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20 Jan 2021

The Empire of the Hand or EotH is a shadow empire created by Grand Admiral Thrawn in the Unknown Regions. 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. However, once you get ingame, there is an extra option available, to enable the Cruel AI. I have killed thrawn and 2 other of his major heroes in one space battle. Feature Preview: CIS Government Mechanics, FotR: Progress Update, Beta & Release Date, Imperial Civil War 2.3 Released - Steam Version, 13 Years Part I - Imperial Civil War: Preparing for Beta, AI Updates & New Cruel AI Setting | Thrawn's Revenge & Fall of the Republic News. ... Thrawn's Revenge is a full graphic and gameplay modification of the computer game, 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. 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. 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). 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. Generally turret-mounted, they are commonly found on capital ships and space stations. 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. 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. Images and historical background are provided by the Thrawn's Revenge team and Wookiepedia. Hope you guys are looking forward to the release, that's all for now. Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. I also personally want to thank the other members of the Thrawn's Revenge team. The tentative date for this to start is Thursday, June 28th. 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. Thrawn’s Revenge includes thirteen original Galactic Conquest campaigns spanning the fifteen years between the Battle of Endor in 4 ABY and the Pellaeon-Gavrisom treaty in 19 ABY. 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. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. 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. Some people may have come more recently to the mod, and I know there's still some out there who've followed since basically day one, but either way, we appreciate you all! We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. The Steam version of Empire at War has several patches that Disk and GoG do not have. The developers did it to reflect Thrawn's attempt to reunify the empire as a whole. 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. 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. 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. Thrawns Revenge is getting a massive update!! That current lineup between all of our projects, in order they appear on Discord while I'm writing this, is Benjin, Slevered, Valerie, Pox, OzWolf, Slornie, Caesar's Legion, ConnerJB, David, DarkJedi, Hexodus, evilbobthebob, Inertial, Revanchist, Max, Jorritkarwehr, Kalo, MrPuertorican, and Rogue. ... 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 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. The length of delay listed above is the standard rate for each weapon type; some vessels may have longer or shorter delays to reflect their power source, unit type, or technology. Imperial Civil War 2.3.4 Released: Bringing 4X Mechanics to Empire at War! These weapons are of a small enough calibre to be quickly and accurately aimed at fast-moving targets such as starfighters. The Steam version of Empire at War has several patches that Disk and GoG do not have. Take command of the New Republic, Imperial Remnant, Pentastar Alignment or Empire of the Hand. With 2.2, we began to overhaul the AI in about every possible way. 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. 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. Some of whom, similarly, have been around for a short time and some since the first months of development. 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). 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 . Eclipse-class Dreadnought Ingame. 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. 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 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. *Rate of fire is the short delay between pulses as the weapon reloads. 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