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!
Ran the manifest maker as a final step and still get a minidump....
That looks great to me. I suppose the real thing would be a bit darker blue, but I think it is more than good enough.
The beta for 1.041 is out on the Requiem website's modders section; there is still a few issues in the game that I'll fix (hopefully) this weekend, but it shouldn't minidump at the start.
Darker blue it is!http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto2.jpg
It's merely a recolor of the TEC beam, but it looks pretty true to the SW effect. Note that the hardpoint still needs to be moved to the hangar bay (I have no idea how to do this), and the cooldown, damage, and antimatter need to be adjusted for gameplay balance. Under the theory that the starship diverts all its power to the beam, I have the ship's weapons and engines shut down during the beam firing.
Venator beam data files (and text to-be-copied)EDIT: Ooops, nearly forgot the particle files. >.>;
Thanks, I'll check it out.
How do i find the original star wars requim v1.0 to download or is the original included in the newest version
irishninja, which version of sins/entrenchment do you have?
harpo
the venator should have an ability point in the hanger, just try the other ones, I put it there for this purpose
EvilleJedi:
Can you tell me which it should be? I tried abilityIndex 0 - 6 without finding one that's in the hangar. The only spots I found were: in between the bridge towers, at the nose-tip, and in the 3D center of the mesh.
here's probably why your having some issues-
Jason trimmed the Requiem Venator's hardpoints (I have no idea why though). Also, the only ability hardpoints that exist are 0-4 (0=1, 1=2, 2=3, 3=4, 4=5).
Hm. How do we fix that? Import the Venator mesh from Sins of a Galactic Empire?
here's what I plan on doing- have 2 copies of the mesh, 1 TXT and 1 BIN. Import the BIN into 3DO, save as .slp, import into Blender, save as .xsi.
From there, import .xsi into XSI. Open the TXT in notepad, delete the ability points. Proceed to re-hardpoint the ability points in XSI, and simply adding them by hand in notepad to the TXT mesh.
The beauty of this is that you have no issues with worrying about reapplying no less than THREE! texture sets. Once again, I haven't the slightest clue why Eville decided on the 'multi-texture' set approach on most (if not all) of his ships. Seems simpler to me to just build a single texture set of a skin (-cl) and a lightmap (-da).
Gotcha. Seems like a good idea. I'm not familiar with 3DO beyond the ill-fated game console, though. What is this program?
Also, I was looking for the free XSI editor, but I can't find it. Seems the developer of the program dedided to update their software suite so that XSI is no longer available. Is there still somewhere to download it from? I'd like to be able to help -- not necessarily in this instance, but in the future at least.
The hangar is still used as a hardpoint as the Strikecraft launch point right? Couldn't you just find that location in the mesh text file, copy and then change it as a new ability point?
Whiskey STFU about the texture sets, there are very good reasons for me to do this (these were developed for multiple different games that have different rendering pipelines, specifically engine textures that use different shaders) that do not involve sins and I have no reason to completely rebuild an art pipeline just because a single game has a idiotic texture cap (blame iron clad for that one, even though I understand it, it makes no sense with the retail game)
deal with it
Heh, heh. So simple a solution... And no modelling experience needed.
I really like this mod so far i've been playing the beta version, and I can no longer stand the randem and constant mini dumps. So please fix the bugs ASAP.
I'm not a modder so sorry so i don't know how hard it is to work out the bugs.
What kind of minidumps have you been having? The only bug that I've found that causes minidumps only occurs when an Alliance starbases is destroyed.
Ah, I didn't know that the Venator was also used in other mods for other games. Also wasn't aware that you would have to redo the entire texture set for it if you wanted to go with only 2/model. My bad.
I have had mini jumps when the game first started & by that i mean as soon as the loading screan was done, also just before phase jumps with large amounts of empire capital ships.
I have had minidumps about 20 min. in. When I change graphics/effects settings to high from highest, minidump issues are solved. Note that this does not happen in the "vanilla" entrenchment...
I've had random minidump issues as well, but it only happened on certain computers, and it happened on every mod I tried. While I'm not sure what causes it, I think Sins' mod system puts more strain on the RAM which increases the chance for memory errors (which can cause minidumps and/or crashes). If this is your problem reducing the graphics settings should allow you to go longer without minidumps.
Also, I've fixed all the minidumps I've had (3 hour 2 V. 2 game with both the Alliance and the Empire) with the beta, I'll be uploading a patch to fix them on the Requiem site shortly. All goes well it will probably be the full 1.041 version.
Exciting!
so is there any estimate on when 1.041 version will be released
Well, the beta is out now, and I thought it would be the 1.041 version, but a couple of people have had minidumps that I haven't been able to replicate and thus fix yet. Again I played a 3 hour game with the beta now with no problems, but I want to be sure it's bug free before making it official. Also technically Jason is the only one who can edit this post to make it "official". So it could be anything from this weekend to early next month.
just curiousit possible to get rid of or reduce the volume of the tie-bomber, fighter. Because they'rey annoying and almost as bad as the mosquito ring tone; if you ever heard of it...
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