Many believed the death of Palpatine would mean the end of the war, and the return of the democratic government of the time before the Clone Wars. Instead, the Battle of Endor has left a fractured Empire, with multiple Warlords attempting to carve out sections of the galaxy to form their own personal empires and restore the Empire to its former glory. In the wake of the Empire's collapse, the fledgling New Republic is working to build an entirely new order out of the wreckage. Meanwhile, on the edges of the galaxy, the Empire of the Hand, set up by Thrawn during his exile in the unknown regions with the covert support of the Chiss Ascendancy and Emperor Palpatine, strives to unite the galaxy in preparation to face outside threats...
From the creators of Thrawn's Revenge: Imperial Civil War for Star Wars: Empire at War comes Star Wars: Ascendancy, a mod for Sins of a Solar Empire: Rebellion. Take command of the New Republic, Imperial Remnant and Empire of the Hand in order to gain control of the Star Wars galaxy after the fall of the Emperor at Endor. Each faction features its own unique new unit rosters, tech trees, advantages and disadvantages. Will you use diplomacy to spread your message of democracy and support your fleet with aid from other galactic powers as the New Republic, take advantage of the speed and vast information archives of the Empire of the Hand, or crush those who would oppose you with the superweapons of the Empire?
Work on the mod is already well underway. In order to track our progress, you can follow the mod on Mod Database, or join the discussions on our forums. We currently have a thread running with some answers for basic questions, available here.-The Thrawn's Revenge Team-
Nice work. I am assuming this is all original work.
Thanks, yeah it is.
There he isss.
Looks awesome, good job guys!
We will see how it will be....
We've posted some more content including a B-Wing render and ingame screenshot over at our ModDB gallery.
The final Mon Cal ships to go ingame.
Looking awesome guys.
Absolutely cannot wait for the release of this mod.
Having joined the ICW bandwagon at 1.3, and then waited with baited breath for 2.0, I can't wait for this mod. It'll be interesting to see what you guys come up with in terms of the 'feel' of this game.
As a player, one of the best things about ICW for me were the laser effects, and the kind of cool glow in the dark effect they had. Made the game really interesting.
Can't wait to see what you guys come up with for the Sins platform.
- Night.
Thanks to all of your amazing support, both Ascendancy and Imperial Civil War have made it into the top 100 in the MotY awards for 2012, so here's something cool to look at as thanks from us. Let's see how far we can get.
Rather than just let this be something to look at, I'm going to make you all read too. We haven't really talked much about specific changes we plan to make in Ascendancy, however one thing we've been trying to highlight in development has been faction diversity. We want people to have a different experience and focus with each faction, and not just be a bunch of mirrored and reskined versions of each others. The goal is to have this in general playstyle as well as abilities, research and unit lists. Whether it's the smart deployment of the compact New Republic New-Class project ships backing up their cultural and diplomatic expansion, the overwhelming power of Imperial Remnant's superweapons, or the speed and innovation of the Empire of the Hand
i noticed this soon after the announcement but hadn't gotten to commenting,
i liked the look of the original mod and considered getting eaw just to try it, glad to see it coming to this game, good luck with everything
We've posted a more or less complete unit list for the Imperial Remnant (actually by far the least complete faction at this stage) on our forums, indicating the progress on each ship. We'll be updated it as we go.
It can be found here.
When you need to defend your planets, often it is unfeasible to maintain a strong fleet presence at all possible targets. In these times, the New Republic and Imperial Remnant turn to the Golans for local defense.The smallest of these, at 1231 meters is the Golan I, pictured on the left. This platform is sufficient to handle most small corvette and frigate raids, however anything larger is capable of overpowering them. The second, almost twice as large at 2158 meters, is the Golan II pictured on the right. Although its damage output increase is not directly proportional to its size increase over the Golan I, its hull integrity is far superior and as a result is able to win against most enemy cruisers in a one on one situation. The final iteration, at 2600 meters, is the Golan III Space Defense Novagaun. This platform is extremely powerful and durable, and capable of holding off even many capital ship types. These have historically been found only at the most important of planets, such as Coruscant, Bastion and Muunilinst. Used in concert with a well-organized fleet, Golans can create a defensive position around a planet which is extremely difficult to penetrate. Want to find out more about the mod? Follow us here on Mod Database, join the discussion on our forum or like us on Facebook. In the next update we'll be talking about the Empire of the Hand for those who are unfamiliar with it from Imperial Civil War.
Very nice Corey. This is going to be a very nice mod addition to sins.
Imperial Star Destroyer ingame.
Hey everyone,Once again, we're looking for a few (15-20) brave people to volunteer to test the 1.0 release of Ascendancy. This doesn't necessarily mean we'll be finished anytime in the near future, however we want to get people as much time as possible to sign up.If you want to take part, post in the thread linked below saying so. The best way to make sure you get picked is to be active and provide feedback or suggestions. We want people who actively want to make the mod better and who we know we can rely on to actually stick with the testing without disappearing after the download goes up for it. For Ascendancy it's especially important that we get people willing and able to play multiplayer with the team as well.
