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!
reliku was the carrier fully researched?
I have seen similar behavour before a ship has its research completed.
harpo
Yes, I had it fully researched, I already had 2 fleets with carriers prior to making that order, I was expecting an attack and wanted to beef up the defensive fleet. This was about mid way into the game where I had already finish building my offensive fleet and was getting big enough to need a defensive fleet to act as a flying company and assist Starbases. At the time the D-fleet consisted of 2 caps, 3 carriers, 3 attack crusiers, 6 missile, 3 anti fighter frigate. I was working to bring carrier to 5, missile to 10, and eventually get the crusier and anti fighter to 5.
Version 2.1 Siege Frigate Mk II- Experience value is 750.
I noticed that after my Imperial Cap ship levelled up, Hooray! and then it levelled up again after trashing only a few siege frigs...Hooray!...Waittaminute...levelling in 30 seconds?...
This is truly a mystery, as I haven't fundamentally changed any core files or parameters that might cause this to happen. I'll have to try to re-create the problem.
As for the Alliance siege frigates giving 750xp... hmm yep thats a pretty bad typo! I better release a patch soon!
Thats not a typo - whats wrong with extra XP? Besides, its an incentive to have your caps around playing defense.
750 Xp? Lol. That's more than cap ships.
Also for you non Star Wars Fanboys check out http://starwars.wikia.com/wiki/Main_Page
Now never speak of EAW again. EVAR.
And sorry for the derailment. i love this mod.
EAW isnt that bad(maybe) . i hope i can get this to work, never have been able to get a mod to work .
yours truly,
The Great Admiral Bane
*gasp*
did i speak of eaw?¿?
...
i dont like mods no more.
I CANT GET THE DARN THING TO WORK!!!!
when i opened the install instructions, it said something about, and i quote, "You MUST be a nominated beta tester for requiem. wtf. what does that mean. and i still dont get how to install mods. could somebody walk me through it??yours truly
Ah dont' worry about that message... just make sure you download v2.1 and UNZIP it into your entrenchment-1.02 mods directory (there is online install instructions at http://sins.imperial.cc
I'm in the process of releasing v2.2 which will fix several issues described above as well as add some new things.
THANK YOU!!!!!
Hey, Jason's back! Also, the sheep sees what you did there darthbane.
EAW was meh and questionably canonical.
Oh, by the way Jason, any truely exciting developments?
Has anyone tested the mod with distant stars?
How is the race-balance there?
Is it playable without any major advantages/disatvantages on any side?
OK, I'm confused... maybe someone can tell me what I'm doing wrong.
Oh, first off, I LOVE THIS MOD!!!
OK, that's out of the way, now, according to the download page, this mod is listed as Highly compatable with Celestial Bodies mod, but when I try and load them together, I only get TEC, Advent and Vasari races, no empire or rebels.
I tried it both ways, and the races stay the same... what am I doing wrong?
Also, if I can get it figured out, I will gladly let you know if it works with Distant Stars, that's my other favorite mod.
Can someone help me? I'm dying to invade Earth with a fleet of Imperial battle crusiers!!! hehehe
do you have requiem set as the first mod in the list of enabled mods?
If I set it up with Celestial Bodies first I get no Empire or Rebel race, if I set it up with Requiem first it minidumps and crashes...
I'm confused...
what version of the Celestial Bodies mod are you using? I'm not sure if the version matters or not but i would try an earlier version if possible or the most recent version. Hope this helps
@ Just_Jim
if you go to http://sins.imperial.cc and click on the forums button, then general, then there is a thing called Installation Help - Celestial Bodies
Hey... WOOHOO!!!
That did it, thank you!!!
I wonder if that's all it will take for Distant Stars to work??
OK, so it's not quite as easy as all that, but from the looks of it, the only thing that really need to be modified to adapt it to Distant Stars is the Galexy.def and String files?
The Imperials do seem to have a powerful edge over the Rebs.
I've been playing Imps since the day of this mod's release, and last night I tried the Rebs. Fleets and stations of comparable sizes: Rebs were unable to take out a station without heavy loses, whereas the Imps did just fine.
Also, it seems like the crew requirements of Reb ships are inordinately higher than Imps. Was this intentional?
In anycase, Jason, thanks for making a great mod! I'm looking forward to the next release (crossing fingers for Super Capitals )!
JustJim... Distant Suns is built upon a lot of different mods and some of them don't really fit the Star Wars universe theme, and my own attempts at balancing the Vasari, Tech, Advent with the Empire and Alliance. I intend to look at Volumetric Explosions by Manshooter at some point though I just merged SinSounds by Gurkoz into Requiem v2.2 and onward.
Boeduur... yes the Imperials do have a significant damage bonus over the other races - but the Alliance do have some strategy up their sleeves. I'll give you two hints: look to your support ships.. and crew requirements are consistant with damage/hull/shields. Also super star destroyers will not be appearing in Requiem; not only are they too big for the gravity wells but they would totally unbalance the Empire as there are no equivilent ships available to the other races.
For anyone interested, I have just released a v2.2 beta
http://db.imperial.cc/show.cgi?id=sins&a=view&f=3&t=13
Sweet.
understood
OK, I HATE the interface in 2.2. Its buggy, broken looking, disconcerting and ugly. Sigh. I guess I'm stuck with 2.1 for now.
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