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)
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...
Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter
Image RSS Feed Latest Screens
Allegiance Closing In (Untextured Render) Pentastar Alignment Faction Select Screen Dauntless (Downloadable Soon!)
Blog RSS Feed Post news Report abuse Latest News: 9 Years Lost in Space

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 9 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 24 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  (10 - 20 of 1,526)
ScorpionTail Aug 22 2015 says:

Do you plan to remove the mechanic that makes the first capital ship you construct free? This does not work when you have two capital ships with two different prices available at the beginning of the game.

+1 vote     reply to comment
SciFiFanSWSTSG Aug 25 2015 replied:

It seems to work fine with me.

+2 votes     reply to comment
ScorpionTail Aug 25 2015 replied:

I did not mean it literally doesn't work, I meant that since one capital ship is more expensive than the other you will queue the expensive one first by default in order to save the most money via the free capital ship bonus. To me this seems like a redundant mechanic that removes from the game polish. If you don't notice it you're placed at a disadvantage for no real reason. It's like adding a pop-up window at the start of the game asking, "Would you like 500 free credits?" (y/n). It just doesn't sit right.

+1 vote     reply to comment
.Corey. Creator
.Corey. Aug 26 2015 replied:

That mechanic is pretty necessary for making the pace of the game work for early expansion. You're saving more money with the more expensive one, sure, but you're not necessarily getting something better for it; one of the ships available is a regular ship of the line, the other (more expensive one) is a fleet commander. If you want to use the freebie on the more expensive fleet commander... go ahead, but it's probably the wrong choice. Fleet commanders cost more logistic slots, and also aren't terribly useful until you have a large number of ships. You're probably gonna end up spending that "free 500 credits" on replacing the extra ships you lost from the actual effective combat stats you gave up to fight the first few garrisons. Just because something is more expensive doesn't mean it's actually better at all times, for all opportunities. They'll likely be research-gated as well, since they're not terribly useful before a certain point, but even if they aren't, again, they aren't terribly useful as a first buy, so the issue you're trying to suggest doesn't actually exist.

+3 votes   reply to comment
ScorpionTail Aug 26 2015 replied:

Thank you for clarifying that you plan to add a research requirement to build the fleet commander capital ship.

+2 votes     reply to comment
.Corey. Creator
.Corey. Aug 28 2015 replied:

That wasn't the point.

+1 vote   reply to comment
ScorpionTail Aug 28 2015 replied:

I understand that that was not the takeaway from the post, and that you even said it was only likely that you would research-gate the ship, however I still have an issue with the costs of the ships jumping from the same value (0), to different values, even if it doesn't mean anything to the balance of the game play. I was simply relieved to hear a possible change to this. Regardless, your post did in fact address and counter what I suggested in my second post, and I apologize for any supposed enmity in my writing tone.

+1 vote     reply to comment
SciFiFanSWSTSG Aug 26 2015 replied:

ah, i understand it now. one thing I found out is that if you pause the game, and while the game is paused, you can build the first 5 capital ships for free. only if you have the game paused. it can give you an advantage over the rapidly advancing AI early on in game.

+1 vote     reply to comment
SciFiFanSWSTSG Aug 27 2015 replied:

nevermind about the things in my comment above. i got excited.

+1 vote     reply to comment
ScorpionTail Aug 20 2015 says:

Will this mod be seeing particle effect ship engines? I believe it makes the ship movement much more lively.

+1 vote     reply to comment
.Corey. Creator
.Corey. Aug 20 2015 replied:

No. While we are upgrading some of the textures as we re-UV some ships to be better (more liek the Acclamator one) we are not doing particle engine glows. It doesn't fit the universe as well, and also is a considerable performance and memory sink.

+3 votes   reply to comment
Guest Aug 18 2015 says:

Why is every star wars mod littered with comments about the Vong? Just curious as I always see them whether its EaW or Sins etc.

+1 vote     reply to comment
mnkymanfoo Aug 19 2015 replied:

Well because they offer a completely different visual look from all other Star Wars factions, and have the potential to play fairly differently as well. They also have the advantage of having a fairly well fleshed out ship list from their source material, so less work for potential modders. Also World Ships are pretty cool.

+1 vote     reply to comment
Zupanicarr Aug 18 2015 replied:

Apparently people love them a lot, like Byzantophiles in Paradox games... Personally I never liked the Vong, organic looking ships just aren't my thing, but to each their own.

+1 vote     reply to comment
Lockerd Aug 18 2015 says:

please tell me ou guys are going to make the Venator a cruiser and not a capital ship, it may have been a capital ship in the clone wars, but it's outdated and not powerful enough to hold ground as a capital ship.

+1 vote     reply to comment
plu7o Aug 15 2015 says:

What ship is hands down the Dev's favorite tactically and from a pure entertainment stand point??

+1 vote     reply to comment
.Corey. Creator
.Corey. Aug 17 2015 replied:

Right now the Dauntless. It's useful on its own, but the ability it has makes it feel pretty unique.

+1 vote   reply to comment
FleurDeLys Aug 14 2015 says:

When will the new update come out?

+1 vote     reply to comment
Zupanicarr Aug 14 2015 replied:

When the sun rises in the west and sets in the east. When seas go dry and mountains blow in the wind like leaves. When your womb quickens, and you bear a living child...

Or possibly in the next month or two...

+6 votes     reply to comment
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Thrawn's Revenge II: Ascendancy
Thrawn's Revenge II: Ascendancy
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