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

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Warlord Stronghold Whiteboard Preview (1.0 Edition) Procursator
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2 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.

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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 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 1,366)
Guest
Guest Apr 12 2015, 5:01am says:

When is 1.0 coming out?

0 votes     reply to comment
.Corey. Creator
.Corey. Apr 12 2015, 2:13pm replied:

When it's ready. It's been 3 weeks since the last release.

+3 votes   reply to comment
Guest
Guest Apr 10 2015, 2:31pm says:

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.Corey. Creator
.Corey. Apr 10 2015, 7:08pm replied:

From the command center you start with as a starbase constructor. As it says in all the tooltips, you need to have it enabled in the pregame options.

+1 vote   reply to comment
x3samir
x3samir Apr 8 2015, 1:33pm says:

I have one questins about planetary weapons Novalith Cannon, New Republic cant be bild but on Imperial Remnant fraction you get that posibility to bild it. Why is that? why not all factions have the oportuniti to bilt a planetary gun. Thanx for the modd, I play it allot but this is realy buging mee :)

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 8 2015, 6:08pm replied:

The Galaxy Gun (which is what it is) is entirely and only Imperial. No other faction would want to use a weapon like that in the first place, and we have no intention to invent one for them. Our goal, after all, is to make factions that have distinct strengths, weaknesses and focuses; not to create several factions that all have the same stuff and are just reskinned versions of each other.

+3 votes   reply to comment
Guest
Guest Apr 7 2015, 6:16pm says:

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.Corey. Creator
.Corey. Apr 7 2015, 11:47pm replied:

No; same with any mod, you just need the galaxyscenariodefs file from the mod.

+1 vote   reply to comment
Nicktc
Nicktc Apr 8 2015, 3:55am replied:

Is there a tutorial on how to do that?

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 8 2015, 5:29am replied:

1. Copy the file named galaxy scenario sets from the Ascendancy-Sins/GameInfo folder.

2. Paste it into your galaxy forge folder.

3. Open galaxy forge.

This works for every mod for Sins.

+1 vote   reply to comment
Cdodders
Cdodders Apr 5 2015, 11:16am says:

Could the number of superweapons be upped to say, three at one time, but only one of each type?

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 5 2015, 3:35pm replied:

There's only one type of superweapon in the first place.

+2 votes   reply to comment
Cdodders
Cdodders Apr 5 2015, 4:55pm replied:

I was including Titans

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 6 2015, 1:44pm replied:

For most factions we'll never allow more than one SSD. For the Remnant, we're considering putting the Sovereign as a one-off thing you build separately from the Executor, and which you cannot replace.

+2 votes   reply to comment
malanthor
malanthor Apr 8 2015, 9:44am replied:

I for one am glad you have limited superweapons.

+1 vote     reply to comment
Guest
Guest Apr 7 2015, 3:32pm replied:

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