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!
In the soon to be relased hotfix, Blair added files required for the converters to work. Hotfix changelog;
and my modding utilities 1.18a have been released in reply #93 in https://forums.sinsofasolarempire.com/356807
harpo
Are you planning on giving the 'prototype' death star star base a super laser that kills targets with one shot? You would have to balance that with a long recharge rate.
I do hope it also has a planetary bombardment attack that uses the super laser beam effect.
Or make it so you have to upgrade it 4 times or so before it does a one-shot kill...
I thought the Death Star was ruled out as a starbase. All that's needed is someone to un-flip the Golan platform.
But that does give me an idea. Has anyone thought about making the end-of-game orbital cannons into Centerpoint Station?
Moguta, that is one hell of an idea, but wasnt Centerpoint even larger than the death star? I don't exactly see that staying close to canonical if we want it to fit inside a gravity well...
Giant repulsor-beam-of-death for the win!
Technically the Empire's Novalith was renamed the galaxy gun, if the Rebel superweapon ever changes to the Kortusa it might be renamed to centerpoint. Yes, they're technically inaccurate, and we don't (and probably won't) have models for them, but then keeping the defualt super weapons doesn't make much sense either.
Also, now that the hotfix is out, work will begin on Requiem for 1.04 shortly. I hope to be able to give an estimate to the release date soon.
I'm working on tweaking the graphics, so let me know if any ship GameInfo files have to be changed for 1.041 compatibility.
Also, I notice that in the movies, the Venator-class uses blue lasers. Since blue lasers are already in the mod (just not used for the Venator), I was thinking of changing it to match movie canon.
Also, I'd like to add a beam weapon to the Venator as an ability. In the first couple minutes of Episode III, you'll notice a beam weapon suddenly leaps out of a Venator's hangar bay and splits its target in two. I'll have to read up on how to make abilities, though.
Well they all have to be changed, even if the file type isn't any different, we have to make the Star Wars ships reflect the new balance changes. Only the Capital ships may not have to be changed, but I doubt even that. However, I don't think the graphics sections were changed, so you should be okay.
And yes, despite the movies, the Venator's green laser's are intentional, both not to get them confused with Ion cannons (which are the blue lasers on all the other ships) and because any Venators still in the Imperial fleet would have undoubtably been upgraded by the Galactic Civil war with more modern rapid firing green turbolasers. However, I think the Venator (and a couple of other capital ships) needs a bit of a redesign anyways, so they might be changed anyways.
YES!!! SHIP CUTTING BEEM CANUNS OF DHUUM!!
Someone else who likes the Ven's blue lasers. Life feels completed.
Speaking of that, if anyone is decent with the particle forge, it would be really cool if someone could make a particle for the beam that fires from the Venator from about 2:32 to 2:34 here on this video. I guess the Advent illum lasers could work otherwise but it just wouldn't be as awesome.
hmm, nope, no particle effects are gonna make that beam.
Not trying to sound pessimistic, but none of the BEAM weapons are actually particle effects, except for the muzzle/hit effects. The actual beam is a 2-piece texture set (core&glow textures).
There are two ways I can see the beams being implemented- the more engine-friendly and more race-specific versions.
Engine-friendly- figure out what hexbit combo will make the beam edges much more blue in coloration. Oh, and PLEASE volumetric-ify the SW particle effects.
Race-specific- create a new texture pair for the beam weapons.
Alas, if only the Venator did not consume SIX STUPID TEXTURES!!! I don't know what reason Eville had for doing that, but I REALLY hope it was a good one.
My own personal Venator mod can only have the Ven and the '170 because the Ven consumes six textures and the '170 four. And my game minidumps on me when I have it using more than 10 new texture files as there are 990 in the Program files root. And the hardcode is 1000.
Please, help support me in my campaign to expand the mesh, texture, weapon type, and squad limit hardcodes.
Ah, so it wasn't an oversight. Upgrading the weaponry does make sense, thinking about it. Though I'm not sure it matters if someone confuses blue lasers with ion cannon blasts. SoaSE isn't like X-Wing or TIE Fighter, where ion cannons actually do something different (i.e. disable ships rather than damage them).
And I hope you don't mean the Venator needs a redesign graphically! I think the Venator and the VSDs are the slickest-looking cap ships in the game. If anything, the ISDs seem like they could use a little texture touchup -- though they're still awesome for a free mod.
Yup, that's exactly it.
I don't think it would be terribly hard. Looks fairly similar to a blue version of the TEC beam weapon.
EDIT: Also, who was/is working on the weapon graphics in this mod? Are they still active on the team? I ask this because I don't want to go around changing things willy nilly without even talking to whoever originally made things the way they are.
I think EvilleJedi (the original SW mod guy) did the effects. He is also the contributor for the skins&models.
