thrawn's revenge hypervelocity gun

Feature OverviewVisual Effects Updates There’s a new carrier category, for example, which for smaller carriers, will tell the AI that kind of unit needs to stay back- they’re for deploying fighters, not for engaging directly. The mod wouldn't be anywhere near where it is today without all of your contributions, and it's been an absolute pleasure and privilege to work with this team for so long. Each faction features a variety of new land and space units, as well as many new era-specific heroes created especially for the mod. Hope you guys are looking forward to the release, that's all for now. In games like Europa Universalis and Stellaris, you have things like Aggressive Expansion and Overextension and Truces which allow a faction to rebuild between wars, but in Empire at War, it’s all war, all the time, and winning one key engagement can mean you take half the galaxy before they can even complete a new capital ship. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. Unsubscribe. The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. This testing pool will be run from the Admiral's Lounge on the server, which is available to everyone with the rank of Rear Admiral and above, from the experience system based on activity. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. He also secretly aided the creation of the Clone Army. As always if you prefer a video version of this news post it can be found here:    While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. Equipped with significantly larger capacitors, they can store and discharge far more powerful bursts of beam energy. There are several things to note about this, since it’s one of the things I’m asked about all the time, and quite often, along with many other modders for EaW, harassed about. As the title says, though, this news post is about the upcoming beta for 2.3. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. ... Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. Thrawn's Revenge: Imperial Civil War lets play with the Empire of the Hand is here! The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: https://www.youtube.com/coreyloses . Some of whom, similarly, have been around for a short time and some since the first months of development. ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! This testing pool will be run from the Admiral's Lounge on the server, which is available to everyone with the rank of Rear Admiral and above, from the experience system based on activity. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. The developers did it to reflect Thrawn's attempt to reunify the empire as a whole. The Pentastar Alignment also remains somewhat isolationist unil era 3. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. I am in the second era (Grand Admiral Thrawn.) If people prefer to stay on the more even-footing of the 2.2 AI (plus the additional logic-based improvements), that will be the default you start with. Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. But, here's a non-exhaustive list of 2.3's changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. I recently tried to install Thrawns Revenge for a second time, because I loved the mod before, so why not again? Three new Imperial Civil War 2.2 ships for the Alignment. The tentative date for this to start is Thursday, June 28th. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). After a long vacation from my last lets play. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). On top of Imperial Civil War, we're also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. Then, after we've had enough feedback to catch initial problems and apply patches, we'll work on compiling a version for download from ModDB for other game versions. The mod wouldn't be anywhere near where it is today without all of your contributions, and it's been an absolute pleasure and privilege to work with this team for so long. I have the Steam-based game and am playing the Thrawn's Revenge 3.0 mod. I also personally want to thank the other members of the Thrawn's Revenge team. Following the destruction of the second Death Star and the deaths of Emperor Palpatine and Darth Vader at the Battle of Endor, the Galactic Empire has crumbled into warring splinter factions led by power-hungry warlords each seeking to carve their own fiefdoms out of the decaying Empire. In the future it’s entirely possible we’ll be able to offer additional ingame options for other things based on similar principles, as well. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. Lets take command of the Imperial Forces and check out the changes in this early access look from the devs! Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. The Video will be available right after. Turbolasers and Megamasers are immensely scaled-up versions of Laser and Maser Cannons. Thrawn’s Revenge is a game mod for the LucasArts & Petroglyph PC Real-Time Strategy Game Empire at War.. Some of whom, similarly, have been around for a short time and some since the first months of development. ... We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. It is, after all, a tool and a game mechanic as much as an opponent.To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! If people prefer to stay on the more even-footing of the 2.2 AI (plus the additional logic-based improvements), that will be the default you start with. While we’re increasing their production capabilities, we won’t be giving them free spawns of units outside of areas where it’s supported narratively, however. However I like nerfing the planet based cannons in the XML files before