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!
Nice one JasonFJ!
I would really appreciate If you get fully into Planet problematics.
The combination of Celestial and bit of Sins Plus (Oceanic,Industrial,City,No Atmosphere,Paradise are Fine ... those Swamp,Forest,Military,Relic,Toxic and Savannah should be retextured into New ones - Add an Oceans,Mountains).
That would be really nice, because If I know, no one cares about Planet types and you are one of those Hardworkers.
And I would like to make a really Nice SW Galaxy map
Keep Moving Forward!!!
sweet mod. thanks.
Planet types, like all graphics, are the candy that makes any mod special. I went as far as possible to get the graphics and music side of things immersive as possible. Another shout out to the mod authors mentioned in my first thread who contributed to making this so.
The reason I didn't implement the Mountain, Jungle, Relic, Toxic and some of the extra Urban planet types from Celestial and Sins Plus is because of the following reasons:
1) I wanted to make a new planet type that was generic to several meshes. Like "Pristine" or "Utopia"... that was basically something really basic, in early stage of settlement. That would fit Mountain, Swamp (Dagobah), and another 2 mesh types (max 4 variants per planet class).
2) I didn't like the quality (Jungle, some Urban textures) or appropriateness (Toxic, Relic) of some planet types. Also forest and military planets were the same texture with some small texture/color changes. I totally respect the work of other modders.. but some planet types just didn't meet my needs.
Anyway, Goafan is to thank for digging up the Sins Plus textures and if anyone has a really great mesh or texture for planet types please get in touch with me or Goafan by PM here (or better still, on http://sins.imperial.cc which I check more frequently).
At this point I was going to hand over the majority of Requiem mod work to Goafan, and focus on helping EvilleJedi getting SOGE stable. Yet I foolishly agreed to finish off the Empire starbase Tech mesh replacement with a mini Death star model if my karma went over 40... and now I'm compelled to get this done. Nobody has the XSI/3DSMax original of the tilted Golan 3... and I figure by the time I get done with importing and re-UV re-texturing the Golan 3 .mesh I might as well have spent the time making something truly breathtaking like a formidable Death star prototype as a star base!
Ok, thats sounds reasonably. I have already started convert that SW map for your Requiem, But Im still missing Coruscant type planet, because there is a lot of those kind of planets.
This is my version of Galaxy fully Compatible with your 2.5.4. Urban planets are still like Terran type only.
http://www.sendspace.com/file/eetusd (Requiem only and Im not sure How long will be there)
http://rapidshare.com/files/283372375/Star_Wars_Galaxy_Map_Requiem_Plus_and_Classic.rar.html (Unlimited and all versions)
Try it JasonFJ and If you like it, Will be glad
A 2.5.4 compatible Requiem Plus is now avaliable with a fully compatable Galaxy Forge included in the download. Find it on the Requiem website!
Going to test it and remade my map
Ok, possibly a dumb question. Do I run Requiem Plus at the same time as Requiem 2.5.4? That's the way I've been doing it so far, and if I'm not doing it wrong, the only problem I've seen is the Fleet Logistics screen is goofed up, with the text overlapping.
Ah, ya, I guess that was a carry over from Requiem 2.4, which had that problem. Sense it's not that big of a deal, it'll be fixed when I have something new to add to it (or if I have to change anything for 1.04). And you are correct, you should run Requiem Plus as the first mod and Requiem 2.5 as the second mod.
Whats requiem plus for? Sry if its a silly question but i just woke up and i cants seem to focus to good.
It's a mod attachment for Requiem that I made. It adds all of the planets from Uzi's sins plus mod, among other things. More info here.
To JasonFJ or GoaFan, whoever is currently managing the project:
I fixed the problem with the huge turbolaser shots streaking *though* their targets. Now they will stop right on the target. Changed particle files here: http://www.mediafire.com/file/yd0wc5mtmtl/Star Wars Requiem - corrected lasers.rar
However, I also noticed a couple things in the process. Imperial ships are all set to use the red-laser muzzle flashes instead of the green ones, and the Star Destroyer from the prequels uses the red-laser impact graphic. I'm not sure exactly how to go about changing that, so if anyone could guide me, I'd appreciate the help.
