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  (50 - 60 of 712)
echuu Jul 24 2014, 9:59pm says:

I'm playing Star Trek : Arma 3 these days, and I noticed I never (or rarely) lag when playing on small maps (obviously) or bigger map with isolated planets (ie each planet is rather distant from the others). If so, when zooming on a specific planet the other ones are far and the game seems to load only LODs, which save ressources.

Maybe a good way to keep good performances in Ascendancy would be to create long hyperspace distances. It would improve a lot the strategic aspect too, since it will require much more time to use reinforcements because of the travel time.

What do you think about that idea?

0 votes     reply to comment
TheAutumnAvenger Jul 23 2014, 6:06pm says:

I am eagerly anticipating to destroy the Rebel scum with a fleet by the one and only Grand Admiral Thrawn.

+1 vote     reply to comment
Superundertaker79 Jul 23 2014, 1:17am says:

the mod looks great so far cant wait for it full release

+3 votes     reply to comment
jordanthejq12 Jul 23 2014, 12:15pm replied:

Amen to that!

+3 votes     reply to comment
Mister_Vogel Jul 22 2014, 10:17am says:

I'm really sorry if these questions have been answered already,but 1)Will there be any new planet textures(for urban planets such as Corusant,etc) and models(for example,Kuat),2)Will there be the complete re-voicing of the ships and 3)Will there be a Galaxy Forge specifically for this mod ? Once again,sorry if all this was answered already.

+2 votes     reply to comment
.Corey. Jul 22 2014, 10:39am replied:

1. Yes, there will be appropriate planet textures for the new planet types including Ecumenopolis planets (of which Coruscant is the most famous example). Planet models and textures take up considerable resources, however, so we don't intend to do unique models for specific planets like Kuat which could only be used once. Kuat is considered a Tier III Terran planet.

2. Yes, there will be custom VOs for everything.

3. The mod will be compatible with the Galaxy Forge (as every mod is)

+4 votes     reply to comment
Mister_Vogel Jul 22 2014, 10:51am replied:

Ok,thanks for the answer,Corey.Also,i thought the Kuat planet model could be used for,i don't know,industrial or shipyard planets,so it won't be used just once.

+1 vote     reply to comment
.Corey. Jul 22 2014, 11:26am replied:

It can't be used as a generic shipyard planet model since pretty much every famous shipyard was a different type of planet. Mon Calamari was Oceanic, Bilbringi is an asteroid, Yaga Minor is a forest, etc. The orbital ring shipyard style was also pretty exclusive to Kuat as well.

It can't be used as an industrial type because the only thing really industrial about it is that it had the rings, which are specifically shipyards, whereas any actual industrial planets (like Mechis III) would be on the planet itself.

+4 votes     reply to comment
Mister_Vogel Jul 22 2014, 12:25pm replied:

Ok,once again,thanks for the answer.I suppose you're right.Guess i've been playing too much SoGE lately...

+1 vote     reply to comment
jordanthejq12 Jul 20 2014, 10:08pm says:

August? You've got a date? Awesome!

+2 votes     reply to comment
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