From the makers of Thrawn's Revenge: Imperial Civil War, Ascendancy is a Star Wars mod set after the Battle of Endor in the Star Wars Galaxy. Fight for galactic ascendancy as multiple factions from this period in Star Wars history.
The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment, each with their own unique ships, heroes and tech trees to reunite the Star Wars galaxy under your rule.
Delete all old versions before installing.
Extract the zip file to your mods folder, found here:
...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85
(Default- after v1.85 all mod folders became compatible, yours may be up to 1.90, as long as it's 1.85 or above, it will work)
To run the mod, either enable it ingame from the mods menu, or edit EnabledMods with notepad to contain the following four lines:
TXT
Version 0
enabledModNameCount 1
enabledModName "Ascendancy116"
Then you can run Sins normally, and Ascendancy will load.
If the base game runs instead of the mod after doing this, you likely have an extra folder in there somewhere. Sometimes this can happen if you used the wrong extraction option. Make sure your directory goes:
Mods-Rebellion v1.85\Ascendancy116\(GameInfo, Textures, etc)
and not:
Mods-Rebellion v1.85 \Ascendancy116\TRAscendancy116\(GameInfo, Textures, etc)
CREDITS:
=====================
The Thrawn's Revenge II Team:
- Corey (Design Lead, Coding, Modeling, Texture Artist, Map Design)
- OzWolf (UI Art)
- Slevered (UI Art, Modeling, Texture Artist)
- Davis (Modeling, Texture Artist)
- Robin (Modeling, Texture Artist, Map Design)
- Codeuser (GFX, Modeling, Texture Artist)
- Slornie (Organization)
- Jinzor (Video Production, Modeling)
- Endcar (Modeling, Texture Artist)
- Bane (Coding, Design)
- Revanchist (Coding)
- Caesar's Legion (Coding, Design)
Contributions:
- RC1290's Directional Shield Impact Shader (STAIII)
- Aurebesh font by Pixel Sagas Dafont.com
- Dreadnaught by MaxLoef
Voice Actors:
- UnassumingWhiteGuy
- Gimrak
- Lord Xizer
- Tsmir
- AstuteBiscuit
- Cameron "Lord Hand"
---------------------------------
1.1.6 Overview:
- Minor Factions DLC support added (basic ability layouts): Chiss, Ssi-Ruuvi, Hapans,Centrality, Maldrood, Zero Command,Eriadu Authority, Zsinj
- Many abilities altered, fewer overlapping/stat boost abilities (ie Numerical Superiority)
- Allegiance VO added (others will be added next patch
- Many individual ship and tech balancing changes
- New models, for Dreadnaught, Lancer, Gladiator, Secutor, Nebula, Endurance
- Beginning setup for Hapans (not yet playable)
---------------------------------
1.1.5 Patch Notes:
- Ships now display their cost per second, but drain rate adjusted to one tick per five seconds.
- Implementing veterancy buffs
- Reducing PA supply lines effectiveness
- Adding supply lines research for Thrawn/Pellaeon research
- Flak abilities re-added to Vigilance, Asdroni, Lancer, CR90, Raider
- Altor self-destruct replaced with persistant AoE heal (10/11/12/14 hp every 6 seconds for 10/12/14/16 targets)
- All Altor ability ranges buffed (3200/4200/5200/6200 from 2200 at all levels)
- Escape pod credits raised from 50 to 100, hull from 250 to 450, fighter supply from 12 to 24
- Fixed broadcast research for IR having 2 levels for no reason
- Fixed NR access to Arbitrate Tariff, Democratic Peace Theory
- Skipray front bank damage reduced to 80 from 110
- SPHAT ability cooldown increased from 40 to 120 seconds (PA Venator)
- Venator slotcount 8 from 6.
- Skipray added to Secutor
- Syndic health/shields increased to 4800/4800
- Phalanx health/shields increased to 6100/6100
- Fixed mole miners being able to capture heroes
- Fixed PA supply line tech granting significantly more supply restoration than intended
------------
1.1.1 Patch Notes:
1. All mesh and entity files converted to binary format for better performance.
2. Icon Fixes:
- Smuggler icon fixed on build bar (New Republic)
- Raider Corvette icon fixed (Pentastar Alignment)
3. Ssi-Ruuvi Random event:
The goal with the Ssi-Ruuvi is to have a minor faction which can occasionally play a significant role in a game, akin to more localized pirates. Unfortunately, since they are entirely buff chain based, they could get out of hand and become a much bigger issue than we aimed. These changes aim to bring them back in the intended direction, and we'll nerf them again even more severely if necessary, depending on how they act with these changes.
- Changed spawn weighting and time between possible spawns.
- Instead of being able to repeatedly spawn ships, captured planets will spawn one slightly larger fleet and then stop.
4. Hero/Superweapon Bug Fixes:
- Galaxy Gun bug limiting it to one shot fixed. Reverted to unlimited firing, will be potentially looking into a new method to lock it to 3 shots depending on balancing feedback.
- Fixed Karrde being able to spawn repeatedly.
- Fixed Scourge Squadron (Kaine) and Dark Fleet (Thrawn) not spawning their intended ships. Keep in mind, you do need available ship slots for them to spawn.
