JasonFJ JasonFJ

"Star Wars - Requiem" mod for Entrenchment and Diplomacy

"Star Wars - Requiem" mod for Entrenchment and Diplomacy

The war begins...

http://sins.imperial.cc

About

For all you Star Wars fans, I've finished off the latest version of a mod which adds the Alliance and Empire as new races. This is a playable versus the existing Tech/Advent/Vasari races, and balanced against them.

"Star Wars - Requiem" is a mod for Sins of a Solar Empire - Entrenchment and Diplomacy that brings the following:


  • 2 new race; Alliance and Empire
  • 6 new strike craft; TIE Fighters, TIE Bombers, TIE Interceptors, X-Wings, B-wings and A-wings.
  • 11 new frigates; Nebulon B, Nebulon B2, Lancer Frigate, Tartan Patrol Craft, Carrack Gunship, Corellion Gunships, Corellion Corvettes, Siege Frigate Mk II, MC30b series, Acclamator I frigates and Galofree Transports
  • 9 new cruisers, Interdictor, Enforcer, Escort Carrier, Loronar Strike cruiser, MC40a light carriers, Nebulon B escorts, Bulk cruisers, Assault Frigate Mk I and Dreadnaughts
  • 9 new capital ships; Victory II-class Star Destroyer, Victory IIC-class carrier Star Destroyer, Imperator-class Star Destroyer, Imperial II-class Star Destroyer, Mon Calamari 80 and 80a, Mon Calamari Defiance and Libery class and Venator-class battlecruisers.
  • 2 new starbase: the Alliance XQ1 platform and the Empire with an Executor Super Star Destroyer starbase model
  • 3 new weapons; concussion missles, proton torpedos and ion cannons
  • 60 new ship names with unique Alliance and Imperial star destroyer names
  • 23 new music themes consisting of ambient and battle soundtracks
  • over dozens of new ship audio and sound effects
  • Star Wars player portraits
  • Alliance and Empire icon symbols
  • a modified Alliance and Imperial research tree, with unique abilities (Interdiction, Tractor Beam, Shield Focus. Boarding Party, Rebel Defenders etc,)
  • Star Wars EU immersion through appropriate ship use, laser color replacement for all ships and text descriptions updated
  • Credits

    1. This mod was created by JasonFJ, a Star Wars fan and avid gamer, who somehow managed to thrash out this mod despite holding down a full time job and one hell of a fine girlfriend. Appreciate my sacrifice!
    2. Goafan - The only other modder for Requiem, a great co-conspirator who has contributed a lot to the evolution and improvements of Requiem. Also the author of the "Requiem Plus" add-on.
    3. George Lucas - Full tribute belongs to George Lucas who as we all know was the originator of all thought and material that now comprises the Star Wars universe. George if you're ever in Singapore or Australia drop me an email I'd like to buy you dinner sometime. If you're a Lucasarts legal suit looking to sue me for copyright, consider how much free publicity I've given the company and franchise and consider sending me a $10,000 cheque for my time
    4. EvilJedi - for the significant graphics and audio effects that are the cornerstone of the mod without which I probably would never have done this mod.
    5. Gurkoz -  for the incredible sound effects that make this mod even better.
    6. ManShooter - for the Volumetric Explosions mod which was included in Requiem Entrenchment to v2.8... truly a god-like graphics enhancement!
    7. Tohklidan -for components of Celestial Bodies mod that really inspired me to work on the celestial bodies artwork.
    8. Uzii -for the planet textures and inspiration that came from the awesome Sins Plus mod.
    9. Bailknight and Moguta - for the original and continued development of this mod which I've adapted for use with Requiem Diplomacy.
    10. Credits to Grundel for the icon button graphics
    11. Thanks to Warmaster and all his info and guidance on making this mod as true to the Star Wars Universe as possible.
    12. Thanks to Carl for providing and prompting me to introduce the Alliance and Empire theme icons.
    13. A salutation to John Williams, the composer who wrote all the Star Wars movies music. If you like the music you can buy the official Star Wars music CD with all the songs from all the movies.
    14. Thanks to many posters over in the official Sins->Modders forum for all your helpful posts. Stimon000 and Vunda for early suggestions. Special mention to MajorStress and Harpo for helping out on the forums and contributing valuable material to not only Requiem, but the modding community in general.

    Downloads

    http://sins.imperial.cc

    For installation help click here.
    For help with bugs or reporting click here.

    Hope you enjoy it as much as I enjoyed making (and playing it) myself!

    2,301,168 views 827 replies +6 Loading…
    Reply #401 Top

    Hey wait 2.5 came out O>O where can i get it cause i click on the website and bam only having me routed to the forums

    Reply #403 Top

    Thanks Lord ZATH :andrew:

    Reply #404 Top

    ok so running install.bat after extracting the zip into the mod folder and overwriting every file seems to have helped bring the checksum into alignment with what jason posted.  However, I am still encountering the same problem w/the starbases - no abilities :(

    Reply #405 Top

    I missed some lines in the Imperial starbase entity but it's now fixed. :(

    v2.5.1 patch has been uploaded again. I'll upload a full version 2.5.1 release once you guys let me know that the patch is stable (otherwise people will download the fulll version and kill my bandwidth!)

    Hopefully no bugs.. and don't forget to run install.bat to clean up old, unused files that will mess with the checksum)

    Reply #408 Top

    It's still uploading :)

    Edit: it's uploaded now, should be good to go

     

    Reply #409 Top

    Quoting JasonFJ, reply 408
    It's still uploading

    Edit: it's uploaded now, should be good to go

     
    End of JasonFJ's quote

    404 Not Found , The requested URL /Files/Requiem_v2.4_to_v2.5_patch.zip does not exist.

    Reply #410 Top

    Btw  are you going to add the Millenium Falcon as a  heavy cursier of alliance side at some point ?

