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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Ssi-Ruuvi Redux

News 2 comments


In the past we've talked about our intention to have the Ssi-Ruuvi in the mod, and now we're explaining that a bit more. And before anyone says it, no, they will not be a playable faction in 1.1.

History & Culture


"It has been almost thirty years since the Ssi-ruuvi Imperium waged war in this section of the galaxy. In fact, our former masters were assessing more than just their tactics in the wake of their defeat." - Lwothin

For much of its history, the Ssi-Ruuvi Imperium remained isolated in their own star cluster, content to enslave less powerful species close by, chief among them the closely-related P'wecks. This isolation was partially the result of xenophobia, while the Ssi-Ruuk religious fear of dying away from consecrated ground also contributed heavily. In this isolation, the Ssi-Ruuk developed their own unique technology to power their droids and starships, a process named entechment by which they drained a being of its life energy. Resource scarcity drove the Imperium to become expansionist around the Battle of Endor, and upon taking Imperial prisoners from border worlds, they discovered that humans provided significantly larger amounts of energy.

A deal with Emperor Palpatine had promised the Imperium several worlds and millions of entechable humans, however upon his death the Empire was no longer able to fulfil this deal, and the Imperium began an invasion into the Chiss Ascendancy and the known galaxy. The New Republic launched a counter-offensive after defeating the Imperium at Bakura, only to find the Ssi-Ruuvi fleet in shambles, the result the much more destructive theatre of war between the Chiss forces and the Imperium; Jagged Fel indicated the occurance of several skirmishes between the Chiss and the Imperium. Although it would take decades, the Imperium recovered and, under the influence of Yuuzhan Vong infiltrators, launched another offensive in 28ABY which was ultimately thwarted by the Galactic Alliance and a P'weck slave revolt.

Gameplay


"The gulfs of space are not home to us and neither are the barren worlds. The worlds of fire and the worlds of ice are not home to us. Where oxygen burns and water flows, where carbon bonds and ozone protects—there we plant our roots. The seed of our species is fertile; all we require is the soil in which to plant it." - The Keeramak, Grand Shreeftut of the Ssi-Ruuvi Imperium

For those who remember, we initially announced the Ssi-Ruuvi as a non-playable faction a few years back, although they've yet to feature in the mod. This changes as of 1.1. One of the possible random events in the mod will be Ssi-Ruuvi incursions into the galaxy. These can range from small-scale scouting fleets, to full-fledged armadas rivaling the power of the players in the game. When they do show up, you'd better deal with them fast, as they will have the ability to not only destroy your territory, but to capture and exploit it for themselves and expand their fleet. In our test games, it's not uncommon for them to become a major consideration, especially if they arrive early enough in an unoccupied section of the galaxy.

Their fleets will consist of the Shree-class as their heavy hitter, the Lwhekk-class Manufacturing ship as a carrier which does not require being resupplied (one of their faction bonuses), the Wurrif-class cruiser and the Swarm Droid fighter. If we end up with more art resources than we expected, we may make a few more units for them in 1.1, but that will most likely be waiting for them to become one of the three future playable factions in a future version.

Development Progress


In general, the mod is progressing well. As you can see in the screenshot above, the UI rework is essentially finished. Part of this will involve some of our steps to make the game mechanics a bit more clear to players, especially new ones, which we'll explain in a future news post with a few mechanical changes to the Remnant and New Republic. Heroes are also almost done, with a few key exceptions. The majority of the work remains with the Empire of the Hand, who will be gaining 3 new capital ships, two space stations and two defense platforms in 1.1.

Corey will also be hosting some community games of 1.0 on his stream in august. The schedule for this is as follows:

Friday August 5th - 6 PM EST
Sunday August 7th - 2 PM EST
Saturday August 13th - 5 PM EST
Wednesday August 17th - 6 PM EST
Saturday August 20th - 2 PM EST

Follow Ascendancy

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June & July Community Game Schedule

June & July Community Game Schedule

News 0 comments

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.

1.1 Preview: Upkeep

1.1 Preview: Upkeep

News 17 comments

Please note that this is a preview for a feature being included in 1.1, not the 1.0f version available above. Specifics may change between now and release...

