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
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  (60 - 70 of 1,428)
TheHubby
TheHubby Apr 22 2015, 12:41pm says:

Just to let you know, your forums are giving a database error at the moment, can't access anything.

+1 vote     reply to comment
Slornie Creator
Slornie Apr 22 2015, 3:43pm replied:

Fixed. I'm looking into the issue as it has happened a few times recently.

+1 vote   reply to comment
CA-BAL
CA-BAL Apr 20 2015, 5:52pm says:

Absolutely /gorgeous/ UI, and it isn't even finished yet. Wow.

+1 vote     reply to comment
wheelmandan
wheelmandan Apr 19 2015, 3:40am says:

something i really want to ask how many enabledMod can i put on the main page like how many can it handle like i have your mod a STA3 SOGE, is there like a number of how many i can put on that note pad for sin.

+1 vote     reply to comment
Kuikka88
Kuikka88 Apr 20 2015, 10:58am replied:

It's kinda impressive in own wicked way that you even think about activating more than one mod at the same time. The more stuff you force the game to load the more guaranteed a crash is.

It's not like it's difficult to save separate Enabledmods.txt for each mod... like enabledmod_soge.txt, enabledmods_asc.txt etc...

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 19 2015, 4:31pm replied:

I responded to your comment on the other page, but here's the general idea again:

It only reads one entry, and you can list however many mods in that as you want. You don't create a different entire entry for every mod, that's not how files work.

What you're presumably trying to do would look like:
TXT
Version 0
enabledModNameCount 8
enabledModName "SoGE Reb Addon - Squad Size Reduction"
enabledModName "SoGE 946392c"
enabledModName "SOA2 ROM D'deridex [Legacy]"
enabledModName "SOA2"
enabledModName "Star Wars Interregnum Alpha 2"
enabledModName "Enhanced 4X Mod 1.74"
enabledModName "SGI 1.82"
enabledModName "Ascendancy-Sins"

All of these mods, however, have conflicting files and were NOT designed to work with each other, so all you'd be doing is making the game crash. Enabled mods just make it load more files, it doesn't modify thew mods, so all conflicting files would still conflict.

+1 vote   reply to comment
Guest1982
Guest1982 Apr 18 2015, 4:45am says:

Looks fantastic :)

+1 vote     reply to comment
sentrygunofharmony
sentrygunofharmony Apr 17 2015, 4:55pm says:

Is it just me, or does the Steam overlay have some problems with this mod. Steam's screenshot function doesn't work for me, even when I rebind the key from F12 to another one.

So far the only way to get screenshots up, is by making them with the game itself and then uploading them to steam as artworks or by replacing existing screenshots.

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 17 2015, 6:49pm replied:

Works perfectly fine for us.

+1 vote   reply to comment
sentrygunofharmony
sentrygunofharmony Apr 19 2015, 11:05am replied:

I re-installed the mod and the issue was gone. No idea what it could've been...

+1 vote     reply to comment
wheelmandan
wheelmandan Apr 19 2015, 3:21am replied:

hey corey i know we only saw one empire ship will you be adding ship from force awaken when it comes out?

+1 vote     reply to comment
.Corey. Creator
.Corey. Apr 19 2015, 4:34pm replied:

No; the Force Awakens takes place in a different timeline than the old Expanded Universe (or "Legends" universe). Absolutely nothing from the new series will be in the mod, not because we're inherently against rebooting Star Wars like some people, just because it's not in any way the same universe. May as well put star Trek stuff in.

+6 votes   reply to comment
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