5. General Bug Fixes & Changes:
- Removed LAA mention from loading screens
- Fixed issue where pirate spawns on random maps would cause texture issues on the HUD, offsetting black market buttons
- Factions now allow travel to different galaxies by default (random multi-star galaxy maps were inaccessible)
- Capital ships (and therefore, hero SSDs) no longer can be captured by MC80 boarding parties.
- Bellator: Barrier shield now tied to correct level upgrade, was tied to microjump.
- Executor: Overwhelm no longer uses Numerical Superiority text
- Executor: Aura of Fear and Iron Grip icons on level upgrades fixed
- Oto: Removed pinnacle base upgrade.
- Fixed issue where many PA ships and structures referenced Imperial fighter sets - now have Skiprays (ie Golan III, Grant, Kaine, Bellator)
- Crimson Command: Changed name to say Crimson command instead of VSDII, extra weapon banks now show properly on unit card.
7. Text Fixes:
- Intego description listed as Phalanx in text file, missing ingame. Now displays properly.
- Split Proton unlock tech description fixed.
- Asdroni now states it is anti-fighter.
8. Balance Changes:
- Culture resistance tech bonuses adjusted for all factions.
- Crack Mantle damage levels now 4k -> 5k -> 6k -> 7k, from 5.
- Warlord random event: removed Executor.
7. Hapes Consortium:
- Still not a playable faction, yet.
:-D G R E A T work People. Well Done.
Please also show us a Video (i.e. a Gameplay-video) of what's new in 1.1.6.
GUI is stil unfortunate. And now even smaller. And colorless.
This comment is currently awaiting admin approval, join now to view.
im not sure why, but the ability for the new republic to capture star destroyers and other capital ships felt important to how I played. being able to capture hero ships like super star destroyers since they are classified as capitals is a big problem, but (if possible), would it be possible to just make them uncapturable (have the "boarded" effect, since ships with this cannot be captured), rather than making capital ships in general uncapturable? if not, i completely understand, but its just so fun taking imperial ships as the NR and using them against the empire.
Thank you for all your hard work in bringing us this mod
how do you get it to work what are the steps?
The new Republic ships have no voices. Is it a bug with my game, or are you planning to add those later? Other than that great mod!
Not everything has a VO yet, there are some we're still working on converting from our EaW mod but in general we only have what we've been able to organize from volunteers so far.
Ok. Thank you for your fast reply
Some friends and myself are happy to help out on that side of things if that helps.
woah no black no hack
Compatible with the Sins Remastered Mod?
A suggestion / proposal to a Future Version: Please go Your own way(s) with Your own Engine or Your own Game-Engine so You can free Your-self from the limits of Sins Of A Solar Empire / The Iron-Engine of Sins Of A Solar Empire.
Ohh i guess i know you...
You will be the first one to cry out your eyes if development takes 5+ years with no consideration toward how much actual effort these things take.
No i will not excuse myself out of this. Brofist Corey.
hi i am getting a runtime error after the first splash screen.Can you please help on determining the cause
Really enjoying what you have done. The quality is top notch. Last time I tried it multiplayer was crashing. Have you tested multiplayer with this build?
I love this mod, absolutely love it. The only downside to this mod is on my part, I can't experience the full experience because I am bad at the game, but I look forward to seeing the rest of the mod!
the Hapes Consortium is not selectable in the selection menu(pls fix)
It's not supposed to be. As we've said, the Hapans are not meant to be playable yet.
So two things.
1: Great mod! (just wanna get that outta the way.)
2: For some reason my credit income appears to be applying inversely. Like, im losing credits at the rate i should be gaining them.
Ship has maintenance cost the biggest ship take 2 credit/second
so is that not calculated in the income window?
got an unzip error on a file M_ambient9 is this a problem for long term stability? Does anyone else have this problem? (RESOLVED with redownload)
Playing as the Empire, I was unable to spawn Palpatine's Eclipse after completing the research.
1 faction call "Hapes consortium" are unable to play it. what happen? any fix?
I can't run the game it crashes when it start
So im having a problem with the credits while i play penstar alignment where the income goes up to 80.7 then slowly goes down to 40.1 credits every second. Im also randomly loosing 15 to 45 credits every other second. is it a problem with my game or is a freak bug?
When I downloaded the mod and got it working it said that I was missing a lot of important data files. While downloading is it possible that some data files might get lost or is it just my computer?
How do I make a jump gate to another star? Imperial Remnant?
Is there a way to gave the empire of the hand a titan?
This comment is currently awaiting admin approval, join now to view.
I have played the game several times and researched Palpatine and I do not know if the Eclipse auto populates or I have to build it. I have no options to build it after I research it. Can anyone help?
Why is Eclipse's Super Laser Damage so low? It should be more powerful than Sovereign's laser
Is this mod still being worked on?
I tried to activate the mod but when it starts it give me a runtime error how to handle this??
does anyone know how to fix this error?
Надеюсь новая версия моды выйдет в 2021 году.
This comment is currently awaiting admin approval, join now to view.
Скажите, мододелы/разработчики, стоит ли ждать обновление до конца 2022 года?
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Очень ждём новую версию.