starting a campaign. Zsinj's Empire is one of the 8 playable factions in Imperial Civil War 1 History 2 Galactic Conquest 2.1 Era I GC: 2.2 Era II GC: 3 Heroes 4 Units To add In Era I-II Endor Aftermath:The battle of Endor has left the Empire in shambles, caused infighting within its political and military branches and allowing the New Republic to make several key gains. Part of this work involves steps that are part of overall ground and space combat updates. So, a problem that should sort itself out after more are added. In this mode, you can build up custom fleets of whatever composition you want for each faction and fight it out, even disregarding pop cap. Between 2.2 and 2.3, we’ve been trying to go through and standardize, expand, and update the things like the AI Combat Power values (which tells the AI roughly how strong a unit is) and category masks (which tells the AI what role it fills). It is, after all, a tool and a game mechanic as much as an opponent.To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard. Thrawn's Revenge is a modification for Star Wars: Empire at War - Forces of Corruption. This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer. As the title says, though, this news post is about the upcoming beta for 2.3. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. Please let me know. It was not possible for the GoG or Disk versions to save in Art of War and Empire’s End, so those maps will not be available outside of Steam. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. Today we're going to be talking about the next release of Imperial Civil War, the 1.0 version of which came out way back in 2010, but first I'd like to thank everyone who's supported the mod over the last 13 years. We'll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that's the best way to do it.Early focuses in 2.3 patches will include:- Mon Calamari art updates- New units (ie Assertor, VT-49 Decimator)- Tactical space map art updates (environment lighting and low-orbit maps)- Economic overhauls- Continued ground emchanic changes- Space and ground projectile reworks- Balance patchesI'll also be running community matches on my youtube/twitch channel 2-4 times per month. This phase will include directly selected people based on the Save Crash Taskforce from 2.2 where we had a set of volunteers tracking specific bugs, and we'll be pulling in other people from the Discord as needed. Recharge time is the longer recharge period after each completed round. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! The tentative date for this to start is Thursday, June 28th. Moddb.com. The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. Welcome to our 24th day in our month of modsToday we are talking about an awesome Star Wars Empire at War Mod called Thrawn's Revenge. Find out the very latest news, or ask a question, by visiting the forums. In this news post, we're going to outline what 2.3 contains, a little bit of what's next, and how the beta process is going to work (with some rough release dates). Images and historical background are provided by the Thrawn's Revenge team and Wookiepedia. This time, we'll be handling the testing process through our Discord server, which can be found here: https://discord.gg/t3WJugGPhase IThe first phase will be, fittingly, the most limited pool of people, where we'll hopefully be able to quickly nail down an idea of where the biggest rough edges that we've lost track of are. Download the latest version of Thrawn's Revenge today. For more in-depth breakdowns, see the video. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. Laser and Maser Cannons are weapons that fire bursts of particle beam energy. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! On Thursday at 5pm EST I'll also be doing a livestream with some testing and answering questions during the last phases of beta prep, which you'll be able to watch at https://www.youtube.com/coreyloses/live . We'll also have the 2nd and 3rd part of this anniversary news post covering Ascendancy and Fall of the Republic respectively this month.Imperial Civil War 2.3The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. Empire at War Expanded: Thrawn's Revenge 3.0 (Updated Jan 14th) Description Discussions 737 Comments 8008 Change Notes < > 8,008 Comments Baywatch 56 minutes ago @Doom That's what I figured. Thrawn's Revenge - A mod for Star Wars, Empire at War. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. Our goal with not just AI but economic systems and even other parts of the game like events (for example, the Yuuzhan Vong and other emergent factions) is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary. So, now you're probably wondering how and when you can play it. Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. Today we’re going to talk a bit about what the AI currently does, how we plan to develop it further, and an extra option we’re adding in 2.3. ... Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. All warheads cause damage to both shields and hull. There is setup phase where the factions won’t fight, which can be ended by clicking the tactical cam button (which is not a permanent solution, just for now)- New Mode: Instant Action / Fleet Battle (Empire Beta)- New/Updated Models & Textures: AT-AP, ARC-170 AT-TE, Victory Star Destroyer, Allegance, Venator, LAAT, Praetor- New Galactic Conquests: Corporate Acquisitions, Deep Core Conflict- New Unit: BTL-B Y-Wing (CSA), Swift Assault 5 Hoverscout (Maldrood)- Attempt at some GC AI performance optimization (stagger freestore servicing)- Revamped planet defection events, fixed several issues with progressive GCs/Shadow Hand scripting- Z-layers for ships now randomize over a larger range- New Reinforcement Point indicators for CSA, Pentastar, Hapes- Changed planet selection ring collision- Fixed cloud texture for low-orbit maps- Some updated icons- Various other balance adjustments and minor bug fixesWe’re also working towards finishing the beta for Fall of the Republic, our Clone Wars mod, which will hopefully start October 31st. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage. We try to keep this as limited as possible, because it's the phase where bugs or unfinished content are going to be easiest to find and fix, and we'd rather deal with the actual work than spend all the time managing tech support for people. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. It can be accessed from the galactic conquest menu. When the Cl… In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. As always if you prefer a video version of this news post it can be found here:    While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. This kind of work will be ongoing, but we’ll try to be as explicit with AI changes as possible, since that’s a lot better for people to understand changes than just saying “we made the AI have 20% more betterness.”   That brings us to our second major part of the update, being additional options for players. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. Every Faction Coming to Thrawn's Revenge! Born into a rich family, Palpatine was taught the way of the Dark Side by Darth Plagueis. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. This phase will include directly selected people based on the Save Crash Taskforce from 2.2 where we had a set of volunteers tracking specific bugs, and we'll be pulling in other people from the Discord as needed. The game goes on sale on Steam for $5 fairly regularly, so while we understand that’s not possible for everyone, the reality of the situation is that until and unless the Disk and GoG versions get patched, we will never be able to provide the exact same features we can in Steam.Download [Steam] Imperial Civil War 2.3.3 Download GoG/Disk 2.3.3 Light VersionThat being said, it’s time to go over the major changes for 2.3.3. We strongly recommend people play the Steam version where possible.The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. This kind of work will be ongoing, but we’ll try to be as explicit with AI changes as possible, since that’s a lot better for people to understand changes than just saying “we made the AI have 20% more betterness.”   That brings us to our second major part of the update, being additional options for players. Concussion and Rhazor Missiles are able to target practically any unit, while Proton Torpedoes are restricted to Corvettes and above. We try to keep this as limited as possible, because it's the phase where bugs or unfinished content are going to be easiest to find and fix, and we'd rather deal with the actual work than spend all the time managing tech support for people. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). There’s a new carrier category, for example, which for smaller carriers, will tell the AI that kind of unit needs to stay back- they’re for deploying fighters, not for engaging directly. You may be looking for the novel by the same name or the novel's sequel, or the sequel's follow up Mitth'raw'nuruodo, born as Kivu'raw'nuru with the core name Vurawn, recognized in his early military career as Mitth'raw'nuru and better known by his core name Thrawn, was a male Chiss who served as a member in the Chiss Ascendancy as a Commander. That’s going to do it for our look at the AI for now, though. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size. moddb.com. Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. There is also a copy of 2.3.3 there for people who want that instead of the workshop version, for whatever reason (and as a backup for when 2.3.4 is out).Video version:This is also the first release of 2.3’s cycle for non-Steam version, specifically Disk and GoG. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). We're doing this for actual feedback and people who decide to actively make our lives more difficult just so they can play a bit earlier are not the kind of people we expect it'll be productive to work with on that. Hope you guys are looking forward to the release, that's all for now. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. The Empire of the Hand or EotH is a shadow empire created by Grand Admiral Thrawn in the Unknown Regions. Part of this work involves steps that are part of overall ground and space combat updates. Unit VOs and map preview images also use up RAM space on the galactic map, and make it more likely that saves will also fail to load in other maps, so they too will remain only for the Steam version. ... Thrawn’s Revenge uses a representative system to assign appropriate weapons to different units and balance them according to, where possible, their canonical armament. This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). Also a shout out to those who've been on the team in the past but since moved on (most of whom still just hang out in the team Discord anyways). Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory. I use a similar set of bonuses in my preview LPs, and another youtuber, EckhartsLadder, who has been given a preview copy of 2.3, has been struggling against it in his recent streams if you’d like to check those out as well by clicking here. Wars Empire at War: Forces of Corruption do so in the form of Total Pulses/No of Hardpoints each! 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