Ascendancy Delyxe

Tehulotl

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30 years Ascendancy

1995 - Ascendancy came out. 30 years Ascendancy, congratulations!

2025 - Ascendancy Delyxe or Ascendelyxe 2.2 Mod upload to hopefully enhance the gameplay by far



ASCENDANCY.png



INTRO:
I still remember that Ascendancy was my first game I actually WANTED, conscious decision. I sat in the bus way home from school, and some child had the "PC GAMES" and looked at the page where Ascendancy was introduced, guess what, 1995, and I wanted it, and I got it, and I played it, and I loved it. Then I began to kind of hate it, cause, yes, you scan the enemy AI ship, you see it includes great Special Weapons, it manouvres stupid, it attacks idiot, it stands still, it never uses these Special Weapons, kaboom, gone.

The AI handling of ship movement, ship weaponry, fleet movement, diplomacy, just everything about AI is, oh wonder why, non existent. If you dont write the lines of proper usage for the AI - there just IS NO AI, AND NO PROPER USAGE, you really really have to WRITE IT, or IT DOES NOT WORK. This is not a dream where it miracoulosly happens to function. This indeed is a PC game, and you NEED to WRITE the AI lines, really really > it just can actually use what is written.

The greatest bummer is, that in 2011, Ascendancy for iOS only came out. So, they STILL HAD the source code, they STILL HAD the rights, and....... made the same Ascendancy BS game, just for touchscreen iPhone. After years and years and years and years of rotten announcements, an iOS only version, with absolutely no fixes, but touchscreen - while they STILL HAD the source code, the rights, and the bloody possibility since 30 bloody years, to just pimp these 573 kb Ascend.exe and its SHTy written AI lines to some MB of AI perfection. They had it all. All the time. And did bloody nothing out of it. Hire some student of some PC language gibberish and let him upgrade these 573 kb Ascend.exe to a fully working AI handling of the FKing game in his FREE TIME JUST FOR FUN, encode it, and send it out - still a DOS game, and EVERYBODY with DosBox would STILL PLAY IT.


WORX.png



Ascendelyxe 2.2 Mod:

End of 2012 I found out how to change the Ascend00.COB via using Notepad++. Around 2013 my Supremacy and Totally Cracy Mod came out, and a german guy called "Franky" contacted me, and experimented for his own version, to just change Special Weapons into common weapons, I doubted the outcome, cause I am a negative axehole, unbelievable I know, :), BUT, it worked, and since, all of these badaxe weapons shoot.

Then my Ascendancy Delyxe 1.6 came out. With a Total War diplomacy, just all versus all.
Then my Ascendancy Delyxe 2.0 came out. Far better Tec Tree. With Warmongers and Peacekeepers diplomacy.
End of 2024, I really tried hard to finalize my Ascendancy Delyxe, or Ascendelyxe Mod, to perfection, my 2.2 version.

I CANNOT HELP non existent AI code to function. I dont have the source code. The creators of Ascendancy still have the source code obviously, and the rights, obviously, and still dont want to add one single line of Ascend.exe Dos Game code to enhance the gameplay, which would STILL BE DOPE in 2025! It STILL IS NOT TOO LATE, to re-gain brain capacity from zero to hero. STILL, to write MORE LINES into the original Dos Game .exe, would have players and fans, imo, just imagine: A 2 MB fleshed out Ascend.exe to kick yo axe.


I really tried hard to re-gain some quality play for Ascendancy, and my 2.2 includes this:

> The annoying torturing ping sound is gone
> The annoying Transport Tubes are gone
> The Tec Tree from 2.0, slightly better
> The Planetary Items are far better
> The Ship Items are far better
> The Items texts are far smoother
> The Diplomacy texts are far smoother
> The Diplomacy is Warmongers, Peacekeepers
> War, Peace, Alliance, are ALL possible FOR ALL
> 4 Difficulty Levels, Easy, Middle, Heavy, Brutal

You need 4 free workers for the ShipYard, and 16 free workers for the Orbital Docks.


I really tried hard, to accomplish some kind of quality play for Ascendancy, and I call it Ascendancy Delyxe, or,


Ascendelyxe 2.2. DOWNLOAD:
 

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Hi, thanks for all the time and effort you've put into this - it makes the game much more challenging, and I like the white/black square changes too. I can't seem to be able to build Orbital Docks even after they've been researched; not sure what I'm doing wrong. If you have any thoughts, let me know. Thanks again!
 
Oh, yeah, this could be a major bummer.

You need 4 free workers for the ShipYard, and 16 free workers for the Orbital Docks.

I wrote it somewhere within README, but I should have written it in HUGE RED, right at the start of it.

The problem was, that the AI doesnt even build Orbital Docks, or, if it does very rarely, it doesnt use them. PLUS, the AI planets tend to "build to death", no free worker anymore, no progress anymore, dead end. To circumvent this into a planet built, which is very successfully done by AI, AND, hard to build, AND, fun to build, AND, automatized to build, I did this:

Once, I increased the population for all planets to prevent dead ends, BUT, this makes all planets basically the same built. Now, I decreased the population for all planets, BUT, gave white/black square builds, made most Orbital Shields/Weapons workerfree, but gave ShipYard 4 workers, and Orbital Dock 16 workers for a maxed out building experience which will work automatized/for AI too. I want Orbital Dock as a strategic most expensive and hard to get resource! Which will eventually be automatized late in game to cut it back, BUT, not EVERY planet can get a Dock now, just the best!

