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

...Key Features of V0.9...

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, such as migration, ship systems degrading with damage, and the ability to entirely destroy planets.

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.

Ascendancy 0.9 (Beta Version - ZIP)

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

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Empress-class Space Station UI Redux Pt 1 Esseles-Class Space Station
Blog RSS Feed Report abuse Latest News: 0.95 Overview

6 comments by .Corey. on Feb 21st, 2015

Where 0.9 was to test base functionality, the primary goals with 0.95 are to begin balancing and finalizing new systems, as well as polishing existing factions. This post doesn't include every single change, but should give an idea of some of the more impactful ones and general areas we're focusing on. Before we get started, after some significant downtime, our site and forums are back up. So, if you want to post feedback, suggestions or discuss strategy, you can click here

...Artificial Intelligence...

While the AI in Sins is hardcoded and therefore is the same in every mod, there's a few areas where it can be tweaked, and where it didn't interact well with the mod in 0.9. There are two prominent areas where we have made fixes or tweaks: first, we've fixed an issue where Escape Pods made the NR AI stop building dropships and therefore not expand. Also, we've increased the rate at which the AI builds capital ships, although this has involved increasing the rate at which capital ships reach higher levels. We'll also be playing around with some ship roles to influence how the AI builds and uses ships.

Oceanic Planet

...Ship Balance & Polish...

As we said in the release post, the ship stats currently in 0.9 are almost direct ports of our ICW values, and costs were essentially determined very roughly while we tested capabilities of things. In 0.95, we're beginning to focus more directly on those values, and beginning to make the ships match the stated playstyle of the factions; namely the Remnant ships being cheaper and more numerous, while weaker individually, and the New Republic ships being more powerful individually. We're also working to finish up the abilities for existing ships, based on what the factions need. Mon Calamari ships in particular have been buffed significantly (along with the Nebula). The Praetor has had its firepower decreased a bit, shifted more towards its tank role, and also had its cost increased to match its capabilities. The Galaxy Gun has also been limited to one instance, as we discussed in the previous post.

...Units & Structures...

The third goal with 0.95 is to more or less finish the units and structures for the New Republic and Imperial Remnant. Unit-wise this mostly just means the Proficient cruiser for the New Republic (the Remnant is getting some changes in 1.0 or 1.1, for a reason we'll explain when it becomes relevant). Structure-wise, this means adding the economic and military starbases for the two factions, as well as the New Republic's XQ Resupply platform, and a new Durasteel refinery to replace the stock one.

Arid Oceanic

...User Interface...

We're doing a significant overhaul on the HUD as well. Pictures coming later.


As you can see from the pictures in this post, we've also finished the textures for the new planet types in 0.9. There will be some new planet types in future versions, but we're using 0.95 to just finish up the existing ones.]


...Wrap it Up...

We're not going to give a release date, so we'll just say that it'll be out when the above is finished. At this point, that mostly means the UI and the models/textures for the new structures.

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Ascendancy 0.9 (Beta Version - ZIP)

Ascendancy 0.9 (Beta Version - ZIP)

Feb 6, 2015 Full Version 56 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 1,221)
TopHatZebra Feb 7 2015, 3:50am says:

Mod is very nice so far. Haven't played it really at all, just started it up and looked around. I love that you have made an accurate Star Wars galaxy map, though I do wish Sins let you pick a start planet.

One thing is, for me, I don't particularly like the UI. Too much White, maybe, at least for the Empire. Haven't tried New Republic yet. I also prefer the default view of the planet when icon when you zoom out, rather than the symbol that's there currently. But, that's all subjective, and really not that important.

Just the Mu Scout looked amazing and beautiful. Can't wait to play more.

+6 votes     reply to comment
Guest Feb 7 2015, 10:36am replied:

im inclined to agree, only reason i actually came to post here right now, i wouldnt mind the stock icons for now, or even like the star wars silver letter style, but personally i think it should be more like stock version for now, other than that the mod is great so far, i didnt know there was only gonna be 2 factions at start but thats cuz of a lack of research most likely so it was a bit of a shock cuz i am looking forward to the other factions most, however that all being said this is my fav sins mod at the moment, im not much of a trek person

0 votes     reply to comment
Zupanicarr Feb 7 2015, 6:21am replied:

Yeah, I have to agree with that UI part, it's just so white, everything kinda looks the same.

+3 votes     reply to comment
.Corey. Creator
.Corey. Feb 7 2015, 11:19am replied:

We have no intention to change the style of the UI. We quite like it, and it gets accross all necessary information without visual noise distracting from the main gamespace, which is kind of the point. All we intend to do is change the planet indicators so it's easier to distinguish planet types, and increase the contrast between different button states (highlighted/normal)

+2 votes   reply to comment
Zupanicarr Feb 7 2015, 6:04pm replied:

Oh no, I do like the UI too. I just think that some of the icons could look more distinct, although with everything being white that could be hard to do.

+1 vote     reply to comment
Sarlix Feb 7 2015, 10:58am replied:


+1 vote     reply to comment
Bigleon Feb 7 2015, 6:40am replied:

Some things could stand to have a little more contrast. It's hard for me to tell if I have Auto Placement or Manual placement on Gravity Well Objects.

+2 votes     reply to comment
_Alive_ Feb 7 2015, 9:43am replied:

I like the new planet icons but i think the UI and most other icons could use a bit more color

+2 votes     reply to comment
Guest Feb 7 2015, 1:12am says:

This comment is currently awaiting admin approval, join now to view.

Sarge7 Feb 7 2015, 12:55am says:

Ok so i had to stop just after starting my first game with 0.9 just to say how freakin sexy the ISD1 looks. I immediately stopped and said to myself, this is going to be awesome. :D
Really though guys, excellent job!!

+1 vote     reply to comment
CesarArei Feb 6 2015, 10:52pm says:

Just wanted to post a bug I came across and say that this is by far the best star wars mod I have ever played, congratulations and thank you for all the effort you put into this. The bug I came a cross was that the AI did not expand from its capital, it only builds ships and sends them to attack you but no actual empire expansion. Thought it was an odd problem may be on my end, I was playing the biggest map as the empire with two rebel AI.

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 6 2015, 10:57pm replied:

This seems to be a problem with a specific type of AI (Economist/Researcher/Aggressor/Fortifier thing), though I haen't yet figured out which of them it is. I *think* it's Fortifier.

+1 vote   reply to comment
thanatos676 Feb 7 2015, 10:58am replied:

Playing as Empire on the first Large map and i too have this issue i think. Will play more to figure out more details. Playing with LT AI without any specific type of AI

+1 vote     reply to comment
Rex331 Feb 7 2015, 2:57am replied:

As Empire, I just had this happen to me with a Rebel Aggressor AI.

+1 vote     reply to comment
HEYITSTOR Feb 6 2015, 11:07pm replied:

not sure if its the mod or not because ive had that problem on the base game before but not for a while

+1 vote     reply to comment
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