     

    Ok it working now had to refresh the page :) to get it to work right .

    Reply #411 Top

    Quoting Strikestorm49, reply 410
    Btw  are you going to add the Millenium Falcon as a  heavy cursier of alliance side at some point ?

     

    Ok it working now had to refresh the page to get it to work right .
    End of Strikestorm49's quote

     

    Heavy Cruiser? That's a bit out of scale as the Millenium Falcon is only a bit bigger than an X-wing. There was talk of adding it as the trade ship but that was about it.

    Reply #412 Top

    Dont forget the hotfix as well (currently 2.5.3, 5k download)... left some debugging stats in there and forgot to remove them.

    Milenium Falcon... well there are a few issues with that;

    1) It defeats the lore.... the Milenium Falcon was never out in the Far Outer Rim.

    2) If I wanted to add the Falcon as a unique ship, there isn't a way to currently limit ship building to just one ship. Worse, if the Falcon was destroyed it would mean the end to Han and Chewie.

    3) Even if I added it as a generic freighter type, there isn't really a place for it (unless I replaced trade ships with it's mesh, in which case it's a big trade ship and doesn't add much to the game)

    Requiem has pretty much reached the maximum of it's potential. Short of adding some unique research elements, ship abilities and replacing some planet module meshes there isn't a lot that can be done without breaking the balance against Tech, Advent and Vasari races.

    P.S. Goafan will hopefully produce a "Plus" extension to Requiem 2.5, which I will no doubt scavenge pieces of and incorporate into the main release. You have him to thank for the new planet types and planet bonuses really :) On that note I'm heading to bed... I've just been in a frenzy doing hotfixes because of the debugging stuff I forgot to take out!

    Reply #413 Top

    Jason, thanks for quickly fixing the issues.  I have downloaded the hotfix but haven't installed it yet - though your re-upload of 2.5 has solved the starbase issue.  Part of the reason I haven't installed the hotfix yet is I kinda like tartan patrol craft that can move faster than fighters and colonize planets :)

    Reply #414 Top

    Could you possibly upload a 2.5.3 full version? I hate updating, as it always seems to not work for me, with all the extracting and replacing files, and getting the right checksum.

    Reply #415 Top

    lo all :)

     

    just one question: are u planning to implement manshooters dynamic battle system? i think it would be cool to have moving ships during battles...

     

     

    greets

    dennis

    Reply #416 Top

    da_snada- ManSh00ter's DBS has already been turned down for Requiem.

    Reply #417 Top

    Quoting Beric01, reply 414
    Could you possibly upload a 2.5.3 full version? I hate updating, as it always seems to not work for me, with all the extracting and replacing files, and getting the right checksum.
    End of Beric01's quote

     

    It will be done eventually, but Jason won't be able to do it until at least Friday, as he is away from his modding computer.

     

    Dynamic battle system is pretty much ruled out due to lack of support and issues with lore and most of all game balance.

    Reply #418 Top

    BUG FOUND!

    Tartan scout does not use recon drones even after research.

    And where can I see the full list of new planet bonuses? They are very interesting!

    I've seen Sith ancestry, submerged colonies, etc...and they are very cool!

    Ah, I also saw String not found-Trade income 20% (Icon shows pile of logs)

    Good job! Nice work!

    Reply #419 Top

    Yep, the Tartan is missing 'AbilityImpProbe' as its second ability.  You can mod it yourself, but you'll have to know how to convert 'FrigateImpScout.entity' from binary to text.  If you can do that, here's the fix

    Search 'FrigateImpScout.entity' for 'ability:1' (Line 137).  Between the quotes add 'AbilityImpProbe'.  It will look like this;

     

    ability:1 "AbilityImpProbe"

     

    Otherwise, you'll have to wait for the mod devs to fix it.

    Reply #420 Top

    I installed this mod for the first time today, and activated it under the modding section. It played for about 15-20 minutes and then I get a minidump error.

    Reply #421 Top

    I used to get CTD's about 15-20 minutes in.  I turned all my effects settings from highest to high and no problems anymore.  Give that a try.

    Reply #422 Top

    Bug report;

    PlanetNoAtmosphere.entity and PlanetGasGiantStable.entity need another stage added to their aritifact levels.

    Reply #423 Top

    My only complaint about this otherwise incredible mod, is that the lasers look funky in space combat. They don't quite impact the target, as much as go through it, while still registering shield hits etc. Did I perhaps install the mod incorrectly? Is there anything I can do?

    I know it seems like a silly qualm to have, but little things like that just start to eat away at me hehe.

    Reply #424 Top

    Quoting VarekRaith, reply 422
    Bug report;

    PlanetNoAtmosphere.entity and PlanetGasGiantStable.entity need another stage added to their aritifact levels.
    End of VarekRaith's quote

     

    This is a known issue, I'm pretty sure I know the problem. Will be fixed in the next version for sure.

     

    Quoting Mayes, reply 423
    My only complaint about this otherwise incredible mod, is that the lasers look funky in space combat. They don't quite impact the target, as much as go through it, while still registering shield hits etc. Did I perhaps install the mod incorrectly? Is there anything I can do?

    I know it seems like a silly qualm to have, but little things like that just start to eat away at me hehe.
    End of Mayes's quote

     

    Yeah, getting good looking turbolaser effects is harder than you'd think. It is not a problem with your computer or install. I imagine they will get an overhall eventually.