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.


If you find a bug, please do not report it in the comment section. Having 10 comments per page means the same reports tend to get pushed off the page and we just cycle through the same issues. Please report them in this thread, if they haven't already been addressed.


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While the Moff Council and the New Republic have begun their bids for control of the galaxy, in the Outer Rim and beyond, more contenders await their chance to strike. Can the Empire of the Hand unite the galaxy against the impending external threats, or will the Pentastar Alignment find the opportune moment to strike and establish a new form of Imperial galactic leadership?

Keep in mind, the mod is still in development, and part of the point of our iterative release model is to get feedback on features as we develop the mod (and therefore, for example, older factions will tend to be more polished/finalized than newer ones). If you have any feedback or suggestions for what you want to see, or just want to discuss the mod and your strategy, head over to our forums or ModDB profile.

...For Those New To Ascendancy...

Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment in the post-Endor Star Wars galaxy, each with unique ship rosters, abilities, playstyles and tech trees.
Conquer the Star Wars Galaxy on several 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.

...New in 1.0...

Two new playable factions added: Empire of the Hand and Pentastar Alignment
Several new and redone units for the Remnant and New Republic, including the Allegiance Star Destroyer and Dauntless Heavy Cruiser
New tech for Remnant and New Republic
AI and Performance improvements
New map: Fool's Bargain, 8 players, 89 planets
Warlord Zsinj as a neutral hero on Dathomir in Unified Front
Bug Fixes & other changes, see below


For a more comprehensive overview, see here.

Pentastar PotentialRebel Revenge

Ascendancy 1.0 Open Beta (For Sins V1.82  STEAM)


Keep in mind, Sins is updating to v1.83 soon, so this version is acting as a chance for us to collect feedback to release the "full" 1.0 on the final 1.83 patch for Sins.

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.

...Game Nights...

In order to facilitate multiplayer matches with our players, we'll be doing community game nights on predetermined weekends with Ascendancy players and developers. If you follow our Steam group or join the forums below, events will be posted in advance. We'll be shuffling around time zones to allow as many people to play as possible.

That's all for now. Hope you enjoy 1.0, we'll have information coming soon on 1.1 and Imperial Civil War 2.2

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


Year in Preview

Year in Preview

News 15 comments

Happy new year everyone! Corey runs down what to expect from the Thrawn's Revenge team in our 10th year in existance.

New Republic 1.0 Playthrough

New Republic 1.0 Playthrough

News 5 comments

Continuing on our goal to post a playthrough with each faction before release, here's the first part of an almost all-too-short New Republic playthrough...

Top 100 and Testing Time

Top 100 and Testing Time

News 1 comment

Both Ascendancy and ICW are up for voting in the top 100 phase of MotY.

1.0 Overview - Focus on the Factions

1.0 Overview - Focus on the Factions

News 10 comments

As 2015 moves to a close, so too does the development on 1.0. Not quite at the same time, but it's pretty close. Since we're well on the way to release...

Ascendancy 1.0 Open Beta (For Sins V1.82  STEAM)

Ascendancy 1.0 Open Beta (For Sins V1.82 STEAM)

Full Version 47 comments

To install Ascendancy, put the extracted Ascendancy-Sins folder in your Mods folder: ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion...

