Even after all these years and putting in so many fantastic things, making the mod so expansive and feel so complete. You can still make me excited with future updates and make me ponder what it will be like. A rare thing in the world of gaming.
My cat seems to have taken a liking to the Corellian ships, he kept staring at the screen and wanting to touch the spinning ships. I'm looking forward to the Killiks and Ssi-Ruuvi the most, I'm intrigued by what their general mechanics could be like. Thanks for the update, Corey, y'all are doing a good job.
i am so way to hype and happy we finally go more exotic factions not get me wrong, i love the imperials and new repuplic but always nice seeing something complete outside of these
I'm looking forward to these factions as well, especially the Hutts. I can imagine that in 2030 after all these factions will be playable, we might get another video revealing 4-6 new factions(something like Warlord Nuso Esva, Vagaari Empire, Zero Command, Mandalorians etc.) for future versions, along with an inevitable rework of the galactic map to make space for them. :D
3.3 has been an wonderful release so far in FOTR so I can't wait for 3.3 in TR! Nothing but thanks and gratitude for the amazing people working on this mod! Thank you so so so much! I get more excited for these releases than most modern AAA games! And I've said it before - I feel it's mods like this that are actually making my childhood dreams a reality. Before I found this mod, when Disney bought SW and canned legends, my long wanted NJO era video game that I had been wishing for since I was in middle school died. Along with video games for any of the legends content I'd spent so much time loving growing up! You guys are making a dream I had given up on, come true. Maybe that sounds silly or over the top, but I can't stress how big a part the NJO and other Legends books were for me growing up! As an elementary age kid I hated reading. I had so little interest in it they thought I might have a learning impairment(I didn't I was just lazy and spoiled) but then my aunt gave me a beat up copy of the first book of - *The Corellian Trilogy* a story many people write off as middle or the road at best - but for me it LITERALLY changed my life. It was the first time I enjoyed reading! It led to me asking for my mom to buy me the next book! I went from a barely literate 3rd grader to reading several SW and similar style books every single month within a little over a year and I've never stopped. I read daily! On lunch at work. All this is because of Star Wars! And now, about 20 years later, you guys are giving my my childhood dreams back! Thank you so very much! I've put hundreds of hours into this mod already and I imagine that's only the beginning!
"The limit used to be about 17 factions, which included things like the 'neutral' faction, but now that limit is around 100, so we're probably not going to hit it." **30 years later** "Sorry folks, we can't implement any more playable factions to Thrawn's Revenge 14.7 after the Squibs and Ugors on account of hitting the 100 faction limit. That means no playable Hiitite Ravagers or Hydran cyborg-maggots."
Always love seeing how things are developing! I could definitely see the Hutts having a sort of "corruption" mechanic we see the Zahn Consortium has in the base game
Always liked the Vong, its why i was sad when the guys on the Yuzahn Vong At War mod announced that they would be moving on from the mod, so glad yall still plan on putting the vong in one day
@@braysonlilburn2296 oh well thats good for them then I guess. I havent actually checked their progress yet but I subscribed to their discord 4 years ago and I was just about to check their mod out, is it abandoned completely? Or playable atleast?
Hmm, about the Hand's ground forces: may be sooome a little bit addition of imperial-like units, cause Thrawn got his own imperial units and facilities that Palps ceded prior Endor. He was able to train his own imperial and stormliketroopers. And he raise his own human units and colonies. Of course a little bit, cause the Hand not a warlord faction.. yet. One repulsor tank unit, cause chiss vehiles are more kinda based tanks, and imperial-like infantry.
I remember when I first started playing the mod and heard how the majority of the Hand’s fleet was fast, high damage, but fragile and I was expecting the same from the ground forces, and instead the best strategy I found was a slow methodical slog I sat there like “Well this dichotomy is very jarring”
Hey Corey, I know I'm usually super critical and stuff but here the last couple of days, I've gotten the EAW bug again. I really do need to say, that had you told me when I bought this game that people like you would exist to expand the game so greatly beyond it's original bounds, I would have laughed. It really is amazing the work you and your team have put into this game. Truly. I do genuinely wish you guys would get the resources to expand this into a commercial product. I think you guys deserve it. I can't understand how any video game company can look at the work you guys have done, and not start writing you all checks to get you on their team. I sure as Hell would be. Thank you guys so much for the work you put into this. I know I'm critical of it at times, but, I see how special you guys are, and I frankly don't think there are limits to what y'all can do.
Used to play the mod in the early days, before Steam, but have unfortunately not touched it or EAW for a long time. Have always kept an eye on the project and applaud the amazing work by the team. Can't help feeling a little intimated now as it seems like there is so many changes and new things, can anyone speak how hard is to pick up, specially for someone who always enjoyed RTS but was never super great at them.
As someone who only got it in the middle of the pandemic to try and help me get through a break up, it was fairly easy for me to pick up, and I consider myself to be a typical enjoyer of RTS game, main thing you need to be concerned with is don’t let empty building slots go unfilled, and you should be fine, also, always put tax agencies on highest value planets first
It's pretty doable, the game has a lot of documentation between the in-game information (all can be found on the lower left corner of the screen in the galactic layer) and Corey's guides, all units have tooltips with weapon types and passive abilities described. Some systems may seem intimidating at first, but once you get how it works they are really simple and don't require much maintenance.
As a TR veteran who also played since the early days, even before the graphical update, it is certainly different and a lot has changed, but it's still the same game in principle, barely any harder than years ago. There's some details, especially in the 3.3 that gave even me some trouble, like legitimity, where the faction with the most power gets to transform into the Dark Empire. But once you understand it, it's very easy. No need to be intimidated by it, it's still very simple.
So excited for the new TR release! You guys as always do such awesome work! Very excited to see the Hutts in a more militarized form. You guys could have easily just made them a “pirate” faction and called it a day but instead you are taking your time to create new models of ship types seen in the essential guide to warfare, etc. Thank you so much!
Zero Command would be a very nice addition at some point, but I understand why (at least at this point in development) they're not a priority when we already have a ton of Imperial factions and the Yevetha will be yet another that's already planned.
I'm kinda sad there won't be a playable Mandalorian faction but it's understandable as they weren't much of a power on the galactic stage. It is very cool that you can build their units if you have high influence with them though, I'm looking forward my New Republic playthrough in 3.3 and I'll definitely be stopping by Mandalore for that :)
Looking forward to playing the evil lizard bois in the future. Ssi-ruuk really epitomize some of the weirder "B-movie" parts of Legends canon, and I'm all for it. I'm kind of hoping their entechment thing shows up as a mechanic for them in some way.
