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!
Well it's only a beta.. I was playing around with transparency settings so nothings buggy... just looks different But if you think it makes the UI look worse I'll take that on board. Perhaps only do transparency in certain places? I'm looking for ideas here!
can i have a link to download v2.2?
The problem with the interface is that A)It is too transparent AND B)Alot of buttons are really dark AND C)Some things on the interface look off center.
Also I noticed that some text seemed to appear in the top left corner when a Cap was built. The Alliance having the Venator is to me, an immersion issue.
The issue with transparency is that if done in the wrong places, buttons look weird. The interface is fine as it is, but if you're hellbent then try atleast half the transparency in 2.2 beta. ATLEAST HALF.
Off to play .
Hmm. It appears that the Victory II has an issue with the shield effect, at least the one displayed by Adaptive Forcefield. It is much too small. Kind of ruined some of my screenshots . 2.1 By the way, not the beta for 2.2.
Yeah I need to increase the shield sizes and adaptive forcefield effects for most of the ships...
Vunda.. the 2.2 beta is linked in the Modding forum at http://sins.imperial.cc
By the way do escort carriers attack properly? Even when ordered i don't remember one ever attacking with the laser.
Maybe i didn't look hard enough?
Also, the shield thing would explain some pathfinding issues, as the shield seems to be used for collision detection. Don't feel rushed by the way, I can wait for the next update and I hope everyone realizes that modders have real life too.
i don't know if anyone has said this, but for your next update can u make reb weapons platforms actually listed to fire lasers?
Jason has already said that this is not possible. The issue being that sins only has a few hardcoded damage types, and the laser platforms say that they do gauss damage because they do. They do gauss damage to prevent the laser research from upgrading them, as the turbolaser platform research upgrades gauss.
Just a short bug report about the latest 2.2 beta.
The Alliance MC80a and MC80 battleships names (or descriptions) are inverted.
The shields graphic effect cut the capital ships hulls in several points (not sure if that's reflected in effective coverage/damage) as it wasn't probably resized or it isn't rezising properly for the new capitals which are bigger from vanilla ones. (already reported)
Sometimes ships just vanish instead of exploding.
Sins vanilla music often irrupts when it shouldn't, pretty ruining the Star Wars experience.
I vote for complete 're-possessing" of the soundtrack with only Star Wars related music.
I won't get in balancing issues as I think I'm not much qualified for the task.
Other than that this mod looks great and it's time for me to Karma up someone...
Oh and I wasn't able to get 2.2 running with Celestial Bodies but I think that's due to the transition phase of the beta.
Lo
I have't played 2.2 yet... just downloaded it. But 1 thing tht bugged me is the Imperial Capital ships abilities seem very limited. Can you add a few more, maybe mix it up some?
Something like "adaptive shielding" (or whatever it's called) would actuallly fit the storyline if you think of ObiWan taking down the DeathStars Shields in movie 4. And 1 of them should definitly be able to nuke a planet.. this is the Empire for gods sake...lol!!! Anything to make them a bit different. Right now it's like there's only 2 capital ships, with just a heavier and lighter version each.
I'm not complaining, I'd do it myself but all the entity files are bianary, and converting them is a long story for another post!
Obi Wan disabled the tractor beams. DUH.
The Empire didn't have nukes. And if you want more caps try finding any other notable Imperial Caps. There aren't many that are big enough, but not too big.
Duh, I got it mixed up with movie 6... when Han led the team to drop the shields from the planet of killer teddybears...lol... was I the only one that found them annoying???
Anyway, you're right.. tractor beam movie 4... defensive shield movie 6.
Just_Jim - the Victory II does have adaptive shield, and I was thinking about putting it into the Imperator or Imperial II but I'm trying to avoid repetition of abilities (as you've already noted). Before I do anything the first thing I asked myself is: will this affect gameplay balance? In the meantime, I'm compiling a whole bunch of great ideas over at http://sin.imperial.cc.
On a formal note...
Requiem v2.2 is now available for download. Release notes here.
P.S. Here is a screenshot (clickable, 202k download) of the new Alliance and Empire theme symbols- thanks to Carl for sending me the source links and prodding me to do this looks great!
Hmm, still iffy on the interface, but i'll give it a go. But I still don't think the alliance should have Venators.
I definitly like the new look, and I'm happy with the capital ships abilities.. Only problem is I'm having a problem getting the Celestial Bodies "patch" mod to work. I downloaded the new one for Requium 2.2, but it's still not working. I'm gonna double check it tomorrow, maybe I've got a wrong version of something somewhere.. i have so many versions now...lol. I did it as instructed, and put the 3 Mods in the order it says, but I'm not getting Empire or Alliance.
Just wondering if anyone else has tried it yet?
