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 41 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  (60 - 70 of 1,881)
Herr_Von_Kuchen
Herr_Von_Kuchen

Nice mod. 2 things are bugging me though. One, as the Pentastar Alignment my Gladiators don't shoot. They're on auto-attack, I ordered them to attack, I even sent them to a planet alone to see if I was just missing it, but no, they just don't shoot. I looked at the gameinfo file to see what was wrong but couldn't find anything. Two, was the no star to star travel research done on purpose? Because that seems like a very big thing to take away from the game. I mostly play multi-star maps.

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SeraphimD_Kiryu
SeraphimD_Kiryu

I have same problem but it is with my Enforcers they stay on the outside and don't attack while rest of the fleet is.

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ozwolf
ozwolf

The star in Sins is a necessary evil of embedded game mechanics. The planetary maps used in-game are really segments of the Star Wars galaxy (ie. Kuat, Coruscant, Hoth, Bespin, etc. are not all in the same star system).

So, by Star Wars lore, when you jump from one planet to another, you are doing inter-star travel. To have multiple stars would be the equivalent of having multiple galaxies.

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Herr_Von_Kuchen
Herr_Von_Kuchen

That's a nice concept, but one that's easily done using custom maps or by playing only single-star games. There's no reason to enforce it by removing multi-star all together. But no matter, I've already edited the gameinfo files and added multi-star jump research.

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.Corey. Creator
.Corey.

The reverse actually true; we as a team strongly prefer using single-star maps, and the AI in Sins functions far better with them as well (to the exclusion of multi-star even when we play base Sins), leaving aside the thematic issues of it within the mod. Those interested in multi-star maps can just as easily make multi-star maps for themselves. We're not trying to enforce anything, we're making the mod we want to play, the way we think it'd optimally be designed- if people have other preferences, they're perfectly free to change it to that. In the future, we may make non-canon-based maps with multiple stars for those who want it, but as far as the mod is concerned, that's a niche thing. When we're in the stages of the mod where we're setting out the base mechanics and core gameplay values, doing the things that don't fit that aren't super high priority. You can't really say we should do a bunch of stuff contrary to our designs within the mod and then make the actual focuses within the mod (which single-"star" galaxy maps are) as a little side custom thing for ourselves. If it hadn't been a thing in base Sins, nobody would even think twice about it.

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Herr_Von_Kuchen
Herr_Von_Kuchen

Ok, well, it's your mod, and as I said I've already worked around it, so I'm fine with it. I do want to let you guys know about the problem with the Gladiators though, which I have also discovered is happening with my Dreadnought cruisers as the Imperial Remnant. I tried to fix it myself, but nothing looked wrong in the gameinfo file.

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.Corey. Creator
.Corey.

I'm watching both the Gladiators and Dreadnaught fire right now.

Reply Good karma+1 vote
Atrion
Atrion

The mod is awsome and is far better now but, i felt something in the imperial remnant was lacking capital ships, i know they are star destroyers but only three ? the others factions has more capital ships than the imperial remnant.

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.Corey. Creator
.Corey.

Keep in mind, they have two types of Titans, the Galaxy Gun and a fifth capital ship (World Devastator) that has a different acquisition method.

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Atrion
Atrion

yeah man they have i am not complaining about it but would be awesome to see a tector class and a turbulent class star destroyers on the faction, the mod is awesome man is more than i expected, thanks for it.

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Vengar
Vengar

Thank you for your incredible work, Thrawn's Revenge team. You guys are the best. Literally.
A question about Altor's Repair ability. It doesn't seem to get more powerful with each level up - the values of cooldown, range and ponts repaired stay the same. So, does that mean I just waste ability points in vain or it's a bug?

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horts
horts

Is there anyway I can set up a Sins server for this mod with Hamachi?

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.Corey. Creator
.Corey.

If HAmachi works with Sins then yeah, although the nod works with the existing online service anyways.

Reply Good karma+1 vote
Mister_Vogel
Mister_Vogel

Well,so far so good,the mod plays well,looks well,the only thing i didn't like was the absence of new voiceovers for lots of other ships,but i'm sure you'll be adding them later as they go.

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