Yo u guys r the only reason I'm able to hold on to even a little hope for star wars. Cus no matter how badly Kennedy burns down Lucasfilm, u guys r still working hard to show ur love and respect for this universe. Please, to everyone working on the team, continue being amazing and thank u all
The only imperial faction that i really wanted to be playable was the Zero Command with their modified Star Destroyers, but I can understand why you not on the list currently, but I hope they get added after all of this factions where added
You can play Zero Command (as a modified Empire) in Deep Core Conflict. The Shockwave (presumably the Star Destroyer in question) is represented as an Allegiance
In meanwhile, I am proxying Hutts by playing Zsij's Empire and rampaging through Hutt space with Teebo at the helm. Zsinj Empire's roster allows for surprisingly good pirate- or crime syndicate-like fleet and army composition. Cudos for your work and waiting for full Hutt Cartel release!
OOOOOOHHH! LETS FREAKIN GOOOOOO! Also, last time when I said certain factions were "overpowered" either on the ground or in space, I meant in auto resolve. Now I know there is that trope of "don't trust auto resolve" and yes, I usually don't. However, with things like Chiss ground units specifically, and also to a lesser extent Zsinj's ground forces, during a ground auto rezsolve don't seem to function properly? Or maybe are calculated differently somehow? Both ground units seem disproportionally powerful when defending. Whereas the Hapan ground units seem REALLY squishy when attacking, especially considering their higher than normal cost, both for infantry and vehicles.
Its a shame the game engine doesn't have any functionality for any kind of diplomacy between all of these factions (as far as I'm aware). As with so many factions present in the game now, it would be nice to be able to have some level of diplomatic arrangements between them, such as some Warlords agreeing to work together to fend of the New Republic if its starting to become a threat to them or at least form of peace deal or non aggression pact between them.
@@iamblight707 Yeah that is also true I was just think of nest ships in general and and Shards in General terms for how big of ships they would be although the small and large low quality ships would be the go to 1.I think the shard should get and evolution feature like the World devastators and get bigger
Id love to see u combine the mod where fall of the republic falls with thrawns revenge alot of fans like myself would kill to see our favorite faction being the galactic republic go against the empire... To avoid lore being affected it could be made into a sub mod like the holdout mod for remake.... Another thing id kill is to add the reloud cycle for turbo lazers like in revenge of the sith when grievous ship broadsides a venator that sound is very attractive... One other thing i personally will think will make this 100 percent beat all other star wars mod other than the gun reload sounds and an implement of the a sub mod for cis and the republic being playable in thrawns.. The one other massive idea would be to implement rotating turbo lazers.... Missile turrets and ion cannons. Those visuals will once again beat if not all other mods. I love ur work corey its amazing and im a big supporter haha just giving some very constructive criticism for a nearly perfect mod if these changes were to be implemented....regardleds my favorite mod love from south africa.!
6:27 they should remain a crisis event, only becoming playable after said crisis triggers, viz: have an on screen popup asking if you want to switch to that faction, as I think that would be much more lore friendly, since after the Truce at Bakura, we can assume they were basically a shadow of their former selves.
You can’t really do a swap to a different faction mid game. There’s a number of references to fairly serious followup wars after the Bakura incident actually: the Chiss and the New Republic both fought the Ssi-Ruuvi back to their homeworld. The dinos built back up after this and tried another invasion of Bakura during the Vong War.
Hey Corey, had a question. For the Yuuzhan Vong models and such, how about maybe reaching out to the devs behind the njo mod with the assets already, i think it might help ease stuff for you and i think they have a great mod too. Dont mean to tell you how to do things just an idea from me
They use free release assets or assets from other mods for that, so they wouldn't actually be the people to reach out to about their models, but we make all of our assets in-house.
With the expansion of the Unknown regions will there be new government mechanics given to the EOTH vs. the Chiss Ascendency? Also in terms of map design, are there only going to be a few routes between the Unknown and Known galaxy? Personally I like the chokepoints.
Have youbever considered upgrading Megador to a (white/grey) Vengeance class? It helps explain the 19km (well, technically the NJO book actually *said* 8km, but after retcon it's gonna be 19.) Ship Han and Leia see on the first visit to the Remnant. And would also match nicely to some popular fanfic that had the same solution to that Gordian Knot of continuity
The 8km length from NJO would actually line up perfectly with a Mandator II or possibly Bellator if you round up. Also, we know the remnant didn't have any Executors left at that time, and Megador is stated as having 16 engines, which makes it very definitely *not* a Vengeance. So yeah, Megador and Dominion being Mandator series, which at least one being either a Bellator or Mandator II is the explanation that makes the most sense in this particular case.
@@jonashemmingsson7301 Yet the NJO novel was written at a time people still treated the Executors as 8. So you kinda have to read 8 as 19. And the Vengeance trio were all a little nonstandard having usually been funded at least partly out of "personal*" pockets Entirely possible they didn't have matching engine numbers even when created.
The existing ships are suitable for their role in both the story and the game. The only thing I dislike is that they're just a few popcap over being fielded together, so you can never actually reenact the scene that plays at the title menu.
Awesome, I'm hyped for the next years :D Will the Hutts also get access to some kind of ship market like the CSA? Or will the focus of the government options solely be the swap between Hutt Cartel & Hutt Empire that you mentioned in a previous video?
Are there plans on adding criminal elements like the black sun? Minor as criminal factions next to the hutts may be, prince scizor did get powerful enough to try to take coruscant from the emperor.
They don't really control territory or have a fleet, so any EaW-relevant thing they'd be doing, we'd have to make up. Not just making up specifics to fill gaps like designing ships for the Hapans, but making up that they had ships in the first place.
@CoreyLoses @sisnoXsisnosis I agree, it seems like they should be added or expanded upon in some way. I mean the game TR is a mod for outright has a criminal faction fielding fleets and controlling/corrupting planets. Since it's part of the story campaign it's not like we can just say it's not canon. Seems to me any planet that has story content of the ZC corrupting or conquering it in the game, which isn't explicitly relevant as a planet controlled by someone else later, could just be used as part of their territory. For example, in the EU Ryloth is basically AFK and not part of the New Republic until like 20+ ABY. Similarly Felucia, Saleucami, Hypori, and Shola are all directly stated to be under the Zann Consortium's control in the game, and they even have heavy involvement on Kamino. So from this we see that they not only have ships, they also have quite a lot of territory. George Lucas' original plans for a sequel trilogy were supposed to deal significantly with criminal cartels corrupting and controlling swathes of the galaxy in the wake of the Empire's fall, so while the EU didn't go into too much detail with that, it's a huge shame not to see the parts that do be reflected within TR at all.
