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...
Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter
Image RSS Feed Latest Screens
Faction Profile Screenshots: Venator Faction Profile Screenshots: Secutor Faction Teaser
Blog RSS Feed Report abuse Latest News: Ascendancy 0.95 Beta Released

11 comments by .Corey. on Mar 23rd, 2015

...Ascendancy 0.95 Beta 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?

Keep in mind, this is still a beta/early access version to test certain functionalities and features before we're too committed to anything. Several things are therefore still in progress or not started, and we appreciate all feedback.

Lambda Shuttle Ready

...Features of Ascendancy...

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.

...Changes in 0.95...

3 Starbase types added
XQ Resupply station added for New Republic
UI Overhauled
New Planet Textures
New Techs and Abilities
Balancing Adjustments
Bug Fixes
Galaxy Gun Optional

For more in depth changelists, see here.

We've begun work on a wiki with in-depth information on the mod. There's still a ton of information we're working on adding as a result of the recent downtime, and registration is open so if you see something you want to add, feel free. 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. To post a bug or if you require tech support, there's a section for it on our forums.

V0.95 Beta (Full)
Download 0.95 Hotfix (requires full 0.95)

0.95 Hotfix (Requires 0.95 Full)

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.

XQ Resupply StationArid Oceanic

...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

Follow Ascendancy

Forums - Facebook - Steam Group - Youtube - Mod DB - Twitter

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
0.95 Hotfix (Requires 0.95 Full)

0.95 Hotfix (Requires 0.95 Full)

Mar 26, 2015 Patch 0 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 19 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  (200 - 210 of 1,307)
kucsidave
kucsidave Feb 10 2015, 4:35am says:

Will there be a defensive structure what will be able to produce fighters, because there isn't any at the moment...

-1 votes     reply to comment
kucsidave
kucsidave Feb 10 2015, 4:42am replied:

Oh, almost forgot.
The Preators are too OP.
4 of them can cut down an enemy fleet with an Executor.
Oh, and there isn't any research to give resources...

-1 votes     reply to comment
Nicktc
Nicktc Feb 11 2015, 1:38am replied:

With this comment you should wonder why it's a beta release...

+1 vote     reply to comment
ishan921
ishan921 Feb 10 2015, 3:02pm replied:

The way you wrote this comment makes you sound like a douche.

-1 votes     reply to comment
rex44x
rex44x Feb 9 2015, 8:35pm says:

you may already be aware of this. but in diplomacy tree, you cannot research away to trade resources, and also, the galaxy gun glitches out sometimes and is unusable.

+1 vote     reply to comment
Guest
Guest Feb 9 2015, 7:27pm says:

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.Corey. Creator Online
.Corey. Feb 9 2015, 8:02pm replied:

The button is next to the Golans for both factions, there was an issue where the icon wasn't connected to the Imperial one so it can be a bit harder to find at the moment.

+1 vote   reply to comment
godzillagdorrah
godzillagdorrah Feb 9 2015, 4:18pm says:

My question: I will see death star in the future?

+1 vote     reply to comment
Guest
Guest Feb 9 2015, 6:16pm replied:

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Zupanicarr
Zupanicarr Feb 9 2015, 3:48pm says:

In note to the changes to defending worlds, what about the Victory IIs?
It seems with them that the AI will always prioritize bombing the planet over fighting other ships. Even my own will do this, if they've destroyed a ship they were told to attack, they go straight to bombarding the planet afterward, even if there's an enemy fleet in the gravity well still shooting at them.
I have not noticed this with any other ship, it's why I'm specifically listing the Victory II.

Was this intentional? In that case nevermind, though you may want to add in it's description that that is it's purpose, as it says it's a ship-to-ship, rather than a siege frigate.
I'm guessing this isn't intentional however.
That's really the only weird thing I've encountered in the mod so far, I think you guys are doing a pretty good job.

+1 vote     reply to comment
Guest
Guest Feb 9 2015, 6:20pm replied:

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.Corey. Creator Online
.Corey. Feb 9 2015, 6:18pm replied:

Any ship with the capability to bombard worlds in Sins that isn't a capital ship will always be sent by the AI to bombard that world, regardless of what's going on around it. That's why we use the ability for frigates in the first place, which at least gives us the ability to play with use times, and, if all else fails, allows you to just turn off autocast for that ability.

+1 vote   reply to comment
Zupanicarr
Zupanicarr Feb 9 2015, 8:06pm replied:

Ah so it's a vanilla thing, that explains it. Still, perhaps the Victory II isn't the right frigate for the job, but that's just my thinking.
Thanks for the clarification.

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Feb 9 2015, 8:14pm replied:

Pretty much every ship is capable of orbital bombardments. We have no interest in making up a new ship specifically for it when it was a common duty for anything with turbolasers in Star Wars.

+1 vote   reply to comment
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