Requiem is now updated to 1.34. As always check here for more info!
You can find a beta for the next version of Requiem Diplomacy here.
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:
Credits
Main Site
http://sins.imperial.cc
Current Progress Thread
Downloads
Entrenchment
Diplomacy
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!
There aren't quite enough ships for the KotOR era to be feasible, particularly for the Sith Empire.
Well what about tha Mods for Star Wars Empire at war forces of corruption Ages of the Jedi :]
There plenty of ships between those eras that can be compiled to make a mod hopefully it will be possible.
The checksum is just a number that the game generates uniquely for each mod. That said the official checksum hasn't been updated yet, so that's only an issue if you are trying to play with friends.
If the mod isn't working see the thread I linked in my last post.
I haven't played any EaW mods, though it maybe that they just made up some ships to fill in the roster sort of like the Star Trek mod here, which is something I want to avoid. Also what I know of that time period is mostly just from the Kotors, and its possible the Old Republic will be Retcon'ing some of it anyways (I know its hundreds of years later, but that hasn't stopped Lucas Arts before).
No, I mean when I try to apply changes after enabling it, Minidump. I checked the thread, downloaded the full version, same thing.
Do you have Diplomacy 1.2? Also make sure your old attempt at getting Requiem didn't interfere with the new full installation.
I do have Diplomacy 1.2, and I just redownloaded the full version and the same thing happened.
Well you are the only one to report that problem with the full version. If you enable the mod in the developer.exe do you get any error messages?
I get these messages when I enable it in the dev:
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183)
*stringSrc == _T('"')
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(297)
NeedsSingleTarget()
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) --This one I don't think is causing the minidumps. I had another very similiar to this. I think it's the first two.
I get this as well, but only in the log files. It does not cause a minidump. Can you look in yours (found in the debug folder in the same folder where the mod folders are located, the number of the file is shown in the developer title bar) and see if you find anything else. Mine looks like this.
...Other stuff up here... > Requiem DiplomacyFound Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsdiplo): Language data file not found. Ignoring...c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IAbility.cpp(297): assert! [NeedsSingleTarget()]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]Creating player mappings ... (rand seed:482971140)Cruiser_ALL_Heavy has weapon:0 damage in BACK bank but no weapon points for its current mesh. Is this intended?D3D9 - IsWindowActive : (0)SetActivePlayerIndex:-1
...Other stuff up here...
> Requiem DiplomacyFound Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsdiplo): Language data file not found. Ignoring...c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IAbility.cpp(297): assert! [NeedsSingleTarget()]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]Creating player mappings ... (rand seed:482971140)Cruiser_ALL_Heavy has weapon:0 damage in BACK bank but no weapon points for its current mesh. Is this intended?D3D9 - IsWindowActive : (0)SetActivePlayerIndex:-1
This is what it looks like when the mod successfully runs.
Also, you aren't disabling any other mods prior to enabling this one are you? That can sometimes cause problems.
I think this is the one you are after. After what I post, it's a bunch of missing label stuff that I can't do anything about. Something to do with textures.
> Requiem DiplomacyFound 0 Enabled Mods in C:\Users\Dawkins\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.2\EnabledMods.txt*** TextureSystem could not find file (Buttons_Research2_Disabled) within TextureSystem's working directory (Textures).*** TextureSystem could not find file (Buttons_Research2_Pressed) within TextureSystem's working directory (Textures).*** TextureSystem could not find file (Buttons_Research2_CursorOver) within TextureSystem's working directory (Textures).*** TextureSystem could not find file (Buttons_Research2_Normal) within TextureSystem's working directory (Textures).*** TextureSystem could not find file (Player_Portrait_Medium) within TextureSystem's working directory (Textures).
Yeah that might do it. All of those files should be in the Textures folder as .tga files. If they are not there for some reason that is certainly a problem.
That could also be caused by a manifest issue. You should have four manifests in the Requiem folder, entity, galaxy, playerPictures and playerThemes, so make sure they are present as well.