@@RevanX771) Ryloth joined the NR pretty fast and appears as a NR member state in the X-Wing novels 2) We know that by the time of Daala, Zann is dead and his fleet gone, as per background lore for the Crusader 3) FoC and EaW are abstractions and we don’t know how much control Zann actually had over the planets. Especially with looking at i.e. Ryloth’s EU history.
@@joelmcfly5172 1. It's been way too long since I've read X-Wing, but even though Ryloth aided the Rebel Alliance and Rogue Squadron visited it during the Bacta War and Twi'lek helped them, I can only find confirmation of the planet officially being part of the NR as of like the Yuuzahn Vong war. Even in much earlier estimates there's still a gap from the starting era of the mod to when we can make a guess. But moreover, Ryloth is a notoriously corrupt planet whose leadership has deep ties to the criminal underworld, so their exact member status isn't even that relevant for the topic at hand. 2. I'd need a more specific citation on that given that the Crusader was hardly a design that was monopolized by the Zann Consortium. But more importantly Zann potentially being dead by the time of Daala is not an argument against a potential faction inclusion, given that essentially ALL the Warlord factions are defacto-dissolved when Daala comes around, and the Duskhan League basically only exists openly in the galaxy for like a year, and they're still all existing factions. 3. EaWX is an EaW mod. By the standards of the game they controlled those planets, not just in a "you CAN capture them on the galactic map" way, but much more importantly in a "the story outright says they control these planets and have major bases there" way, which can't be so easily ignored. If you get too stringent with questioning how much other factions really "own" certain planets because multiple groups are operating there simultaneously or there's a conflict of allegiance, the basic idea of the galactic map just falls apart. If you go by the strictest interpretation possible, you could say they controlled at least four planets. Under a slightly looser interpretation, five or six. But if you look out into the wider EU and just examine places that are known for being lawless hives of criminal activity, that list of potential territory starts to get a lot bigger. Frankly I think 4-5 planets plus significant ground and space forces is already viable enough, considering how limited many Warlord starts can be already.
Question (s): With the Hutts, will there be an event in place for the Klatoonian rebellion at some place? Will there be an event put in place with the Lost Tribe of the Sith for after Legacy of the Force?
So, are the Independent Forces gonna be playable, and will they have access to all the ships in the thrawn revenge except for the obvious few cause it will be cool to play as an independent force in the large system map give you the sense that you are surrounded by every faction from the major powers the minor ones.
My Patreon doesn't support the mod, we can't tie anything monetarily to the mod. Best way to support it is just to play it, but we appreciate the sentiment.
Is this a finalized list of all potential future factions? While it is really robust as it is, it seems like there could be more. I've harped on about something like an expanded criminal faction before so I won't reiterate that now, but there are several Imperial factions which have substantial forces and historic influence, but no real presence in the game, like the Restored Empire, Second Imperium, or Empire Reborn. It seems like something could be done with these considering the lattermost was the main antagonist of Jedi Outcast and Academy, and it's heavily suggested all three were supported from within the Imperial Remnant. Since the Remnant doesn't really have leadership progression beyond Pellaeon, it would be really weird to just have elements of them as legitimacy units or something since they explicitly existed to be antithetical to the legitimacy of the Imperial Remnant. I'm not sure these groups can directly constitute a full faction on their own, they might be more suited to being integrated into the Empire through some kind of branching leadership choice or extra governmental mechanic of some kind. But barring that, or some inventive development to roll together a full faction, the only other choice would be an independent faction, which brings me to my second question - Is it possible for independent factions to receive an overhaul in the future? As it stands, their place in the game is simply as an inactive green stopgap on the map. They have no individuated character, and I think most players tend to simply use them as buffer zones on the galactic map, before lazily crushing them much later on. Because the faction limit has been lifted, shouldn't it be possible to give many of these independent faction groups properly differentiated factions, and allow them to be aggressive and expansionistic, or isolationist, depending on how you scale that value? This sort of thing would help spice up the flow of the game considerably, and make the galactic map feel much more like a genuine living space as part of Star Wars. Furthermore it might allow for different factions to have more unique interactions with some of them, since in several cases these sorts of fiefdoms were absorbed by the New Republic or Imperial Remnant at different points.
@@joelmcfly5172 Does it actually make sense for all the wannabe Imperial factions during Pellaeon's reign to be implemented as legitimacy, when their explicit reason for existing is opposing Pellaeon's legitimacy? It's a backwards idea.
@@joelmcfly5172 Naturally with the basis of how the game works, that does make sense. That is since it's impossible to ever make any sort of a peace pact in the game, and at least a significant point of the factions is they didn't want peace, it follows that they would join the mainline Remnant. That said, I don't know how you intend to deal with the second half of the Yuuzahn Vong war/LotF-era Galactic Federation of Free Alliances. Since at that point the factions are significantly intermingled.
Mandalorians would've been better in 3.2 if their tanks' mass drivers could actually aim 400m X_X edit: not meant to sound super negative I love this mod
Is there a chance of us ever seeing Zero Command or Restored Empire as a playable factions, or would they be too similar - or niche - to the other Warlords?
I feel you on that one, Zero Command/Restored Empire/Second Imperium/Empire Reborn, while all relatively niche, are all fairly relevant as opposing factions to the main Imperial Remnant. It seems to me that if not added as a full faction, they should at least be around as some kind of counterpoint to the Imperial Legitimacy system, since they were all groups actively going against the idea of the Remnant's legitimacy and undermining their efforts. This is why someone like Blitzer Harrsk really can't be added as a legitimacy unit. So despite having sizable forces and relevance on the galactic stage, these groups have hardly any showing in the game at all. It's a shame, since Fyyar and the Doomgiver, and the Reborn, are pretty notable subjects in the games despite explicitly not being part of the mainline Imperial Remnant.
@@RevanX77 I think the big problem, especially for Harrsk, is how cluttered the Core and Inner Core are. However, maybe he could act like a branching AU path for the Remnant? Like, instead of Isard's coup, you can choose Harrsk. Kind of like Order 65 in FoTR.
