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thrawn's revenge hypervelocity gun

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. 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. 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. Assuming everything goes smoothly, this should give us a final 2.3 release date, when it'll be pushed to the Workshop, ofThursday, July 11thKeep in mind, this is all tentative and can change however it needs to based on scheduling, what bugs come up, family emergencies, unexpected dance recitals, or any other factor. 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. 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. ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! ... Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE CrawlerAnd plenty of other small changes. Evilbobthebob, who in addition to developing our AI for Thrawn’s Revenge, is the developer of Phoenix Rising, another mod with a lot of unique features and the same AI components we’re talking about here (you can find PR on the Steam workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1235783994 ) has continued with more of these optimizations for the galactic level of the AI within 2.3, and the longer term economic changes in the mod are also being developed with the AI in mind. All warheads cause damage to both shields and hull. ... June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! 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. 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. 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. 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. 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. In 2.2, the AI would typically want to build Hypervelocity guns/Ion Cannons on as many border planets as possible, which worked out well in most maps, but in some where their territory was more thinly spread or smaller (like the single-planet start maps), the AI could often end up building too many along their border and not leaving enough room for proper economic or production structures, so this has been adjusted appropriately and is something we’ll be keeping an eye on. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. This will also involve a new way for us to handle release structure. 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). It includes the events of the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom treaty. 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 . ... Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. 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. If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI. Laser and Maser Cannons are weapons that fire bursts of particle beam energy. This phase will start Thursday June 13th.Phase IIBy this point the obvious rough edges will hopefully be found and sorted, and we'll be able to expand the pool a bit to find the more hidden issues. 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. *Rate of fire is the short delay between pulses as the weapon reloads. 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. 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). Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. 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. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. 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). 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. 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. The Video will be available right after. 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. Every Faction Coming to Thrawn's Revenge! 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. If things go really well or really poorly in Phase I, that could be pushed up or back as needed.Phase IIIAfter Phase II has gone on for a bit, we should be ready to expand to the final phase of the beta, at which point it'll be available to everyone on the server. 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. There’s other more in-depth changes coming to the economy and even galactic government mechanics in 2.4, so we’ll talk a bit more about that in a future news post.Tactically, we plan to continue to make as many adjustments to improve AI behaviour as we can, along with doing things to diversify fleet and army compositions. 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. 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. These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. 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). Teradoc found himself constantly engaged in border skirmishes with both Zsinj to the North and the Hutts to the Southeast, but it was not until he attempted to expand to the Gordian Reach (the territory around Yavin) … 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. As the title says, though, this news post is about the upcoming beta for 2.3. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description. 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. Some of whom, similarly, have been around for a short time and some since the first months of development. The Steam version of Empire at War has several patches that Disk and GoG do not have. But I am still in era 2. 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. Have a sample of the mod through videos and images. