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


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 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  (70 - 80 of 1,428)
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 Online
.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 Online
.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
Guest
Guest Apr 17 2015, 12:36am says:

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RRRampage
RRRampage Apr 17 2015, 9:09am replied:

Use Large Adress Aware.

+2 votes     reply to comment
Guest
Guest Apr 14 2015, 1:01pm says:

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TheHippie
TheHippie Apr 13 2015, 9:23pm says:

Will 1.0 have more frequently appearing Capitals from the AI players? Or is the rate they're appearing at now intentional/unalterable?

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Apr 13 2015, 9:32pm replied:

Short answer: Probably, almost certainly.

Long answer: The way the AI decides to build capital ships is apparently very specific and entirely unalterable. Essentially, they only/always build a capital ship when all their existing ones hit level 3, and that's it. As most people have noticed, in 0.95 we pretty much eliminated the experience gap between level 1 and 3, and this is why; as a result there actually is more AI use of capitals in 0.95 than in 0.9. The problem is that even with this, the battles have to already happen for them to get that experience, which means they still never get more than about 5-10. We're playing with a few things experience-wise which will only impact the AI, and which if successful (and there's no reason why it shouldn't be) will make them use a lot more capitals; hopefully as many as a real player would.

+2 votes   reply to comment
Kuikka88
Kuikka88 Apr 17 2015, 7:07am replied:

Aside lack of capitals and frigate "spam", hordes of carriers is the problem number two.

Latest enemy fleet composed of
17 light cruisers
27 escort frigates
8 assault frigates
20 corvettes
22 torpedo cruisers
32 Quasar carriers (!!!)
2 capitals (one endurance fleet carrier)

+1 vote     reply to comment
.Corey. Creator Online
.Corey. Apr 17 2015, 8:49am replied:

That's not something we can change. The AI is entirely uneditable, and its preferences can't be changed; its based on roles instead of power considerations, and its favourite role is carrier.

+1 vote   reply to comment
Kuikka88
Kuikka88 Apr 17 2015, 2:21pm replied:

I have seen attempts to "fix" stupid ai, for example stopping its "lets-siege-that-planet-in-a-middle-of-fight" manouver by making planet bombardment an on/off ability and such... I wonder if playing with those dedicated "roles" would work? For example making game think that carrier is a support/repair ship, which just happens to have fighter squadrons XD

But jokes aside, it's really nasty to see 70+ fighter squadrons appearing out of no where, and pulverizing max amount of Golans money can buy (well, it seems those Golans doesn't have AA-capability to begin with).

+1 vote     reply to comment
Xeen001
Xeen001 May 10 2015, 2:55pm replied:

Yeah, its mostly an AI thing. In any other mod the AI spams certain ship types, but it is not just carriers lol... That is an Ascendancy thing (just as bad in their Empire at War version).

Although this is the only mod for sins I have played where it would seige a planet in the middle of a fight.

+1 vote     reply to comment
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