@@magosmarechferracioli1128 In 3.3, you can choose between Isard or the Central Committee of Grand Moffs as two branching options after Sate Pestage, but I'm not sure if this includes Harrsk. However that's the only branch so far, otherwise the new update essentially allows any legit enough Imperial faction start progressing from the Dark Empire era Empire leadership while retaining their own base leader. So if they're legitimate enough the Teradoc brothers get to get Palpatine, then Jax, Daala, and Pellaeon. However to my knowledge there's no other branches, and I do think this system is a little erroneous in terms of it's actual logic. Like when progression is just the main Empire, of course it goes from Palpatine to Jax - That's how it worked, he took over on behalf of the Interim Ruling Council. But if you're Kaine or something, you essentially side with this former Royal Guard (who helped kill the Emperor), and share power with him, for no real reason. On top of this any of the warlords can unlock Lumiya as a legitimacy unit, meaning Jax's own secret Sith Master can also be part of your own faction or even the enemies, to no affect. Corey has talked before about adding an option to refuse the call from Palpatine to do Dark Empire, and I think that should lead to a larger branch in progression. If you refuse Dark Empire you're essentially refusing all the Sith influence in the Empire and trying to go legitimate. So if you do this, the player should only keep their own leader until Dark Empire is over, and from there progress through the Daala and Pellaeon regimes along with the Council of Moffs. Meanwhile, if the player goes Dark Empire, they get Palpatine and then progress into the Carnor Jax and Interim Ruling Council regime, and from there the Empire Reborn with Hethrir, Fyyar, and Desann, etc. Furthermore, maybe once the Dark Empire split happens, the types of legitimacy units you can unlock changes. If you go Dark Empire you can unlock more of those Imperial hardliner (Second Imperium/Restored Empire I mentioned before) heroes and Dark Jedi like Lumiya, whereas if you go "legit Empire" you unlock more of the normal Imperial military units instead. And since both of these are governmental options born out of the Dark Empire split, say if you start in a later era (Jax+) every time you change regimes, you get to choose whether to go mainline Imperial Remnant, or Empire Reborn. So if you're in the Daala era, you can choose to progress with Pellaeon, or you can choose to reject him and go Dark Side. In this way basically every Imperial campaign could progress very differently depending on the player's choices.
@@nemesis1st You mean the Empire Reborn and the Doombringer, right? I saw that in a stream but I wasn't sure how they were adding it. But that's just the thing, it really shouldn't be a legitimacy reward. The entire point of the group is that they're anti-the Imperial Remnant being legitimate. That's why even when the New Republic and Imperial Remnant have signed peace accords before the Outcast/Academy games, you have this group running around professing to be the true Imperial Remnant, attacking the New Republic. I think some of the legitimacy groups should be retooled and worked into a different system that more accurately represents who they are. As I said before while it's cool to unlock Lumiya, having her in your faction should seriously change the trajectory of how your regimes would progress.
you guys think you may implement x1 as his own faction? 😬. I tried it already by myself, but at one point i couldn’t look at these 5000 xml files anymore
Even after all these years and putting in so many fantastic things, making the mod so expansive and feel so complete. You can still make me excited with future updates and make me ponder what it will be like. A rare thing in the world of gaming.
Agreed. EAWX is such a gem. One of the very few gaming related things that still gets me excited.
My cat seems to have taken a liking to the Corellian ships, he kept staring at the screen and wanting to touch the spinning ships. I'm looking forward to the Killiks and Ssi-Ruuvi the most, I'm intrigued by what their general mechanics could be like.
Thanks for the update, Corey, y'all are doing a good job.
Modern gaming might be doing kinda rough but this stuffs just amazing. Beautifully done.
Community modeling has always been the backbone
The whole story with valve, and their interactions with modders is proof enough
@@MegaMaster1021exactly. The community will be there long after the companies and profit incentives have been abolished.
Sounds fantastic. Thanks for continuing to share your passion project with the world.
i am so way to hype and happy we finally go more exotic factions
not get me wrong, i love the imperials and new repuplic
but always nice seeing something complete outside of these
I'm looking forward to these factions as well, especially the Hutts. I can imagine that in 2030 after all these factions will be playable, we might get another video revealing 4-6 new factions(something like Warlord Nuso Esva, Vagaari Empire, Zero Command, Mandalorians etc.) for future versions, along with an inevitable rework of the galactic map to make space for them. :D
Thank you Corey for all the work you and the team are doing.
It’s actually insane what a group of video game modders can do the mod is already incredible and they’re still making regular updates
3.3 has been an wonderful release so far in FOTR so I can't wait for 3.3 in TR! Nothing but thanks and gratitude for the amazing people working on this mod! Thank you so so so much! I get more excited for these releases than most modern AAA games!
And I've said it before - I feel it's mods like this that are actually making my childhood dreams a reality. Before I found this mod, when Disney bought SW and canned legends, my long wanted NJO era video game that I had been wishing for since I was in middle school died. Along with video games for any of the legends content I'd spent so much time loving growing up!
You guys are making a dream I had given up on, come true. Maybe that sounds silly or over the top, but I can't stress how big a part the NJO and other Legends books were for me growing up! As an elementary age kid I hated reading. I had so little interest in it they thought I might have a learning impairment(I didn't I was just lazy and spoiled) but then my aunt gave me a beat up copy of the first book of - *The Corellian Trilogy* a story many people write off as middle or the road at best - but for me it LITERALLY changed my life.
It was the first time I enjoyed reading! It led to me asking for my mom to buy me the next book! I went from a barely literate 3rd grader to reading several SW and similar style books every single month within a little over a year and I've never stopped. I read daily! On lunch at work. All this is because of Star Wars!
And now, about 20 years later, you guys are giving my my childhood dreams back! Thank you so very much! I've put hundreds of hours into this mod already and I imagine that's only the beginning!
I'd like to apologize for the absurdity of my above comment. I get strange while intoxicated.
@@heavyarms55Don't we all.
"The limit used to be about 17 factions, which included things like the 'neutral' faction, but now that limit is around 100, so we're probably not going to hit it."
**30 years later**
"Sorry folks, we can't implement any more playable factions to Thrawn's Revenge 14.7 after the Squibs and Ugors on account of hitting the 100 faction limit. That means no playable Hiitite Ravagers or Hydran cyborg-maggots."
BUT WHAT ABOUT THE HIROMI?!?
This mod continues to impress. Fantastic work to all of you and most of all thank you!
Always love seeing how things are developing! I could definitely see the Hutts having a sort of "corruption" mechanic we see the Zahn Consortium has in the base game
I've seen a lot of the concept art for the Yeveethans and they look really cool. Can't wait to see them in game.