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Ascendancy V1.0F (For Sins 1.85)

Ascendancy V1.0F (For Sins 1.85)

Full Version 41 comments

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

Comments  (0 - 10 of 2,297)
arco15
arco15

Is there a way i can edit some files so that i can have 2 executor's at the same time?

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.Corey. Creator
.Corey.

Sins has a hardcoded limit of one for titans, there's not an easy way to get around.

Reply Good karma+1 vote
arco15
arco15

So it is possible but its really hard?

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.Corey. Creator
.Corey.

You can't change the actual build limit, but if you know how to handle buff chains and abilities and whatnot, you can spawn them that way. It can get pretty complicated.

Reply Good karma+1 vote
arco15
arco15

Geus im gonna need to watch sone tutorials

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Guest
Guest

Any new techs for the PA in 1.1?

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.Corey. Creator
.Corey.

Yes.

Reply Good karma+1 vote
Atrion
Atrion

Hi Corey you and your team are doing a awesome job, i would like to know if the eriadu authority and Zsinj will be in ascendancy? just they will be in Empire civil war 2.2.Thanks

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.Corey. Creator
.Corey.

Those factions will only be in ICW. Factions work very different in Sins vs EaW. In Sins, if you want to represent different groups, you can use multiple instances of a faction. Sins doesn't care if you have one Remnant or 10 on the map. In EaW, if we wanted to represent the different Imperial splinters, we had to code them as their own entities, and gave them some different units so that they at least brought something different to the table. If we wasted faction slots on that in Ascendancy, you'd just end up with a ton of cookie-cutter factions with essentially the same tech, rosters and playstyle. We were even hesitant to split the Remnant into two (with the Remnant and the PA), and that already cut down on a lot of the options either had in the tech tree.

Reply Good karma+1 vote
SeraphimD_Kiryu
SeraphimD_Kiryu

Corey you guys are the only person I can ask this but which out of EAW, Sins and Stellaris is easiest to get into modding? Since your team has been in all three now.

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.Corey. Creator
.Corey.

Depends what you're trying to do.

Reply Good karma+1 vote
SeraphimD_Kiryu
SeraphimD_Kiryu

Well adding my own factions and ships first. Then later maybe turning it in to a full fledged mod.

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.Corey. Creator
.Corey.

That still really depends. EaW has a lot of issues with accessing and running the software needed to add models, for example, and ground combat adds a whole layer of work you don't need to worry about in Sins while in Sins there's all the buff chains and tech you don't need to worry about in EaW. In Stellaris there's a completely different set of criteria to worry about. Pick whichever game best fits what you want your mod to be.

Reply Good karma+2 votes
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Highest Rated (2 agree) 10/10

Thrawn is one of the best characters of the EU. This mod, and it's predecessor bring that character off the story pages. And into our game. Something the movies and official games have failed to do. Short of Rebellion (Supremacy.) The best SW's game ever in my opinion, but painfully dated by this point. Delving into the ideals of his background, in a fun and expansive SW mod is simply a joy. I'm waiting for 1.0 to authorize even as I speak, but .95 already showed a care to crafting a quality mod…

Feb 5 2016 by Justicar333

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Twitter

Latest tweets from @thrawnsrevenge

Fb.me

12hours ago

The first GC breakdown is going up on @ModDB , just waiting for the article to be approved.

Sep 26 2016

In an hour and a half (2PM EST) Corey will be continuing the Warlord Zsinj preview on his stream at... Fb.me

Sep 24 2016

But she's got it where it counts. Fb.me

Sep 23 2016

The second in our four-part series on the heroes of ICW and Ascendancy is up, this time covering Warlord Zsinj. Fb.me

Sep 15 2016

Fb.me

Sep 7 2016

Corey's posted his first 2.2 preview on his youtube channel. Fb.me

Sep 4 2016

A preview of the new Pentastar Alignment hero roster. Fb.me

Sep 3 2016

In about 40 minutes (2PM EST) we'll be having an Ascendancy community game. Fb.me

Aug 28 2016

Missed the livestream with Gul? He's posted a VOD with two hours of 2.2 preview goodness. Fb.me

Aug 26 2016

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