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!

    2,301,263 views 827 replies +6 Loading…
    Reply #276 Top

    Hey Jason, is there any way to get the Celestial Bodies mod to work with yours? The only thing better than laying waste to rebel scum as the Empire is doing so while colonizing awesome looking planets.

    Reply #277 Top

    Hehe I totally agree.

    I'll be releasing the Requiem v2.4 enabler mod this coming week.

    Reply #278 Top

    Bah, still no Golan 3? :'(

    Reply #279 Top

    I believe Jason is still having that rotation issue with the Golan, hopefully he'll find a way to fix it soon and add it to 2.5

    Reply #280 Top

    Yes, the Golan 3 that the 7DS team have is rotated on it's side. I was hoping someone would fix that, or send me the 3DS Max or XSI mesh to do it myself... but nothing so far.

    If anyone happens to have a fixed mesh or UV textured meshes I should be able to rotate and fix it pretty easily.

    Reply #281 Top

    You might want to talk to EvilleJedi about the Golan 3 mesh.  I think it was his originally.  Sorry to hear about your problems getting a fixed mesh from the 7DS team.

    Reply #282 Top

     Nice work again, Jason!

    Well, I found out that the new XQ class starbase has lasers instead of beam weapons...but

    Rebels have beam damage upgrades still! Isn't this upgreade obsolete now?

      

    Reply #283 Top

    In the 2.5 release I will be converting super heavy lasers (on capitals and stations) as beam type damage... so the text will change to reflect beam as "super heavy" and the right ships/platforms will be shown.

    As for the Golan mesh... I believe the 7DS team have done that one themselves. I'm not too fussed.. when it's fixed I'll simply add it into Requiem. Until then I'll work on other stuff.

    Reply #284 Top

    As for the Golan mesh... I believe the 7DS team have done that one themselves. I'm not too fussed.. when it's fixed I'll simply add it into Requiem. Until then I'll work on other stuff.
    End of quote

    No, it was EvilleJedi. Way back in his first beta, the one that only had the overpowered Empire, he had the Golan III in as a sort of "super-defesive" structure. He had his own reasoning for it being on it's side, although I don't quite remember why, although I do remember people asking about it. When 7ds got permission to use his stuff, we took the Golan III.

    Reply #285 Top

    Ah I stand corrected then. Maybe I'll drop him a tell and see if he can shoot me through the textured mesh or flip it 90 degrees for me. Though with house renovations going on I don't susepect he'll be spending too much time at the computer!

    Reply #286 Top

    Quoting MercenaryMuffin, reply 1
    Hey Jason, is there any way to get the Celestial Bodies mod to work with yours? The only thing better than laying waste to rebel scum as the Empire is doing so while colonizing awesome looking planets.
    End of MercenaryMuffin's quote
    Quoting JasonFJ, reply 2
    Hehe I totally agree.

    I'll be releasing the Requiem v2.4 enabler mod this coming week.
    End of JasonFJ's quote

    May I also point at Sins Plus planets?

    Perhaps not all of them but I think some of them definately meet the SW universe, or adding the whole lot just to have some more planets would be all good anyway, I think.

    Maybe a better solution might be to ask Tohklidan if he is favorable to add them inside his Celestial Bodies (for different sizes and future use for other mods).

    On another matter, I have tried to register at your forums but with no success (I sent an email to the address shown in the error message but received no reply), it says "Authentication with the mail server failed. (535 Incorrect authentication data)". 

    Lo

     

    Reply #287 Top

    If you really want the sins plus planets in their, you can always add them yourself. It's not all that hard. ;)

    Reply #288 Top

    Quoting GoaFan77, reply 12
    If you really want the sins plus planets in their, you can always add them yourself. It's not all that hard.
    End of GoaFan77's quote

    Now that's really a rare show of wisdom I must say, thank you, it was short but I ejoyed it.

    Why make the mods in first place then when users can do them on their own isn't it?

    Lo

    Reply #289 Top


    Both your arguments are valid; I had Celestial as a plugin but slowly I'm incorporating features directly into Requiem which are popular and enhance the game experience.

    I've been putting off gas planet colonization and different planet types for example... but I'll probably incorporate these and other ideas into future releases.

    One thing that I wanted to do next (after the starbases) was to change the HUD icons for ships into custom versions for SW ships. However it's fairly time consuming and I'm not as masterful with Adobe to do it quickly. Unless some graphics maestro comes along and does that for me I'll probably work on the HUD icons next and do new planet types later.

    Reply #290 Top

    Jason,

    I'll do the HUD icons for the ships if you need. I'm pretty proficient with photoshop and did the HUD icons for the ships in one of the Stargate mods. I already have the files and plugins needed and am willing to help out.

     

    I do have to work a lot so it may take a week or so, but i'm willing to do it.

