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, getting invisible planet models and ships. Effects (i.e engines etc) can be seen but not the models themselves!
How can i fix this?
in the mod's pipelineeffects folder DELETE the following 5 files
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
these are the usual suspects of no mesh planets,asteroids & ships
harpo
thx for quick reply
I figured it out though, PipelineEffects was named PipelineEffect for some reason
If i find any ships that still do it i'll need that thanks
agreed. I have the issue as I try and run it at the highest resolution possible while still being playable in the late game...and now mid game for the the rebels and their love of fighters. lol I find that most setting need to be turned to either "low" or "medium" and other features (such as the trade ships turned off) in order to effectively run without any major issues.
far as system specs...I know I am not running top of the line but this is the only game that I have ever experienced any sort of issue with so I doubt it is my card in this case. although I am thinking about building my next pc...and once done that should do me for the next 5 years or so.... LOL~
One wonders why there is the executor class as the starbase rather than the Death Star
When one thinks empire, they think Death Star
So why is it not in? Not any models for it? If you want a moving starbase that's OK too, since the DS was designed to move (AFAIK). And the death laser could be a special ability with a massive cooldown. The deathstar also had normal weapons, so it'd make sense just to have the same green lasers.
There was a project to get the Death Star modeled and textured, but it was simply to much work even for some of Sin's best modders. Also keep in mind the death star hasn't really appeared in any strategy game, even in Empire at War, it just showed up in the background of the planet in any battle it was in, and then showed a little movie of it blowing up a planet once it got in range.
The Executor on the other hand has appeared fully modeled and textured in several games, and was actually on a scale that would just barely fit in a planets gravity well. As the scale of planets to ships in Sins is already so messed up, adding the death star would probably make it more comical than anything else.
I know Eville Jedi is waiting for a functioning planet-destroying superlaser...
Please excuse my ignorance, but it wouldn't be that hard would it? Its a sphere with a dip in it for the laser and a trench around the middle
If it's already messed up, why not add it? Also, wasn't the death star the size of a small moon? The current starbases look around that size anyway
I understand where you're coming from, just would of been awesome to see a pew-pew'ing laser from the death star destroy some ships
personally, kinda glad it wasn't included. it's entirely to big (size of a "small moon") and the weapon system is well beyond that of your standard starbase (it destroys panets). that said though, I could see it as a Unique starting planet...would add a bit of fluff and provide the visual aspect even if it didn't do anything but sit there like a lump on the log.~
I just wanted to pop by and give a great big thank you for the update to Diplomacy, it's been a blast to play with friends during our weekly get together. The polish for the mod is superb.
Is there any way to make this compatible with the original Sins of a Solar Empire?
kilo181, there is SO MUCH work involved in porting a mod to vanilla, that ONLY a modder with experience of vanilla would be able to do it, but as most of the longer term players have entrenchment AND diplomacy and the expansions both offer a better range of options & facilities for modders it is not likely to happen.
It IS possible, but very time consuming (and it won't quite have all the features). If it is going to be done, it will only be when we are 100% sure that Sins updates are finished. Updating three different versions of the mod each time a new official patch comes up is too time consuming.
For some reason none of the models are appearing for the planets, ships, ect.
I've tried reinstalling the mod, but to no avail. anyone know what's wrong?
Look at the second post on this page.
When do you make the republic in this mod?
when you read the story of this mod you see that theres no republic in this mod
unless the follow the empire ^^
why do siege frigates have so much health, i had to colonize a planet three times because my imperial level 3 carrier with five bombers couldn't kill one militia siege frigate quick enough.
For now (that I am aware of) their are no plans to include the Republic as a separate race, not the least because we are already pushing the engine as it is.
Well they also cost a lot more in terms of fleet supply and resources. They also give a lot more exp (I love getting those assault frigate Mrk. II's just because of that actually). Besides, most players destroy the siege frigates before colonizing the planet, which I highly recommend.
The only thing I would change if I could is the Empire Lancer green lasers look to BIG for the ship there coming out of. I like the smaller thinner Advent lasers.
Have not seen the rebels build their High end Liberty cap, or the Vasari starbase, or Vasari lay mines in or out of their well, is this Mod related?
will playing this with bailknight's graphics on an ati radeon 3100 cause problems? i minidumped once while disabling the mod i think
I'm afraid I have no idea about ATI cards, though one computer I had a lower end Nvidia card did crash eventually. If you do try it make sure you get the Requiem supported Bailknights (from the website), not just the regular mod.
Couldn't we reduce the size of the Executor starbase, then use the Death Star as a replacement for the Galaxy gun?
since when can the death star fire that far ? what you want is the "galaxy gun"
and the death star would way to big to fit in(don't forget the planets are way to small)
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