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.


...Ascendancy 0.9 Release...


The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Can the Rebel Alliance, now reformed as the fledgling New Republic, re-establish the traditions of the old Republic and restore peace or will the Empire manage to unite under a strong leader to once again impose order over a lawless galaxy?

Lambda Shuttle Ready

...Features of Ascendancy 0.95...
Play as the New Republic or Imperial Remnant, each with unique ship rosters, abilities, playstyles and tech trees.
Conquer the Star Wars Galaxy on several new maps with various configurations, featuring several new planet types and canon planet placements.
Completely redesigned UI, and overhauled graphical effects.
Several overhauled and all-new gameplay mechanics, ship systems degrading with damage, and the ability to entirely destroy planets.

...Coming in 1.0...
Finished New Republic, Remnant Tech, Ships and Abilities
Two New Factions
New Planet Types
New Maps, Neutral Structures
Finalize UI Assets (Fleet Logistics, Victory/Defeat Screens, Unit Pictures)
Voiceovers
General Polish


For a full new-user guide (don't expect to do everything the same as in Sins) and more in depth information on ship rosters, see the wiki. There's still a ton of information we're working on adding, so it'll become more useful as we go. We also have a board to help people who want to play Ascendancy online to organize games with other players, which you can find here. Keep in mind, this is a beta version and the primary purpose of it is to test features, tweak as needed and to help with balancing (which is currently still very much in progress) so please post any issues you encounter, suggestions, or feedback you may have on our forums.

Before playing the mod to increase stability, also enable Large Address Aware to bypass Sins' 2GB memory limit issues. LAA is included in the download, simply open it, set the mode to basic, find your Sins of a Solar Empire Rebellion.exe file and click the box to enable large address aware, then save. This only needs to be done once, so if you have already done it for other mods you can skip this step.

Fighter Update: NebulaPraetor

...Follow Ascendancy...
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14 comments by .Corey. on Jun 10th, 2015

...Ninth Anniversary...


Although the mod is nowhere close to resembling what it was in the early days, today marks the 9th anniversary of the creation of Thrawn's Revenge. I originally set out with the sole purpose of adding Thrawn as a playable hero in Empire at War, before Forces of Corruption was even a thing, and the project quickly grew (and sometimes shrank) from there. We on the dev team for both mods would like to thank everyone for their continued support in these last nine years; without it, we'd be nowhere near what we are today.

That being said, I'm sure you're more interested in what's going on with each mod than the fact that if the mod were a person in Canada or the United States (and elsewhere) it would be in the fourth grade, so we're going to do a joint update. If you're only interested in one, just read that part. We won't be offended.

...Imperial Civil War 2.2...


We've made a few changes from the 2.2 announcement; instead of adding the Galactic Civil War scenario, we're focusing on cleaning up and expanding within the current timeline and constraints of the mod. The primary goal is to clean up and finalize the Empire of the Hand and Pentastar Alignment, the latter of which currently relies on outmoded ships and in some cases, leftover models and skins. The secondary goal now that the Defreezer utility exists is to represent the post-Endor galaxy and let the player work towards whatever outcome they want, with whatever group they want (within reason), so essentially if something is available on the map, eventually you'll be able to pick it. In 2.2 this means enabling the Duskhan League in whichever GCs they're already in, and enabling playing as the Warlords, which have been split into Harrsk, Teradoc and Zsinj's empires, who will have a mix of different Imperial units. Ideally this would also include the Hapans, but they'd need a bit more expansion first.

Another goal is to try to mitigate the badness that is EaW's land battles. The first step in this is to remove some of the worse and more tedious ICW maps and re-enabling some of the vanilla maps so we can reduce the unit speed. Honestly, we have pretty much no hope for land ever being anywhere near salvageable but we'll see what we can do (and before anyone says anything, the presence of Clone War units wouldn't actually make ground battles good).

Randomized Z-LayersSecutor


...Ascendancy 1.0...


The goal with Ascendancy 1.0 is much as it always was; we're gathering the feedback from 0.95 to finalize the New Republic and Imperial Remnant, while adding the Empire of the Hand and Pentastar Alignment We're also adding some neutral structures and objectives, including the gravity-manipulating Centerpoint Station. We intended to include several redone models and skins, especially for the Empire of the Hand, however since the focus is still primarily on setting up gameplay mechanic and faction identities, the existing Empire of the Hand ships will be the same versions as exist in Imperial Civil War 2.1. After the release of 1.0, we'll start to redo and update certain models, with the New Republic's Ferret Scout and Empire of the Hand's Ascendancy Star Destroyer at the top of the list.