Would like to hear if all of this is actually a GOOD, or rather BAD idea. :)

:banana:EDIT Feb2026: Would REALLY like to hear if all of this is actually a good, or a bad idea!:banana:
 
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Hey Tehulotl,

Came across your thread and had to reply — I've been working on something parallel and the overlap is too close not to say hi.

Background: long-time Ascendancy fan. Logic Factory's original is one of those games that's been sitting in the back of my head for years - never quite got the sequel it deserved, and I've checked in periodically hoping someone would pick up the torch, but nope...

So, a couple of months ago I got the urge, but instead of going through the hassle of finding/downloading and setting it up, I sat down and started building one. It's called Imperium - a from-scratch spiritual successor in Godot 4. Essentially a re-creation of the original Ascendancy ruleset (as best as I could find information for and remember) but with modern graphics, a real strategic AI that actually plays with you, and the QoL stuff the original never had.

It's feature-complete and currently in closed beta. I've got a couple of testers and I'll be honest - closed testing has been a slog because most of my circle aren't 4X people. They poke at it for an hour, get a bit lost on the colony screen, and bounce. Fair enough, but I really need eyes on it from someone who gets what made the original tick.

Which is why your thread hit me. You're clearly deep in the Ascendancy headspace in a way that 99% of people (even those that played the game) aren't. If you'd be willing, I'd love to have you try the build and tell me what's wrong with it - what doesn't feel right, what mechanics I've got wrong... Honest brutal feedback over polite :)

Builds for Mac and Windows are ready when you are - happy to send the closed beta privately. (A Steam Playtest is going up shortly if that's more up your alley, but I would really prefer to connect before then.)

One longer-term thought, but absolutely no pressure: my plan (or maybe more accurately "my hope") past the 1:1 successor is to grow this into something bigger over time - new species, new tech branches, deeper diplomacy, maybe a campaign layer. I've been wrestling with how to do that well as someone who isn't really a game developer or as embedded in the 4X scene day-to-day. If our takes on what an Ascendancy successor should be turn out to align, that's the kind of project that's a lot more fun (and a lot more likely to actually be good) with a collaborator. But that's miles down the road from "does the planet UI feel right."

To peak your interest, I am attaching a few screenshots from Imperium. :)
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Hey Tehulotl,

Came across your thread and had to reply — I've been working on something parallel and the overlap is too close not to say hi.

Background: long-time Ascendancy fan. Logic Factory's original is one of those games that's been sitting in the back of my head for years - never quite got the sequel it deserved, and I've checked in periodically hoping someone would pick up the torch, but nope...

So, a couple of months ago I got the urge, but instead of going through the hassle of finding/downloading and setting it up, I sat down and started building one. It's called Imperium - a from-scratch spiritual successor in Godot 4. Essentially a re-creation of the original Ascendancy ruleset (as best as I could find information for and remember) but with modern graphics, a real strategic AI that actually plays with you, and the QoL stuff the original never had.

It's feature-complete and currently in closed beta. I've got a couple of testers and I'll be honest - closed testing has been a slog because most of my circle aren't 4X people. They poke at it for an hour, get a bit lost on the colony screen, and bounce. Fair enough, but I really need eyes on it from someone who gets what made the original tick.

Which is why your thread hit me. You're clearly deep in the Ascendancy headspace in a way that 99% of people (even those that played the game) aren't. If you'd be willing, I'd love to have you try the build and tell me what's wrong with it - what doesn't feel right, what mechanics I've got wrong... Honest brutal feedback over polite :)

Builds for Mac and Windows are ready when you are - happy to send the closed beta privately. (A Steam Playtest is going up shortly if that's more up your alley, but I would really prefer to connect before then.)

One longer-term thought, but absolutely no pressure: my plan (or maybe more accurately "my hope") past the 1:1 successor is to grow this into something bigger over time - new species, new tech branches, deeper diplomacy, maybe a campaign layer. I've been wrestling with how to do that well as someone who isn't really a game developer or as embedded in the 4X scene day-to-day. If our takes on what an Ascendancy successor should be turn out to align, that's the kind of project that's a lot more fun (and a lot more likely to actually be good) with a collaborator. But that's miles down the road from "does the planet UI feel right."

To peak your interest, I am attaching a few screenshots from Imperium. :)
View attachment 766427
View attachment 766440
View attachment 766441

View attachment 766434View attachment 766433

View attachment 766431
View attachment 766429
Hey @danonne I loved the original Ascendancy! Your version is looking amazing. I'm also a Godot dev, working on a game that spiritually hails from those days too. My game Imperialist takes a lot from the Imperialism series, Colonization and Conquest of the New World. 90's were the golden era of strategy!

Anyways, do you have a discord? or Youtube? Would love to keep up with your progress. :)
 
Hey @Dale
Thanks for the response and kind words. :) Good to meet a fellow Godoter :)
I have posted a new thread with more details and a discord link, don't want to highjack Tehulotl's thread. Just waiting for it to get approved, so everyone can see. It's in the same sub-forum as this thread.

At this point I believe that the game is >95% complete. I'm sure there may be some bugs especially in late game (this is harder to test as games can take a long time to finish), and I am still working on the intro sequence, but other than that, I think it's in good shape.

Anyway, not sure if that new thread will get approved soon or not, so here is the discord link so long for anybody who wants to learn more. https://discord.gg/5nd8m4ySwN
 
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