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!
Just curious where is the download link?
You have to download from JasonFJ's forum, follow the link that says "http://sins.imperial.cc".
Click the continued button on the bottom and scroll down for a while, you should start seeing download links (as well as links for instructions for new players).
I do that and i dont see the 2.8 link...
I am not a new player to this mod.
Try This
Hi, I admit at first hand that I did not search the topic for my solution but it seems that my version of this mod is bugged, or it looks like that...
First thing, sometimes when I start the mod, my whole screen goes balistic with stripes etc, restarting the game fixes it, really odd ( never have it without the mod )
Ingame I can choose between all races including Star Wars Imperials and Rebels, bit strange to be able to choose Vasari aswell, might be normal, I don't know..
My checksum version is different then what is said on the site, I got 82095058
Not all units have 'star wars' sounds but there are mixed with normal Sins and the mod.
The UI seems a bit, strange?
That is all, just wanted to know if this all is ' correct '
I got Trinity btw
Entrancement v1.051 (tested )
Sins v 1.191 ( untested )
I've never heard of this before, the only thing I can think of without seeing a screenshot would be to reduce you graphics settings.
This is intended, this mod attempts to keep the general gameplay of Sins of a Solar Empire while adding the new starwars races. Thus the original Sins factions are still in the game, and more or less equals with the new factions.
Not a problem in itself, but it could be a sign that you got a bad download or installed the patches wrong. Just ignore it for now.
This is unfortunately due to the difficulty in finding sounds for each Star Wars ships. Some are easy to find because they are famous ships for the movies or frequently seen in the expanded universe. Others, like some of the non capital Mon Calamari cruisers or Imperial Enforcer cruiser, are not so famous and thus we had to leave the sounds as it was. Some of them might be replaced by more general unit voices in the future though.
Yeah, the transparency is to reduce the cluttered look of the UI and show more of the game on screen. Deleting a single file will return it to the way it was if you don't like it, but I've come to like it better actually. Your empire tree does look a little bit wierd though, maybe there is a probelm after all.
Forums go boom + internet failure = a lot of extra posts!
Maby perhaps cause of Trinity? I do not know, the first time I installed the mod, and tried to play it, I didn't have planets, ships, nothing, just icons..
Ah Didn't know that, just odd hehe, easy fixed of course, choose Star Wars factions instead of Sins.
Well, I unzipped Requiem v2.7.0 full release into Mods Entrenchment v1.051 then I unzipped v2.7.0 to v2.7.1 then the other 2 patches and ran the install.bat file. Of course I used to copy and replace option.
I hope you can do the more general voice in the future, even if it is 'wrong' it keeps the feeling of Star Wars intact, if you know what I mean. It's to bad games like 'Rebellion' is old and hard to get, Rebellion has a lot of ships in it, perhaps Star Wars Empire at War could help you in one way, I got the game, maby if I knew how, I could help, if you didn't do this already hehe.
Do not misunderstand me, which might show, you guys, and all other modders always do a awsome job for people to enjoy, expand the lifetime of a game! GJ!
These aren't the droids you're looking for... but this is the mod you're looking for: Sins of a Galactic Empire
SOGE is meant as the SW total conversion while Requiem is the SW supplement to the existing Sins factions.Two projects with a similar base but different goals. Play both of them, they are excellant projects!
So when is the next version coming?
It's probably going to be a few weeks, and released as a Diplomacy version.
Planning to rebuild the mod from scratch using vanilla Diplomacy, just holding off for a while to ensure the major bugs and format structure is stable first.
Huhu!
I recently tried your Requiem mod, and followed the instructions for the most recent download. However, when I started the game, not only was the hud invisible, but the planets were missing as well.
If you can help me with this, it'd be much appreciated. I wasn't sure if this has been reported or not, but it didn't look like it on the most recent posts.
scpx, the problem with the planets & ships might be the 5 files in he pipelineeffects folder of the mod, the problem files are
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
first try deleteing the 5 files if this does not work then try re-nameing the pipelineeffects folder
hope this helps
harpo
Thanks SCPX, we have encountered this problem before and Harpo's solution should fix it. The Pipeline effects folder has never worked very well for some people and it got worse after the most recent patch.
I'll sort that out during the Diplomacy conversion.. I've been meaning to overhaul the Pipeline effects with the latest updates from ManSh00ter.
Well, that fixed the missing planet, but unfortunately, my HUD is still missing.
When I renamed the folder, all I did was rename it to "pipelineeffects". Was I supposed to change it's name to something else, or just make it lowercase?
Change it to something else, "PipelineEffectsFTW" or something.
If you're still stuck, head over to http://sins.imperial.cc where you can get more support (this thread isn't check that often and there is a full support forum over at the website).
Is the HUD completely missing, or is it just somewhat transparent? The non-display areas of the HUD were reduced/made transparent in Requiem so that more of the actual game can be seen. All of your display screens, info cards, black market window, empire tree etc. should still be displayed though. It might be kind of weird at first, but I actually prefer it over the original HUD now. If you really don't like it you can change it back by deleting a file, but I'm not sure which one right now as I'm not on my computer with Sins on it.
It's just transparent. I didn't know they did that on purpose. I actually find it really distracting. (Probably because I'm used to it being there too much.) If you can let me know which file to delete, I think I would prefer to have it back actually.
Also, does anyone know if this mod plays nice with Bailknight's Graphic Mod? I've yet to test the two of them together, but if I'm going to involve the Vasari or Advent, I prefer Bailknight's graphics...
I thought most of the Volumetric explosions and effect mod was already incorporated, which has a lot of Bailknights work. It might not all show up though because of the pipeline effect folder issue, you might have to wait for the next version.
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