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!
err...
delete...
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doh..
double posted...
bloody forum issues..
@GoaFan77
Err..begging for features?? Oh my!..Look - this is going to be my last reply on this little charade we're having since we went way out of topic and I'm feeling like I'm hijacking someone else' thread, really not used to.We appear to be on two completely different frequencies and it can be a drawback when using virtual form of communications.You apparently built up a wrong idea around my suggestion and replied in a way which resulted in me feeling insulted (yes, that's right).Given that few lines above that post of mine someone else mentioned the Celestial Planets...I was just throwing in a suggestion to eventually look at Sins Plus planet too for the good of many not certanly just for my own.It would be pointless otherwise as I know it can be locally done and I'd do it myself, but I honestly can't be bothered by anything different than "just" play the fun game along with some little reading on the forums here and there on my free time, which is rather few already.Eventually, providing some bug reports/suggestions concerning the mods I play - it's my way to be of help as I can't do more I'm afraid..and I can do it easily even without those nice new planets as I've done so far without problems.I don't see how it can be described as "begging for features" but...I hope to having explained it now.Should the author keep the suggestion in consideration or not, that is obiviously up to him and seeing he has already "deliberated"...I'd call the "case closed" and move on to something else if you wouldn't mind.Respectfully,LoTeK_
LoTeK, wow, the forums hate you. Lol.
It wasn't a spam for the post-count..I swear!
Wait..there is no post count..oh well..yes..pretty much as you said.
Lo
Haha yes these must be the worst forums for technical issues I've ever used.
I apologize that my first response caused offense, it was truely not my intention. It just went wrong from their to say the least.
Peace?
I really like the new Alliance star base!!! I haven't played this much other than far enough to build one and check it out, but so far I love the look!!!
Are you building one for the Empire? I know you're not doing a death star, but anything other than the advent one would be better.
Is there a way to increase the maximum number of capital ships and increase the fleet size overall. I looked through several of the entity files and I couldn't find a setting that would allow this.
Thanks for any help...
Getting errors when zoomed in on the Venator-class Empire capital ship when it fires some kind of weapon... (I haven't played Empire so I'm not sure what exactly it fires.)
Failed to find data file 'WEAPON_GREED_TL_SHEAVY_HIT.particle'. (SubPath = Particle)
If I click "Skip All" about 10 times and zoom way out until the Venator leaves or gets destroyed, I don't get these errors and the game can continue. It's not fatal, but very annoying, makes it impossible to watch battles involving a Venator.
Fleet size can be increased without modding the files, just set fleet size to large in the options menu before you start the game (where you turn pirates on and off etc). For Capital ships I "think" it is either the gameplay.constants file or the capital ship research files.
Yeah I had this issue when playing as the Empire. One of it's batteries can't find the particle file it needs, so it causes a string of errors each time it fires. Either zoom out all of the way when you fight Venators or turn off show errors and it shouldn't be a problem. I'm sure it will be fixed in 2.5 (whenever Jason comes back to work on it that is...).
I'm not sure if you've mentioned this before, and in a quick scan of the pages I didn't see anything about it, but do you have plans to incorperate the CIS and Republic?
If JasonFJ checks his PMs and gets ahold of me then yes, if anyone knows of a way to reach him outside of his forums or here?
Jason,
It seems that all of the ships already have custom HUD icons unique to the ship type... what did you want me to do if that's already done?
Still no luck registering at your forums. I get an error and it says come back later.
-Theascended
How's the Celestial Bodies thing coming along, my good man? Been waiting for that one
Wait, what are you waiting on?? There should be a patch that allows both mods to be run together.
Plus I merged Requium with CB over a month ago, before 1.03 came out. I just never posted it because neither was my mod to begin with. I won't post it or send it to anyone unless both Jason and TohKlidan say it's OK.
But it was really a simple straight forward merge, I got no mini-dumps when it was finished.
Someone on the mod site said that the CB compatibility mod required no modifications to work, though I haven't tried it myself. Strangely Jason also left one post their the other day, so hopefully that means he's back...
