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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Ecumenopolis Redux Kariek Cruiser Reskin Imperial Fleet Adjustments
Blog RSS Feed Report abuse Latest News: Dev Diary #11: Admiralty and Migration

10 comments by .Corey. on Jul 22nd, 2014


There are two primary variables related to planet population: max population, and population growth rate. In Sins, this was all very standardized and not especially interactive. Each planet was sort of left to its own devices and either ended up with a high population or didn't, depending on tech. In Ascendancy, we're looking to give a bit more depth to planetary population. Each planet type has a different value for these levels. Some types, including the Ecumenopolis (ie Coruscant) and Temperate (ie Corellia) types have both high max population caps and growth rates. Others like Volcanic and Ice have both low caps and low growth rates. However, there are several types which have the capacity to support large populations, but require assistance to get there quickly, most prominently the Arboreal and Desert planets.

Dev Diary #11: Admiralty & Migration

In order to promote more interactivity here, we have given your dropships (The Sentinel, Gallofree and Consen) a set of new abilities to help transfer your populations as you see fit. The first ability (Migration: Load) is cast on the planet you want to take the migrants from, which increases your dropships' supply. The second ability (Migration: Unload) then drops this population off on the destination planet, increasing the population there. Just to clarify, this is used on planets you already own; it is not colonization. Each dropship starts being able to use the Unload ability once after being constructed before having to load up again. We're also toying with the idea of a new logistic structure which increases population capacity or growth rate on the planets, but that's less fleshed out.

...Fleet Commanders...

Once of the most common questions we're asked is if we're going to include heroes in the mod, and the answer to that is technically no, but also sort of yes. In the Flagship victory mode, your flagship will be a prominent ship from that faction; Ackbar in Home One, Thrawn in Chimaera, Kres'ten'tarthi in Battlehammer, Ivpikkis in the Shriwirr (or Keermak in the Errinung'ka, we haven't decided), Tenenial Djo in the Star Home, and Tsa- *Muffled noises.*

Imperial Fleet Adjustments

While regular heroes are possible to do in other game modes, we don't quite want to go that direction in Ascendancy. We have, however, added new types of supportive capital ships: fleet commander flagships. In combat, these flagships are essentially identical to their non-flagship varieties, though with slightly better defenses in order to ensure they don't always end up being focused too soon. Their main role is to be buff carriers. Each one has a set of four abilities, which, while varying slightly by faction, fall within similar categories and scale very well with levels: (numbers aren't real, just to give an idea)

Assault Command: Increases damage output of frigates and capital ships by 2/4/8/16%
Defense Command: Increases damage output of defensive structures by 2/4/8/16%
Fighter Command: Increases damage output of fighters by 2/4/8/16%
Supreme Commander/Grand Admiral: Requires level 8, effects vary by faction.

You cannot have two Commanders using Assault Command at the same time on the same fleet, and the flagship variants take roughly 1.5-2x as much supply as their regular versions, so while it's good to build a few to lead your fleets, they are certainly not meant to be mass-produced. Currently each faction gets three versions, based on three of their primary capital ships with one or two exceptions. The goal of this is to reward players for training their admirals with raids and different engagements, and to encourage maximizing your DPS by maintaining more than one main fleet in scenarios where that's feasible.

Kariek Cruiser Reskin

Once again, keep in mind everything we talk about in these dev diaries isn't set in stone and is still always being altered. If you have a suggestion or critique about this mechanic, feel free to leave a comment or post it in the Migration Discussion topic on our forums. We also have a topic for discussing fleet commanders. This is all still in alpha stage so there's a lot of ideation and testing going on on things that may ultimately not be kept if they're determined to not work, so feel free to suggest any changes or additions.

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Post comment Comments  (30 - 40 of 676)
OhNoesBunnies! Jul 15 2014, 11:22pm says:

I'm gonna find a way to play as these minor races!

Because Spess Dinosaurs!

+1 vote     reply to comment
.Corey. Jul 16 2014, 7:37pm replied:

We're currently internally debating some things about that.

+3 votes     reply to comment
OhNoesBunnies! Jul 17 2014, 11:03pm replied:

I do wait to hear more! This mod is already sitting next to STA3 as my favorites.

+1 vote     reply to comment
jordanthejq12 Jul 14 2014, 6:50pm replied: Online

As long as it beats SoaGE in performance I'm fine. I don't even dare to try it, since it looks like it'll choke my system.

-3 votes     reply to comment
.Corey. Jul 15 2014, 12:26am replied:

If you haven't tried it that seems like a somewhat unfair basis to judge it on.

+4 votes     reply to comment
jordanthejq12 Jul 15 2014, 7:16am replied: Online

Well then I'll try it. Though I'm glad you've done all this work to help performance.

+1 vote     reply to comment
echuu Jul 14 2014, 1:05pm replied:

Thank you for the answer, I checked and those lags maybe caused by having too many fighters on the map. SoaGE solved it by an addon which "condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change."

Maybe that should help you? :)

+1 vote     reply to comment
Gul-Dukat(tech) Jul 21 2014, 6:41pm replied:

reducing trade ships by as many as possible can reduce the lag effect too. if you have a vast trade and refinery network with say 4-6 trade ships a station it can drag on performance a bit.

+1 vote     reply to comment
jordanthejq12 Jul 15 2014, 7:19am replied: Online

The plan is already to have four fighters to a squad, if I read one of the news posts correctly. But fighters are certainly one means of improvement.

+1 vote     reply to comment
echuu Jul 15 2014, 1:46pm replied:

One idea would be to keep all fighters docked in their motherships by default (for the IA and the player), and be automatically launched when the motherships attack or are attacked.

Or make the player unable to see his allies' fighters, to save ressources. or maybe it is possible to add some lods/2D sprites? Don't know the engine very well.

+1 vote     reply to comment
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