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
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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


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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  (310 - 320 of 1,428)
blacktastic
blacktastic Feb 10 2015, 11:42pm says:

Are Victory SDs 1&2 meant to looK exactly the same?

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 10 2015, 11:51pm replied:

Yes. They are built entirely on the same hull, much like the ISDI and ISDII (which only have different turrets and command structures)

+2 votes   reply to comment
blacktastic
blacktastic Feb 11 2015, 12:33am replied:

Im assuming then the Victory II is a lot stronger and faster than its predecessor, like it says on the wiki?

+1 vote     reply to comment
Guest
Guest Feb 15 2015, 9:47pm replied:

This comment is currently awaiting admin approval, join now to view.

Gothic101
Gothic101 Feb 10 2015, 10:03pm says:

So basically you want to eliminate the ANTIMATTER system from the game right?

Abilities are just limited by the cooldown time and the fighters are made with SUPPLY. Hyperspace jumps are free.

Am i right? So basically all abilities still referring to antimatter are oversights?
(Pretty sure antimatter is not used as a resource in Star Wars?)

Is there a complete list of gameplay principles you made out?

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 10 2015, 10:37pm replied:

More or less, yes. We felt the strategic use of resources and limitations on fighters added more to the game than antimatter-gating on abilities did, although one or two abilities have slipped through the cracks (if you notice one of them, please let us know).

And no, there isn't a publically-available design document per se (having it too specifically set out in an environment where you don't have full control like a Sins mod is usually more restricting than useful).

+1 vote   reply to comment
Gothic101
Gothic101 Feb 10 2015, 11:39pm replied:

The Althor has a "give the ship antimatter" (first from the left i believe) ability.
The Icon is a +TIE Fighter so i guess it should add supply.

(The Scouts' capture extractor one has been mentioned quiet often now).

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 10 2015, 11:51pm replied:

I actually just fixed that one last night; the effect works, but the tooltip was one of a few that escaped my initial round of ctrl+f'ing (that looks wrong...) the string file.

+3 votes   reply to comment
Gothic101
Gothic101 Feb 11 2015, 2:37am replied:

ctrl+f'ing
ctrl+v'ing

great.

+1 vote     reply to comment
Convergence
Convergence Feb 10 2015, 5:53pm says:

ooops was not logged in for that comment.

Hi Corey & Co,

Are you guys working on a Galaxy Forge piece for this mod. I have been using what is currently in game but allot is missing. Granted this is a beta release. Was curious and once again its s fun mod. Good job guys!

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 10 2015, 10:35pm replied:

The stock galaxy forge is still usable for this or any mod, the only drawback is that at the current moment there aren't custom planet icons (since those aren't even done for the mod itself). You just need the mod's galaxyscenario defs file in the Galaxy Forge folder.

+1 vote   reply to comment
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