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
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!
I could help with the karma.
Great Mod, had lots of fun with it today.Only "ugh" feeling i got was when I jumped into enemy territory that had nothing but starbase and few hangar defences, but they managed to completely destroy my 5 capitals (levels 5-8) and about 20 cruisers. And I was fighter-heavy with 10 carrier cruisers.The starbase only lost third of its hull hp >.>Must've been Deathstar in disguise
Fear the fully upgraded starbase.. it's not called Entrechment for nothing!
Hello Jason, I download your mod yesterday and so far I really enjoy it. I played a 5 hours straight game last night as The Rebel, aside from the starwar stuff I also like the enhancement on other things. I haven't played the TEC yet but when I ran into thier KOL, I must say I'm impressed with the firework it put up.
As part of my "Entrechment" with the Rebel, I think there are some oddity with their Capship ability line up:
- Animosity: to me this is the least use ability. It only has a use early in the game with the One Capital + Frigate escort in small skirmish. In large engagement it's pretty much a handoff ability to me. So it kinda a waste IMO to have it on 2 capships. I can see some use for it on the Maria (with Energy Absortion) but I never use one on the M80a, being a frontline it should have another attack, like Flak Burst.
- The Maria: I still think Animosity is not used that often, but I can still see the point. The problem with the Maria is that right now I see it sit on full Antimatter for pretty much an entire fight, long or short. Animosity is obviously not an ability to spam unless I want the ship to die quick. EMP charge is the weakest offense ability, but the main problem here is that it's on a long cool down, which mean it won't ultilize the amber supply of antimatter the ship generate. Armstice is also another problem, to me it's also the least used 6th level ability since it's only used when I need to reposition, it's not something like Barrage or Finest Hours that I would keep on constant cool down. So you can see the problem here I have with the Maria class is that it's sitting on an anormous amount of resource with nothing to use on most of the time. I think EMP charge should be replaced with a more anti-matter intensive ability like Flak burst, Rail Gun or Iron Cannon, and their 6th level ability should also be a more commonly used one like Finest Hour. My suggention is swap between the Liberty and the Maria. Give the Liberty EMP charge and Armstice, and give Iron Cannon + Finest Hour to the Maria, or let the Liberty keep Iron Cannon and replace EMP charge with Flak Burst if you think Iron Cannon is a bit Overpower on the Maria.
I second all of that but again I know little about SW lore on these details.
Definately having 8 Maria with Armistice makes you virtually invulnerable with 4/5 Mc80 repairing the fleet each time you cast it...and if things go bad the last one is for retreat.
The Lib Starcruiser have usually a fewer presence inside the fleet, I don't build more than two.
I was just wondering if your going to add the Super Star Destroyer, and the Death Star for use as a moveable star base. That would be cool.
Hi Sathykaraoke,
My initial thoughts are:The Maria was intended to be the main-line battleship, while the Liberty was supposed to focus on control and support.Animosity is a way of protecting ships both early and later in the game. Since the Alliance has weaker firepower compared to the Empire, and relies somewhat on regeneration and shields to sustain itself, the Nebulon and Bulk Cruisers are an obvious strategy to cripple the rebel fleet so in line with SW lore of protecting it's assets and being able to make hasty retreats this more or less works.The question on Animosity on the Maria, and possibly replacing it with Flak Burst is interesting; I'd want to check with the SW lore people to make sure this is sustainable, but one possibility is to leave it there for now and simply increase the damage output or reduce the cooldown of EMP charge on the Maria.It's a two-fold question of a) balance and SW lore. I'm open to any ideas that will make this a more enjoyable experience whilsts remaining true as possible to the SW universe.
Bloodember... no super capitals or Death Stars. The SOGE mod will be doing a full conversion and include those. Requiem will always stay balanced against the existing Tech/Vasari/Advent races and since they have no answer to an SSD or Death Star it make those races unplayable. Also the SSD's are too big to fit into the current gravitiy wells.
Delta... that is true But only if Luke was in your fleet.
For those interested, there is now a 2.4 beta patch available over in the Modding forum at http://sins.imperial.cc... if everything checks out ok I'll release it fully on Friday.
I was looking at the entity's and notice your coding is different. I was looking to change the shield and hull points. How do you do that with the way you code it? Also do you just open with wordpad?
You need to convert the entities from binary to text format. There is a convert .exe file in your Sins folders somewhere which runs at the command line to do this.
Flak burst would actually make a LOT of sense for Mon Cal ships, what with those blister bombs they developed to rid themselves of annoying TIEs.
http://starwars.wikia.com/wiki/CL-3_antistarfighter_cluster_bomb
I like it! Let me check with Goa and Warmaster for a final vett
I'm basically going through a series of a 2vs8 or 3vs7 games locked team, and I can see what you mean. The Empire is defintely a no-no for this set up since they die way too quick and the fleet lack pretty much any survivability. The Rebel ship definitely live a hell lot longer. The empire line up seems to have the somewhat oposite problem to the Rebel, some of the battleships barely have enough energy to sustain themselve over a minute long engagement.