Hey, JasonFJ, I thought I'd note something I found that's odd. The Venators for the Empire have the most damage to the front.
Why I thought it's odd- well, the Venator has its most powerful dual heavy turbolaser turrets on its SIDES. It also has a pair of medium turbolasers (also dual) that are on the forward spines of the hull, and carries four prow proton torpedo tubes. I just thought that I'd mention this, as the frontal weapons should instead be changed to missiles, while the side weapons stay lasers but get more damage.
Also, I'm pretty sure that no shields in Star Wars have mitigation. I'd take off the mitigation, but increase the maximum shielding and also increase the shield rate regeneration (regen rate- a little faster, max shield- a lot higher). Also, the Star Wars races are a LOT like the Advent in this regard (I THINK)- they have powerful shielding, but in COMPARISON to their shields, hulls are weak. Personally, I think that the Empire/Alliance shield/hull points should be set up so that they are similar to the Vasari (about 50/50 hull/shield), but have a bit more in shields than in hulls.
Also, in the 'Player[Empire/Alliance].entity' file, you can edit the amount of AM that the race loses for its Phase Jumps. I think you should set it as zero, because I find that I have difficulty taking neutrals with my caps (as the Empire), especially with the Venator. Of course, I did play SoaGE before Requiem, so the Venators had A LOT MORE punch to them in that.
depending on which model you go by the venator can bring all of its hevay guns forward (the one in clone wrs cartoon is a thicker hull than the one in the movie) the venator can also bring all of its guns to the front with about a 6 degree down angle, so it it is a favored angle of attack especially since it is a smaller profile to hit. Though TBH it is more of a broadisde vessel in general usage.
mitigation is bascially required in the game unless you want to have thousands of small ships get ground up in milliseconds by one capital, the damage spread means that any one attack from a capital will instantly annihilate any smaller ship, so while it may be a bit more in universe it would make small ships worthless in combat and lag the game because of AI spam (trust me I tried this) I'd go as far to say shields should be 90% of the health of a ship
well, from what I understand, the Star Wars warships typically this is what would kind of happen- "Shields are down. It has been an honor to serve with you all." *smiles wryly*.
The thing is, you can have a ship WITH NO MITIGATION, that has an OBSCENELY HIGH shield regen rate. IMO, Shield Regeneration could EASILY take the place of Shield Mitigation.
Well, I has been experimenting a lot with the fight and I would like to throw out a few thought and things that I done. Since it may be a lot of change I made so I hope you won't get angry and thinking I am telling you what to do with the mods, at best treat these as suggestion and please know that I fully respect and enjoy the mod.
The majority of my times had been spent playing the Alliance, and I notice IMO, many odds things. They are mostly game balance and such.
- Shield Restore: this is a capital ship grade ability, and for good reason. Giving a Cruiser this ability is really overpower IMO. Anything backed with 3 or more of these guys is basically immortal. It's one of the most useful ability I remember when playing as TEC, but due to it's mounted on a CapShip I can't spam it less I want my firepower suffer, it's not the case here. IMO no capship ability should be given to anything beside a capship, especially an ability that can be stack "indifitely" like this one. If you still want to maintain the idea of a shield frigate, then Shield Regeneration might be a better choice since it has a limit to how many you can stack. Although I prefer give it a repair ability or the advent's shiled bubble. Once I had 5 of these cruisers backing up a starbase against a gigantic AI fleet with probably a couple dozen Dreadnaught, the battle went on for like 15 min, when the dust settle the startbase does not even lose more than 1000 shield point.
- Capital Ship Usage: when I look at the files, I don't know why I would want to use the MC80 once I have the Maria. The samething can almost be said about the MC80a and the Liberty except the one saving grace of NanoniteRepair ... which actually not that important, seeing how Alliance ships have a lot of shield and the Shield Frigate work so much better. This pretty much render the two early capship obsoleted. Statwise it might be that case according to lore, but I think game balance also importnat. The 3 original races pretty much have a place in the fleet for every ships. So I did a major shakedown for the alliance ships, and I think it worked pretty well. This is not saying I'm disregarding the lore side of the story, I did try to adjust to it.
