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: Trailer #1: The Imperial Remnant

10 comments by .Corey. on Oct 16th, 2014

...The Imperial Remnant...
The galaxy has fallen into disorder in the years after Endor. Can anyone take the remains of the once-great Empire and restore peace?

Keep in mind that what you see represented in the trailer is still from a work-in-progress, and that a lot of stuff (especially particle effects) will be or even has already been updated between filming and release.

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Post comment Comments  (20 - 30 of 725)
ConstantinoP.
ConstantinoP. Sep 11 2014, 1:37am says:

I honestly would not mind if this mod was released right now. All I need completed are Imperial II Star Destroyers and Super Star Destroyers... along with nice death clones for everything else. :P

+2 votes     reply to comment
.Corey.
.Corey. Sep 11 2014, 7:13pm replied:

I think the common community sentiment is that they would not mind if the mod were released right now. Unfortunately, the sooner we release it the less time I get to spend playing my secretly-completed build and laughing at everyone.

+10 votes     reply to comment
ConstantinoP.
ConstantinoP. Sep 13 2014, 6:04am replied:

So that's how you get your sick kicks! All this time I thought you made mods to spread happiness and joy throughout the Star Wars gaming community! Now that your web of deceit has been unsown, I fear that I have become far too disillusioned to ever play a Star Wars mod again.

In all seriousness: may we please at least get teased once again by a teaser image for a teaser trailer in the hopes that we will once again become teased for the frequently teased release date of this mod?

+1 vote     reply to comment
.Corey.
.Corey. Sep 13 2014, 2:20pm replied:

I'm sorry if I ever gave the impression that I wanted to make people happy, that was never my intention.

As for the trailer, no more teaser images or it'll spoil it. We'll post it as soon as we're done the dubstep remix.

+10 votes     reply to comment
wheelmandan
wheelmandan Sep 12 2014, 9:06pm replied:

your evil corey i would love to play this game do you know when We would be able to play.

-2 votes     reply to comment
KhevaKins
KhevaKins Sep 1 2014, 6:23am says:

I can't wait for this to come out and see your take on SW in Sins. I've been itching to play a SW mod for Sins but have played SoGE to death.

+3 votes     reply to comment
Munnaito
Munnaito Aug 31 2014, 4:51pm says:

Been tracking this mod for awhile now; can't wait until it is released! I'm hopeful it'll be just as enjoyable as Thrawn's Revenge, if not more.

+4 votes     reply to comment
Evilonesix
Evilonesix Aug 29 2014, 4:59am says:

I have a queastion, will you guys try to make the galaxay more realistic, like haveing more stars instead of one or five? Also adding moons to gas giants so they can be colonizable?

+1 vote     reply to comment
.Corey.
.Corey. Aug 29 2014, 9:36am replied:

There will only be one "Star" per scenario, and it'll be the black hole at the center of the galaxy. We have absolutely no intention to try to put in a different star for every system and make them actual stars; for one thing, it would double the amount of objects per scenario and mean we can only have half as many actual planets, and that half of them (the stars) wouldn't really serve any purpose except to sit there and force people to not be able to jump directly to planets (is it more interesting or useful to have 100 planets, or 50 planets and have two planets for every planet).

It isn't more realistic, either; nobody ever cared about the actual stars in Star Wars, all that mattered were the planets, except with the Sun Crusher. You can't even really DO anything with them, they're uncontrollable and would just take up space. The AI in Sins is awful at dealing with multi-star scenarios as it is, so can you imagine making them have to deal with like 50? Which would, incidentally, also essentially become the maximum number of actual planets since when you go over 100 you start to see performance issues and half of that is now non-interactive stars. It also means everything is a travel node, so you can get anywhere from anywhere which removes a huge crucial element of the strategy to Sins, and instead of removing one of the most toxic and frustrating mechanics of the vanilla game, the Vasari insta-travel crap that essentially renders any defense moot, becomes the norm.

In future releases we may add a Gas Giant planet type that also has a colonizeable moon, but usually for those we just use the moon itself for that planet (ie Yavin IV) since having the gas giant is kind of pointless. We tend to use the Gas Giant planet type only for planets like Pesitiin or Bespin, where the only thing of note was the Gas Giant itself and there wasn't actually a planet or moon that was known to be colonized.

+5 votes     reply to comment
.Corey.
.Corey. Aug 29 2014, 9:44am replied:

Technically you could say it's more realistic because there was a sun there and therefore it's realistic to have the sun sitting there, but you could say the exact same thing about actual planets; there are technically thousands more than we could ever hope to add in in any scenario. The goal is to pick the things that would have the most impact in a given scenario, and the things that would actually be relevant to commanders and political entities in Star Wars, and there's never a case where having Malastare and its sun is a better representation of the Star Wars galaxy than having Malastare and whatever planet would have to be removed in order to put its sun in.

+3 votes     reply to comment
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