**Frantically looks up Rosetta Stone software version for Huttese**
Pro tip: if they offer money for some land don’t agree or you will end up like the Evocii
So since a lot of the unknown regions are still getting done, I'm guessing by a stretch that, Esvas Realm and the Vagaari will be included eventually
They may get a certain amount of representation. You can see Vagar Praxut, the Vagaari homeworld on the map already
They have potential as NPC factions, yeah
Always liked the Vong, its why i was sad when the guys on the Yuzahn Vong At War mod announced that they would be moving on from the mod, so glad yall still plan on putting the vong in one day
wait the dedicated Vong mod is abandoned? sad day
@@cc0767 theyre still working on it sometimes but most of thr team has moved on to there own video game theyre making
@@braysonlilburn2296 oh well thats good for them then I guess. I havent actually checked their progress yet but I subscribed to their discord 4 years ago and I was just about to check their mod out, is it abandoned completely? Or playable atleast?
@@cc0767 skirmish is playable but thats it sadly
I wouldn't expect any further updates from them.
Would love end game ai invasion of vong where it's just overwhelming
Hmm, about the Hand's ground forces: may be sooome a little bit addition of imperial-like units, cause Thrawn got his own imperial units and facilities that Palps ceded prior Endor. He was able to train his own imperial and stormliketroopers. And he raise his own human units and colonies. Of course a little bit, cause the Hand not a warlord faction.. yet. One repulsor tank unit, cause chiss vehiles are more kinda based tanks, and imperial-like infantry.
I remember when I first started playing the mod and heard how the majority of the Hand’s fleet was fast, high damage, but fragile and I was expecting the same from the ground forces, and instead the best strategy I found was a slow methodical slog I sat there like “Well this dichotomy is very jarring”
Hey Corey, I know I'm usually super critical and stuff but here the last couple of days, I've gotten the EAW bug again.
I really do need to say, that had you told me when I bought this game that people like you would exist to expand the game so greatly beyond it's original bounds, I would have laughed.
It really is amazing the work you and your team have put into this game. Truly. I do genuinely wish you guys would get the resources to expand this into a commercial product. I think you guys deserve it. I can't understand how any video game company can look at the work you guys have done, and not start writing you all checks to get you on their team. I sure as Hell would be.
Thank you guys so much for the work you put into this. I know I'm critical of it at times, but, I see how special you guys are, and I frankly don't think there are limits to what y'all can do.
Just when I think it can’t get any better it does! Love the work you and your team put in!
This is so exciting, can't wait for .3!
Used to play the mod in the early days, before Steam, but have unfortunately not touched it or EAW for a long time. Have always kept an eye on the project and applaud the amazing work by the team. Can't help feeling a little intimated now as it seems like there is so many changes and new things, can anyone speak how hard is to pick up, specially for someone who always enjoyed RTS but was never super great at them.
As someone who only got it in the middle of the pandemic to try and help me get through a break up, it was fairly easy for me to pick up, and I consider myself to be a typical enjoyer of RTS game, main thing you need to be concerned with is don’t let empty building slots go unfilled, and you should be fine, also, always put tax agencies on highest value planets first
It's pretty doable, the game has a lot of documentation between the in-game information (all can be found on the lower left corner of the screen in the galactic layer) and Corey's guides, all units have tooltips with weapon types and passive abilities described. Some systems may seem intimidating at first, but once you get how it works they are really simple and don't require much maintenance.
@@justintaylor1713 Thanks :)
@@NiiRubra Thanks :)
As a TR veteran who also played since the early days, even before the graphical update, it is certainly different and a lot has changed, but it's still the same game in principle, barely any harder than years ago. There's some details, especially in the 3.3 that gave even me some trouble, like legitimity, where the faction with the most power gets to transform into the Dark Empire. But once you understand it, it's very easy.
No need to be intimidated by it, it's still very simple.
Im so incredible exited for the Killix and the Chiss. They both dont really get enough love in SW
So excited for the new TR release! You guys as always do such awesome work! Very excited to see the Hutts in a more militarized form. You guys could have easily just made them a “pirate” faction and called it a day but instead you are taking your time to create new models of ship types seen in the essential guide to warfare, etc. Thank you so much!
Zero Command would be a very nice addition at some point, but I understand why (at least at this point in development) they're not a priority when we already have a ton of Imperial factions and the Yevetha will be yet another that's already planned.
I'm kinda sad there won't be a playable Mandalorian faction but it's understandable as they weren't much of a power on the galactic stage.
It is very cool that you can build their units if you have high influence with them though, I'm looking forward my New Republic playthrough in 3.3 and I'll definitely be stopping by Mandalore for that :)
They will be a major faction in Revans Revenge though, definitly looking forward to conquering the galaxy with them!
Would do ALOT for their ~40ABY fighters made of Beskar. Would be a really fun unit basic a mix of fight and frigate.
I haven't played EaW in like 10 years and this content made me go buy it again specifically for this content
I was watching the other two right before this came up crazy
Really awesome of the devs to raise the faction limits. Great work as always excited for the updates to come
Looking forward to playing the evil lizard bois in the future. Ssi-ruuk really epitomize some of the weirder "B-movie" parts of Legends canon, and I'm all for it. I'm kind of hoping their entechment thing shows up as a mechanic for them in some way.
*sees the Corellian Air Cruiser*
My god, the Galactic Battlegrounds memories…
finally, one hundred factions
Looks great thanks for continuing working on this mod. It's amazing. I always wished that there was a diplomacy so you could create your own story
Yo u guys r the only reason I'm able to hold on to even a little hope for star wars. Cus no matter how badly Kennedy burns down Lucasfilm, u guys r still working hard to show ur love and respect for this universe. Please, to everyone working on the team, continue being amazing and thank u all
The only imperial faction that i really wanted to be playable was the Zero Command with their modified Star Destroyers, but I can understand why you not on the list currently, but I hope they get added after all of this factions where added
You can play Zero Command (as a modified Empire) in Deep Core Conflict. The Shockwave (presumably the Star Destroyer in question) is represented as an Allegiance
@@josiahshangrila7322 I know this but it is not the same as a real playable faction on the big map
Patiently awaiting the return of raid fleets… but as always, Thrawns Revenge delivers amazing content :D
thank you very much for keeping us informed of the plans for TR, extremely excited to see the things you were discussing executed on!
Cant wait!
Oh my god y'all actually added the Air Cruiser. Based.
In meanwhile, I am proxying Hutts by playing Zsij's Empire and rampaging through Hutt space with Teebo at the helm. Zsinj Empire's roster allows for surprisingly good pirate- or crime syndicate-like fleet and army composition. Cudos for your work and waiting for full Hutt Cartel release!
