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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.

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Imperial Civil War 2.0 Released

26

Imperial Civil War 2.0 Released

Play through Star Wars history after Endor as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment.

Aug 25, 2012 News
2.0 Unit List

8

2.0 Unit List

The full unit and hero lists for 2.0, new content is indicated however all content from previous versions is listed as well for new users.

Jul 23, 2012 News
Six Years Ago in a Galaxy Right Here

13

Six Years Ago in a Galaxy Right Here

June 7th 2012, marks the 6 year anniversary of the creation of Thrawn's Revenge. Six years ago Corey had a dream: become an astronaut. Instead, he decided to start a mod.

Jun 8, 2012 News
Cleaning House

2

Cleaning House

In honour of Star Wars day, we break down the changes to the Galactic Map, the new Mon Calamari Cruisers, and talk about talking.

May 4, 2012 News
Some Number Games

7

Some Number Games

1.3 may have just been released, but we've been hard at work on the next version of the mod. In this update I'll be outlining some of the general changes we'll be making in 2.0, and have a title with...

Mar 20, 2012 News
Comments  (30 - 40 of 3,564)
Chimera1138
Chimera1138 May 16 2013, 2:12am said: Online

I do find it unfortunate that you guys limit yourselves and this mod to strictly canon stuff. I find that the mod could be greatly improved in balance and fun-factor with some basic non-canon changes. I don't mean to start an argument here, just speaking my opinion.

On another topic...do you guys have plans on balancing the collision boxes for the larger ships? ISDs have much larger boxes, causing them to have to be spaced far apart and often do crazy pathfinding stuff. On the other hand, Nebula-SDs are much smaller with equally smaller collision boxes, and therefore can be placed more closer. The same is with VSD/BAC and other comparisons. The NR fleets can be much closer packed and, therefore, offer more direct firepower in a smaller space.

+1 vote     reply to
.Corey.
.Corey. May 16 2013, 4:58pm replied:

What non-canon changes would you want made?

As for collision boxes, that isn't the case at all. The collision mesh for the ISD fits directly around the model, if anything the Nebula's collision box is larger (relative to the size of the model) because it is in fact a box, whereas the ISDs is just a much lower poly form-fitting mesh. You can see this in the alo viewer.

The difficulties in pathfinding and spacing are simply from the fact that Empire at War has godawful pathfinding to begin with, and it gets worse and worse as ships get larger. There are certain coding constraints you can change that sort of affect this, but it almost always ends up with ships inside of other ships; they're effectively meaningless.

+1 vote     reply to
Chimera1138
Chimera1138 May 16 2013, 11:45pm replied: Online

Thanks for clearing up the misconceptions I had about the pathfinding. As for the changes, I really just meant that many people have suggested non-canon or in-dispute additions that could have made the mod better, but have been immediately shot down because they're not "canon enough". One more specific change I would like would be for the NR's units to not be so...similar. The MC80, MC80B and MC90 are all very similar. Same is with the Corona and other smaller frigates/corvettes. Compared to the other factions (PA and EotH ships are all quite different from each other, and IR ships still vary quite a bit), the New Republic could basically only have 4-5 ships and those would cover for all the ships currently included. The land units are worse, with the following comparisons: (Most of the T-series are almost identical.) The NR really only has half the land units, each one is just copied to add more. I understand that all these are, canonically, very similar, but in gameplay it really is quite pointless. You removed the MC80 Wingless because it was redundant, but most of the rest of the NR units are redundant as well. I understand there are differences between units (T1-B has a missile pod, T2-B doesn't. MC80 has 4 turbolasers, MC80B has 6.), but I really find that playing as the New Republic gets very boring very quickly, even between eras. As for the balancing, NR ships tend to be superior in every way to IR ones (Again, very canon, since the NR got stronger as the IR weakened, but very unbalanced if you consider the following: (comparison removed, will reply with it.) The last paragraph has all been from in-game testing. All these are just my opinions and testing, so please don't hate me for having a different opinion from anyone.

+1 vote     reply to
Chimera1138
Chimera1138 May 16 2013, 11:46pm replied: Online

Comparison: ISD2 costs $6200, has 6 squadrons, and medium-heavy weaponry. Nebula SD costs $7000, has 5 (far superior) squadrons, and has very heavy weaponry, plus shoots substantially faster. The NSD also (seems) faster and has superior armor and shields. In a one-on-one fight, the NR fighters can easily dominate the IR ones, and the NSD quickly defeats the ISD2, and can often defeat multiple Star Destroyers before being destroyed itself. Add to that the fact that NR ships are, collision boxes or not, smaller, and therefore can be more closely packed, the NR fleets can dominate any of the other teams.

I know that none of this will probably be addressed, especially given that you guys are wrapping up this mod, but I just wanted to put my ideas out there. I really don't have the solutions to fix most of this, I merely have noticed the problems.

Sorry for posting twice. (And the wall of text)

+1 vote     reply to
Afro-yoda-ninja
Afro-yoda-ninja May 17 2013, 8:18am replied:

In all my battles the ISDII wins?

+1 vote     reply to
LTDragoonIII
LTDragoonIII May 14 2013, 4:16am said:

I think I speak for alot of people when I say that the epic units and the great design plus amazing space battles but the number 1 thing that won us over that I say makes you mod in the top3 is the fact that your land units shoot quickly and it's awsome to see them shoot,kill,and die. That if land battles take a long times it's becouse of awsome battles not becuase it takes land units 5 mins to kill an enemy unit of basic infantry.

10/10 from me :]

+2 votes     reply to
JeDiSiThMaStEr95
JeDiSiThMaStEr95 May 13 2013, 11:39pm said:

great mod guys but i have one worry im playing GC as the penstar alignment and every time i kill thrawn it crashes and does not go up to era 3 thus making me unable to conquer the planet thrawn is on or byss where the emperor is going to spawn

+1 vote     reply to
Chimera1138
Chimera1138 May 14 2013, 4:33pm replied: Online

Did you install both the hotfixes? I had a similar issue before I installed the second one.

+1 vote     reply to
.Corey.
.Corey. May 14 2013, 4:54pm replied:

There are some remaining crash issues on era change in some cases which we're cleaning up for 2.1

+1 vote     reply to
Chimera1138
Chimera1138 May 16 2013, 1:33pm replied: Online

Maybe he means the 2.0 update?

+1 vote     reply to
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