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

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

...Migration...

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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rumiks
rumiks Jul 1 2014, 8:16pm says:

looks awesome so far guys will you be putting heroes in the mod? if so change the empire a little please

-2 votes     reply to comment
Piemanlives
Piemanlives Jun 29 2014, 9:25pm says:

So question, as we saw in the team's other mod Thrawn's Revenge, the tech system was based on era progression which I found to be pretty interesting due to the fact that vessels would become unavailable and new ones would eventually take their place. With sin's tech tree system, how are you guys planning the research system, for I don't know how flexible sins can be when it comes to research.

+1 vote     reply to comment
.Corey.
.Corey. Jun 29 2014, 10:59pm replied:

We plan to use the tech tree primarily as a way to emphasize the differences between factions, and we want to avoid the Sins tech tree style where every faction just has the same flat upgrades to everything that mean by late game everyone's back on equal footing. There's a few things we may do with the Remnant in particular. We aren't trying to replicate the era system, however.

+3 votes     reply to comment
Revan_Shadow-Slayer
Revan_Shadow-Slayer Jun 29 2014, 5:21pm says:

A lot of your screenshots you have been taking have been breathtaking, however, most of them have been in a lower resolution than 1920 x 1080, but your most recent image with the tie bomber was in 1080. Does this mean that we may be able to see some nice, high resolution images of a Super Star Destroyer? If so I would be the happiest person alive...

+1 vote     reply to comment
Enceladus
Enceladus Jun 29 2014, 7:44pm replied:

It's definitely a possibility. You have to remember that it's not just one person taking screenshots so the resolution can vary since we are all using different computers. I think that this generally equates to a range of screenshots from 1600 x 900 px to 3200 x 1800 px.

+1 vote     reply to comment
Revan_Shadow-Slayer
Revan_Shadow-Slayer Jun 29 2014, 9:39pm replied:

Okay, that makes sense, I thought it was kinda odd that the resolution had changed multiple times, but people having different monitors would make a lot of sense.

But yeah, if you posted a 1080p, or maybe even a 3200 x 1800 image of a super star destroyer, or any of the star destroyers (if it was an armada of ISDs alongside an SSD that would be amazing) I would have no choice but to worship you people...

+1 vote     reply to comment
Enceladus
Enceladus Jun 29 2014, 10:29pm replied:

A fleet of space triangles is always an excellent photo opportunity. I wouldn't be surprised if one popped up either here or on our forums in the future.

+2 votes     reply to comment
Revan_Shadow-Slayer
Revan_Shadow-Slayer Jun 29 2014, 11:16pm replied:

I guess I'll just watch to watch for one, I've been wanting a good background to use on my desktop.

+1 vote     reply to comment
AdmiralAckba
AdmiralAckba Jun 28 2014, 2:15pm says:

been playing for over a year now, and I have to say this is the mod I've been waiting for.

+1 vote     reply to comment
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