We need the Yuuzhan Wong!
OOOOOOHHH! LETS FREAKIN GOOOOOO! Also, last time when I said certain factions were "overpowered" either on the ground or in space, I meant in auto resolve. Now I know there is that trope of "don't trust auto resolve" and yes, I usually don't. However, with things like Chiss ground units specifically, and also to a lesser extent Zsinj's ground forces, during a ground auto rezsolve don't seem to function properly? Or maybe are calculated differently somehow? Both ground units seem disproportionally powerful when defending. Whereas the Hapan ground units seem REALLY squishy when attacking, especially considering their higher than normal cost, both for infantry and vehicles.
I am literally salivating at all of this.
Its a shame the game engine doesn't have any functionality for any kind of diplomacy between all of these factions (as far as I'm aware). As with so many factions present in the game now, it would be nice to be able to have some level of diplomatic arrangements between them, such as some Warlords agreeing to work together to fend of the New Republic if its starting to become a threat to them or at least form of peace deal or non aggression pact between them.
THE LEAGUE IS BACK BABY! Can’t wait to instantly snipe Coruscant again with an SSD.
Nicee stuff hope all goes well
Good vid, even if it'll become obsolete as the times go by, just like how the Yevethans were removed a long time back.
Very cool, so glad to hear this for my favorite mod of any game
This mod is the best for empire at war. It truly makes you feel you are fighting over the whole galaxy
I think the kilicks whole thing should be big low quality ship basically long lasting but have low overall firepower or shields
Nah, it should be a tidal wave of small, shitty ships. In fate of the Jedi they legit just rammed into capital ships by the billions.
@@iamblight707 Yeah that is also true I was just think of nest ships in general and and Shards in General terms for how big of ships they would be although the small and large low quality ships would be the go to
1.I think the shard should get and evolution feature like the World devastators and get bigger
Love your mods, thank you all for sharing your time and efforts they are great mods with a lot of love in them ☺
I just hope the Dovin Basals work the way the do in the lore.
It's impossible to do a 1-1 recreation of how Dovin Basals worked in EaW
@CoreyLoses same energy as "Nothing can kill the Grimace"
I'm excited for space dinos!
Stupid question: Will there also be a comeback of the "corruption" mechanic from the original addon FotC for the Hutts?
I kinda hope not. Always found that mechanic a bit annoying.
@@olliesloane151 It's not like you need to play against it here.
Happy Yevethan noises.
All these amazing changes and I'm still gonna play the empire and the empire of the hand. Chiss sounds fun though
Id love to see u combine the mod where fall of the republic falls with thrawns revenge alot of fans like myself would kill to see our favorite faction being the galactic republic go against the empire... To avoid lore being affected it could be made into a sub mod like the holdout mod for remake.... Another thing id kill is to add the reloud cycle for turbo lazers like in revenge of the sith when grievous ship broadsides a venator that sound is very attractive... One other thing i personally will think will make this 100 percent beat all other star wars mod other than the gun reload sounds and an implement of the a sub mod for cis and the republic being playable in thrawns.. The one other massive idea would be to implement rotating turbo lazers.... Missile turrets and ion cannons. Those visuals will once again beat if not all other mods. I love ur work corey its amazing and im a big supporter haha just giving some very constructive criticism for a nearly perfect mod if these changes were to be implemented....regardleds my favorite mod love from south africa.!
Titanic work. Wish you luck.
lots of fantastic stuff, thanks for the update! :)
6:27 they should remain a crisis event, only becoming playable after said crisis triggers, viz: have an on screen popup asking if you want to switch to that faction, as I think that would be much more lore friendly, since after the Truce at Bakura, we can assume they were basically a shadow of their former selves.
You can’t really do a swap to a different faction mid game.
There’s a number of references to fairly serious followup wars after the Bakura incident actually: the Chiss and the New Republic both fought the Ssi-Ruuvi back to their homeworld. The dinos built back up after this and tried another invasion of Bakura during the Vong War.
Yeah it was a several year long campaign against the Ssi-Ruuvi going on in the background, basically.
Hey Corey, had a question. For the Yuuzhan Vong models and such, how about maybe reaching out to the devs behind the njo mod with the assets already, i think it might help ease stuff for you and i think they have a great mod too. Dont mean to tell you how to do things just an idea from me
They use free release assets or assets from other mods for that, so they wouldn't actually be the people to reach out to about their models, but we make all of our assets in-house.
I just found out about this mod. Amazing.
So hyped for Corellia
Gotta say I'm most excited to play as the dinosaurs :P
I swear if modders were given AAA budgets, gaming would be so much more amazing
With the expansion of the Unknown regions will there be new government mechanics given to the EOTH vs. the Chiss Ascendency? Also in terms of map design, are there only going to be a few routes between the Unknown and Known galaxy? Personally I like the chokepoints.
The Darksaber for the Hutts, me likely, also, oh no. How would that work, something like the Eclipse or something?
Great work as always! Will the Starhawks be added in 3.3?
yes
Will the Chiss be present in any fall of the Republic maps? I could sort of see it after reading Outbound flight.
I think they mentioned that there is a small chance maybe someday, same with the Hapans actually.
Have youbever considered upgrading Megador to a (white/grey) Vengeance class? It helps explain the 19km (well, technically the NJO book actually *said* 8km, but after retcon it's gonna be 19.) Ship Han and Leia see on the first visit to the Remnant. And would also match nicely to some popular fanfic that had the same solution to that Gordian Knot of continuity
The 8km length from NJO would actually line up perfectly with a Mandator II or possibly Bellator if you round up.
Also, we know the remnant didn't have any Executors left at that time, and Megador is stated as having 16 engines, which makes it very definitely *not* a Vengeance.
So yeah, Megador and Dominion being Mandator series, which at least one being either a Bellator or Mandator II is the explanation that makes the most sense in this particular case.
@@jonashemmingsson7301 Yet the NJO novel was written at a time people still treated the Executors as 8. So you kinda have to read 8 as 19. And the Vengeance trio were all a little nonstandard having usually been funded at least partly out of "personal*" pockets Entirely possible they didn't have matching engine numbers even when created.
The existing ships are suitable for their role in both the story and the game. The only thing I dislike is that they're just a few popcap over being fielded together, so you can never actually reenact the scene that plays at the title menu.
@@RevanX77 Fair, I just felt that this was a somewhat artful way to explain away why that first visit in NJO had a "Full Sized" SSD.
