Thrawn's Revenge II: Ascendancy is a total conversion set in the Star Wars galaxy after the Original Trilogy. The first release will feature the New Republic and Imperial Remnant, with more factions coming after that. For more information, see the mod's wiki.


If you find a bug, please do not report it in the comment section. Having 10 comments per page means the same reports tend to get pushed off the page and we just cycle through the same issues. Please report them in this thread, if they haven't already been addressed.


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Before reading on, keep in mind everything discussed here is still in development, and will likely change to some extent before release.

...Veterancy...

One of our biggest focuses with this release has been on trying to alter the economy and the way people value their ships and infrastructure. We've been chipping away at this with each release, and 1.1 has a few more steps in that direction. A key part of the changes we're trying in that direction this release is the new Veterancy system for non-capital ships. Leveling has always been a feature of Capital ships and Titans, making them feel more valuable and giving a reason to try to keep them alive, but if anything, this has only ever made frigates and cruisers feel weaker, as the levels added more and more distance between their performance and that of the high-leveled capital ships. Frigates and cruisers essentially end up expendable.

Veterancy in Ascendancy works differently for Frigates than it does for Capitals. Capitals work exactly as they always have, of course (though we'll likely take another look at their stat bonuses for leveling up). This has nothing to do with the abilities, so you don't need to worry about the same micromanaging as you do for capitals; just make sure they're in the fight, and survive it. Essentially, every ship recently involved in attacking a target (right now we've got it at 60 seconds) has a chance to get a permanent stat boost when that ship dies. The numbers are still in flux so I won't give anything too specific, but for now this means after enough engagements, you can get a ship at roughly twice the damage dealt and half the damage taken as when it started, indicated on the unit card. This means that in some cases you can get, for example, a Victory II-Star Destroyer full of battle-hardened, experienced vets able to take on the green crew of an Imperial-class straight off the line. We're trying to reduce the overall number of ships you'll usually have on the map by a bit (with the Small-Medium-Large fleet sizes being more meaningful, for those who still feel the need for lag), and this is one the many changes we're trying to do to make those ships individually more manageable and valuable, alongside the supply changes we've mentioned before (pay-per-ship vs flat maintenance cost) and some other income-related changes (essentially, higher early game and much, much lower late game).

More on that later.


Stick Them With The Pointy End

...Fractured Empire...

After Endor, the Empire was anything but one big happy family, and the leadership and its values were always in flux. In Imperial Civil War (ourFoC mod) this has always been a bit more obvious than in Ascendancy. Beore we split the original Remnant faction and its tech tree into the Remnant and the Pentastar Alignment in Ascendancy, there were a few more obvious branches and styles in how you could play the Remnant, but we had essentially shoehorned the Empire into a superweapon-centric playstyle without too many other options. We still want that to be an option for our more destruction-loving fans, however we want to represent the internal turmoil of the Empire a bit more as well. As a result, we've rejiggered their diplomatic tech (which, sidenote, every faction is having expanded a lot more in 1.1) and turned that particular page of the tech tree into the Regime page.

This page allows you to side with one of three sets of Imperial leaders and doctrines, each with their own unique advantages, disadvantages, techs, and heroes. This won't be an exhaustive list of what's available (we're aiming for about 10-15 unique techs per leader), but I've picked out some of the bigger ones to give a sense of what they do. We mostly won't say who the heroes are yet (we'll have a separate update for that), but you can probably figure most of it out. Our feedback from testers has been especially positive on this so far, so we're feeling pretty good about the direction this is going in. We tried to pick the three ways to divide this up that offered the best representations of different aspects or periods of the Empire. Sorry Isard.

1. Admiral Natasi Daala
Daala is best known as the leader responsible for finally unifying the Empire. Although she lacked the tactical genius of Thrawn, she is highly determined and possesses a certain level of politically savvy, having convinced the likes of Gilad Pellaeon and Ivan Cronus to support her in the unification of the warring Imperial splinter factions.

Unique Techs/Units:
- Crimson Command VSDII: A more powerful and, most importantly, red version of the Victory II-class Star Destroyer. This can be available to her earlier in the campaign, allowing for a more powerful start for the Empire if you side with her.
- Maw Installation: This formerly-universal Imperial tech improving research speed is now available only to Daala.
- Metal-Crystal Phase Shifter: A unique weapon designed at the Maw which breaks apart the hulls of its target on the molecular level. Increases the damage output of your ships.
- Knight Hammer: Siding with Daala gives you only one hero; Daala herself, in the Knight Hammer. If you already have an Executor-class built, recruiting Daala allows you to have a second (however, if you already have Daala you're not able to build a second in the conventional way). Daala is also unique in that she is the only hero able to be recruited again after her death, as she escaped it herself so many times in the lore.

2. Grand Admirals Thrawn & Pellaeon
Grand Admiral Thrawn and his protege, Grand Admiral Pellaeon are arguably the finest strategic minds the Empire ever produced, and certainly the most level headed. They each had their own style, with the innovative Thrawn and the more traditional mind of Pellaeon, however each possessed a special talent to see the bigger picture of a given situation (even when that meant recognizing defeat). They shared a military philosophy that placed an emphasis on the ships of the line, detesting the large resource sinks of the Emperor and various Warlords. This branch tends to draw equally on each of their periods of leadership, since trying to make them each their own branch would be like splitting hairs and not including either of them would feel wrong.

Unique Techs/Units:
- Scimitar Assault Bomber: One of the more powerful fighters in the Imperial arsenal not named "TIE Defender," the Scimitar Assault Bomber is a versatile craft designed during Thrawn's campaign to retake the core which functions similarly to how it always has in Ascendancy.
- Mole Miners: An ability available to Star Destroyers, which deploys mole miners to enable the capture of enemy ships (with the cooperation of troop landers).
- Several techs available to Thrawn and Pellaeon related to opening of the Empire, giving them a cultural, diplomatic and economic leg-up over their counterparts (ie Mixed-Race Military and Pellaeon-Gavrisom Treaty).