I think the basic framework is pretty in line with Starwar lore as of now, and I'm not suggesting some major shake up like swapping defense ability out for offensive one or vice versa, but maybe a closer look to the ability line and mix up between long/short cool down ability to better ultulize the ship's antimatter reserve.
I don't mean to replace Animosity on the Maria (maybe you mistyped?), but rather EMP charge with something that will ultilize the ship's Antimatter better, with Energy Shield and a 50sec cool down of EMP charge the Maria's anti-matter never drop down below 600 even in hours long engagement. (yes, I fought a 2 or 2.5 hours battle long last night). Like I said Animosity is still tactical valid on the Maria, it's the Animosity on the MC80a that I'm suggesting changing, they don't have the armor and shield generation like the Maria, and Finest Hours doesn't seem enough to warrant it.
Also, a small thing, phase jump inhabitor doesn't "seem" to work on Alliance side, I think I read this is a while back, I know the starbase on alliance side does not have this and I don't remember if it's intended, but it "seems" the phase inhabitor structure itself doesn't work. The reason the word "seem" is used because I'm not sure if I missed something, AFAIK if the phase inhabitor's radius overlap the phase-lane itself then it will effect any ship using that phase lane right? Or is it changed that it only effect ship that jumping withint the inhabitor radius? (Which would be werid, since at least 2 inhabitor will be need to cover the entire jump angle from a phase lane). The Inhabitor works fine on the empire though.
In regards to the phase inhibitors, in vanilla Sins they had crappy range. A lot of popular mods extended that range to cover the entire gravity well. I think JasonFJ should do that as well for the inhibitors in this mod.
Dang, Diplominator beat me to it.
Also,
Yes, I agree, the phase inhibitors range should be doubled atleast.
The need of more inhibitors to cover more range make sense to me, it force the player to sacrifice some defensive capabilities in order to have a wider and guaranteed 700% charge rate penalty area.
However if you place the inhibitor on the front line instead of the other side of the planet it can cover both jump angles, but there is a higher probability it becomes the first target (forcing the player to counter this making more than one in the same area, like the AI does). To me that's intented and shouldn't be changed, one inhibitor to cover all the gravity well just make the game easier.
but the Empire's startbase right has this built in right and I think it cover the entire well, since I think it still came under effect when I tried to jump out almost on the other side of the gravity well comparing to where the starbase is, or at least a good 1/3 radius from it.
Yeah, but I was thinking from a lore perspective.
Thanks, after figuring out how to use the converting program I got it to convert to txt and back to change what I wanted.
I found a couple of very minor things in 2.4b version:
-The Rebel XQ1 starbase is missing "Phase Destablilizer". Once you research the upgrade (50%/100%) it will appear but the orignial (30%/100%) isn't there when the starbase is built.
-The inforcard for the "Hangar Capacity" upgrade for the Rebel XQ1 starbase says that the first level is 0 -> 8 squardrons when it should say 0 -> 4 squadrons.
Great Mod guys. Keep up the great work!
Great mods, just wonder if Sins Plus by Uzii is in this mod. Judging from the notes, its not . It would be appropiate if swamp planets like the one where Luke meets yoda and urban plants like Corasant be included .
Regards
Thanks for all the feedback, I'm been checking this all out
I've tried to put a lot more into this mod than purely changing visual and audio appearance. Balancing is by far the most difficult thing to do because like time travel everything you do affects everything else!
While I do appreciate all the feedback, can I ask you all one favour? Don't try to make the Alliance or Empire the "uber" race through zerg rushes or direct confrontations. Superior numbers and firepower may apply to the Empire... but I'm trying to get strike craft tactics, surgical targetting of primary threat craft and even retreat as a necessary tactic (plus much more) into the mod.
P.S. Does anyone here have any contacts in the 7DS mod team? I really wish I could get the Golan III mesh rotated 90% so I can get it into the 2.4 release... everything is done except for the mesh rotation issue.
hi i have the mod downloaed on sins 1.17 and entrenchment 1.03 and every time i try to switch the mod o it says saved mini dump any 1 have any idea why that would happen never has happen before ? help would be very appcited
There is now a v2.4 release which I'm hoping is bug-free patch... someone reported having an issue patching but it works fine for me. Can someone verify? PATCH 2.4: http://db.imperial.cc/show.cgi?id=sins&a=view&f=3&t=25
Check these out for anyone else having install/bugs:
Installation Help Post: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4
Bug Report Readme Post: http://db.imperial.cc/show.cgi?id=sins&a=view&f=4&t=12
Jason,
I used the patch and it worked fine for me , no problems .
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