Thread:
http://gutr.swrebellion.com/forums/index.php/topic,3484.msg40617.html#msg40617
nice looking models
ModDB: http://www.moddb.com/mods/star-wars-ascendancy
Forums: http://gutr.swrebellion.com/forums/index.php
The new UI, and a screenshot of the X-Wing ingame:
https://www.youtube.com/watch?feature=player_embedded&v=t82Esq6_9_I (UI Preview video)
Amazing work as always.
Imperial Remnant vs Empire of the Hand
I love your Thrawn's Revenge mod (when I found it I was like Wow, finally a EaW:FoC mod that has the features and unit list I've always wanted) and this mod looks to be my favorite SW mod for Rebellion, thanks for all the work and can't wait to try this baby!
Some X- and Y-Wings being deployed from a Quasar, and some edits to UI colouring to make it a bit less dominant on the screen.
A better view of the Quasar shown in the Y-Wing screenshot. This should give a better sense of scale as well.
Altor ingame, and also a video of some scaling stuff:
Visit our forums:
http://gutr.swrebellion.com/forums/
Watch on Facebook
https://www.facebook.com/pages/Thrawns-Revenge/20781119569
The Imperial Remnant
...History..."One Empire, one fleet-- only this will guarantee us victory." - Natasi DaalaWithout the forceful presence of the Emperor, the Galactic Empire could not survive. After the death of Emperor Palpatine at Endor, the Galactic Empire split into several distinct factions run by individual warlords, admirals, Moffs and other prominent Imperial figures who are all vying for control of the former Empire. There were often dominant figures such as Ysanne Isard, Grand Admiral Thrawn, and then the reborn Emperor himself who managed to unite large sections of the former Empire to try to re-establish its dominance in the galaxy. After the final death of the Emperor at Byss, Admiral Natasi Daala convened a meeting of the most powerful Warlords at Tsoss Beacon in the deep core and killed them all, uniting the remnants of the Empire under her rule until she passed off leadership to Gilad Pellaeon in 12 ABY, dubbed "the old man of the Empire" for his long service. He curbed some of the Empire's more repressive policies and would continue to lead the Imperial Remnant for the next 29 years. Most notably, he led through the signature of the Pellaeon-Gavrisom treaty with the New Republic and the Yuuzhan Vong War, where he negotiated the entrance of the Imperial Remnant into the Galactic Alliance to repel the extragalactic invaders.
...Faction Differentiation...Before we get into the actual faction, we want to say a few things about how we go about developing them. The emphasis in developing the playable factions in Ascendancy has been on trying to make sure each faction has its own distinct playstyle. The base Sins had some success in this respect, but it was more in the way of one or two interesting unique techs per faction which were ultimately frustrating to play against and often involved little direct interaction with the player (for example, the TEC's insurrection tech). With regard to research in particular, we have shifted away from having each faction with the same 5/10/15% bonus to stat x types of research options, instead emphasizing the core aspects and ideologies of our factions and trying to bring them into the playstyle, along with providing some development along the lines of canonical events in Star Wars history. This means that not every tech will be a straight bonus; some techs will provide a buff to one facet, while reducing its effectiveness in another area. Research is no longer in a "research ALL the things" way, there will instead be some choices the player has to make on what they want to emphasize.
...Playstyle..."Fear will keep the local systems in line."-Grand Moff TarkinThe Empire relies more on oppression and propoganda to keep its worlds in check, and as such its cultural and economic policies focus on preventing the spread of enemy culture and maintaining a strong hold on its own systems, as opposed to spreading its own culture. One of its most effective ways to spread and maintain its own culture and reduce enemy culture is to use its Star Destroyers to attack enemy systems or to maintain a military presence in that system, increasing their fear of reprisals by the Empire. It also has the means to convert some of its population into production through forced labour. As the game progresses, Imperial players will gain access to more liberal tech options in line with Pellaeon's leadership style, which, if researched, will sacrifice some of its bonuses for better relations with the other factions and the ability to spread its own culture without the need for violence."What the Empire would have done was build a super-colossal Yuuzhan Vong–killing battle machine."-Han SoloMilitarily, while in the early game the Remnant's vessels can usually stand up to enemy vessels on their own, their ships lag behind the later game ships of the other factions. The Empire instead focuses on building larger fleets focused on supporting one or two superships. Many parts of their tech aim at allowing a strength-in-numbers approach, letting them field larger numbers of slightly worse vessels faster than the other factions. However, unlike in other fleets, this gives the Imperial fleet an obvious target for its enemies to focus on....Unit List...Fighters: TIE Fighter, TIE Interceptor, TIE Bomber, TIE Defender, Scimitar Assault BomberLight Frigates: Sentinel, Lancer, Carrack, Lambda, Escort Carrier, Strike CruiserHeavy Frigates: Dreadnaught, Immobilizer-417, Vindicator, MTC, Victory-I, Victory-IICapitals: Imperial-I, Imperial-II, Allegiance, Altor, World DevastatorTitans: Executor, SovereignNext, the New Republic
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