Post comment Comments  (30 - 40 of 1,912)
kyle_katarn67
kyle_katarn67

I seriously underestimated the power of the sovereign in this mod. I'm playing the Braxtant sector map, I had My Republic 1st, 2nd, and 4th fleet positioned to attack the graveyard from Balmorra. We jump in and the sovereign fires. I expected only one ship loss until I realized that beam cut a hole in my fleet taking about 13 ships in ONE shot out of about the 70-80 present. That doesnt sound like a lot in my case, but that dreadnought wasnt alone. The battle turned into a rout and I reloaded the save, built up my 5th fleet(90% composed of new class ships, what are available in the mod any way) and proceeded to begin my 3rd campaign against the planet Chorax. Before this battle, I had all my fleets stationed at different worlds to be fully refilled with fighter groups (seriously this fighter thing is so ******* brilliant, fighters are sooooo much more priority now.). One thing I noticed was that my fleets (aside from the 5th which was under construction) had really never found time to fully restock on fighters, this shows the seriousness of the campaign and the meaning to war of attrition, WE ACTUALLY NEED TO CONSIDER THE HEALTH OF SHIPS. Finally, I captured that world with my 4th and 5th fleets with little to no resistance. Shortly after, the sovereign fleet began challenging Balmorra. I have my 3rd battle group as the only near by force but that groups still receiving ships from Kuat. My 1st, and 2nd fleets were sent to Chorax to back the 4th and 5th in anticipation for an Imperial counter strike. When that sovereign arrived at Balmorra, however, I knew at that moment I made a huge mistake by rallying 80% of my Navy for taking one section of Imperial Space. The imperial naval force was actually a lot larger than I thought, with a large battle group at the world in front of Chorax. I attempted to challenge said force until I realized they outnumbered me, even with the might of all 4 of my fleets. (Thats where I noticed the targeting priority issues with the Republic ships) I've attempted to fight them at least three times, so now Im gonna reload the save and pull 1/2 of my forces back to the world behind Chorax, its heavily under defended and ripe for taking from the Empire. MY main mistake in this campaign was my blood lust to crush that large imperial naval force. I had to reload too much because of this thirst to destroy such a large force.

Balmorra remains under assault, I'm rallying as many ships as I can for the 3rd fleet (THANK GOD I HAVE KUAT). I will more than likely be moving the 2nd fleet along with 3rd to retake the world ( I havent lost it, yet, but the Imperial presence is too threatening right now.)

I seriously had a lot of fun writing this report.

EDIT: I've revised this so much because I love this mod xD

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Mister_Vogel
Mister_Vogel

Lesson learned : Never underestimate the power of the Dark Si..I mean superlaser-armed SSDs.

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kyle_katarn67
kyle_katarn67

And its area of effect one shot kill laser beam xD

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kyle_katarn67
kyle_katarn67

Another thing I noticed about the NR is auto attacking is a bit off. I set my ships to attack a number of enemies and once they do that they dont go for other enemies for a decent amount of time. While micro management is an importance, it is also important that the fleets continue to fight back on their own.

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Mister_Vogel
Mister_Vogel

So,just wanted to ask why does the Ton-Falk only has 2 fighter squadron points available.It's a fighter carrier,shouldn't it have more than that ? Or am i missing something here,and it actually does carry more than 2 squadrons ?
Also,did the Stardock/Ironclad release the 1.83 patch yet,or not ?

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.Corey. Creator
.Corey.

It contains more, as you can see in its fighter supply, but in order to prevent fighter slam and lagit only has two out at a time. Total fighters are represented in Fighter Supply, but the system for how many max are allowed on the map at once is:
Frigate- 1
Frigate carrier - 2
Capital - 2
Capital carrier - 3

Reply Good karma+3 votes
wheelmandan
wheelmandan

Hey i love your mod keep up the great work, is there some way for me to add venilla maps to the list of maps you have right now. see i thought all i had to do was take them from venilla but that did't work. so is there some way for me to copy them put them in main maps thingy?

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kyle_katarn67
kyle_katarn67

Empire is so powerful against the NR. There's some serious difficulty In killing them. Also, why are assault frigates attack priorities set to star fighters? That's a horrible targetting setting. They don't focus on other frigates like they should.

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Herr_Von_Kuchen
Herr_Von_Kuchen

If you go into the game-info files for the mod and find the file for the Assault Frigate, you can change the variable CanFireAtFighter to FALSE on it's lasercannons. That may make it auto-attack other frigates, but no promises. Be very careful though, if you edit the wrong thing and even a single letter in the file is in the wrong place it will cause a crash when you try to play.

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.Corey. Creator
.Corey.

It's just how ships work when you give them lasercannons, which are an anti-fighter weapon to begin with. Not something we can do anything about, except remove lasercannons from the ship (which, considering it's the primary armament, wouldn't be a good solution)

Reply Good karma+2 votes
kyle_katarn67
kyle_katarn67

Ah, ok, sorry if that post seemed a bit rantish.

Reply Good karma Bad karma+1 vote
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