Awesome, I'm hyped for the next years :D
Will the Hutts also get access to some kind of ship market like the CSA? Or will the focus of the government options solely be the swap between Hutt Cartel & Hutt Empire that you mentioned in a previous video?
They may get a pirate base like Zsinj (Kaloth could live there), but probably not a ship market
@@josiahshangrila7322 agree on your prognosis, but I'd still hope for it
Are there plans on adding criminal elements like the black sun? Minor as criminal factions next to the hutts may be, prince scizor did get powerful enough to try to take coruscant from the emperor.
They don't really control territory or have a fleet, so any EaW-relevant thing they'd be doing, we'd have to make up. Not just making up specifics to fill gaps like designing ships for the Hapans, but making up that they had ships in the first place.
@CoreyLoses @sisnoXsisnosis I agree, it seems like they should be added or expanded upon in some way. I mean the game TR is a mod for outright has a criminal faction fielding fleets and controlling/corrupting planets. Since it's part of the story campaign it's not like we can just say it's not canon. Seems to me any planet that has story content of the ZC corrupting or conquering it in the game, which isn't explicitly relevant as a planet controlled by someone else later, could just be used as part of their territory.
For example, in the EU Ryloth is basically AFK and not part of the New Republic until like 20+ ABY. Similarly Felucia, Saleucami, Hypori, and Shola are all directly stated to be under the Zann Consortium's control in the game, and they even have heavy involvement on Kamino. So from this we see that they not only have ships, they also have quite a lot of territory.
George Lucas' original plans for a sequel trilogy were supposed to deal significantly with criminal cartels corrupting and controlling swathes of the galaxy in the wake of the Empire's fall, so while the EU didn't go into too much detail with that, it's a huge shame not to see the parts that do be reflected within TR at all.
@@RevanX771) Ryloth joined the NR pretty fast and appears as a NR member state in the X-Wing novels
2) We know that by the time of Daala, Zann is dead and his fleet gone, as per background lore for the Crusader
3) FoC and EaW are abstractions and we don’t know how much control Zann actually had over the planets. Especially with looking at i.e. Ryloth’s EU history.
@@joelmcfly5172 1. It's been way too long since I've read X-Wing, but even though Ryloth aided the Rebel Alliance and Rogue Squadron visited it during the Bacta War and Twi'lek helped them, I can only find confirmation of the planet officially being part of the NR as of like the Yuuzahn Vong war. Even in much earlier estimates there's still a gap from the starting era of the mod to when we can make a guess.
But moreover, Ryloth is a notoriously corrupt planet whose leadership has deep ties to the criminal underworld, so their exact member status isn't even that relevant for the topic at hand.
2. I'd need a more specific citation on that given that the Crusader was hardly a design that was monopolized by the Zann Consortium. But more importantly Zann potentially being dead by the time of Daala is not an argument against a potential faction inclusion, given that essentially ALL the Warlord factions are defacto-dissolved when Daala comes around, and the Duskhan League basically only exists openly in the galaxy for like a year, and they're still all existing factions.
3. EaWX is an EaW mod. By the standards of the game they controlled those planets, not just in a "you CAN capture them on the galactic map" way, but much more importantly in a "the story outright says they control these planets and have major bases there" way, which can't be so easily ignored. If you get too stringent with questioning how much other factions really "own" certain planets because multiple groups are operating there simultaneously or there's a conflict of allegiance, the basic idea of the galactic map just falls apart.
If you go by the strictest interpretation possible, you could say they controlled at least four planets. Under a slightly looser interpretation, five or six. But if you look out into the wider EU and just examine places that are known for being lawless hives of criminal activity, that list of potential territory starts to get a lot bigger. Frankly I think 4-5 planets plus significant ground and space forces is already viable enough, considering how limited many Warlord starts can be already.
@@RevanX77 Since otherwise we will run in circles in the convo: We have no interest in making Zann a faction. We are happy with him as a Zsinj group
Question (s): With the Hutts, will there be an event in place for the Klatoonian rebellion at some place?
Will there be an event put in place with the Lost Tribe of the Sith for after Legacy of the Force?
the Empire of the Hand needs an integration system added
Is there any new campaign with this new version like before ?
There's 2 new GCs - Borderlands and Western Reaches
TR and Remake keeping this game alive, love it.
Out of curiosity, when you eventually get the Vong as a minor power, will there be an “invasion” mechanic ala Age of Legends?
Love the Hutts :D
Wow !! Astonishing :)
System requirements ?_?
So, are the Independent Forces gonna be playable, and will they have access to all the ships in the thrawn revenge except for the obvious few cause it will be cool to play as an independent force in the large system map give you the sense that you are surrounded by every faction from the major powers the minor ones.
Independent Forces won't be playable, they're a collection of everyone who isn't part of a larger group
@CoreyLoses Dang, but still a great mod and looking forward to new updates
Petta why so many torpedo spheres.
Hm, are the laser effects getting changed again? Just seems different than 3.2 is all
Is the Corey Loses patreon the best way to directly support the Thrawn's Revenge mod?
My Patreon doesn't support the mod, we can't tie anything monetarily to the mod. Best way to support it is just to play it, but we appreciate the sentiment.
it gives corey lunch money
>Update increased faction limit to 100
Hold the fuck up, *WHAT?! WHEN?*
It was something like two and a half years ago
Is this a finalized list of all potential future factions? While it is really robust as it is, it seems like there could be more.
I've harped on about something like an expanded criminal faction before so I won't reiterate that now, but there are several Imperial factions which have substantial forces and historic influence, but no real presence in the game, like the Restored Empire, Second Imperium, or Empire Reborn. It seems like something could be done with these considering the lattermost was the main antagonist of Jedi Outcast and Academy, and it's heavily suggested all three were supported from within the Imperial Remnant. Since the Remnant doesn't really have leadership progression beyond Pellaeon, it would be really weird to just have elements of them as legitimacy units or something since they explicitly existed to be antithetical to the legitimacy of the Imperial Remnant.
I'm not sure these groups can directly constitute a full faction on their own, they might be more suited to being integrated into the Empire through some kind of branching leadership choice or extra governmental mechanic of some kind. But barring that, or some inventive development to roll together a full faction, the only other choice would be an independent faction, which brings me to my second question -
Is it possible for independent factions to receive an overhaul in the future?
