog=?
Iamadog=?

Will the SSDs have shadows?

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Glorious_Bob
Glorious_Bob

Yeah, the shadows on that Executor do look kind of off compared to the ships around it.

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sinay
sinay

Love the dedication you guys have put into this mod and game.

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goodalenation
goodalenation

Do you have a target release date for 2.2 yet? I don't mean to rush i'm just curious

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Enceladus Creator
Enceladus

We'll announce an ETA when we feel it is appropriate.

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goodalenation
goodalenation

Ok thanks

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valinhorn
valinhorn

This made my day. Thank yal

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ElCommodore
ElCommodore

Well this sounds great I want to play it!!

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sentinel1124
sentinel1124

In the future do you guys plan on adding the World Devastators for the IR in ERA 3 ?

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ThotLess
ThotLess

seconded, though how they would be implemented might be tricky due to the sheer size of them in ground missions.

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JC262
JC262

Will there be a change so all major factions have an active AI, or is that still not possible (sorry if that's been changed already. I haven't played in a while)?

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jesse220
jesse220

Check theses out. We could use those in the mod

Starwars-exodus.wikia.com

Z13.invisionfree.com

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boomerbaptist
boomerbaptist

looks incredible, great job. Just found this mod and im loving every minute of it. Can/t wait for the new one!!!

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agenthunk
agenthunk

You know I have read most books from X-wing to Pellaeon peace treaty....
You mentioned nothing about adding the Important Imperial Commanders

such as Natasi Daala or Gilad Pellaeon?
and their personal Flagships....

Imperial-Class Star Destroyer I (yes I am aware this is the Victory-Cruisers)

Imperial-Class Star Destroyer II (yes I know this is the regular ship in-game)

Executor-Class Super Star Destroyer Knight Hammer

Pellaeon-Class Star Destroyer

Pellaeon-Class Star Destoryer II

Imperial-Class Star Destroyer II

Resurgent-Class Star Destroyer

Vengeance-Class Star Destroyer

Do these mods have issues with current game saves?I want to load it onto a hard mode in Galactic Conquest in FOC that is already saved. Equal footing?

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Slornie Creator
Slornie

Natasi Daala and Gilad Pellaeon have both been in ICW since v1.0 (first released in 2010).

Of the ship classes you list ICW has: Imperial I-class Star Destroyer, Imperial II-class Star Destroyer, Executor-class Super Star Destroyer, Vengeance-class Star Destroyer.

The Pellaeon-class Star Destroyer was developed over 80 years AFTER the end of our timeline so is not included. The Resurgent-class is from the new alternate timeline and is therefore not included either.

Hope that helps!

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TheFlyingAlamo
TheFlyingAlamo

Any update on the time frame for release of 2.2?

I just bought this game and installed it on STEAM this week. Immediately downloaded 1.1 after watching Gul Dukat's videos and watching Corey's Ascendancy live streams.

I love what you guys are doing.

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Ddadas
Ddadas

What about to add alarm noise when ship have low health and when shield generator or engines are destroyed just like in RaW.

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ThotLess
ThotLess

loving what I'm seeing, though I'm quite curious to see a more fleshed out Duskhan League or similar sub-factions, hwoever. I'm a sucker for Legends content and this is one of the best mods I've played for any game. Thank you very much for all you've done, guys.

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