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'm wondering why the Enforcer cruiser (Hoshiko replacement) is so cheap and fast to build if it is so powerful. It may not have much defense but at 100 credits and about 50 metal and crystal you can rush a bunch of them and overpower the enemy's ships with the insane firepower before they get a chance to retaliate. Other than that, great mod!
Props to you JasonFJ this is a fantastic mod. I did have the same question as to why the enforcer is so cheap? What are your future plans with this mod. Any chance you can incorporate sins plus and will you be adding the rebels as well?
Thanks again for the mod the models are excellent and it was has been very fun to play.
To be honest, the Enforcer cheapness and build time is something that I missed out on when I was beta testing They are supposed to be high damge low defense, with a heavy price tag. As for the meshes.. they are all the work of EvilJedi and the SOGE team as part of their (hopefully) soon to be released SOGE mod.
I've just added a v1.1 Hotfix 2 to the http://sins.imperial.cc site to fix this (and also the Interdictor costing too much metal).
Do I need to download the hotfixes if I have never DL'd this mod before? Is the original file updated?
I was meaning to ask Jason, what are you responsible for in this mod? I know the other star wars mod does most of the graphics, but do you do anything but balancing the factions?
As for balancing issues, some suggestions.
1. Why does the Nebuleon B2 have the same supply as the standard TEC anti-fighter? I was pleased with this as it gave me a spamable frigate, but really, the fact that it has a anti fighter attack and a anti frigate attack, plus more HP and shields than a Gruada doesn't really seemed balanced to me.
2. Why does the Correlian Corvet require 15 supply? Not only does this give the Empire an extremely slow start, it also seems to be way to much. Now maybe a single Corvet can take out 3 cobalts, but compared to the other Empire ships and the lack of a counter antimatter ability, I think its by far the worst deal in the game.
3. I don't know what you changed the Enforcers to, but 30 for the dreadnought seemed a bit high (especially sense the more DPS enforcers with repair ability were overpowered, but it sounds like that has been fixed). Again, maybe it can defeat 3 Crusaders, but that seems a little high, especially for a pure DPS ship.
4. I haven't even bothered to build escort carriers yet do to cheap anti fighters and step fleet requirements, but why would I take a carrier cruiser when I could almost have a cap ship?
5. I had an Imparator with a few enforcers and Nebuleon B2s routed by a larger but I think smaller overall in fleet requirement size Vasari force lead by a Kortsol, Egg, and with lots of Assailants. Phase missiles seemed the main culprit, not sure if this last one is intentional.
Promise to keep testing it to find more stuff like this, and depending on what you are able to mod, maybe able to offer solutions.
Hi Stellarhole... you need to install the hotfix 2 as well.
Hi Goa,
Some replies to your feedback
1) It's only a balancing of the Empire with the existing races. In some cases it will reduce fleet sizes by giving one ship the effective stats (and cost) of 2 or 3. For example, a Corellion Corvette is 3 times the effectiveness/cost as a conventional light frigate. Imperial and Imperator-class star destroyers are 2 times the effectiveness/cost as a standard capital ship.
2) It's 3 times the effectiveness/cost/supply. Think of it this way: instead of having 12 light frigates, you'd have 4 Corelellion Corvettes. It does have counter antimatter ability (or at least it shoud - let me check that!)
3) The Enforcer cost/build has been fixed in the hotfix, but it is essentially a DPS ship with weaker shields/armour. Without careful fleet management you can easily lose these in a firefight and be out of pocket.
4) Escort carriers are 3 times the squadrons/cost of a normal carrier. So not unlike buying 3 normal carriers... which is also almost a capital ship
5) The Imperator-class is roughly double the stats of a support standard capital ship... so you've pitched 2 standard support capitals against a battleship and support combo. You've also relied on Enforcers which don't fare so well without some descent tanking (e.g. Dreadnaughts). However, this is the challenge of the game: figuring out the right fleet compositions and learning the right combos of firepower/shields/armour/defenses against differing AI fleets.
I've given away some crucial hints on how to play the Empire effectively... hopefully not many people will read this(!!!) but if you still see some need for balancing let me know I'll gladly take the feedback!
Makes sense, except for the Nebuleon B2, I really think that might be a game breaker. Though it would be nice giving the Empire a ship with fleet supply below 10 (besides scout), but I think that ship should be the Corelellion, not N-B2. You'll have to adjust the DPS value quite a bit as it has two weapons, but I think it would be worth it. Just my two-cents.
Also just asking, are you planning on doing alot of work on the tech tree or is it going to stay a slightly modified TEC one?
Ah yes the Nebulon B2. Well, the Neb B2 is primary antifighter by design.. but I gave it antilight capabilities as well to try and keep the frigate capability somewhat consistant with the SW universe. Having said that, the antifighter capabilities are roughly 3x a conventional antifighter frigate... the antilight (second weapon) capabilities are very small... not a huge advantage over other races (as far as I can see).
As for the TEC tree... that's a good question. I am planning to help EvilJedi with research tree compatibiility with Entrenchment... so I'm thinking of porting SOGE Empire research tree into Requiem to help SOGE compatibility there.. in which case there might be a major overhaul.
If that doesn't happen, then I do plan to modify the TEC tree a little more - haven't decided exactly how yet.
I've just uploaded v1.2 release on the site http://sins.imperial.cc
If anyone has a few hours to kill and would like to take the mod for a run it would be appreciated!
