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!
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
Link: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=1
Install 2.4, then install 2.5 over it.
My Checksum is different than posted so I'm going to need to try some things I guess
Thanks Lord ZATH
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
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)
Great thanks, Jason!
Well link is 404 on your download page to download the update.
It's still uploading
Edit: it's uploaded now, should be good to go
404 Not Found , The requested URL /Files/Requiem_v2.4_to_v2.5_patch.zip does not exist.
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 .
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.
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!
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
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.
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
da_snada- ManSh00ter's DBS has already been turned down for Requiem.
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.
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!
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.
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.
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.
Bug report;
PlanetNoAtmosphere.entity and PlanetGasGiantStable.entity need another stage added to their aritifact levels.
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.
This is a known issue, I'm pretty sure I know the problem. Will be fixed in the next version for sure.
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.
Rgr, incredible mod nonetheless.
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