Oh, for the record the old one worked fine, the one for Requium 8.1. It's just this new one I can't get right.
Other than that I'm definitly loving the new look...
Venator+Rebels=EU Immersion out the window. And I like stock interface just fine!
Why does everyone hate stock? Sigh.
It is true that the rebels did not possess a Venerator in any of the Star Wars novels I have read. That being said, the rebels did commonly use captured star destroyers against the imperial remnantAlthough I think the victory class replaced the venerator shortly after the clone wars.
I suspect I'm going to have to bow to public pressure here and move the Venator over to the Empire. Enjoy it while it lasts, Alliance!
As for Celestial Bodies... I've tested this and it works fine for me. I suspect you have the wrong order of mods. It should be (from top to bottom): 1) Requiem - Celestial, 2) Requiem, 3) Celestial Bodies v0.8b
As for the interface... well I capitulated on the pure transparent, background-less approach and stuck with just changing making the main HUD transparent. If there is a vast public outcry over it and I could back it out but if it's just you Rnick you can delete the Textures/Skin_Tech.tga and Textures/Buttons_Interface.tga. Above all.. may the Force be with you!
Jason, how about that... I did have it backwards... double check the download page, I think it lists Celestial Bodies as the first mod on the list.
Doesn't matter, I merged both Mods last night, and so far the new one seems to be running great! Thankfully TohKlidan included great lists of everything she added to Celestial Bodies, so adjusting the GalaxyScenarioDef and String files was pretty easy for once. And the counts all came out right!
I converted all the entity files back to text, and now I'm adding in ManShooter's Dynamic Battle System, and adjusting the appropriate Imperial and Alliance ships. If you haven't seen it yet, check it out, it's a great mod for setting up frigate dogfights! Here's the thread:
https://forums.sinsofasolarempire.com/341567
So I won't be uploading this Mod... I don't have anywhere to post it, and it really isn't mine, it's just the 3 combined into 1. I just wanted to let ya know it's possible, in fact it's pretty easy.
Jason, a job well done once again. I have found something that doesnt quite make sense regarding cap's with the heavy fighters ability. The damage buff the ability applies only does so with physical damage, ie only the bombers recieve the damage buff. I dont know if this was planned/known but i thought id bring it up to you. Another thing, any word on replacing the shield mesh's for the cap ships? And lastly, i am putting the finishing touches on integrating manshooters particle effects and explosions. If you would like i could send u the finished product to see what you think. I also plan on adding the solar sins planets along with their different types to coinside with celestial bodies.
Ok, quick question. It's been a while since I played the mod, so maybe this was mentioned before, but where is the Home One? As far as I can tell, none of the Alliance caps are the Home One, which is very disapointing.
Thanks Jason, very nice. Any plans for proper starbases in the future?
Hi all, replies to your feedback:
Heinekus... I'm going to make Manshooter's Volumetric Explosions a permanent part of Requiem. I love the mod, but some of the cosmetic effects were too much (e.g. the missle heads and trails) and breaking immersion so I'm taking some effects out. THis will be in v2.3 release. For those interested you can run Volumetric Explosions in any version... just install the Entrenchment version and make it the bottom enabled mod.
JustJim... I'm very keenly following ManShooter's Dynamic Battle System and like the idea of putting at least the frigates into this fighting mode. The cruisers I'm undecided on only because I need to understand whether cruisers in the SW EU actually did not fight stationary.
Kyrogel... the LIberty-class calamari design is probably as close to Home One if I remember the lore correctly... but remember this mod is not taking place in the Core Worlds or even inside the Rim; it's in the Far Outer Rim with races (Vasari, advent etc.) that have not been encoutered before. You could build a Liberty-class capital and rename it Home One if you like P.S. What's happening with 7DS Death mesh? Is it happening any time soon or maybe I'll resume work on my mini deathstar mesh again.
Rnick... starbases require meshes, and doing major mesh/UV texturing is quite time consuming. I was thinking of using the XQ platform mesh from SOGE for the Alliance and planning on a daily prayer ritual that might materialize a Golan-2 platform mesh for the Empire. Do you think the XQ platform would be worth it for the Alliance?
Yeah the Liberty is close... but not quite close enough. Not to be picky or anything but its missing some engines, etc. The Home One is my favorite ship of all time, so it has to be perfect! lol I know there's probably not much you can do about it, I was just wonder where it was.
About the DS, its coming, eventually. We have 4 models of various stages of DS completeness, but they all need to be hardpointed. Actually, come to think of it, we actually have 5, but 2 are both the completed one. We had made one, then we got a new member who also had made one and textured it. Of course the texture isn't in Sins format, so that still has to be done.
Unless you really want to have the DS now, I would recomend waiting (although it may be a while) Eventually we will get them all textured and stuff.
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