This member has provided no bio about themself...
Because like I said, they hadnt had any sort of fleet at all for centuries.
The Mandalorians had pretty much no fleet whatsoever for at least a couple hundred years before the mod started, and the Empire pretty much crushed whatever they had left. Even FoC's really weird story doesn't attribue any power to them, it all goes to the Zann Consortium, which any attempt to portray an even half-believable picture of galactic powers would toss way by the wayside. If there was a Mandalorian faction you could probably represent every ship they had canonically with about 3 fighters. They only became even remotely relevant again pretty late into the Vong War under Fett's leadership, which was pretty much in the form of a few freedom fighters. Their first post-Imperial contribution to any sizeable war effort was in the Coalition of the Second Galactic Civil War, 20 years after the mod ends with Bes'uliik fighters as still being their only real contribution. The Mandalorian Wars were several thousand years before the mod starts, so even retrofitted ships (if any had survived at all) would be pretty ****** compared to even the worst "modern" ones.
TL;DR the mod takes place in what is arguably the lowest point for what could loosely be called a civilization in 4000 years. Even Bakura had a stronger independent defense force.
No, the Eclipse was uniquely the Reborn Emperor's flagship. The Sovereign will be available, however.
We'll be replacing all voiceovers with suitable ones. We've already changed the "announcers" for each faction (as you heard in the video) however we've yet to record most of the unit lines; the vast majority of the work left is abilities, and in certain cases those would need to be done before voiceovers, so we didn't want to create extra work by getting them wrong the first time.
Random events will be added as we go.
We even said in the news posts that we weren't going to make that date...
If only there was picture and video evidence somewhere of its existence and how much is done.
It's not like these things restore thousands of hull points, and there are already fleet tender units that can heal ships on all of the sides. It just means you need to actually think about what you target and when you target it instead of the classic Sins "well I'll just throw all this stuff over here and watch because it basically doesn't matter as long as I have the bigger fleet." Otherwise, you're essentially making the argument that any healer unit in any game ever is inherently unbalanced simply because you may have already gotten a target low.
The reward for destroying escape pods is that you're stopping the enemy from being able to maximally use their ships and credits, because the cost and power of NR ships (once we've got numbers nailed down better) will assume that you're picking up a fairly significant amount of them.
Sure, that's why we're releasing it how and when we are and using an iterative model, where we release patches pretty often and scale up the content as we go. We're making the mod because we want to play against each other in it, so balancing and making it not just "spam the biggest fleet" are pretty big concerns, although it's gthe kind of thing that requires tuning over time.
We've already mentioned some preliminary stuff we're doing to make it involve more strategy than just make the biggest fleet. If you don't keep up your supply, you won't be able to field fighters. If you don't collect or destroy escape pods as/against the NR, you're not going to be playign maximally. If you don't use and train fleet commanders, you're going to be behind in fights. There's no guarantee it'll work, but it's the type of thing we're trying and we're open to making whatever changes we can/need to to see the goals through. As we go on, we hope to expand into economic and cultural areas with these types of changes.
It's based on daily views, being released or not has no impact.
Eventually, maybe. We're honestly not super big fans of hero units, so what we intend to do is have them available 2 opt-in ways:
1. The flagship victory mode, in which you have one hero from the start and victory is based on them.
2. The Goa style which most mods (jncluding STA) use, although this will be done in a way that replaces the quick start option, and again, requires opting in.
SoaSE:R is only availabe on Steam in the first palce, so I'm not sure what you're asking.
Definitely something worth considering.
It tells you in the campaign selection menu which eras each GC contains.
When we do that, all we get are comments about how it's never coming out. This is the lesser of two massive annoyances.
They're not meant as exact dates, but ModDB doesn't let you set ranges. Basically, "soon but depends on work/hospital visits/school"
Unfortunately, the 18th was decided on when I was expecting to work 24 to 32 hours a week. Instead I was working 44 hours for the last two weeks, so I had considerably less time to finish stuff than I thought.
Yes, it definitely works. RaW installs their ai changes to the base game folder, which doesn't always work. It has a pretty decent chance to break the AI both for itself and for other mods (and the base game), so make sure to remove those files before playing other mods.
Luckily, mods are free so everyone can play as many as they want and we have no intention of trying to convince people to play one mod over the other. While Ascendancy and SoGE (and Interregnum) are all Star Wars mods, they are made by different groups with different teams, goals and styles so there's at least as much variance between them as between mods in different universes.
That being said, I will run down some of the major differences for you. First off, the factions ultimately being represented in them are very different, and I'd say we have a bigger "top down" focus on making the factions play differently through their tech and ships. SoGE's ship roles and functions also tend to be a bit more similar to Sins, whereas we go closer to in-unverse roles and build the gameplay from that.
In the details, we've also posted several news posts and pictures which describe several of the features in the mod, many of which are unique to Ascencdancy; migration, degrading ship systems, supply, etc. One of the main purposes for us to make the mod was because while we like Sins, we saw certain game loops and mechanics as being frustrating, and we place an emphasis on reworking or removing them.
Yeah, they're the ship markers. Considering that 90% of Imperial ships are the same shape, we went a slightly different direction. You get a top down view of half the ship, and on the other half you get role indicators which will be documented.
The circles (really more like beveled squares) are the placeholders for the frigates. We only have the markers for the capitals and cruisers done currently, so we needed something to see where our frigates were. That won't be used for anything in the release.
Eventually we want to do maps with pre-set starting positions, however that'll be after the beta release.
Well it happened to me, so clearly it does.
Supposed to just be Sovereign. That's what happens when you write stuff at 5am.
IF you assume a baseline of ~100 techs, around 90 of them are flat upgrades that youd definitely want at some point. The rest are a split between 50/50 depending on playstyle, and stuff that is more upgrade than not while emphasizing one aspect core to the faction and minimizing one that isn't.
So, if you're a research buff you'll have no shortage of options. We just feel like this is a more interesting way than just AFK spamming every button.
That's fine with us
1. We haven't seen anything to make us believe that the Empire of the Hand is out of line with the other factions (except maybe the cost effectiveness of the Furions).
2. Every ability in Empire at War is absolute ****, especially the space ones. There's essentially just power to weapons, power to shields, and power to engines. Abilities in EaW are not moddable, so we can't add new ones.
Balance. Tech. Units. Scenarios. Factions.
Beta = Something put out before everything is polished and finalized to get feedback and do bug fixing.
Demo = A small part of the mod to give a feel for it.
We intend to do the first release as an open beta, since it's the first time the mod will have as many people playing in as many different ways, so it's a good way to iron everything out. However, we have no intention to release any sort of demo since that would distract from working on the full mod.
Considering how common this question is, I may or may not do a small dev diary thing about it in the near future.
We're not working on 2.2 until sometime after we release the first version of Ascendancy.
You can't give units build limits in Sins, and the game is hardcoded to only allow you to build one SSD at a time. We've considered using alternate means to allow more than one at a time, but we'd have to make sure it's balanced first, and wouldn't turn into the Imperial players being able to have essentially nothing but SSDs.
Currently its just the Sins method; we don't see the utility in doing it the other ways.