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

...Key Features of V0.9...

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, such as migration, ship systems degrading with damage, and the ability to entirely destroy planets.

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.

Ascendancy 0.9 (Beta Version - ZIP)

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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UI Redux Pt 1 Esseles-Class Space Station XQ Resupply Station
Blog RSS Feed Report abuse Latest News: 0.95 Overview

6 comments by .Corey. on Feb 21st, 2015

Where 0.9 was to test base functionality, the primary goals with 0.95 are to begin balancing and finalizing new systems, as well as polishing existing factions. This post doesn't include every single change, but should give an idea of some of the more impactful ones and general areas we're focusing on. Before we get started, after some significant downtime, our site and forums are back up. So, if you want to post feedback, suggestions or discuss strategy, you can click here

...Artificial Intelligence...

While the AI in Sins is hardcoded and therefore is the same in every mod, there's a few areas where it can be tweaked, and where it didn't interact well with the mod in 0.9. There are two prominent areas where we have made fixes or tweaks: first, we've fixed an issue where Escape Pods made the NR AI stop building dropships and therefore not expand. Also, we've increased the rate at which the AI builds capital ships, although this has involved increasing the rate at which capital ships reach higher levels. We'll also be playing around with some ship roles to influence how the AI builds and uses ships.

Oceanic Planet

...Ship Balance & Polish...

As we said in the release post, the ship stats currently in 0.9 are almost direct ports of our ICW values, and costs were essentially determined very roughly while we tested capabilities of things. In 0.95, we're beginning to focus more directly on those values, and beginning to make the ships match the stated playstyle of the factions; namely the Remnant ships being cheaper and more numerous, while weaker individually, and the New Republic ships being more powerful individually. We're also working to finish up the abilities for existing ships, based on what the factions need. Mon Calamari ships in particular have been buffed significantly (along with the Nebula). The Praetor has had its firepower decreased a bit, shifted more towards its tank role, and also had its cost increased to match its capabilities. The Galaxy Gun has also been limited to one instance, as we discussed in the previous post.

...Units & Structures...

The third goal with 0.95 is to more or less finish the units and structures for the New Republic and Imperial Remnant. Unit-wise this mostly just means the Proficient cruiser for the New Republic (the Remnant is getting some changes in 1.0 or 1.1, for a reason we'll explain when it becomes relevant). Structure-wise, this means adding the economic and military starbases for the two factions, as well as the New Republic's XQ Resupply platform, and a new Durasteel refinery to replace the stock one.

Arid Oceanic

...User Interface...

We're doing a significant overhaul on the HUD as well. Pictures coming later.


As you can see from the pictures in this post, we've also finished the textures for the new planet types in 0.9. There will be some new planet types in future versions, but we're using 0.95 to just finish up the existing ones.]


...Wrap it Up...

We're not going to give a release date, so we'll just say that it'll be out when the above is finished. At this point, that mostly means the UI and the models/textures for the new structures.

...Follow Ascendancy...
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Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Ascendancy 0.9 (Beta Version - ZIP)

Ascendancy 0.9 (Beta Version - ZIP)

Feb 6, 2015 Full Version 55 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  (60 - 70 of 1,212)
yoyor Feb 14 2015, 1:32am says:

When i sart it gets stuck on the part where it shows 'star wars thrawns revenge II ascendancy' then remains stuck there. suggestions?

+1 vote     reply to comment
hoho96 Feb 14 2015, 2:35am replied:

Make sure you have LAA enabled.
Other than that the game should work just fine :/

+1 vote     reply to comment
yoyor Feb 14 2015, 5:14am replied:


+1 vote     reply to comment
hoho96 Feb 14 2015, 5:17am replied:

Large Address Aware (the little program that comes with the download).
All is explained in the readme.

+1 vote     reply to comment
yoyor Feb 14 2015, 5:18am replied:

I used it still stuck on mod logo downloaded from site

+1 vote     reply to comment
Guest Feb 14 2015, 3:48am replied:

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hoho96 Feb 14 2015, 4:54am replied:

Maybe you have a wrong game version?
I'm sure it's not the mod, because it works just perfectly.

+1 vote     reply to comment
Guest Feb 14 2015, 5:45am replied:

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hoho96 Feb 14 2015, 7:30am replied:

Sins of a Solar Empire: Rebellion 1.82

+1 vote     reply to comment
Guest Feb 14 2015, 9:59am replied:

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Lagomorphia1 Feb 13 2015, 12:18pm says:

"since we're already working on those to make planet types more identifiable."

Maybe little symbols? Forest a tree, Ecuemopolis a Coruscanti skyscraper...