Tech trees are another primary focus in 1.0. In the existing versions, both factions have about 90 techs available to them, and in 1.0 the goal is to release with each faction hovering around 120, so even the existing factions will have several new dimensions to them upon release. On top of these new techs, each faction will be gaining some units; we've already announced the Imperial Remnant's acquisition of the Allegiance-class and Modular Taskforce Cruiser in exchange for some units being sent to the Pentastar Alignment, but the New Republic will also be gaining some new toys which we haven't mentioned yet, filling out it's currently-lacking Cruiser roster. These are the Sullustan Dauntless and Corellian Proficient.

Anniversary Update: Ssi-Ruuvi AssaultAnniversary Update: Ssi-Ruuvi Assault


Let's Test!


I've made a new channel on which we will be posting Let's Plays of the mods while they're in development, including both ICW and Ascendancy. This way, those who just want to see feature previews and trailers can see them on the Thrawn's Revenge channel, and those who want longer-form playthroughs can see them on the Corey Loses channel. The first series is a playthrough of Ascendancy 1.0 as the Remnant against all four 1.0 factions. I may eventually start playing other stuff, if people are interested in that.



Thanks again for your support for the last nine years!

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Squadron Size Reduction (Optional For Performance)

Squadron Size Reduction (Optional For Performance)

Apr 3, 2015 Sprites 10 comments

This minimod reduces lag by making fighter squadrons smaller, thereby saving your CPU a lot of hard work.

0.95 Hotfix (Requires 0.95 Full)

0.95 Hotfix (Requires 0.95 Full)

Mar 26, 2015 Patch 8 comments

Fixes a source of the Imperial credit issue, as well as a few other minor issues.

V0.95 Beta (Full)

V0.95 Beta (Full)

Mar 23, 2015 Full Version 23 comments

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Can the Rebel Alliance, now reformed as the fledgling New Republic...

Post comment Comments  (180 - 190 of 1,489)
rex44x
rex44x Mar 29 2015, 8:18am says:

will the endurance remain weak, its weaponry barely does any damage, a frigate could kill it. oh, the planets don't grow population, at all, or sometimes its very, very slow, like 0.1 growth. how do you correct this or is it a bug?

otherwise, great job, game is for better or worst, balanced enough to enjoy now. cant wait for 1.0 (please no vong) :)

+1 vote     reply to comment
Slornie Creator
Slornie Mar 29 2015, 5:20pm replied:

Corey recently said this about the Endurance over on our forums:

"it is getting some combat buffs (not enough to bring it anywhere near the Nebula, but there was a typo that took away a significant portion of its damage)."

There were also a couple of posts in the Endurance's defense:

"The Endurance has some seriously powerful abilities... It's a support cruiser, not a ship of the line."

Thrawnsrevenge.com

+1 vote   reply to comment
rex44x
rex44x Mar 30 2015, 7:25pm replied:

what abut planetary growth rate increase? currently its 0.1, period.

+1 vote     reply to comment
Randy0570
Randy0570 Mar 29 2015, 11:59am replied:

Why don't you want to see the Yuuzhan Vong in the 1.0 release?

+1 vote     reply to comment
hoho96
hoho96 Mar 30 2015, 6:15am replied:

Maybe because they don't have enough material ready?!

+1 vote     reply to comment
Guest
Guest Mar 28 2015, 5:06am says:

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.Corey. Creator
.Corey. Mar 28 2015, 5:42am replied:

Thrawn's Revenge II: Ascendancy. Ascendancy is and has always been the sequel to Thrawn's Revenge: Imperial Civil War.

+1 vote   reply to comment
Guest
Guest Mar 27 2015, 10:50pm says:

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.Corey. Creator
.Corey. Mar 27 2015, 10:59pm replied:

Beyond about 3 basic sound effects and the faction announcer VOs, sound hasn't been touched at all; we don't even have a sound designer.

Planetary shielding is automatic once you research it. Generators were on the surface in Star Wars, and pretty much universal, so there isn't really any reason to have them as a structure in space.

+1 vote   reply to comment
Guest
Guest Mar 28 2015, 2:23am replied:

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capshades
capshades Mar 27 2015, 7:19pm says:

Degrading systems for the NR says 50% less damage at 50% hull, 25% less damage at 25% hull, and 80% less speed at 15% hull. Shouldn't a ship do less damage the more damaged it gets?

Using 0.95 w/hotfix

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 27 2015, 7:53pm replied:

It does; it's a stacking (additively, not multiplicatively) debuff, so if you look at a ship at 25% health, it says it's doing 75% less damage. That tooltip you're talking about shows the debuff applied at each level of damage, as opposed to the total added together. It would probably be more clear if it showed the additive amounts, but buff tooltips are automatically generated from the effects so there's nothing we could do to change that.

+1 vote   reply to comment
capshades
capshades Mar 27 2015, 7:52pm replied:

Resolved.

+1 vote     reply to comment
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