Sweet, you'll probably be officially added to the credits for that. And I noticed the muzzle flash issue as well, but I'm also not exactly sure how to fix it. Hopefully Jason (or EvilleJedi, whoever originally added them) will know.
the line where it says muzzle effect in the weaps description can have the effect either replaced by a different particle file, or removed altogether.
Thanks for the info. Unfortunately, I have zero experience editing non-graphical Sins files. Could you tell me how to access the weapon descriptions?
I'm pretty sure he means the part of the ship entity files where it defines which weapon the ship is going to use, if you have Requiem in TXT it looks like this. (Example from Imperial Heavy Cruiser)
WeaponEffects weaponType "Projectile" burstCount 2 burstDelay 1.000000 muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle" muzzleSoundMinRespawnTime 0.050000 muzzleSounds soundCount 1 sound "WEAPON_IMP_TLHEA" hitEffectName "WEAPON_GREEN_TL_HEAVY_HIT" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "WEAPON_GREEN_TL_HEAVY_TRAVEL"
I'm guess this means that we don't have a green laser muzzle effect, so all of the laser's in Requiem just use the red TEC laser flashes. Which works good for the Alliance's red lasers, but Empire not so much. I'm going to try removing it to see how it looks.
Actually, there are muzzle effect for both Star Wars red and green lasers. Oddly, the Imperial ships use the red SW muzzle effects, the Rebel ships use the Sins laser muzzle, and no ships use the green SW muzzles.
I'm going to try to mess with the graphics, so you needn't bother tweaking the files. I just need to know how. From what you describe, it seems I need to access the files like "CAPITALSHIP_IMP_ISD0.entity", but I get gooblygook in a text editor. Can you give me a step by step of what one has to do?
Detailed modding guides seem sparse in this forum -- either that or they don't get stickied. Coming from the TES4: Oblivion modding forums, where there are guides galore, it's a much different experience. Once I learn all this, I'm thinking of posting a guide myself.
Their are a couple of guides, but you're right they don't really get stickied anymore. I actually tried deleting the muzzle effects already, and it got rid of the red laser effects, though it makes it look like the turbolasers are just appearing out of nowhere. But if their is green muzzle effects, I guess that's not really a problem.
Anyways, by default the game files are in binary form, which helps conserve memory space. For actual modding, you need them in text form so it looks like what I pasted. Sins does have a batch program for converting between the two (their is documentation in the forge tools), but I think most serious modders use some of the GUI tools people have made (I use harpo's GUI tool).
I'd like to invite eveyone here to sign up for the test of SOGE 0.95 https://forums.sinsofasolarempire.com/331584/page/33/#2389828
I'll be posting a download link soon in that thread, but sign up for the bug tracker so that we can get good bug reports (I'll probably do a month long open test ending around Halloween, implement the fixes and then compile the files for performance.)
In general I see reqieum as the mod where the balance and abilities used are compatible with the original races. SOGE will be more true to the SW universe and (partially for Sins limitations eliminating the Stock races) and having a different style of gameplay. Hopefully Goafan can take the future improvements in SOGE and put them in reqieum (that way we can share the art assets between the mods directly)
Hi, i have V1.04 Entrenchment... is there not a download I can do to get star wars requiem? All other zips listed on the download page won't work because it says V1.03 is required.
Thanks for any help.
Requiem hasn't been updated to 1.04 yet. So no, there aren't any 1.04-comnpatible versions of it yet.
oh ok. thanks for the info.
I've begun to look at the 1.18/1.04 changes and right now I'm still looking for a way to convert the vanilla 1.04 files into text mode so I can properly compare the old files and see where changes are.
I get a crash when running the new convert exe... so stuck for now.
I was kind of hoping to leave 2.5.4 as the stable version for now.. but with 1.18/1.04 and the imminent Diplomacy expansion looks like I'll be forced to focus here again.
My intent is to keep Requiem a balanced mod, and will continue to incorporate features from other mods that I think enhances the Star Wars experience, working with Goafan and other interested parties to evolve it. Needless to say, I fully support use of Requiem mod material and concepts in other mod development.
Hope you dont mind me using the enhanced engine particle system from here for a personal project i am working on (non SoA2 related, but wont interfere with that mods work). I like how you enhanced the glows, and they would fit perfect for my project.
There are many great features available to you once you register, including:
Sign in or Create Account