     

    Let me know,

    -theascended121

    Reply #291 Top

    That would be fantastic!  I have Adobe and the Nvidia DDS plugin so I can do conversions to help. It's just the image fine tuning that is tedious: I had thought about taking a screenshot of the ship ingame, converting to a greyscale then shrinking the size down to 2% but it makes it blurry. The other approach is to draw the icon using pen tool from scratch.

    I know exactly which files to edit, I can even do the brush file coordinates references to the image file... it's just the graphics itself. Speaking of the graphic file I was debating whether to incorporate the HUD icons into the existing image files or create a new image file and cross reference the brush entries to it.

    Catch you on the site and thanks in advance from me and the community! Drop by the http://sins.imperial.cc site and I'll arrange for file upload capability

    Reply #292 Top

    Quoting LoTeK_83, reply 13

    Quoting GoaFan77, reply 12If you really want the sins plus planets in their, you can always add them yourself. It's not all that hard.
    Now that's really a rare show of wisdom I must say, thank you, it was short but I ejoyed it.

    Why make the mods in first place then when users can do them on their own isn't it?

    Lo
    End of LoTeK_83's quote

     

    I'm saying I've already made a crude unofficial Requim + sins plus mod. Was such a rude response necissary?

    Reply #293 Top

    Rude? I was just giving you my friendship after you basically told me "Do it yourself", you kinda searched for it.

    And on another note, that's not what you said, that's what you're saying right now. Better think on it some more the next time will ya?

    That said, is anyone going to see this "crude" modification or it's just for sake of saying it?

    Lo

    Reply #294 Top

    Jason,

    With the other HUD icons i did I just added to the file that contains the original icons. I doesn't matter to me really. Whatever is easier for you from a coding perspecitve is fine with me.

    Having you do the brish file coords would be a great help. As i make the icons i'll just make a list of the coords of everything so that you can just change the files to match without having to find the coords yourself.

    I was planning on just taking a screenshot and shrinking it down... that's by far the easiest way. Then I grayscale it and/or adjust the colors depending on which icon i'm doing (mouseover, unavailable, or available), and tweak it as necessary. I don't remember what the resolution on the HUD file is but if it's high enough it shouldn't turn out blurry. There are also some tools in photoshop to fix the blurryness. I'll do some experiments and try a couple soon.

    I just tried to register at the site and I got an error and was told to come back later... I'll try it again tonight but I think i remember someone else talking about the same problem earlier in the tread.

    -theascended121

     

    Reply #295 Top

    Can someone explain how after converting one of the .entity files to txt I can convert the text back to entity file? I managed to get the convn.exe to convert to txt but I haven't a clue as to how to convert my changes back to an entity file. Thanks for any help.

    Reply #296 Top

    in the commandline that did the convert to txt change the TXT to BIN, OR use one of the txt bin gui's like mine from this thread

    harpo

     

    Reply #297 Top

    Thanks for your reply. This is my first attempt at doing this so I am probably doing something stupid.

    Using the Star Wars Requiem mod v2.4, for my first attempt I was trying to do the following:

     

    Using the convert application the mod provided I did:

     

    convn entity c:\CAPITALSHIP_IMP_ISD0.entity c:\CAPITALSHIP_IMP_ISD0.txt txt

     

    This works just fine.

     

    But when I try to do this, it get an error:

     

    convn TXT C:\CAPITALSHIP_IMP_ISD0.TXT C:\CAPITALSHIP_IMP_ISD0.BIN BIN

     

    The error I get is: 00217F4C is an unknown convert type. I even get that if I just convert to text and try to convert back to bin without altering the txt file. I thought perhaps some value I was changing was screwing things up. I did try your application but all it did for me was create some blank text files.

    I really appreciate your help, thank you.

     

     

     

     

     

     

    Reply #298 Top

    the first txt SHOULD be entity and the file extension NEEDS to be .entity especially when converting to bin for use in game, but sins & entrenchment can work with TXT mode entity files.

    the commandline should read

    conversion_program Filetype(eg.entity) file_namesource file_namedestination conversion_type

    eg convertdata_entrenchment.exe entity c:\CAPITALSHIP_IMP_ISD0.entity c:\CAPITALSHIP_IMP_ISD0.entity TXT

    or convertdata_entrenchment.exe entity c:\CAPITALSHIP_IMP_ISD0.entity c:\CAPITALSHIP_IMP_ISD0.entity BIN

    hope this helps

    harpo

     

    Reply #300 Top

    Quoting LoTeK_83, reply 18
    Rude? I was just giving you my friendship after you basically told me "Do it yourself", you kinda searched for it.

    And on another note, that's not what you said, that's what you're saying right now. Better think on it some more the next time will ya?

    That said, is anyone going to see this "crude" modification or it's just for sake of saying it?

    Lo
    End of LoTeK_83's quote

    Well you can't excpect a completely warm answer by begging for features many have already asked for. Also note the smilie at the end which was supposed to be a hint that I knew from experience that it wasn't that hard, but I guess you missed it.

     

    Anyways, I'll give you a look to wet your appetite.