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
Image RSS Feed Latest Screens
Procursator Reunited Scarsiss Clawcraft
Blog RSS Feed Report abuse Latest News: Help Us, Obi-Wan

7 comments by .Corey. on Apr 3rd, 2015

You're not actually our only hope, but in order to help speed up and smooth out the process of developing the 1.0 and on, we're (as always) looking for talented individuals to join our team. These are obviously unpaid positions, but if you want to join a team which can help you mutually improve skills, build a portfolio and bang your head against your desk in frustration while spending altogether too much time learning trivia about Star Wars this is the perfect opportunity.

The roles we have open are:
3D Modeler
You'll be responsible for creating 3D models within reasonable poly ranges (typically 1-5 thousand) for use ingame based on existing designs. Typically these will be ships, however they can also be other exciting things like buildings and rocks. You can use any program you wish, as long as it exports to some sort of common format.

Texture Artists
You'll be responsible for taking the above models, and then texturing them (typically hard metal surfaces on 1024x1024 to 2048x2048 res textures).

If you have experience in either area or both areas and want to apply, send examples of your work to ThrawnsRevenge@gmail.com

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Squadron Size Reduction (Optional For Performance)

Squadron Size Reduction (Optional For Performance)

Apr 3, 2015 Sprites 8 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  (60 - 70 of 1,358)
DarthVisari
DarthVisari Mar 27 2015, 8:04am says:

Hi

After put the hotfix , the game crash after few minutes.

saluti

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 27 2015, 8:18am replied:

Make sure you still have LAA enabled.

+1 vote   reply to comment
fozchina
fozchina Mar 26 2015, 11:12pm says:

Not a fan of the new UI to be honest. Do think the work your doing is great but don't understand wht travel is not allowed to other stars? I understand that in star wars travel outside the galaxy was not possible but travel to other star systems was. Personally I'm a bit of a turtle and like to rush the planets connected to the star build up a wall while I fill out my star system before picking another guys star to go attack.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 11:19pm replied:

In the mod, as it says, the "star" function of the base game fills the function of the galactic core (although the model hasn't been changed to reflect it yet). The "system" in Sins terms in the mod is the Star Wars galaxy, and it's not like they'd be travelling to other galaxies. When you jump from Mon Calamari to Kessel or Coruscant to Pantolomin or whatever, you're jumping between systems; these planets aren't all in the same star system. Otherwise every single planet in the game would be its own system, since star systems in Star Wars rarely have more than one notable planet in them. If we kept stars for individual systems, then every map would have one star per planet, any pathing would be lost, and in order to have 150 planets you'd need to have 150 stars, so you're doubling the object count on the map (half of which would be useless, and not actually act as a chokepoint since there's only one thing connected to each, which you could freely jump between) while also breaking the AI entirely (the AI in sins is godawful at dealing with multi-star maps).

+1 vote   reply to comment
fozchina
fozchina Mar 26 2015, 11:37pm replied:

understand what you mean but still hope that you can add it in even as an optional choice or a add on. Such as what you did for the galaxy gun. Which is something I really like since I find super weapons to be highly annoying.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 11:42pm replied:

People are free to make their own maps with multiple galaxies of vourse, but we won't be. It doesn't make sense with the source material, none of us ever really liked that system and it causes a few issues with the game.

+1 vote   reply to comment
fozchina
fozchina Mar 26 2015, 11:49pm replied:

but will the tech be there to be researched? Its easy to make your own maps but a tad annoying when you realise you cant jump to the other guys system :)

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 27 2015, 8:21am replied:

Its also really easy for people to put that research in if they want to make that map. There's no reason flr for us to pack in extra stuff for functionality we don't support in the mod and which doesn't make sense in the context of the mod.

+3 votes   reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 7:03pm says:

Uploading a patch to hopefully deal with the credit issue, as well as a few other minor bugs, mostly string and stat related.

+2 votes   reply to comment
XenoHawk
XenoHawk Mar 26 2015, 1:04am says:

I don't know if you know about this or not.

So I found a bug when I was playing a match against the AI. I was paying for a level up for one of my ships and the AI attack. And I guess he leveled from the enemy. And the credits glitched where I had income of about 23 credits, but I only had 1 credit. Selling resources didn't give me any credits, but I was able to buy 10k of both resources, planet upgrades, and ships. However I was not able to buy any research.

I've near ran in to this glitch before, but I normally don't pay for my ships to level up.

+1 vote     reply to comment
.Corey. Creator
.Corey. Mar 26 2015, 6:01pm replied:

We are aware of this bug (it's listed in the known issues in the changelog). The level up thing is definitely useful information, thank you.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Sins of a Solar Empire: Rebellion Icon
Platform
Windows
Contact
Send Message
Official Page
Thrawnsrevenge.com
Release Date
TBD
Mod Watch
Track this mod
Share
Style
Genre
4X
Theme
Sci-Fi
Players
Single & Multiplayer
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Thrawn's Revenge II: Ascendancy on your homepage or blog by selecting a button and using the embed code provided (more).

Thrawn's Revenge II: Ascendancy
Thrawn's Revenge II: Ascendancy
Statistics
Last Update
4 days ago
Watchers
2,306 members
Addons
1
Files
2
News
34
Features
2