[video]https://www.youtube.com/watch?v=r-UqOc8w4uE[/video]
CoreyTR
...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
New Kariek Cruiser texture:
...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 dept
....The Ssi Ruuvi Imperium... If you missed it, you can read what it means to be a non-playable faction in Ascendancy in our post about the Hapes Consortium, the other one which has a lower concentration of space dinosaurs, by <a class="bbc_link" href="http://thrawnsrevenge.com/f
A rundown of what it means to be a non-playable faction in Star Wars: Ascendancy. ...Non-Playable Factions... The Star Wars galaxy is a big, diverse place. Even in the known galaxy,
Fighters have always been a vital part of space warfare in Star Wars, from destroying the Death Star at Yavin, to single-handedly flying into the command bridge of the Executor and making it take a wrong turn into the other Death Star, to launching Shadow Bombs against the Vong. How we intend to handle fighters has also been one of the most common questions, so we're going to address part of that today. <p
[i]Disclaimer: As the mod is still in early pre-alpha stage, all specific numbers are merely placeholders to test overall systems and not necessarily reflective of final plans or actual values[/i] [b]...Sins of a Research Department...[/b] In the previous updates we've stressed two of the most important things we're hoping to accomplish in developing Ascendancy, being an attempt to make each faction feel unique, and giving the player the chance to make meaningful choices.
I once had to do tech support for somebody who kept on saying our mod wouldn't run. Turns out he'd deleted his exe for the game and nothing worked... So yeah, it's always good to start with the basic.
Sorry for such a long hiatus, but this semester had us all pretty busy, and before that we were focusing on the ICW beta (the full version of 2.1 should be out soon, for those who follow both mods). With the release of 2.1 and me having some time off of school, we should be able to get a lot more done. In order to remedy the sorts of situations where we can't post full news posts for
The Imperial Remnant [b]...History...[/b] [i]"One Empire, one fleet-- only this will guarantee us victory."[/i] - Natasi Daala Without the forceful presence of the Emperor, the Galactic Empire could not survive. After the death of Emperor Palpatine at Endor, the Galactic Empire split into several distinct factions ru
Altor ingame, and also a video of some scaling stuff: [video]http://www.youtube.com/watch?v=D0egXByIcZE[/video] Visit our forums: http://gutr.swrebellion.com/forums/ Watch on Facebook https://www.facebook.com/pages/Thrawns-Revenge/20781119569
A better view of the Quasar shown in the Y-Wing screenshot. This should give a better sense of scale as well.
Some X- and Y-Wings being deployed from a Quasar, and some edits to UI colouring to make it a bit less dominant on the screen.
Imperial Remnant vs Empire of the Hand
ModDB: http://www.moddb.com/mods/star-wars-ascendancy Forums: http://gutr.swrebellion.com/forums/index.php The new UI, and a screenshot of the X-Wing ingame: https://www.youtube.com/watch?feature=player_embedded&v=t82Esq6_9_I (UI Pre
Hey everyone, Once again, we're looking for a few (15-20) brave people to volunteer to test the 1.0 release
Imperial Star Destroyer ingame.
When you need to defend your planets, often it is unfeasible to maintain a strong fleet presence at all possible targets. In these times, the New Republic and Imperial Remnant turn to the Golans for local defense. The smallest of these, at 1231 meters is the Golan I, pictured on the left. This platform is sufficient to handle most small corvette and frigate raids, however anything larger is capable of overpowering them. The second, almost twice as large at 2158 meters, is the Golan
We've posted a more or less complete unit list for the Imperial Remnant (actually by far the least complete faction at this stage) on our forums, indicating the progress on each ship. We'll be updated it as we go. It can be found here .
Thanks to all of your amazing support, both Ascendancy and Imperial Civil War have made it into the top 100 in the MotY awards for 2012, so here's something cool to look at as thanks from us. Let's see how far we can get. Rather than just let this be something to look at, I'm going to make you all read too. We haven't really talked much about specific changes we pl
[quote who="Nomada_Firefox" reply="46" id="3287956"] But just curious what are the other 3 SW mods? I know one, the mod from Codeuser made probably with TR work. It can be good but our ideas are very different.[/quote] Just to clarify, Ascendancy is being made by TR, which includes Codeuser, not the other way around. He didn't even own the game until around last weekend so most of the work thus far has been myself and Davis.
The final Mon Cal ships to go ingame.
We've posted some more content including a B-Wing render and ingame screenshot over at our ModDB gallery .
Thanks, yeah it is.