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


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 . 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  (40 - 50 of 712)
Guest Jul 28 2014, 11:12am says:

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Slevered Aug 3 2014, 1:03pm replied:

Every building will be getting a replacement in some form or another. Because we understand some of the limitations of adding a mod to the Sins Engine, we end up using similar buildings for other factions.

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.Corey. Jul 28 2014, 11:41am replied:

All of the buildings have been remade based on either canon stations, or, in the case of the Trade Station, Ralph McQuarrie's concept art.

As for planets, "Coruscant" style planets are their own planet type, called Ecumenopolis. The first picture in the gallery right now is already one of them. They're very rare and pretty valuable, so they're never going to be home planets unless you specifically move your capital there, or in the pre-set scenarios where players start with more than one planet. Home planets are typically going to be Temperate planets, like Dantooine or Naboo.

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Guest Jul 28 2014, 12:52pm replied:

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valinhorn Jul 24 2014, 11:31pm says:

May I inquire as to if any of yal are on QuizUp playing the Star War quizzes? Showed me how much I hadn't read

+1 vote     reply to comment
.Corey. Jul 28 2014, 11:38am replied:

Slornie is, I think.

+1 vote     reply to comment
Slornie Jul 28 2014, 3:03pm replied:

Yeah, I am now as of reading valinhorn's post yesterday. I tend to do alright except for anything a) KotOR, b) TCW, or c) Legacy. Currently I'm in "Top 10 United Kingdom for July", whatever thats worth. :P

+3 votes     reply to comment
valinhorn Aug 14 2014, 6:07pm replied:

Nice Slornie. Just sent u a request

+1 vote     reply to comment
.Corey. Jul 25 2014, 11:41am replied:

It's not really loading a LOD per se; when you're far enugh away from something, it stops rendering it at all and just shows the icon. This goes for both ships and planets. So, spacing them out doesn't really solve anything from a graphical or performance perspective, I'd think, though our planets tend to be rather spaced out (it's a side effect of having all the maps made from one giant map I made of every planet we're using, plotted more or less accurately, which has to take into account more compact Star Clusters like Hapes, along with more spaced out areas like the Outer Rim).

The lag people experience in Sins is typically CPU related since the game is single-threaded and keeping track of a lot of things at once. Particle lag in large battles is also a big offender, sometimes. For this reason, some of the biggest causes of lag are fighters and mines. Especially fighters. This is one of the reasons for our fighter supply system; we're able to represent all the fighters a ship had, without actually putting them on the field at once.

+1 vote     reply to comment
echuu Jul 25 2014, 6:57pm replied:

All right, thanks for the answer!

+1 vote     reply to comment
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