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!
Another job well done Jason and to your team. Couple questions though, Any thought to adding the Sins Plus planets + planet bosus' and particle effects and volumemetric explosions? I believe it would add more flavor to a already fantastic n polished mod. If needed, i could attempt the merge. just would be a while since this is finals week for me then movin. Let me know.
you know what mate you are alitte genius, now i might be putting my neck out a bit buti woudl say your mod is the only sucessful theme mod going on here. all the other mods, athough some are coming on well seam to take ages to do but you guys dont fath about you just get on with it and bam a result, and get the good stuff out time after time. well done to all you worked on this guys.
Like to say thanks so much for an epic mod! good work!
Just a couple of things. Been playing version V2 today and it works well! but there are some things I think is broken atm.
As alliance I cannot do any missile research as the pre-req refers to javelin frig which they dont have so the tree cannot be started and therefore all missile research is void.
Ive researched everything I can find and simply cant get the above working. Maybe im blind? If so my apologies and looking forward to being straightened out on the matter.
Best regards
Hammerz
Thanks for all the positive feedback! To be honest, I write Requiem a lot around my own idea of player enjoyment... so there has been a big focus on getting out visuals first and then refining the research trees a bit later.
Having constant feedback from my beta posse (Goafan77 and Warmaster) and the rest of the forum members here greatly influences the speed and content.
Ah yes I've put down the missle research bug in a hotfix that is immediately downloadable - I played a full game over the weekend and yup, I didn't research the Marauder long range line at all
As for incorporating Sins Plus features... it's funny you should mention that because I'm just internally debating whether I should start adopting Celestial Bodies features into Requiem... or should I continue to make a "compatibility patch" to enable it.
If I start to hard-code other mod featurs into Requiem (with credits where due of course) it would make them an on-going part of the mod instead of requiring individual patches between Requiem releases.
I'm open to ideas here!
Hey JasonFJ
Just a question if I may? is there a reason why there is no Executor dread in your mod for Empire now that youre using some of EvileJedi´s work anyways? The model is nice looking and maybe could make it into yours as well? The reason im asking is Empire atm doesnt really have a "Fear Factor" if you know what I mean. When I play against them theyre "just" another race and youve been balancing so superbly its "backfired" in the sense that I dont play thinking "shit thats a damned Executor all yards build!! save me" kinda thing
Anyways maybe its just me who needs that in the game just thought id voice it.
Cheers and good work!
P.S Ty for missile fix
I know what you mean about fear factor I built in some natural fear factor to the star destroyers by giving them an outright damage bonus against all other races.
Trust me, when a Victory-class star destroyer performs a power surge and opens up with all it's turbo laser turrents youll be wishing you were on Naboo rolling on the grass with Padme....
... *cough* but I digress. Alas, the Executor super star destroyer won't be appearing in Requiem. For that you'll have to keep an eye out for SOGE when it releases. Simply put, at 17km long in actual scale the Executor is just too big to fit into current gravity wells without shrinking all the existing races by 1/3 or more.
Not to mention that Alliance/Tech/Advent/Vasari absolutely have no answer to an Executor SSD.
It would wipe them off the map.
ALL of them.
About the Death Star... Over at 7ds we have a Death Star model (several, actually). We were planning on it being the Empire's starbase (or maybe a titan, not sure yet). Anyway, as you upgrade it, it gets "completed" So when you first build it it is the DS prototype, just a little bit of structure with a laser, and as you buy upgrades it gets completed, until you have the complete DS.
Anyway, the point of telling you this is that once we get it textured and coded, you can use it, to save you doing extra work making it yourself or finding one somewhere else.
That being said, this is an excellent mod. Keep up the good work.
That would be awesome kyogel... I'm not a particularly good graphic artist and modeller anyway! In the meantime, as stated I've uploaded the work I've done on the Death Star to help out in the meantime.
If you get close to finishing off your Death Star mod, I'd be happy to tweak it (set the hardpoints etc).
Still No Death Star.. WHy?????/
No problem. As I said, we have a couple of models done (protype, half completed, and a complete one) We just need them to be textured...
Hi,
Just wanted to say this is a great mod, but I have a problem... I was playing as the Alliance last night and I could not get the last two capital ships to unlock even though I have researched everything except the superweapon at tier nine. Is there something I am missing? Is there a prerequisite in another tech tree?
Otherwise I love this mod, just wish the Star Wars music would play during the game. I played as the Empire first, and it was awesome watching a Star Destroyer show up in a system and just smack everything else around. And when playing against the Empire it was chilling to see an Imperator class show up for battle.
Keep up the good work, can't wait for the Death Star as space station.
i have a question. if the death star is the empire's space station, what's going to be the rebel space station?
Jehraud... the unlock is in the Civil Policy research tier... called Mon Calamari Alliance.
Vunda... there is some contention as to whether the Empire space station should be anything like a circular death star - it doesn't fit the Star Wars lore. There is some debate going on over at sins.imperial.cc in the Modding section.
Personally, I'd prefer a Golan platform mesh for the Empire starbase.
