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...
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Dauntless (Downloadable Soon!) Dauntless (Downloadable Soon!) We're Basically a Clone Wars Mod
Blog RSS Feed Post news Report abuse Latest News: 9 Years Lost in Space

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 24 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  (30 - 40 of 1,499)
Lockerd
Lockerd Jun 15 2015, 8:26pm says:

I'm looking to start reading Star Wars books, anyone got a good one to start with?

I'm especially interested in whatever faction still uses the Venator.

+1 vote     reply to comment
ngforever1989
ngforever1989 Jun 28 2015, 1:56am replied:

New Jedi Order ******VAGUE SPOILERS AHREAD ******** that's where I started seriously reading the novels. Its brutal, strange at times, and heartbreaking. It covers the Yuuzhan Vong war, and about Jacen Solo in the later part of the series. Many characters meet their demise in this series, many events you don't want to miss.

+1 vote     reply to comment
Kuikka88
Kuikka88 Jun 16 2015, 7:05am replied:

Dunno about specific ship types presented in books, but I highly recommend Timothy Zahn's Thrawn books: the Thrawn trilogy (Heir to the Empire, Dark Force Rising, The Last Command) in addition to (I haven't read these yet but I intend to) The Hand of Thrawn serie (two books) and the latest Thrawn book, Outbound Flight (published in 2006).

Thrawn serie kinda... fits this mod I think :P

+3 votes     reply to comment
Lockerd
Lockerd Jun 16 2015, 9:46am replied:

thanks

+1 vote     reply to comment
jango272
jango272 Jun 15 2015, 9:57am says:

how is this installed on steam

+1 vote     reply to comment
.Corey. Creator
.Corey. Jun 15 2015, 1:03pm replied:

The way described in the "installation instructions" provided with the download.

+2 votes   reply to comment
jango272
jango272 Jun 15 2015, 2:38pm replied:

their not to descriptive

-2 votes     reply to comment
.Corey. Creator
.Corey. Jun 15 2015, 7:22pm replied:

It says exactly what you need to do:

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 v1.82 (Default)

To run the mod, edit EnabledMods with notepad to contain the following four lines:
TXT
Version 0
enabledModNameCount 1
enabledModName "Ascendancy-Sins"

Then you can run Sins normally, and Ascendancy will load.

There's nothing else I can be more descriptive about, that's every step.

+4 votes   reply to comment
Service_Disconnect
Service_Disconnect Jun 14 2015, 3:04pm says:

In Star Wars bombers were a big deal. They could do a lot of damage by themselves - they were very important. Fighters were obviously needed to cover them.

This is just an idea - Increase bomber damage by a large factor - I'll use the number 500% for my example.

Give all fighters a passive ability that reduces the damage of all bombers in range by 80%.

Under attack by enemy fighters, bombers would just do their regular damage. But against targets with no fighter escort, bombers would make a huge difference in the outcome of the battle. Both fighters and bombers would become even more important, as they were in the books and films.

Anyway, just an idea I thought I'd share. You guys can decide if it would actually work.

+1 vote     reply to comment
Jafod
Jafod Jun 14 2015, 3:22pm replied:

It sounds like an amazing idea, but I see a bit of a problem. I don't think that the scripting required to make this happen exists. Now, you might say that major/minor heroes have this bonus of something (fighter damage, infantry resistance, etc...), however each of those things effect the entire map/battle, and do not require proximity.

Although, it might be possible to take the scripting from ships like the interdictor (missile scrambler), apply it to fighters, and make it passive, but I don't think that works.

Good idea, and if any mod team were to be able to make it happen, this is one of the few, but I don't think the scripting exists for proximal passive abilities (as you said, the fighter being near would effect them, but if the fighters flew off then they wouldn't be effected)

+1 vote     reply to comment
Service_Disconnect
Service_Disconnect Jun 14 2015, 3:45pm replied:

I thought you could give passive buffs to ships?

I haven't played much sins lately but one example I can refer to is Armada III, at least one of the heroes has an ability that affects all ships within a specified range. I posted a pic of it here:

Postimg.org

Couldn't all fighters receive an ability that passively reduces the damage of all bomber strike craft within, say, 8000 range?

I'm not overly familiar with sins modding, so if I'm not making any sense please correct me.

+1 vote     reply to comment
Jafod
Jafod Jun 21 2015, 2:09pm replied:

Shoot, sorry: wrong game. The whole star wars theme made me think it was for empire at war... My bad...

+1 vote     reply to comment
.Corey. Creator
.Corey. Jun 14 2015, 4:03pm replied:

Easy to implement, but I don't think it's something that should be done for several reasons.

Bombers are already very effective and a 500% buff (or even 100% with fighters around) would be absurdly powerful.

As for making them less effective around fighters, if something's good against something, it shouldn't be for artificial reasons; fighters are good against bombers because they can pretty easily pick them off, and that's what makes them an effective anti-bomber tool. Making them good against bombers because bombers literally cease to function properly around them would be unintuitive to players (why would anyone expect that to happen?) and goes from being an effective counter if deployed properly to a rock-paper-scissors style of balancing with hardcounters. It goes from requiring target prioritization with fighters for them to be effective to just parking them somewhere as a way to negate any bombers.

In the end it would be almost irrelevant, considering that unless you're doing something very wrong, there's aways going to be at least *some* fighters involved.

+1 vote   reply to comment
Service_Disconnect
Service_Disconnect Jun 14 2015, 7:07pm replied:

"if something's good against something, it shouldn't be for artificial reasons"

One thing I do want to say in response to this, I'm not saying they should be less effective around fighters for artificial reasons - I just thought it would make sense that with fighters attacking them, bomber pilots would have to fly defensively instead of being able to focus 100% of their attention on their target. A damage reduction (chance to hit reduction?) would simulate this.

Maybe 500% was too much of a stretch... I guess I should have just suggested that fighters reduce bomber damage by 50%, with a base damage increase for bombers. But I understand your reasoning regardless.

+1 vote     reply to comment
Service_Disconnect
Service_Disconnect Jun 14 2015, 4:26pm replied:

Fair enough

+2 votes     reply to comment
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