As it stands, their place in the game is simply as an inactive green stopgap on the map. They have no individuated character, and I think most players tend to simply use them as buffer zones on the galactic map, before lazily crushing them much later on. Because the faction limit has been lifted, shouldn't it be possible to give many of these independent faction groups properly differentiated factions, and allow them to be aggressive and expansionistic, or isolationist, depending on how you scale that value? This sort of thing would help spice up the flow of the game considerably, and make the galactic map feel much more like a genuine living space as part of Star Wars. Furthermore it might allow for different factions to have more unique interactions with some of them, since in several cases these sorts of fiefdoms were absorbed by the New Republic or Imperial Remnant at different points.
All the wanna be empires during Pellaeon’s reign will be represented per legitimacy
@@joelmcfly5172 Does it actually make sense for all the wannabe Imperial factions during Pellaeon's reign to be implemented as legitimacy, when their explicit reason for existing is opposing Pellaeon's legitimacy? It's a backwards idea.
@@RevanX77 It makes sense. You just need to assume that in lore Pellaeon didn’t had much legitimacy points and thus didn’t got them to follow him
@@joelmcfly5172 Naturally with the basis of how the game works, that does make sense. That is since it's impossible to ever make any sort of a peace pact in the game, and at least a significant point of the factions is they didn't want peace, it follows that they would join the mainline Remnant.
That said, I don't know how you intend to deal with the second half of the Yuuzahn Vong war/LotF-era Galactic Federation of Free Alliances. Since at that point the factions are significantly intermingled.
Is there a way to make the Duskhan League playable again?
Do the hutts get the boarding shuttle?
Mandalorians would've been better in 3.2 if their tanks' mass drivers could actually aim 400m X_X
edit: not meant to sound super negative I love this mod
Is there a chance of us ever seeing Zero Command or Restored Empire as a playable factions, or would they be too similar - or niche - to the other Warlords?
I feel you on that one, Zero Command/Restored Empire/Second Imperium/Empire Reborn, while all relatively niche, are all fairly relevant as opposing factions to the main Imperial Remnant.
It seems to me that if not added as a full faction, they should at least be around as some kind of counterpoint to the Imperial Legitimacy system, since they were all groups actively going against the idea of the Remnant's legitimacy and undermining their efforts. This is why someone like Blitzer Harrsk really can't be added as a legitimacy unit. So despite having sizable forces and relevance on the galactic stage, these groups have hardly any showing in the game at all. It's a shame, since Fyyar and the Doomgiver, and the Reborn, are pretty notable subjects in the games despite explicitly not being part of the mainline Imperial Remnant.
@@RevanX77 I think the big problem, especially for Harrsk, is how cluttered the Core and Inner Core are.
However, maybe he could act like a branching AU path for the Remnant? Like, instead of Isard's coup, you can choose Harrsk. Kind of like Order 65 in FoTR.
Restored Empire definitely won't be playable, they're planned as Legitimacy Group
@@magosmarechferracioli1128 In 3.3, you can choose between Isard or the Central Committee of Grand Moffs as two branching options after Sate Pestage, but I'm not sure if this includes Harrsk. However that's the only branch so far, otherwise the new update essentially allows any legit enough Imperial faction start progressing from the Dark Empire era Empire leadership while retaining their own base leader. So if they're legitimate enough the Teradoc brothers get to get Palpatine, then Jax, Daala, and Pellaeon.
However to my knowledge there's no other branches, and I do think this system is a little erroneous in terms of it's actual logic. Like when progression is just the main Empire, of course it goes from Palpatine to Jax - That's how it worked, he took over on behalf of the Interim Ruling Council. But if you're Kaine or something, you essentially side with this former Royal Guard (who helped kill the Emperor), and share power with him, for no real reason. On top of this any of the warlords can unlock Lumiya as a legitimacy unit, meaning Jax's own secret Sith Master can also be part of your own faction or even the enemies, to no affect.
Corey has talked before about adding an option to refuse the call from Palpatine to do Dark Empire, and I think that should lead to a larger branch in progression. If you refuse Dark Empire you're essentially refusing all the Sith influence in the Empire and trying to go legitimate. So if you do this, the player should only keep their own leader until Dark Empire is over, and from there progress through the Daala and Pellaeon regimes along with the Council of Moffs.
Meanwhile, if the player goes Dark Empire, they get Palpatine and then progress into the Carnor Jax and Interim Ruling Council regime, and from there the Empire Reborn with Hethrir, Fyyar, and Desann, etc.
Furthermore, maybe once the Dark Empire split happens, the types of legitimacy units you can unlock changes. If you go Dark Empire you can unlock more of those Imperial hardliner (Second Imperium/Restored Empire I mentioned before) heroes and Dark Jedi like Lumiya, whereas if you go "legit Empire" you unlock more of the normal Imperial military units instead.
And since both of these are governmental options born out of the Dark Empire split, say if you start in a later era (Jax+) every time you change regimes, you get to choose whether to go mainline Imperial Remnant, or Empire Reborn. So if you're in the Daala era, you can choose to progress with Pellaeon, or you can choose to reject him and go Dark Side. In this way basically every Imperial campaign could progress very differently depending on the player's choices.
@@nemesis1st You mean the Empire Reborn and the Doombringer, right? I saw that in a stream but I wasn't sure how they were adding it. But that's just the thing, it really shouldn't be a legitimacy reward. The entire point of the group is that they're anti-the Imperial Remnant being legitimate. That's why even when the New Republic and Imperial Remnant have signed peace accords before the Outcast/Academy games, you have this group running around professing to be the true Imperial Remnant, attacking the New Republic.
I think some of the legitimacy groups should be retooled and worked into a different system that more accurately represents who they are. As I said before while it's cool to unlock Lumiya, having her in your faction should seriously change the trajectory of how your regimes would progress.
Yay more hutt faction stuff! =)
you guys think you may implement x1 as his own faction? 😬. I tried it already by myself, but at one point i couldn’t look at these 5000 xml files anymore
No, he doesn't have the territory to be worth his own slot. He's perfectly fine as a single-planet member of the umbrella Warlord faction.
I was hoping Zann would be added, ah well...
You get Tyber, Urai, and ZC units in Zsinj's faction via legitimacy and pirate connections.
@@CoreyLosesfair enough, do hope that Zann and Urai can be used as Ground units in the future
Yuuzhan Vong!
how many parts is this mod in or is it just one on the steam labs?
It's on steam workshop. There's the main mod, EAWX:Thrawn's Revenge, and various optional submods.
what about mando clans
I got a question, will Corellia be a legitamacy faction?
No, they will not be part of legiyimacy
lost tribe of the sith?
Am I crazy or am I seeing tyranid gaunts at the start of the vid?😂
yay
Have you a solving to not openining mods
Don't use the ingame launcher.