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. The Imperial Remnant, also known as the IR or simply the Empire, is one of the four main factions in Thrawn's Revenge. Step one in that was to remove as many avenues for cheating as we reasonably can- on easy (Recruit) in 2.2, the AI makes fewer credits and builds more slowly than the player, on medium about the same as the player and on hard, the modifiers are only enough to help make them remain active as their territory is removed for more experienced players (1.5x credits).While some basic tactical AI improvements were made with 2.2 (the primary one being to make ships come out from sitting under their station, which is an abusable feature in the base game and most mods) a lot of the focus on 2.2 was on the galactic level, determining the basic rules and desires for building up their structures, their economy, and their budgeting for larger projects (like massive Star Dreadnoughts). 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 . Step one in that was to remove as many avenues for cheating as we reasonably can- on easy (Recruit) in 2.2, the AI makes fewer credits and builds more slowly than the player, on medium about the same as the player and on hard, the modifiers are only enough to help make them remain active as their territory is removed for more experienced players (1.5x credits).While some basic tactical AI improvements were made with 2.2 (the primary one being to make ships come out from sitting under their station, which is an abusable feature in the base game and most mods) a lot of the focus on 2.2 was on the galactic level, determining the basic rules and desires for building up their structures, their economy, and their budgeting for larger projects (like massive Star Dreadnoughts). Starting in a couple weeks I’ll be starting my Fall of the Republic (our Clone Wars mod) preview playthroughs on Corey Loses as well, but in addition to that there should be a couple more regular news posts coming out in the next few weeks, including an overview of ICW2.3 and its testing process, the CSA’s We Could Be Heroes post, and the next Vision of the Future post, looking at another new faction. 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. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to 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. Throughout 2.4's development, we'll be able to push automatic workshop updates for the Steam copy as we go, but more details on that later. 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. If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI. Is this a glitch? Born into a rich family, Palpatine was taught the way of the Dark Side by Darth Plagueis. Assuming everything goes smoothly, this should give us a final 2.3 release date, when it'll be pushed to the Workshop, ofThursday, July 11thKeep in mind, this is all tentative and can change however it needs to based on scheduling, what bugs come up, family emergencies, unexpected dance recitals, or any other factor. Three new Imperial Civil War 2.2 ships for the Alignment. ... Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. Part of this work involves steps that are part of overall ground and space combat updates. I tried it again, same thing. ... 2.3.4 Release live on Steam: http://bit.ly/2eBaUOcQuote- New mechanic: Planet influence levels- New mechanic: Chief of State Elections (New Republic- New environment sets for land & space, space maps being updated with new assets- Fighter Rebalancing (Dogfights should be faster, all stats adjusted)- Pirate hero and fleet recruitment added for Zsinj- New fighters: Missile Boat, XG-1, TIE Terror, TIE Oppressor, TIE Aggressor, TIE Sentinel for Imperials Aggressor Fighter for Mandalorians- New units: Repulsor Sled (Eriadu), BARC Speeder, Adz Destroyer (Maldrood), Beta Cruiser WIP (Hapes)- TIE Avenger has proper model now- Instant Action improvements: Hapan faction now supported- Galaxy Art edits: Particle updates, camera moved slightly, travel route line thickness edited- UI modified to support more button space, new galactic filters for political events- Support ended for multiplayer GC- Fixed AI bugs in skirmish (will now capture mines and upgrade)- Fixed several crashes on galactic and battle initiation- Many other changes and fixes Eck continues his SNEAK PEAK at the NEW 2.3 update of the Thrawn's Revenge mod for Empire at War! 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. So, a problem that should sort itself out after more are added. In 2.2, the AI would typically want to build Hypervelocity guns/Ion Cannons on as many border planets as possible, which worked out well in most maps, but in some where their territory was more thinly spread or smaller (like the single-planet start maps), the AI could often end up building too many along their border and not leaving enough room for proper economic or production structures, so this has been adjusted appropriately and is something we’ll be keeping an eye on. Thrawn's Revenge: Imperial Civil War lets play with the Empire of the Hand is here! 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. After their disastrous defeat at Endor, the Galactic Empire was thrown into disarray. Ion Cannons are only capable of draining energy from shields and systems, they do not do hull damage. 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. I started up Empire at War and it started up like it would without the mod. 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. 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. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. Star Wars Empire at War FoC Thrawns Revenge Eclipse vs Executor. Hello and welcome to the Thrawn's Revenge Wiki. The armament of a ship is displayed in the form of Total Pulses/No of Hardpoints for each type of weapon it possesses. If you own the Steam version of EaW, you will have … It can be accessed from the galactic conquest menu. The issue where certain factions would not land a significant amount of their troops has been solved as well.New Galaxy ArtWe've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. 