For the Alliance... I really don't have a clue at this point. I'm using the Tech standard starbase right now for lack of anything more suitable.
maybe you could use the rebel space station from empire at war, dunno how well it fits with the SW universe but it's a start
Jason,
What about using one of the XQ platforms for the rebs? If I recall, EvilleJedi had a model of one in his ship packs.
Yeah, they really weren't heavily armed, but it would be a familiar sight.
I like using a Golan for one side or the other though!
so the death star is in the down load link or not yet?
This is good stuff but still one bug for you is galaxy gun/novitlith cannon wont work for the empire, after research still says 1 point needed. but you fixed the missles with the hot fix Good job, cant wait till 2.1, and how about maybe the millenium falcon for the allaince as like a cap ship or friget or somethin
Using the XQ mesh for starbases is a little tricky, since upgrades to starbases trigger additional mesh attachments to the basic mesh. So while not impossible... it requires quite a bit of mesh/UV mapping which I don't have the time for alas. But where I can borrow from other peoples work I'll use them as they come up (and of course people are free to borrow from my work too).
Chris.. the Galaxy Gun works fine for the Empire when I tested it.. try researching all the way through and complete the research first then try to place the gun. I just uploaded the 2.1 release....
I'm not intending to implement the Death Star ever. If anything, it will be a cut-down prototype. Reason? Because it's a major departure from the SW universe and there existing Advent/Tech/Vasari races have no match for it.
I'd love to get a Golan II mesh that somebody has already prepped for starbase upgrades. I guess I'll get around to it one day once I complete everything else I want to tweak on the Alliance/Empire.
not true, i have a starbase for a 4th race in my mod and all you have to do is this to have upgrades and no mesh changes:
statCountType "StarBase"maxUpgradeLevelCount 8UpgradeTypeCount 5UpgradeType "StarBaseUpgradeCylonWeapons"UpgradeType "StarBaseUpgradeCylonToughness"UpgradeType "StarBaseUpgradeCylonHangar"UpgradeType "StarBaseUpgradeCylonTradePort"UpgradeType "StarBaseUpgradeCylonBlockColonize"MeshNameInfoCount 1MeshNameInfo meshName "StarBase_Cylon" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""
damn about the death star. i just wanted to see the model and use it for my pirates... oh well.
Ah glad to be wrong then Don't totally despair on a Death Star mod... kyrogrel12 did say that a Death star mesh was in the works for 7DS so either it will appear there or I'll get bored one weekend and just finish off my Death Star mesh
Thank you for making this mod, I dont know if this counts as a bug, but there is something odd about the ship building que. I was playing empire, and I was trying to build 2 missile frigates and 1 carrier in those order, then as I got resources, I would commit them to building in that order again, however, it will not build based on the order, instead, it builds all the missiles first, then carriers. This is different than the original game where it would build base on the order I click.
hi jasonfj i'm back again, the rebels are awesome, just a few suggestions.
1) i think for the mon-calamari maria or liberty (i forget which is the battleship) should have power surge as one of its abilities
2) more fighters per squad (not sure if you can change this)
3) up the number of squads the capital carriers can carry (mainly the liberty or the maria, whichever one is the large cap carrier)
4) when i mouse over the turbo laser platform and look at the stats it's damage is listed as gauss
that's all i have for how
Hi all, some answers....
Reliku.. from what you describe you wanted 2 missle frigates then a carrier... and you got "all the missles first, then carriers". Sounds like it's working as intended! Or maybe a typo?
Hi Vunda welcome back and glad you're enjoying the Alliance side.
1) The Maria is the battleship, but there has been a lot of feedback that the Alliance shouldn't be about high damage.. but rather high surviviability. So the Alliance has reduced damage-per-second but superior shielding and other abilities.
2) The fighter counts are based on SW EU lore... and their damage output has been balanced to be equal to that of the original Sins races.
3) This is a balance issue. While it's possible, it would make the Alliance ships far too powerful against the other races in terms of damage per second.
4) Yes that's an irritation, unfortunately you can't change the name of pre-defined damage types (that I know of).. and if I made the TL platforms into lasertech then as players researched their frigate/cruiser/capital laser abilities the platforms would get free upgrades. Hence, for balance reasons I had to keep it as gauss until such time that I can create my own damage type (the existing ones are hard coded)
JasonFJ,
in regards to Reliku's issue, I initially interpreted it that same way you did, but what I THINK he means is that he ordered 2 missile frigates, then a carrier, then 2 more missile frigates and a carrier, but it built all 4 missile frigates first, then the two carriers...
JasonFJ
Sorry if I was unclear. I wanted 2 missile, 1 carrier, then as it started to build missiles, I order another 2 missile 1 carrier, for a total of 4 missiles 2 carrier, it should have rolled out in the order of 2 missile 1 carrier, then another 2 missile 1 carrier, instead it rolled out 4 missiles first, then 2 carriers. The add on second order was placed during construction of the 2nd missile. I also did some additional test, and if i were to order only crusiers, such as 2 assault then 1 carrier, then slap an add on order, it works fine and the roll out was in the clicking order. I was able to duplicate this only when I go between the frigate screen and crusier screen, as in the the first example.
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