What would be useful is an indication of maximum logistics, tactical and Socioindustrial Specialisation capacities. In base Sins there are very few planet types so you can learn them fairly easily, but in Ascendancy many times I've tried to turn a planet into a naval base only to find out it caps out at 18 logistics slots.

+1 vote     reply to comment
hoho96 Feb 13 2015, 10:10am says:

Hey guys;
I've been having this problem for quite some time now. The mod (and every other mod) works perfectly with the normal .exe
However, every time I start the Dev .exe (of course I would have the mod in the right folder) the game gives me a sort of error message which can be skipped and continue with the game. This message appears every time I click a new unit, or do an ability, or just during the loading screen. It happens with each and every mod if started with the dev.exe, but the vanilla game never give any such error when no mod is activated :/

I know it's not a mod-specific thing, but I thought to ask from the experts cause you obviously got much more experience^^

+1 vote     reply to comment
Jedi_Order Feb 13 2015, 6:03am says:

will there be heroes like Han Solo or Red squadron ?

+1 vote     reply to comment
TAL-EL Feb 12 2015, 8:03pm says:

Is there a known problem with the crack mantel ability on the sovereign, or is it just me? it doesnt appear to do anything when used on planets. Thanks for the great mod.

+1 vote     reply to comment
kucsidave Feb 12 2015, 2:56pm says:

Hey guys, when will the forum be back?

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Feb 12 2015, 3:06pm replied:

We don't know how lomng the migration process will take for the network; the information we included at the bottom of the news post is pretty much everything we know.

+1 vote   reply to comment
Lagomorphia1 Feb 12 2015, 9:14am says:

Great work. Figured I'd give a list of the bugs I've found, you probably know about most but there might be a few that slipped the net.

- Star Destroyers attempt to broadside targets.
- ISDII Fleet Commander string calls it ISDI.
- A few missing strings, the most notable being the string missing for Executor research tech and the Imperial Defense tree.
- Explore Planet has strings describing it a an Enlistment Center that increases supply, but is still Explore Planet.
- May or may not be a bug: Star Destroyers use turbolaser particles for planet bombing, the Executor is using vanilla nuclear warheads.
- Sentinel neutral extractor capture ability still using antimatter.
- Shield Generator tech is called Infrastructural Capacity and says it increases logistics slots.
- ISD 1, only the three main engines are lighting up, the four auxilary engines are dark.
- Another faction has discovered an artifact message comes up as Another Faction has Conquered a Planet.
- Starfighters sometimes disappear when zoomed in on and rotated around, particularly the TIE fighter.

I'd also recommend putting the 15 planet requirement into the Galaxy Gun's description. I also think it might be worth using the planet bombing rocket's hit effect for the planet, when an ISD does a Base Delta Zero it's not nearly as impressive as the vanilla warhead's hit effect the SSD is using.

+1 vote     reply to comment
Gothic101 Feb 12 2015, 6:12pm replied:

Missing Strings:

Also pretty much everything mentioning tibanna gas is ????????????????
Like the Diplomacy actions (asking for resources), the statistics page ...

+1 vote     reply to comment
Lagomorphia1 Feb 12 2015, 9:23am replied:

Also, would it be possible to make the Galaxy Gun not default to autofire?

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Feb 12 2015, 3:11pm replied:

Yeah, the Galaxy Gun will not be set to autofire with the changes we announced above in the news post.

Also, as Slornie explained in his response to the post just below this one, ISD broadsides are intentional. Contrary to what is apparently common opinion, the ISD design wasn't able to fire everything forward, and broadsiding was the more common strategy.

+1 vote   reply to comment
Lagomorphia1 Feb 12 2015, 11:21pm replied:

Oh, okay. (I had heard that, but what I saw is rather than broadsiding they'd dip their bows slightly). Just looks a little odd to me given in every film and video game source I've seen them in they go for full frontal salvo. The background material says one thing but you never actually /see/ them fight like that in the media they're depicted in. You guys are the ones putting countless hours into making this mod though, not me, so if you think they're better of broadsiding broadside they shall. Beggars can't be be choosers, as they say.

+2 votes     reply to comment
furayyu Feb 14 2015, 8:41pm replied:

because in IV and V the ISDs were chasing someone and couldn't afford to slow down (and probably didn't need all the firepower anyway). At the battle of Endor they broadside a bit more if I remember correctly.

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Feb 13 2015, 8:17am replied:

It has to dip prrtty far forward. The movies usually show them broadsiding, too (battle of End or being the major example, obviously). This doesn't mean /none/ of the weapons can fire forward, just that the usual way to maximize firepower, which is all the game really cares about, is to broadside.

+1 vote   reply to comment
Guest Feb 15 2015, 9:42pm replied:

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