3. Emperor Palpatine - Dark Empire
Emperor Palpatine's return marked the use of several different types of superweapon, and siding with him will be how you gain access to those for yourself. Palpatine's Dark Empire has a large capacity for destruction, but because it is so focused on a few key points of power, it also has the possibility of crumbling upon itself if they're taken out, as their use can help turn the galaxy and its citizens against you.

Unique Techs/Units:
-Superweapons: World Devastators. Sovereigns. The Galaxy Gun. The Eclipse (unique Hero; you asked for it).
-TIE Droids: An automated fighter around the same power as a conventional TIE Fighter, but which does not cost any fighter supply to create.
-Fortress Worlds: Two levels of tech which increase both tactical slots and the number of starbases you can build in a gravity well.

That about covers it. As always, if you have feedback or suggestions on anything we've talked about here or anything else related to the mod, feel free to leave it in the comments or post it on our forums.

Follow Ascendancy:
Forums - Facebook - Steam Group - Mod DB

Ssi-Ruuvi Redux

Ssi-Ruuvi Redux

News 2 comments

The early functions of the Ssi-Ruuvi, community games, and development in general.

June & July Community Game Schedule

June & July Community Game Schedule

News

We'll be having more regular game nights in order to give people opportunities to play online.

New Republic Trailer & 10 Years of Thrawn's Revenge

New Republic Trailer & 10 Years of Thrawn's Revenge

News 16 comments

The second faction trailer and some general updates about development in the celebratory 10 year anniversary post.

1.0 Post-Release Roundup

1.0 Post-Release Roundup

News 2 comments

TL;DR: Better pacing, rejiggered fleet tenders, faction puns and documentation.

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Ascendancy V1.0F (For Sins 1.85)

Ascendancy V1.0F (For Sins 1.85)

Full Version 55 comments

Conquer the galaxy with the full version of Ascendancy, now compatible with Sins v1.85.

Comments  (0 - 10 of 2,366)
tropicalslug
tropicalslug

Hello devs, not sure if this has been brought to your attention before but I wanted to mention that I found a bug with the Executor-Class Star Dreadnought. Concussion Barrage, at levels 3 or higher, has 0 range (down from 8,000) and 0 waves (down from 25) which breaks the ability, making it entirely useless above lvl 2. Also, Power Symbol on the Executor has no effect, at every level it does not change the allegiance of a targeted planet. Thank you. By the way, LOVE your mod. You guys are the reason I'm playing one of my favorite games of all time again.

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Herr_Von_Kuchen
Herr_Von_Kuchen

I don't know about Power Symbol, but Concussion Barrage sounds like an easy fix. Look up a tutorial on converting bin files to txt for SoaSE:R. Then find the ability's file from the mod's gamefiles folder, convert it to txt and use a text editor like Notepad to edit the range and waves for the higher levels, then convert it back to bin and put it back in the gamefiles folder.

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tropicalslug
tropicalslug

As a matter of fact it is an extremely easy fix! Thank you for the info, but I actually figured it out on my own. It seems that all of the Ascendancy files (the ones governing abilities and stats anyway) are already in .txt format, so to any who want to fix it here's what I did:
Find Sins mod folder --> open current Ascendancy mod folder --> Locate GameInfo folder --> search (control key + f) BuffConcussionBarrageFiring and open file with notepad --> scroll down to where you see "range" --> beneath it, you'll see the range of the ability at its' different levels --> change level 3 to 8000 or 10000 depending on how you feel it should behave --> beneath that, make sure all "maxTargetCount" values are at -1.000000 for all levels (this makes it so that this ability will hit infinite targets within its' range)

And that's it! Pretty easy actually, thank goodness everything is already in .txt. Using this method to locate stat files, you could feasibly modify ANY ships' or abilities' values, to make balance changes depending on your preference. Thanks for reading!

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Akulio
Akulio

Hi there TR team.

I'am re-posting here a quick but very important update from the steam forums. Please spread the word to other modders if you can. The exact quote is as follows:

"Version 1.87 is completed and is currently in final testing. One of the biggest changes is I've finally managed to make Sins Large Address Aware. The way I've done this means that it is VERY IMPORTANT that no one applies LAA manually as it will cause problems in multiplayer with anyone who doesn't. But, there should no longer be a need to manually apply LAA as Sins will now ship with it activated by default.

Modders, please update your installation instructions so that no one is instructed to apply LAA when 1.87 is released.

Spread the word!

Thanks,
Blair"

So that's it, no more LAA.

Thank you for your time.

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Avarice1987
Avarice1987

Did we see a Update Version before Christmas?

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Mister_Vogel
Mister_Vogel

Really hate to ask this,but what's the ETA on the next release ?

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.Corey. Creator
.Corey.

There isn't one

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Palpatine1
Palpatine1

Has anyone played the new 1.86 patch with the mod? I saw the notes and was excited to see a focus on CPU and memory optimizations, especially in late game. Anyone seeing improvements from it?

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.Corey. Creator
.Corey.

It's not super significant.

Reply Good karma+1 vote
Guest
Guest

Thank you steam sale, finally i can play this mod and all the other awesome mods for sins.

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I think that the mod itself is absolutely amazing, completed or not. The ships and structures may look more cartoonish than their sister mod counter-parts but I like it as it is a bit more refreshing than the dullness of said mods. I absolutely adored the look of the Empire of the Hand ships and have always enjoyed playing as them. The Imperial Remnant and New Republic factions are brilliant too but there will always be something someone wants to nitpick about. Personally, the only problem I have…

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