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!
The current Imperial "superweapon" is the galaxy gun, though is in name only and just uses the TEC's novalith mesh. If we did have a galaxygun mesh though it would be in the mod with an update tomorrow.
Id much prefer a new imperial starbase, and then have the ssd as a super capitol which would cost alot of both money and fleet. Aslong as its cost and fleet req are balanced it wont offset any balance issues. So no no other faction would need a similiar ship.
ive always thought that a space station such as the golan platform http://starwars.wikia.com/wiki/Golan_III_Space_Defense_NovaGun would be fitting for an imperial starbase
That was what their starbase was going to be originally, but we had some difficulties with the mesh (including it being sideways) and it honestly just wasn't very good quality. At first I didn't like the Executor being the starbase either, but I've since decided it was probably for the best.
As for a super capital, I think that unless we made it so expensive that their was no way it could possibly be economically efficient, there is no real way to balance it. As it is the Empire is probably still the most powerful race (despite with what we thought at the time a major weakness of not having a repair cruiser), though I think the others will be getting some love with the next patch...
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)
1. We never actually see how far the Death Star fires. For all we know, the image of Alderaan could've been magnified.
2. Who cares about size? Just make it the size of the current novalith cannon.
yeah how cares about size? ... wait a sec...EVERYONE i don't want an ISD as small as an dreadnought and i don't want an death star smaller than the executor and i bet most other people would also complain
Some one needs to make a planet Death Star mesh
guys READ the old post...
the tried but it hasn't worked
the wrote it what 1 site before ....
Even if it did nothing it would look cool. Maybe if the empire lost that ONE planet/death star its game over.
thats an idea let a planet look like the death star
thats a very good idea indeed ^^
Or simply put, the "death star" would ALWAYS be the empires homeworld.
Personally, I think the Death Star planet is probably the best way to go to (if we ever get one). Sadly there is no way to ensure the it is always the Empire's home world (trust me I tried), but I suppose it is not inconceivable that another faction could take it over. After all IG-88 did it.
The unfortunate thing about this is that I don't think we could make it fire the super laser (or anything for that matter), but it would still be very awesome to have a battle over it.
^^ yeah
but we can let it have boni
so the player hase a reason to fight for it like an artifact ore something else ore more than 1 boni
you got pr in the biggest gaming news website in the world
http://kotaku.com/5614059/star-wars-mod-fulfills-fanboy-dreams
Yup, that was pretty awesome indeed.
I hope you guys are still going strong. Just wanted to say that I still fire up Sins to play some Requiem once in a while, and that i think it is still one of the tightest mods for Sins.
can someone help with converting the binaray files in the gameinfo of this mod to text so i can edit?
for my own personal prefrences
thanks...
derek06, there is my textbin gui and also dekanrik's, both can be used to text/bin entire mods, and for a single file dekanrik's is better.
if you want to get all of my sins modding utilities there is a single file download of them all in the mod updater thread
harpo
thankyou i got it to work
this mod is great except some of the ship roles are just retarded lol
i fix them
is it possible to make the executor a ship instead of a starbase?
derek, the entity structures for starbases & ships ARE COMPLETELY different, BUT you COULD use the mesh in a frigate/capital ship with weapons & hull numbers similar to the starbase, but ships CAN NOT have modules/upgrades, the closest would be with the capital's ability upgrades, BUT they ARE abilities and abilities ARE interuptable.
thanks harpo99999
hey guys..I have one question about the rebel nebulon b escort...the description says that it has long range missiles, but in fact it only has 2 very very weak lasers .. is this a mistake or something?...is it ok if I copy the weapons from the empire's nebulon b frigate and paste them in the rebel one over the current weapons? cause they both have the same description? (and they are both actually the same ship ) or maybe I should put the missiles from the rebel long range frigate, and make them a little stronger or something?? or should I change the description, so it doesn't say that it has missiles...you put them in tha back of the formation, so I presume you wanted them to fire long range missiles..
Probably a better idea to post on the official Requiem site where all the support and development is done. But very briefly I don't see what you are describing in Requiem Diplomacy v3.1 or later. I'd suggest upgrading to the latest Diplomacy version or drop by the forums if pain persists.
On a more significant note, Requiem Diplomacy v3.2 has been released. Here are the links for the download page and release notes.
Also for anyone who is interested, the 3.2 patch had a big balance problem that required a hotfix (see here), if you wish to get it a bit early. Also those of you who wanted a capital ship SSD should check this thread.
Firstly, thanks so much for this amazing mod. Every so often I'll play a game that just pulls me right back in to the SW universe and this is one of them.
If you're still taking requests, I have two good and simple ones: changing the models for trade ships and refinery ships. I think you'll like what I suggest
Refinery ships: http://www.swcombine.org/rules/?Freighters&ID=30
Trade ships: http://www.swcombine.org/rules/?Freighters&ID=124
Great work! Thanks again.
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