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
Centerpoint Station AI Capital Ships Warlord Stronghold
Blog RSS Feed Report abuse Latest News: A Dangerous Galaxy

7 comments by .Corey. on Apr 20th, 2015

"Let me get this straight. You said 'Kiss my Wookiee!' to the most powerful warlord in the galaxy?" - Isolder, Hapan Prince

As you probably noticed, in 0.95 starting forces are essentially the same pairs of Lancers and Carracks everywhere you go. In 1.0 and on, the galaxy will be far more populated when you start off a game.

Most prominently in a post Imperial-collapse galaxy, are the various Warlord groups. In the areas of space canonically controlled by these independent Warlords, you'll find their forces on patrol, with a bit of different composition depending on the group in question. Their canonical capitals also act as strongholds for their mini-Empires, where you'll find the Warlords themselves leading their fleet from their own flagship, such as Zsinj on the Iron Fist (see below). These Warlords were often quite fond of Super Star Destroyers, so their fleets can put up a fight against even the strongest of your forces. For those more familiar with the lore, along with Zsinj's empire you'll find Greater Maldrood, the Eriadu Authority and Zero Command.

In the non-Imperial parts of the galaxy, you'll also be able to find appropriate forces defending their planets with their own unique ships. Chief among these are the Ssi-Ruuvi and Hapans. How far we take this depends mostly on the limitations of Sins, since we're prioritizing stability over having more militia.

Warlord Stronghold

These starting forces aren't the only things you'll encounter while exploring the galaxy. There are also random events and structures (like Centerpoint) which will help to spice up your experience. More on those later.

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


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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 7 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 20 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  (20 - 30 of 1,425)
GHOST-WARRIOR15
GHOST-WARRIOR15 May 13 2015, 4:37pm says:

Hey all so when is next release thanks bye

0 votes     reply to comment
Gothic101
Gothic101 May 9 2015, 2:25pm says:

So if someone would buy SOASE: Rebellion directly from Stardock or retail,
Store.stardock.com

Would the game still need to get linked into Steam, bound to an account and use Steam DRM?

+1 vote     reply to comment
.Corey. Creator
.Corey. May 9 2015, 7:08pm replied:

Yes, they give you a Steam download code so its all still through Steam.

+1 vote   reply to comment
Guest
Guest May 7 2015, 10:31am says:

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.Corey. Creator
.Corey. May 7 2015, 2:17pm replied:

Its not a bug, its how they function canonically. We've addressed this question several times.

+2 votes   reply to comment
Xeen001
Xeen001 May 10 2015, 2:45pm replied:

Uhm, thats flat out wrong. SD's were designed to face their target directly (I or II). They bring their best fire power to bear that way. It was the whole point of the wedge design.

+2 votes     reply to comment
.Corey. Creator
.Corey. May 10 2015, 3:51pm replied:

No, that's the common perception fans seem to have, but it's not how it actually worked.

"Like with several other Star Destroyer classes, the designers did not take advantage of their wedge shape to give the heavy cannons the ability to focus on targets in the forward firing arc that were level with the ship." (per Incredible Cross Sections)

In order to fire (almost) everything forward, they had to basically flip the ship forward since they could fire vertically. The firepower from broadsiding ends up being more than what they could get directly forward.

+1 vote   reply to comment
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Xeen001
Xeen001 May 12 2015, 11:06am replied:

Star Wars was 25 years old before they started writing that as cannon.

Whether you pick the original specs or go with the updated version of them, Star Destroyers always have their best fire power in the forward arc.

Seeing a Star Destroyer turn to broadside makes me want to vomit.

+1 vote     reply to comment
Xeen001
Xeen001 May 10 2015, 3:55pm replied:

Only in the half baked new cannon. Which you guys are not following... LOL, or there wouldnt be a game.

+1 vote     reply to comment
.Corey. Creator
.Corey. May 10 2015, 3:57pm replied:

What? No, that's been a fact since long before there was ever going to be a new canon. It's also something you can see by just looking at gun placements on the ship. Without reorienting, it would just end up shooting itself if it fired forward like that.

+1 vote   reply to comment
Xeen001
Xeen001 May 10 2015, 4:28pm replied:

What? lol

The original design specs that were published and considered cannon was from West End Games. This was before they decided that 60 guns would be placed in 2 groups of 4 turrets (only counting the turbolasers). In fact, they were placed as 60 Turbolasers, 20 front, 20 left, 20 right, 0 rear. Later it was changed to 20 front/left/right, 20 left/front, 20 right/front.

Back in that day, when Lucas was asked questions about specifics of the Star Wars Universe, he would respond with... I dont know, ask WEG.

Their only stated draw back to weapon placement was group firing on small craft at close range.

When you look at old pictures of the SD, you do not see the turrets on the top side. There is a reason for that.

WEG is the group that designed most of the Star Wars Universe, they worked with the writers like Timothy Zahn to make SW what it is. Lucas at that time had gone through a divorce, and his ex wife got the rights to the prequels, so he gave up on it.

+2 votes     reply to comment
SeraphimD_Kiryu
SeraphimD_Kiryu May 17 2015, 3:14pm replied:

Common sense and merely looking at the turret placement shows you that the heavy guns are flawed on the Imperial type Star Destroyers, they cannot fire forward not unless the ship tilts itself forward to bring all guns to bare. Which in itself is a weakness meaning you have a larger cross section that can be fired upon by the enemy ship that the Star Destroyer is facing, and you are exposing the bridge even more to enemy fire. Broadsiding is a far safer option to use the main guns, as you reduce the cross section the enemy can fire upon and the bridge is also a harder target to hit.

That is why the Pellaeon class Star Destroyer is taller rather than wider and fits its heaviest guns on the slope facing forward because of the flaws of the older Star Destroyers.

+1 vote     reply to comment
Xeen001
Xeen001 May 17 2015, 4:15pm replied:

In fact MODDERS ATTENTION

Watch A New Hope intro again, notice that the Star Destroyer has the bottom of the ship facing the Corellian Corvette when firing.

+1 vote     reply to comment
Xeen001
Xeen001 May 17 2015, 4:09pm replied:

You missed what I said....

Only in the current cannon do the turrets sit on top near the bridge. If we follow current cannon, the Empire of the Hand, Penistar Alignment, Imperial Remnant, and etc do not exist. Hence this game is not based on that nonsense.

In the cannon that allows what has been added to this game, the Imperial Star Destroyers (all 3 versions) mount the turrets along the horizontal trench.

Which is exactly why an SD can fire all Turbo lasers and most of the Ion cannons in the forward arc.

The way the new turrets are mounted is just plain stupid, and first shown in Empire at War... which this mod ding group took part in.

+2 votes     reply to comment
Xeen001
Xeen001 May 10 2015, 4:45pm replied:

Forgot to add... Most (probably all) weapon fire came from the edge of the ship.

+1 vote     reply to comment
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