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!
Hendrix, the hotfix is only for the Diplomacy version of the game. The bugs it fixes are only in Requiem version 3.3, which are diplomacy only.
If you are using Requiem Diplomacy, make sure you run the Sins of a Solar Empire Diplomacy Dev, because the one you used was for Entrenchment.
I have to try it again then, I could have sworn that I used the Diplomacy dev.....Or, I'm getting senile in my old age and clicked the wrong one.
Ok, just ran it again, using the correct dev, and it spit out a massive log. I'm going to delete the mod, and try reinstalling first. I think something goofed up on my end at this point.
Edit #3. The problem was definitely on my end. Deleted and reinstalled the mod, and it's working perfectly now. Hooray!
Um,is JasonFJ out of the project?
And is Requiem Forge unavailable now? I remember using it, but can't find it in the Requem site.
I reinstalled Sins and Requiem recently. It is still one of the greatest mods.
Oh and BTW, how about adding some old CIS ships and strike crafts for Pirate/Neutral only units?
It would give them more flavor, and would seem plausible, being remnants.
To add:
1. I think the empire tree should be more different than TEC empire tree...like mixing some trees of the
Vasari with the Empire as it was in the earlier version of Requiem.
2.Now that the Empire has NO repair/shield restore skills for frigate/capital, the Empire has a lot of problem
dealing with well fortified planets... at least somekind of damage reduction would help. Or make one of the
Empire capitals have animosity instead of Rebels, because Rebels are already so good at soaking up!
or what about giving the shield extension skill of the Iconus Guardign to the Interdictor?
Interdictor in EaW also had missile jamming, and it the effect would be similar.
Just name it like 'disruption naebula field' or something like that.
Not at all, but when the 1.2 patch came around he was busy with real life stuff so we couldn't update the thread to announce the new 3.3 version. I figured this would be a better way to do it so anyone from the mod team can do it if necessary.
The requiem forge should still be there somewhere... though if for some reason it is taken down you can copy the galaxysenariodef file from the Requiem GameInfo folder and paste it into your galaxy forge folder. The new planet icons won't be there but you will be able to place all the stuff added by Requiem into your maps.
Oh we are going to do far more than that this time my friend. A complete overhaul of the Rebel and Empire tech trees are under way. When I'm finished with them no resemblance to the TEC tree will be present at all. If you want to suggest ideas for new techs/tech names, post in this thread (you may want to read this one as well to see where we are going with this).
Yes, while the Empire's focus is supposed to be overwhelming their opponents rather than sticking it out in long engagements, I do think the Empire needs some new toys to play with. For the record the battleships can heal themselves with power serge, but everything else is out of luck when attacking hostile planets.
Really the Interdictors didn't have that great of shields, perhaps a bit above average for a ship of that size but still far less than on say even a Victory Star Destroyer. Missile jamming is an interesting possibility though I'm not so sure it should go on the Interdictor, as its already a fantastic support ship as is. If I were to add it I'd have to make it a tier 7 tech.
Oh, I am not good at SW lore, so there are better guys out there for the naming...
but that is a great news anyway!
And about the new triangulation ability of the Victory-I... how much exactly does that ability
boosts bombardment? There is no actual numbers in the information...and does that cover
the entire gravity well, or just a radius like 8000?
What happend to the quotation?
Quote from Goafan:
Oh and BTW, "this thread" does not work!
Yeah that's rather unfortunate, I only realized the info card didn't display anything after I was done making the ability. But I assure you it does work as intended, it got lots of testing before release.
It affects all ships in the gravity well, and increases bombardment damage by 11% per level (11/22/33).
Sorry about that, guess that's what I get for not checking my links. They are now fixed.
Just a friendly bump and question. Are you guys going to change the pirates so they have unique ships? I personally like the cis remnants idea that was posted by gikane.
Maybe but not anytime soon. Or at least not by me, my efforts for the next release are going to be focused just on the tech trees.
thanks foe the reply! I have another question though, is the entrenchment version going to be updated anymore with changes or is it the final version?
While Entrenchment will be updated if another patch is released for it, more than likely it would only be a compatibility patch and wouldn't add much of the content from the Diplomacy version. The same will probably happen with Diplomacy once Rebellion is released, not that we really want to force our fanbase to move, but rather because each expansion adds new modding possibilities that weren't in the previous version. Hence balancing a "backport" becomes a pain because some of the content from say diplomacy won't work in Entrenchment.
ok thx, I was just hoping you would add the changes to the empire like the venator as a carrier and add the tector sd as the siege cap but if it is a pain in the but dont worry about it.
Short question:Is your mod (3.31 for diplomacy) compatible with Patch 1.21 or shall I better stay at 1.2.? I have been playing the mod in Multiplayer without any problems.By the way thank you very much for your great work.Short feedback (try my best in explaining in English )
- You added only a few new planets. Thus the balance is still okif you go on random maps. There are mods which are great, too but they addedtoo many planets and this leads to imbalances (for example a planet with 1.500inhabitants and six mines). In my opinion the only planet which causes problems isthe industrial planet. If my mate gets one and me not I always get in trouble.
- The new fractions are very good balanced. I like to play both.It’s seems that the AI of Alliance is weaker than Empire.The strongest AI is TEC (in most games/ unfair). But I think you can’t improve the AI.- The tree of technologies could be more different but I read you are already changing it - The mod works without any problems even in Multiplayer that underlines the great quality.
- The new models are very great designed.
- I did not find any string error.
We both enjoy playing the mod!Keep up the good work!
Yeah I apologize. The Venator carrier is actually not that hard to do, but if you've played the Diplomacy version other things are quite different now (ISDs are now a level 5 tech, some of the new abilities are only possible in Diplomacy etc.) which makes updating it with Diplomacy's features almost impossible.
