Star Wars: Ascendancy is a total conversion, allowing you to play as the Imperial Remnant, New Republic and Empire of the Hand in the period between the death of the Emperor at Endor and the Yuuzhan Vong invasion's beginning.

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Blog RSS Feed Report abuse Latest News: Dev Diary #12: Beta and Releases

10 comments by .Corey. on Aug 21st, 2014

...Development...


Over the last few months, we've been been pushing out each of the three main factions to our testers in their own alpha builds, and this week the third and final alpha was given to the alpha testers. In light of this development milestone, we're writing Dev Diary #12 to address some of the most common questions about what you can expect in the first version of Ascendancy, as well as what's coming beyond that.

Anyone who's followed our Empire at War mod, Imperial Civil War, knows we're pretty fond of incremental releases and they are something we're going to be continuing with Ascendancy. This allows us to release earlier to get feedback and broader experience with different systems to see how they function before we pile too much on top of them. It also helps us set attainable short-term goals and stop from falling into "development hell." So, here's a quick preview of everything that will be in the first release.

Dev Diary #12 Screenshots

...Ascendancy: 1.0 and Beyond...

The main thing that 1.0 will include is all three of the main playable factions, fully functional and with all of their units. They'll also include complete tech trees and unit abilities. However, as in ICW, there's several models and skins we're not quite happy with, so every subsequent release will feature visual updates of various units where we feel it's necessary, and maybe a one or two new toys if they need them. Tech trees will also be expanded and contracted based on feedback; there are a few areas we want to explore with the Remnant in particular which won't be attempted until afterwards. 

The majority of what's been announced already will also be in the first release; migration, degrading systems based on damage, fleet commanders and the like will all be included in the first release. The only major absence of something we've already announced will be, unfortunately, minor factions. After several internal discussions, we've decided to handle them a different way. Ultimately we feel like people will enjoy the new way a lot more, but it does mean we have to delay them. Hapan and Ssi-Ruuvi fleets will still be present as militia, however they will not yet be present as independent galactic powers. This will be the focus of the second version, so we'll address what we're doing with them more fully after the first release. The worst-kept-secret fourth major faction will also be addressed at that point as well, which we're pretty excited for. We've posted a bit about them in the Admiral's Lounge on our forums (accessible to people with 25 posts or more) and everyone thinks their ships rock. In addition to the faction changes and additions, there's a bunch of gameplay changes we want to make going forward, especially on the economic side to expand the non-military aspects of the game.

Dev Diary #12 Screenshots

...The To-Do List...

Everything's been  coming together pretty nicely in the last few weeks but there's still quite a bit left to do. There are still a handful of ships and structures that need to be finished, however we're at the point where the main focus is finishing up tech trees and abilities, which overall are about halfway done. After that, the main thing is to get voice overs put in, finish off some planet textures, and the tedious task of making several hundred icons for abilities and techs. The more diverse the voiceover cast, the better, so if you think you have the proper audio equipment and voice for it, send an email to ThrawnsRevenge@gmail.com . The main stumbling block at the moment is music, which we don't quite know how we're going to handle. So, on the off chance you're a composer who's interested in recording some Star Wars style music for the mod, send an email to the same place.

Dev Diary #12 Screenshots

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Post comment Comments  (180 - 190 of 700)
DarkAssullt
DarkAssullt Mar 1 2014, 2:27am says:

Question about the planets taking damage. Something that always bugged me in vanilla sins was that when you bombarded a enemy planet, the planet didn't degrade or become unusable. You could drop hundreds of nukes as the TEC on a Vasari world and colonize it again without worry. You said above that the Galaxy Gun would damage worlds. Would it be possible to make it so that orbital bombardment does the same. Like in GalCiv 2 when you invade you have multiple options, normal invasion will not reduce the planet class but dropping asteroids will. Can something like that be included in this mod. You can land ground forces and take the planet over, or you can bomb it from space. While landing troops will be more costly than bombardment, if you bombard that planet the total population that it can support will decrease. A example of what I am talking about is if I have a earth like world that supports a population of 300, and the enemy attacks with ground troops and they take it. The planet will still have 300 population support. But if they bombard it and take the planet, it can now only support 250 population. Every time the planet gets attacked it degrades a little more so that eventually it becomes a "dead" world. Like I said I do not know how this might work, but it could add some strategic depth to taking worlds.

+1 vote     reply to comment
Guest
Guest Mar 1 2014, 8:43am replied:

+1. Its ridiculous that you can currently bombard a planet over and over again with zero consequences.

+2 votes     reply to comment
HappyTex
HappyTex Mar 1 2014, 7:00am replied:

Says the ******* whose never created a project of equal size in his life.

+2 votes     reply to comment
ComradeWinston
ComradeWinston Mar 1 2014, 3:00pm replied:

OH NO! How dare I have standards or an opinion. Woe is me.

-1 votes     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) May 2 2014, 1:27pm replied:

While I respect players preferences, and expect them to view some mods as more to their style or preference than others it's still unfair and insulting to any mod author to see such a great deal of work and love described as such.
While I'm sure you didn't intend to cause offense, I'd suggest you think about the way you word things so as not to upset people.

+1 vote     reply to comment
SSDImperium99th
SSDImperium99th Feb 25 2014, 7:39pm replied:

If you've got Homeworld 2 download the newly released Star wars warlords .60 mod, best experience I've had in a long time. Long live the Eclipse super star destroyer class-dreadnaught long live the Empire!

-1 votes     reply to comment
ComradeWinston
ComradeWinston Feb 28 2014, 8:14pm replied:

From its awkward unbalanced economy to poorly scaled ships, bad textures, bugs, and CTDs. Yes, I refer to that waste of potential.

+2 votes     reply to comment
Gul-Dukat(tech)
Gul-Dukat(tech) May 2 2014, 1:30pm replied:

you could always offer your obvious expertise in order to help the development of said mod?

+1 vote     reply to comment
SSDImperium99th
SSDImperium99th Mar 1 2014, 8:21pm replied:

Ever heard of LAA?

+1 vote     reply to comment
Rovert10
Rovert10 Feb 28 2014, 8:53pm replied:

Here we go again...
*facepalm*

+1 vote     reply to comment
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