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.

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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  (70 - 80 of 1,202)
sexywife01 Feb 11 2015, 9:35pm says:

Hey devs, first off i want to say that this mod is really well done. the level of detail on the ships is just amazing. Just 2 small questions though.

1: how come when i wanna research some thing, or purchase new ships, some say "string not found"
2: Does all the ships have only green and blue lasers? LOL sorry to ask but no torpedoes?

Other than that awesome job devs! :)

+1 vote     reply to comment
CamDostya Feb 11 2015, 10:06pm replied:

"String not found" means that they havent put in text for that item.

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 11 2015, 10:45pm replied:

As for 2, Ion cannons and turbolasers are the most common weapons. The ships that canonically have them also have concussion missiles and proton torpedos.

+1 vote   reply to comment
Guest Feb 15 2015, 9:45pm replied:

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CamDostya Feb 11 2015, 9:02pm says:

Noticed that when I got the extended hanger research done it gave the Acclamators that I already built get one extra fighter/bomber squad, but any Acclamators that I built after still only get 2 squads and not 3.

+1 vote     reply to comment
Durandy Feb 11 2015, 8:07pm says:

Just a quick question. Are the current ship rosters for NR and IR finalized or are there more ships in the works? Like will the Empire see Bellators and Allegiance classes? Maybe Mediators and Stridents for NR?

+1 vote     reply to comment
.Corey. Creator
.Corey. Feb 11 2015, 8:17pm replied:

There may be more ships, but definitely not those ones. We don't want to saturate the game with a ton of what are essentially SSDs. The Allegiance would only get added as a replacement for the Praetor.

+1 vote   reply to comment
Gothic101 Feb 11 2015, 9:30pm replied:

Mercy! Don't replace the Praetor, please!


+1 vote     reply to comment
Akesis Feb 11 2015, 7:56pm says:

This mod is pretty great right now, but I will be playing the first Thrawn's Revenge until the Empire of the Hand is put in. "His is an Empire of justice and dignity for all beings. His Empire is one we gladly serve. One we are willing to die for."

+1 vote     reply to comment
jason864 Feb 11 2015, 6:42pm says:

Im finding the ship building icons and planet upgrading icons really hard to see

+2 votes     reply to comment
Convergence Feb 11 2015, 10:23am says:

Resource question. I have not tied putting multiple trade centers in a single gravity well to see if that will help increase resource collection. Will that actually work? Was not sure just wanted to ask it makes a difference. I usually max a planets development when I take control. Max population and resource collection via ore, gas and taxes before moving forward. Anyway just wanted to ask if more of one trade center will help.

+1 vote     reply to comment
Slevered Feb 11 2015, 2:07pm replied:

It does work, just like base sins.

+2 votes     reply to comment
Convergence Feb 11 2015, 4:05pm replied:

Thanks for the response. I will try this tonight. Will make financial planets. Was trying to build in a balanced fashion.

+1 vote     reply to comment
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