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

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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  (200 - 210 of 1,490)
fozchina Mar 26 2015, 11:12pm says:

Not a fan of the new UI to be honest. Do think the work your doing is great but don't understand wht travel is not allowed to other stars? I understand that in star wars travel outside the galaxy was not possible but travel to other star systems was. Personally I'm a bit of a turtle and like to rush the planets connected to the star build up a wall while I fill out my star system before picking another guys star to go attack.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 11:19pm replied:

In the mod, as it says, the "star" function of the base game fills the function of the galactic core (although the model hasn't been changed to reflect it yet). The "system" in Sins terms in the mod is the Star Wars galaxy, and it's not like they'd be travelling to other galaxies. When you jump from Mon Calamari to Kessel or Coruscant to Pantolomin or whatever, you're jumping between systems; these planets aren't all in the same star system. Otherwise every single planet in the game would be its own system, since star systems in Star Wars rarely have more than one notable planet in them. If we kept stars for individual systems, then every map would have one star per planet, any pathing would be lost, and in order to have 150 planets you'd need to have 150 stars, so you're doubling the object count on the map (half of which would be useless, and not actually act as a chokepoint since there's only one thing connected to each, which you could freely jump between) while also breaking the AI entirely (the AI in sins is godawful at dealing with multi-star maps).

+1 vote   reply to comment
fozchina Mar 26 2015, 11:37pm replied:

understand what you mean but still hope that you can add it in even as an optional choice or a add on. Such as what you did for the galaxy gun. Which is something I really like since I find super weapons to be highly annoying.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 11:42pm replied:

People are free to make their own maps with multiple galaxies of vourse, but we won't be. It doesn't make sense with the source material, none of us ever really liked that system and it causes a few issues with the game.

+1 vote   reply to comment
fozchina Mar 26 2015, 11:49pm replied:

but will the tech be there to be researched? Its easy to make your own maps but a tad annoying when you realise you cant jump to the other guys system :)

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 27 2015, 8:21am replied:

Its also really easy for people to put that research in if they want to make that map. There's no reason flr for us to pack in extra stuff for functionality we don't support in the mod and which doesn't make sense in the context of the mod.

+3 votes   reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 7:03pm says:

Uploading a patch to hopefully deal with the credit issue, as well as a few other minor bugs, mostly string and stat related.

+2 votes   reply to comment
XenoHawk Mar 26 2015, 1:04am says:

I don't know if you know about this or not.

So I found a bug when I was playing a match against the AI. I was paying for a level up for one of my ships and the AI attack. And I guess he leveled from the enemy. And the credits glitched where I had income of about 23 credits, but I only had 1 credit. Selling resources didn't give me any credits, but I was able to buy 10k of both resources, planet upgrades, and ships. However I was not able to buy any research.

I've near ran in to this glitch before, but I normally don't pay for my ships to level up.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 6:01pm replied:

We are aware of this bug (it's listed in the known issues in the changelog). The level up thing is definitely useful information, thank you.

+1 vote   reply to comment
BonikOroso Mar 25 2015, 10:56pm says:

First off, let me say that i love this mod! Great work!
I am having a lag issue. I had played a full large campaign on the previous version with zero lag issues, and started a new medium campaign with the intro of 0.95. After getting about 2 hours in and the fleet sizes started to grow, i started to experience massive lag that now does not die down. Yes the LAA is installed/working.
Anyone have any solutions?

+2 votes     reply to comment
TheHubby Mar 26 2015, 9:53pm replied:

I've run into this myself. However, task manager showed me that Sins was tying up over 2 GB for the executable and about another 800 MB in the associated svchost. I suspect some form of memory leak, as I've had it happen with several mods, not just Ascendancy.

+1 vote     reply to comment
Zupanicarr Mar 26 2015, 12:21pm replied:

Yeah, I noticed this as well, though for me it happened very suddenly. Any theories on what it could be?
Perhaps one or multiple AIs started building nothing but carriers and fighters at that point? I did fight a large fleet of Acclamators one time, though it was hardly the majority of their fleet. If that were the case, I doubt anything could be done for it on the mod's part.
But perhaps I'm way off? Probably. I don't know, but it is annoying.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 5:36pm replied:

In Sins, fighters are usually the culprit for lag. The main difference here between 0.9 and 0.95 is that squadrons now have 6 fighters instead of 2-3, because people kept complaining about when we had them smaller to avoid lag.

+1 vote   reply to comment
Zupanicarr Mar 27 2015, 2:25pm replied:

2-3 seems like the logical amount for fighters, given that in every mod I've ever played for Sins' the only mods that had lag were the mods with lots of fighters.
It also makes sense given that fighters, oddly less so bombers, are really powerful in Ascendancy at the moment.

+1 vote     reply to comment
BonikOroso Mar 26 2015, 7:54pm replied:

Yea i did some research on just lag in general regarding SoaSE and it seems that is the case. It's a bummer because i love the large planet count campaigns.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 8:39pm replied:

Once things aren't in flux quite so much, we'll be releasing minimods that change fighter amounts, likely packaged with each release.

+3 votes   reply to comment
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Thrawn's Revenge II: Ascendancy
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