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 completely agree with you Sparten. A quick fix would be to take the tie fighter sound file (Engine_ImpFighter in the sound folder) and open it in a sound editor program like audacity and reduce the volume that way. If you don't want to bother with that, when Requiem 2.6 comes out that will probably be one of the things that will be changed.
when is the est of the release of the v2.6
Im an idiot wheres the beta?
Here's the beta Cheif.
And I'm not sure sparten, I need to see if Jason has anything planned for it before I can even guess. If you just want the replacement tie fighter sounds I can pm you a link to it.
Goa, I took the liberty of formally releasing 2.6 and 2.6.1 patch. After a marathon 12 hour LAN weekend (including 2 days of Dynasty Warrior 6 on the PS3 - totally crazy fun 2 player splitscreen game!) I'm pretty convinced the full release and 2.6.1. hotfix are stable. I've also renamed the files to the standard format so the above link to Chief no longer works.
So that takes care of 1.18 and 1.041.. leaving the door open for 2.7 to unload new features/enhancements.
Full credit to Goafan for doing all the work in getting the 1.18/1.041 patching done; for this release I've been a mere (but diligent!) beta tester
Remember... for all feedback/suggestions/contributions please visit the official Requiem site at http://sins.imperial.cc.
I got some error with 2.6.1:
Failed to find StringID: 'IDS_PLANETBONUS_HUTT_NAME'. NOTE: Any following StringID failures will be supressed.
Failed to find brush: HUDICON_PLANETBONUS_TRADEFED
Jason, might I suggest you change the metal/crystal mix back to how it used to be? I'm having serious trouble keeping enough metal in stock, even with volcanic planets. Maybe they can go back to being metal only?
Jason or Goa, what are the changes from 2.5 to 2.6? Is it all Entrenchment v1.041 compatibility? I ask only because I see no changelog.
Yeah I started to get these string errors as well with the new bonuses, I was going to fix them today but 2.6 is already out. I'll might correct them plus add a new tie fighter sound as a hotfix.
And Moguta, unless Jason added anything, I believe it was only the balance changes that are on the beta changelog. So I guess all the "new" content will be added in 2.7.
In my game as the empire Imperator-class Star Destroyer & Imperial II-class Star Destroyer capital ships wont build even thow i have the research for them. It says they are 75 fleet capacity but when i que one up it say 125 and takes 75 away from the capacity. If i que up 2 it says 200 is taken away but it only takes away 150. Just thought it might be worth mentioning.
Played the Empire once and didn't noticed the above but I got three other bugs.
MC80 and MC80a names or description are still inverted, pirate turrets sometimes do not fire, there is a planetary bonus named 'string not found' which has a red arrow pointing down giving 10%+ culture and 1.0+ taxation.
Lo
Hmm, I haven't run into the pirate turret or ISD fleet supply error, but I'll look into it. But LoTek, I've noticed that in very large battles some of the weapon animations don't appear, even though they are still doing damage.
Anyways, I hope to get all of these things fixed pretty soon, and then finally get to some "new" content.
The main screen shows version 2.5.4 and not 2.6...
Yeah, I wanted to get a playable release out quickly and from the 12 hours of playing it this weekend I felt that Goa's work was stable and good to go.
Since I have the day off tomorrow, I'm going to fix that, add customized ship names, fix a few bits and pieces and then release a v2.6.2 hotfix... as well as a full v2.5 to 2.6.2 patch.
In my particle modifications, I notice that Requiem does not include any of Bailknight's GameInfo or Mesh files, therefore excluding his changes to beam weapons, abilities, and hardpoints. Is this intended (so that Reqiuem doesn't have to deal with updating non-Star Wars GameInfo files for patch changes) or an oversight?
As a seperate project, I've updated BKGMod to incorporate the latest patch's gameplay changes. So, if you wanted to incorporate the effects previously left out, it should be trivial for me to add them in.
so... been a while. Any updates???
Aye, work on 2.7 has been progressing, though it is true you wouldn't know it by this thread. If all goes well, 2.7 should be one of the biggest releases we've had in a while.
Great mod! Better than Galactic Battlegrounds and Empire at War It's funny because in vanilla Sins I was always renaming my planets with Star Wars names like Coruscant, Corellia, Tatooine, etc hehe.
Bugs/problems:
- The Galaxy Gun projectile is still called something like "Novaliath TEC warhead".
- After 2 games, we found out that after an initial attack early in the game, the AI (even hard one) doesn't attack anymore and always stays in its region doing nothing not even capturing planet just one jump away unless we go and attack them then they don't fight and run away.
- The cutting job on the loading picture (I've only seen Padmé so far) is very bad.
- I'm sure you can find better cutted, less pixelated and less badly resized pictures for races icons!
Suggestions:
- Change the menu music. Duel of the Fates is great but it doesn't fit well with the menu and the war theme.
- Change default planets names for Star Wars ones.
Try deleting the pipeline effects folder in the Requiem folder. These effects don't run well on some computers so its a good first thing to do if your having problems. Lowering the graphics settings might also solve the problem.
@Dreossk: We really can't control the AI to much, but early devestating strikes tend to prevent the AI from even trying to put up a fight, even in vanilla Sins.
GoaFan, I think Dreossk means that the AI attacks once then never again, not that they struck the AI. This warrants further looking into, as I know Major Stress (of the Star Trek mod) found out that the AI needs at least one of every constructable roletype to work correctly.
Yeah, I read that post by major stress, but I though Requiem already had every role type.
Edit: Well, we don't have one of every Capital ship type. Dreossk, did you happen to have destroyed a lot of your opponents Capital ships?
I'm not sure it matters if he destroyed any or not. I have a feeling the AI tries to build one of every capship roletype before making multiple of the same type, and it grinds to a halt when it tries to build a roletype that does not exist.
Here are the details of that game:
Teams: Me & friend VS hard aggressor red & normal pink VS normal blue & hard blue
Basic layout:
pink mefriend
sun
blue blue red
Game:Pink attacked me early in the game (minutes) with a capital ship, I almost destroyed the ship before he retreated, I followed him to his home planet and destroyed his ship and his planet, pink was dead. After that, we were never attacked. At that point, I had 6 planets, my friend 5, red 2, blue 3 and blue 2.After about 1 hour I took my entire fleet (5 capital ships and a carrier) and me and my friend attacked the hard blue. He had no army and one of the planet in his zone wasn't even colonized and completely empty of units. After eliminating the blue, we attacked the hard aggressor red. His (small) army was always fleeing before us. We destroyed both planets with no resistance except for easily avoidable advanced space stations and minefields. The blue was easy to beat too and had no significant army.
Other details:- No AI generated culture- Even though we beat the Pink first, he was declared defeat only after we beat the blue.
Alright thanks, do you happen to remember which colors were which factions? I'll try to replicate these results next week. Did you ever have trouble with AI that were not on teams?
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