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

...Development...


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 ThrawnsRevenge@gmail.com . 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  (70 - 80 of 712)
OhNoesBunnies!
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
echuu
echuu Jul 14 2014, 12:17pm says:

Will the mod have improved performances? I currently play Sins of a Galactic Empire and the mods lags when there are big fleets on the galaxy map. I never played vanilla, I must admit, so I don't know if that is caused by the mod or vanilla itself.

Ascendancy seems to have great graphics too. That's awesome, but I hope you have some clues for improved performances. :)

Can't wait for the release, keep it up!

+1 vote     reply to comment
.Corey.
.Corey. Jul 14 2014, 12:34pm replied:

It'll always be true that the more planets and units you have on a map, the more likely you are to experience lag; we're doing our best to keep it optimized however, with a lot of our stuff taking fewer resources than their counterparts in the base game, although until everything's actually in it'll be impossible to give 100% accurate metrics. If there are problems, we'll be adjusting it as we go, just like we did with ICW so I wouldn't be too concerned.

+2 votes     reply to comment
jordanthejq12
jordanthejq12 Jul 14 2014, 6:50pm replied:

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.
.Corey. Jul 15 2014, 12:26am replied:

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

+5 votes     reply to comment
jordanthejq12
jordanthejq12 Jul 15 2014, 7:16am replied:

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
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)
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
jordanthejq12 Jul 15 2014, 7:19am replied:

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
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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