+ MC80: Flakburst/AntimaterDetonate/AdaptiveShielding/LastStand. I increased shielding by 100, also I increase the gun banks so that the ship have an "all rounded" cover (except the back). The total laser value for F/L/R/B are 45/30/30/0. This way I find that the MC80 still justify its use in the fleet even after the Maria is available.
+ MC80a: ShieldRestore/EMP-Charge/Colonization/ReduceAbilityCost. As you can see I turn this ship into a combat support roll, and its existence is pretty much guarantee in the fleet. I keep everything else the same except reduce the total number of squadon (at level 10) by 2.
+ Maria: Taunt/Powersurge/EnergyAbsord/LastStand. I reduce the value of its Right and Left laser while keep its frontal value the same. This way the ship stands true as a front line ships. Soak up the damage and attack the enemy head on. No matter what this ship probably have the most present in a fleet, that's why I gave it Laststand which I think more approriate then CeaseFire.
+ Liberty: BattleMeditation/Targetuplink/IronBlast/CeaseFire. This is an interesting ship and I tried to think of a way to justify it. First, I bet many associate it with a command ship, so it definitely has to be powerful - but that is in term of story - in a game it also need to balance in a way that it won't be spam. I'm pretty happy with its fire power so I left that alone as well as its hangar space. The solution I come up with is the above ability line up. Giving it two "non-stackable-fleetwise" ability will make it in-effective to have more than one in a fleet. Also ... well, the idea of Ceasefire on a command ship just seem to make more sense than on a front like ship. And BattleMeditation ... common, that ability just screams StarWar pick me in your face. Bastila anyone?
That's about the capital ship shake up, as I said the main reason I'm doing that because I want to maintain a decree of usage of all ships through out the entire game. I also playing with the Frigate and Cruiser a bit although nothing concrete yet. But I'm looking at stuffs like "StealAntimatter", "GiveAntimatter" ...etc... because they seem to make sense with the lore.
EvilleJedi- I also thought I should ask this. Have you played the Battlefleet Gothic Mod for Entrenchment 1.03? If you have/haven't, then you should note that the ships in the BFG mod have no shield mitigation (yes it says 15%. But it's gone check the entities). Instead, they had really high shield regen rates, and while frigates (which had NO armor (no ships have armor points), and had 200 hull/200 shield points) did drop pretty fast (and they are actually supposed to), the cruisers are actually pretty tough.
I'll use an example of the Imperial Navy (IN) from the BFG mod. The IN's primary LR-cruiser is the Dominator, which has the obscenely powerful Nova Cannon. their primary combat cruiser is the Lunar. If you had 2-4 of EITHER of these classes, an enemy Retribution or Emperor class battleship could go down pretty easy.
Why?- Dominator's Nova Cannons have really long range (93750 to be precise), and also inflict quite a bit of damage (~500 direct target&150 AoE damage). So that's about 2000 damage (if you have four) JUST from Nova Cannons. toss in the frontal torpedoes on the Dominators, and the fact that they will try to close distance to use their weapons effectively, the Dominators can toast caps pretty easy. With the Lunar, it's the fact that it has good close-range firepower. IMO, Dominators are better. They may not have good CQB weapons, but they pack some MASSIVE long-range guns.
Also, with the Venator, it may just be some nostalgia. I think that blue lasers would be better on it, that it should have more squadrons, and have most of it's DPS to the sides; plus instead of FRONTAL lasers (which it had none), have FRONTAL Phase Missiles/Missiles. I do know for a fact that the Venator has no FRONTAL laser weaponry. It does have a good number of spinally mounted and turreted lasers/turbolasers, but none were actually frontally mounted. Yes, they could angle themselves so that all 8 Dual-Turbolaser batteries could fire on a single target, but would they commonly do that? probably not (IMO). And they just look like Broadside-damage specialists.
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