Hey GoaFan77,
I occasionally run my eclipse plugin against other mods to see if I've missed anything. I validated using your base mod and overlaying with the latest patches.
Here is the report from your mod. It's pretty clean which is nice, but maybe a few things you have missed...
requiem report (html)
requiem report (excel)
Oh wow, thanks ZombieRus. I'll take a look at those.
A couple of people have suggested I get eclipse, but honestly I wasn't sure why a program that advertises itself as a Java developer would be of use to Sins, but I guess this is part of its other uses.
Eclipse at its core is just an open source framework for building all types of applications, the Java IDE happens to be the most popular. It is possible, and many do, make RCP "rich client platform" applications utilizing Eclipse as the core. There are also several other popular IDE's including one for C++ IRC.
I developed my plugin primarily for the Eclipse classic IDE which supports Java, but it's not required to know or use Java. In fact the only real use of Java I get is the custom ant tasks I wrote to automate a few build related items.
Watch my video I put together if your interested.
I'm having the same problem as JackBauer, a few hours into the game and it starts to stutter to the point of making it hard to continue playing.
My Specs are:
Phenom II X4 955
4gbs RAM
AMD HD6970 2gb
I've tried turning down the graphics and looked into my task manager but everything seems to be normal for sins.
I got his save, and it happens to me as well. I'm trying to figure out what's causing it ATM, I hope it isn't the 1.2 patch itself...
Okay for everyone having the stuttering problem, I've found the cause of the problem. Its the new Astromech Droids ability on X-wings, which in fairly large numbers (40-50+ squads) will cause stuttering. I'll be releasing a hotfix this weekend to fix it, in the mean time you can avoid this by avoiding games against AI Rebel players. If you'd like to play with the Alliance yourself, just do not research the Astromech Droids tech until the hotfix is released.
Thank you for the quick response to the problem, one of the best star wars mods for sins out there imo.
Are the ships all suppose to be very low detail? Scout alliance for instance are just a glossy blue color. My other alliance ships have some base texture but almost no detail. Reinstalled but didn't help. Game play seems fine.
A hotfix has been released to fix the stuttering problem. It is highly recommend that all Requiem 3.3 users update so they will not encounter this problem. It is still compatible with your 3.3 saved games. Click here for more information.
Some skyboxes do make certain ships look weird, but there isn't much we can do about that. Just select the"Use colored Skyboxes" option in the effects tab until you get one that works better.
If you think its more than that, make a post with a screenshot on our support forum.
@GOAFan77
Thanks for your quick help.
Hmm, I'm getting a minidump when I try to launch the game, after applying the hotfix. No issues before this for me.
Really? Can you try running the developer.exe, see if you get any error messages, and post the log (the file name is in the title bar of the developer, you can find it in the debug folder where the mod folders are).
Ok, I have no clue what I'm looking at, so here's everything from that log. Again, it ran without issue before the hotfix, and now it minidumps without starting the game.
D3D9 - ChangeDevice... DeviceType.......... HAL AdapterOrdinal.......0 AdapterFormat....... X8R8G8B8 BehaviorFlags....... HARDWARE_VERTEXPROCESSING BackBufferSize..... 1024 x 768 BackBufferFormat.... A8R8G8B8 DepthStencilFormat.. D24X8 (Enabled) MultiSampleType..... 2 Samples (Quality=0) IsWindowed.......... 1Setup:DataFileSystemAdded 2 Fixed Data File paths> .\Entrenchment> .Found 1 Available Mods in C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051> entrenchmentFound 1 Enabled Mods in C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\EnabledMods.txt> entrenchmentFound Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsentrench): Language data file not found. Ignoring...*** TextureSystem could not find file (Unit_Picture_Imperial) within TextureSystem's working directory (Textures).Settings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.settingSettings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.settingSettings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.settingDetected old version of C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\uimappings.setting... New Version being created.Failed to convert 'ReplaceWithNewBuff' to an enum value.c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]*** TextureSystem could not find file () within TextureSystem's working directory (Textures).c:\gs\entrenchment\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]Creating player mappings ... (rand seed:1580170518)c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395
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