I think that if you wanted to do the Venator's blue-beam-of-death, you could use the Vasari pulse beam weapons if there was a way to get it to last just a bit longer. The illum's beam would be good, but it lasts for a little while, while the Venator's beam lasts roughly half a second i believe.
That would make an awesome ultimate ability for them. one-hits to frigates and cruisers, but just a large amount of damage to caps.
The duration of the beam and the # of shots in the beam salvo are determined by the weapon section of each ship.
Quite simply, you could make long-lasting Pulse Beams and Pulsing Advent Beams.
Well, that sucks. I take it using the already included textures meshes won't cause any issues? And does it matter how it's used? I was intending for the beam to only be used for an ability. And I always support expanding the hardcode limits, but we'll probably have to wait for diplomacy for that.
No, the Venator texture and mesh won't be effected in the slightest, I probably couldn't do a better job if I tried. Right now I'm mainly just thinking of ways to diversify the mod, so other than some minor polishes the ships themselves will probably look the way they do now.
I think the effects themselves were originally EvilleJedi, but Jason might have set up the things like the muzzle effects. I don't think either of them will care to much if you make their work look better, but it's a good thing to ask anyways.
And just because I really don't understand, why do you say the ISDs could use some work? I think they are the most detailed ships in the mod save perhaps some of the Mon Cal cruisers.
jason has anybody else had problems similar to this running my updater with requiem 2.54. the CAPITALSHIP_IMP_DEATHSTAR.entity appears to be corrupted as entrenchment1.041 wants to read 1392508928 bytes actual read 284.
also the SAME entity will not convert to txt with convertdata_entrenchment.exe from 1.03.
I think that the problem is a corrupt file.
The Death Star isn't in the mod. The included 'install.bat' file should've removed that specific file. List of files the batch file removes;
del /q GameInfo\bin.batdel /q GameInfo\CAPITALSHIP_IMP_DEATHSTAR.entitydel /q GameInfo\convn.exedel /q GameInfo\StarBasePhase.entitydel /q Mesh\PlanetModule_Phase*del /q Textures\*org.dds
Maybe that will help in the conversion?
didn't see the install bat, but followed instructions on the web site of make sure you have requiem 2.4 before put requiem 2.54 over the top, but with the sick file removed it should work
I think the effects themselves were originally EvilleJedi, but Jason might have set up the things like the muzzle effects. I don't think either of them will care to much if you make their work look better, but it's a good thing to ask anyways.And just because I really don't understand, why do you say the ISDs could use some work? I think they are the most detailed ships in the mod save perhaps some of the Mon Cal cruisers.
I did say the ISDs are pretty darn awesome for a free mod. Or any game, really. Part of the reason I thought the textures needed touchup was because I had recently disabled anisotropic filtering. Looks much sharper now that I forced it back on. But there is still one issue, one that the Interdictors and Enforcers share to a lesser degree:
Example 1Example 2
Though you get used to it after playing the mod for a while, the first thing that pops out when viewing Reqiuem ships is just how much brighter the ISDs (and Interdictors and Enforcers) look than any other ship in the game. In the screenshots I linked, look at the Carracks and Lancers nearby, and remember those ships also have white hulls. It just seems the brightness needs to be toned down a bit. But that should be an easy modification -- either decreasing the brightness of the texture or changing the mesh's material properties.
(Also, those shots give you a rough preview of how I'm adapting Bailknight's existing particle effects to use as Star Wars ships' hit and muzzle effects. >.>)
Coincidentally, when I launched SoaSE to grab those shots, I noticed that the Ocean planet seems to have a couple seams in the texture. One is obvious -- the vertical white line to the right of the menu -- and the other much more subtle, but visible when you look at the clouds extending from the upper left corner of the menu:
Ocean Planet Seams
Also, don't take all this the wrong way. I don't mention these things to criticize, but instead out of the hope to improve an already awesome mod.
Actually it's the Victory and Venator ships that don't look right. The ISDs used to look like them, but then Major Stress from the Star Trek mod pointed out that something was missing from all of the ship's textures. The ISDs were the first to have that issue corrected.
Has anyone gotten this to work in 1.41? Wanted to check out the mod but I can't seem to get it to work after using the (wonderful!) converter utility....here are the steps I took:
I've been playing around with some mods and maps the last few days, and this is the first one I couldn't get to work using harpo's tools...
RUN THE MANIFEST MAKER!! make sure to check the boxes for the mod path AND the base Sins/Entrenchment paths. Sorry if it seems like I'm saying 'I can't believe I have to say this it's so obvious!', which I am not.
The reason to use the manifest maker is because there are at least 3 new files, and a string change, so you may have to add in a couple more strings by hand, or try and add the Requiem strings to the current Entrenchment string.
Is this okay?
http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto1.jpg
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