I haven't tried the 1.2 version yet (and I didn't see this in the change log on the forum), but I realized that ALL researchable frigate abilities do not work (Or at least Sabatoge Reactor and cluster missiles). You can research them but the frigates never actually unlock the ability. Also for some reason the Novalith was the same way, researched the tech, yet said I still need 1 point of Novalith Prototype.
the center engine for the corellian corvette doesn't ignite, sound for the corellian and victory 2/ 2c lasers are sounding after/as laser is hitting target, not sure if this intended, also the "quick start" option does not change anything. Those are my probable glitches, also great job so far.
Actually Vunda, Quick start does give you the upgraded homeworld. Its just you don't get the extractors and the factories, so I'm guessing their is no group for the Empire in the GalaxySenarioDef file yet.
Also, first 1.2 glitch; I liked that you no longer need superior repair bots for Enforcers, but for some reason the Imperial repair bay structure now does nothing (I'm assuming this is related). No repair ability at all. Also, doubled checked that the researchable frigate abilities don't work. Haven't tried Novalith yet.
don't think this is a glitch, but all the ship icons are using various different ones from the original 3 races, along with all the voices being TEC kinda bothers me, because i don't like their voices, when i research the phase jump dectection it doesn't tell me (not with an audio warning, at least) that an enemy fleet is coming in, but it tells me as they arrive. Phase jumping noises are missing (charging, instransit, and exiting, but not entering)
Thanks guys, you're very detailed!
Quick responses/ideas on your messages....
- yes the map HUD icons are existing tech icons, I'm not a graphic artist so I wanted to get major content in before the details. Is this a high priority annoyance do you think?
- TEC voices are used... the only other choice is Vasari voices... would the be more "Empire like"?
- Thanks for the heads up on enemy fleet arrival announcement... dont know what that should work but I'll test it and try to figure it out.
- I removed all the hyperspace noises except for entering and exit (exit does exist if you listen for it). I didn't think the charging and travel sounds were consistant with the Star Wars universe though i could stand corrected!
- The centre engine for the corvette doesn't work because there is a game limit on exhaust flares
- Goa thanks for the tip on Galaxyscen def, I kept forgetting to research how to do that
- I'll check out the researchable abilities not working... I think I know where I've gone wrong but thanks for pointing them out to me.
I'll update once I've done so checking. Thanks again.
JasonFJ, the download link on your site isn't working. A blank page popps up, but nothing else happens. I waited for about 10 minutes, but still nothing. Check the link?
1. No, I think the TEC voices are fine for now. I'd say see if you can rip voices from a game like Empire at war, X-wing/tie fighter etc, or something similiar, but I'm getting the impression you want to violate as few copyrights as possible.
2. No problem, I haven't tried to mod it for entrenchment yet, but if you need any help with it, pleanty of other modders or I can assist.
3. Take your time, its still playable as is.
I just uploaded a small 28Kb v1.2 to v1.3 patch to fix a number of the issues you've raised
v1.3 (minor patch) SabotageAntimatter for light frigates now works when researched ClusterWarHeads for Nebulon B frigates now works when researched The Empire now gets a frigate factory and 2 constructors like every other race. Quick start also worksl. Repair Bays were not working - now they do!
Some further updates:
I'm very interested in any feedback on balancing - are the Empire ships too strong? Too weak? The Lancer antifighter frigates just lost all their shielding to be true to the SW Extended Universe - but this might be over-weakening them.
i think this is just a visual thing, but the icons for the imperial star destroyers (I and II) don't appear untill i'm on the edge of the planet grav well(seeing all the buildings) and just the planet(with the fleet/building bars on the side). Another visual thing(sorry if i'm beeing picky) is the engines on the gallofree dont ignite (only the center one on the bottom ignites), also the engines on the imperial cap ships are to aqua-ish in colour, they're more blue in the movies. I also believe that the carriers(escort carrier) have too many hull points to be "moderately" armoured, same goes for shields. The cap ships (especially Imperial Star Destroyers , mainly II) should carry more strike craft squads. Sorry for the rant.
ok i found that if i researched "repair platform" it lets me build a repair platform, it has the ability to repair stuff, but it says i must research "repair" does that mean i have to research 2 things to be able to repair stuff?
For the Galofree, only the centre exhaust works because it's such a tiny mesh that if the others had exhausts the whole back end would look like a blur of light! But I might see if I can find a smaller exhaust particle effect for them.
The ISD aqua texture is something I will have to follow up with EvilJedi, being the maestro for graphic designs, but good to know.
For the carrier armour, the idea is that one escort carrier = 3 x tech light carriers - so effectively the cost/hull/stats triple. However, I'm getting feedback that tripling the shields is overpower them, so v1.4 release I'm going to decrease shield strength of all such 3-in-1 cruisers/frigates by 33%.
As for the ISD strike squadrons, I suppose I could reduce the laser firepower and up the strike ability.. but it's tricky... the purpose of this mod is to be balanced against the Vasari/Tech/Advent races and if I arbitrarily increase strike squadrons without nerfing turbolaser firepower it will unbalance the game!
For the repair platform, the v1.3 patch will fix that.. but not for saved games If you make a new game it should be fine.
Thanks for the feedback.. more food for thought!
ok i installed the 1.3 patch. The repair platfrom now actually has the "repair" option, but it is grayed out, saying that i must research 1 point into repair platform, even though i just did and built one.
One thing that I noticed is that the Lancer Frigate doesn't have any shields. Was that intentional or just by accident?
Where do I get the patch (1.1)?
or whatever the latest is
The link was in the post at the top. The download is version 1.2 but there is a small patch to version 1.3 below that download.
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