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!
ok super frustrating - I've had SSD's and repair bays (playing as Empire obviously) completely ignore potential targets. In other words, I lost a world while a SSD sat on the other side of the planet and did NOTHING. I've even had SSD's well within gun range of enemies and not shoot until *I* designate a target. This makes the game completely unplayable unless I'm in a 1v1 style setup.
Any luck on this getting fixed? Is there anything I can do to help?
By default the SSDs are set on the don't auto attack behavior which prevents them from moving to attack targets. If you change this behavior to the entire gravity well in the fleet/unit behavior menu, it should solve this problem. I was already checking to see if I could set this as the default behavior, but for now that is a temporary fix.
Got it thanks! I'll have to check that out - didn't even think of that. Though that still doesn't really explain why the SSD wouldn't attack targets well within its firing arcs unless I ordered it to attack...
I also noticed that trade ships docking with the SSD will stop the SSD of all actions.
Ah, so that's why the Vasari starbase has colony pods instead of trade ports. Perhaps we should make a similar substitution.
EDIT: Me and my big mouth. Seems the Vasari starbase has trade ports too, and has the same problem. :/
It seems that switching the starbase's engagement range fixes the trade ship issue, too. Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!!
Well, that's certainly odd. What particular engagement range(s) seems to solve it?
Entire gravity well has always worked for me. With both the Vasari SB and the Executor I've gotten in the habbit of changing it as soon as it has been built to prevent these issues from happening.
Also, I think I found the line that will allow the entire gravity well setting to be the default, I'll try to test it when I have time for a game (the holidays are busy for all of us it seems). So hopefully the Executor's unit AI problems will be fixed for 2.7.1
sweet thanks!
v2.7.1 patch has just been updated to http://sins.imperial.cc.
Changes for those interested:
That's it for now.
Any ideas or contributions welcome.. please drop by http://sins.imperial.cc and visit the Modders section.
Thanks to Goafan and Whopperdown for principal contributions for this update.
This should also be fixed now as well.
Any word on 1.5 compatibility? I like Requiem more than SOAGE, your ships and gameplay feel a lot more solid. Nicer effects and ship models, too.
It's in the works, though I'm still trying to figure out all the changes that are required to update it (a damage report if you will). So I can't give a date, but there will probably be some nice extras included in addition to a compatible version.
Requiem has the same problem mine has; a couple of pipelineeffects are making the meshes disappear in 1.05. I created a post with the exact files here: https://forums.sinsofasolarempire.com/375189 I tested it out with Requiem, and everything works. Just thought you might like to know, hopefully it will save you some headaches
Yeah I just read your post, thanks for the info Kyogre. Do we still have a developer.exe in the new patch (I haven't updated yet lol)?
will this mod ever be updated for 1.05 or diplomacy ?
goafan77, yes there are the developers for sins,entrenchment AND diplomacy with the updates
rzzorlight, yes you can copy the current version into the Mods-Entrenchment V1.05 folder, just delete the 5 files in the PipelineEffect folder that kyogre12 lists in his post
harpo
i did and the game crashed after i loaded the mod -.-
raszzorlight, DID you delete the FIVE files that kyogre12 is recommending to delete from the pipelineEffect folder of the mod?, if not then open the thread linked to in reply 638 and delete the 5 files
Thanks for the info Harpo.
I don't know about Diplomacy yet, but there will be a version that is officially supported for Entrenchment 1.05. Stay tuned, if the changes are as small as it seems I might be able to do it by this weekend.
No problem
that would be great
btw. i deleted the five files and the game crashed
razzorlight, I did what I suggested, and it worked for me. the only issue is a missing string on the menu to do with the new diplomacy button.
mmmh i will try it again
edit: no chance the game crashed again and something with minidumb appeared this time
Hmm, I tried the same thing, both with and without the five files removed the game crashed. It gave me the same error messge it gave to RAZZORLIGHT.
Alright, I think I got it to the point where all the visible error messages (Menu string, abilities) are fixed, so hopefully it will work for everyone now. I'm just finishing some of the extras off and hopefully a Beta (as I can't edit this thread) will be released tomorrow or Tuesday.
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