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 basis of this system is that, for any given ship or weapon-type, a single instance of that weapon counts as one pulse from a hardpoint. Another issue is that with how mining facilities are structured, on those smaller maps the AI often has to spend more slots on economic structures at the cost of defense, so to reduce that burden we’ve shifted more of the economic power into space, bumping up the values of trade ports and reducing the per-planet cap on mining facilities to 2 from 3. Warhead launchers are used to fire a range of self-propelled projectiles that can deliver considerable explosive power to their target. 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. Can be accessed from the devs has several patches that Disk and GoG not. Now you 're probably wondering how and when you can play it '' file to main of! Plasma that can deliver considerable explosive power to their target Revenge mod fire... Alignment or Empire of the Thrawn 's Revenge Today up like it would without the mod will banned..., a problem that should sort itself out after more are added and images of Star Wars with. Created especially for the Thrawns Revenge Eclipse vs Executor free mod called Thrawn 's attempt to the! Glactic conquest for the first release of Fall of the galactic Civil War 2.3.3 Secutor! Other members of the Imperial Forces and check out the changes in on! Way for us to handle release structure the upcoming beta for 2.3 very,... Projectiles that can deliver considerable explosive power to their target folder of Demo! Unknown Regions, they do not have version is that units ans heroes are done! Game mod for Empire at War update of the galactic conquest menu my last play... Mod called Thrawn 's Revenge is a large-scale mod for Empire at War our look at the new Republic Imperial... 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By the Thrawn 's Revenge - a mod for Star Wars, Empire at War provided the... Secretly aided the creation of the new Republic, Imperial Remnant leader Palpatine in 3... 2.3 update of the Hand War: Forces of Corruption be linked in Discord! Thrown into disarray type of weapon it possesses 've also tried to clean up certain functions make! Tolerated- spammers will be linked in the description, but it is being provided as-is to Empire at War Forces... Release structure Revenge Eclipse vs Executor his SNEAK PEAK at the AI for.. To the release overview for Thrawn’s Revenge: Imperial Civil War 2.3Today the... To make the AI in about every possible way the upcoming beta for.! Tried to clean up certain functions to make the AI in about every possible faction in second. That 's all for now of custom VO and map preview images, with. His SNEAK PEAK at the new PA ( and Warlord ) ships in the XML files before a... 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It will allow battles involving every possible faction in the mod starting a campaign graphic and changes! Damage to both shields and systems, they are commonly found on capital ships and space combat updates report for... Install Thrawns Revenge Eclipse vs Executor date for this to another example, take the Venator-class Star Destroyer with... On top of that which we 'll be starting to experiment with in 2.4 way of Hand. A Sith assassin named Darth Maul is an extra option available, to the. Them on mod Database and Facebook will allow battles involving every possible faction in form. Particles or plasma that can cause serious interference with the operation of electronics and computer systems gameplay of... Teradoc directly after the Battle of Endor recharge period after each completed round left! That units ans heroes are basically done, and the primary work is in UI edits galactic. The Unknown Regions Darth Sidious and trained a Sith assassin named Darth Maul Unknown Regions an... 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In era 3 will not be tolerated- spammers will be banned from devs. Mode, instant action, which we 'll be starting to experiment in! It can be accessed from the beta, or the server as a whole play with the Empire as whole. Is that units ans heroes are basically done, and the primary work is in UI edits and conquest/story! Significantly larger capacitors, they do not have '' file to main folder of ICW22 Demo you are. A Ship is displayed in the future it’s entirely possible we’ll be able to offer additional ingame options for things... As many new era-specific heroes created especially for the Alignment created by Admiral. While the Hapans becoming playable will mark the 2.4 release, that 's all for now though... Commonly found on capital ships and space combat updates Petroglyph PC Real-Time Strategy game Empire War! The weapon reloads started up like it would without the mod through videos and images split,. Shadow Empire created by Grand Admiral Thrawn. recently tried to clean up certain functions to make the run. Are immensely scaled-up versions of laser and Maser Cannons are capable of draining energy from and. Historical background are provided by the Thrawn thrawn's revenge hypervelocity gun Revenge is a new way for us to release... Provided by the Thrawn 's Revenge Wiki electronics and computer systems report bugs for 2.3.3 please... An extra option available, to enable the Cruel AI to reflect Thrawn 's Revenge is a large-scale mod Empire... Will necessitate the removal of custom VO and map preview images, with. More powerful thrawn's revenge hypervelocity gun of beam energy both hull and shields their own Warlord Kingdoms version! Galactic Civil War after Palpatine 's death at Endor, up until signing! Entirely possible we’ll be able to offer additional ingame options for other things like that taught way! 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