While I actually haven't updated yet myself, from what I understand the new patch does not break mods. So 3.31 should still work, though some of the things it changed like the weaker bombers will not be in the mod.
Thank you, always good to hear.
I've been thinking of reducing the Industrial planet's population and/or asteroids and instead give it an ability that decreases ship build time. Still useful but you need to have resources to take advantage of it.
Yes I don't know when it will be finished (hopefully the next release), but they will be completely unique when I'm finished with them.
If the Yuuzhan Vong were added + New Republic = awesomeness!
I'm still around but frankly between work, writing website code, World of Warcraft (addicted again *sigh*), Shogun 2 and my awesome girlfriend I've been fully distracted. Luckily Goafan77 is godlike in keeping things evolving and updated for the last 3 to 6 months.
I'm kinda of waiting for the "next big Sins release" to throw myself back into Requiem (I figure there will be a lot of re-coding and porting required) and I'm hoping the new EXE will handle memory better and introduce script triggers and a whole bunch of things.
Anyway, I live on the Requiem official site these days but hop by here periodically to see if there is anything new or cool to try.
My problem si that every model is invisible, so I can't see the planets, structures, ships, just their symbols. what have I to do to fix the problem?
btw I've got the recent version for entrenchemtn.
I responded in your other posts but for posterity this is the solution. Go into the mod's pipeline effects folder and delete the following files.
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
thank you and sorry for double post
great job, btw
is it possible (without any upper modding-skills) to change the models of ships between two utilitys? I'd like to have the Mon Calamari Mc30b as long range frigate and the marauder as anti-strike craft escort. How can I change the models of them?
And, last but not least, you'll probably know the "Awakening of the Rebellion" Mod for Empire at War. I really love the model of the Mc 75. Is it possible to convert this model to a sins ship model an to replace the heavy cruiser model of the rebels with the mc 75 model?
It's a problem with the EMP_Interdiction Ability, i didn't want to search so i took the hyperspacedisruption ability which is nearly the same.
It is an error in Astromechdroid buff, to solve it you only need to replace "OnDelay" by "AlwaysPerform" in instantActionTriggerType and delete the next line "OnDelay 0.00000". As it is a periodic action you can't use OnDelay.
The same with Bombardmentprotocol Buff ( can't remember if it is in self or not but you'll find easily ). Change OnDelay by Always Perform too and delete OnDelay 0.00000
This one is a missing entry in the string file, but can't remember which one ....
Thank you.
It doesn't take "uber" skills, but you might have to play with it a while to get it to look professional. Technically the only change you'll have to make is in this section.
MeshNameInfoCount 1MeshNameInfo meshName "FRIGATE_ALL_MC30c" criteriaType "None"
Just switch the mesh name line between them and the models will be switched. However, things like strings and unit icons will still be the same. So the game will still call the MC30 a Marauder Cruiser even though you switched the models. Also the weapon effects may or may not look "right" (since they both have two weapons it shouldn't cause an error, but on the Marauder for example ion cannons will fire from where the missiles fire now. Also you won't see the lasers firing to the sides because the weapon point only goes forward, but it will still do damage just fine). But if you are willing to ignore those things it should be okay.
I don't actually have that one but I have been looking at EaW mods for future models (since we are pretty much out of the ones we have done). I'm not sure how feasible it is at this point but I'm hoping to get the VSD II model from Vanilla EaW and the Tector from a different mod. Even if I get all the software and skills to do it though we still need permission from the mod creators, and they will probably have to wait until the Rebellion release before they are added.
Thanks a lot for hunting down those bugs. Did you actually go through each file to find them or do you know something I don't about those cryptic error messages? Anyways, they will be fixed in version 3.4
For EaW models; as long as you can get the original 3ds file (or whatever the model was made in) you should be able to, after some fancy magic, get it to work in Sins. ALO probably won't work as that thing doesn't like to cooperate much.
It doesn't take "uber" skills, but you might have to play with it a while to get it to look professional. Technically the only change you'll have to make is in this section.MeshNameInfoCount 1MeshNameInfo meshName "FRIGATE_ALL_MC30c" criteriaType "None"Just switch the mesh name line between them and the models will be switched. However, things like strings and unit icons will still be the same. So the game will still call the MC30 a Marauder Cruiser even though you switched the models. Also the weapon effects may or may not look "right" (since they both have two weapons it shouldn't cause an error, but on the Marauder for example ion cannons will fire from where the missiles fire now. Also you won't see the lasers firing to the sides because the weapon point only goes forward, but it will still do damage just fine). But if you are willing to ignore those things it should be okay.
In what file have I to make these changes? (sorry, I don't have any idea of modding )
Furthermore, where can I change the Icons of the two ships?
No sorry i don't think i know something you don't except maybe the use of eclipse and soase plugin.
As i said yesterday i am making a mod ( my project is to do diplo 1.21 7DS + requiem + SOGE CSI/REP + SGU + 13th Tribe + SOA2 ). I took the vanilla game, and erased the files by entrenchment ones and next erased again with 1.21 diplomacy to have all the files in a same mod ( i had to delete the ones that aren't used anymore like Evasivemaneuvers or like sprint pirate for example to match with the entity.manifest from 1.21 diplomacy ).
I took the whole files and created an eclipse project to hunt the dev errors ( and there are some ). The were a few missing entries.
After that i launched the dev exe and had no assert errors at launching ( but i think there is one with planetorbidbody with fighters that comes from dev problem during the game )
I took planets and planetbonuses from 7DS i wanted to add and merged the corresponding brushes line with my mod brushes.
Next i have created Alliance player and took your requiem files one by one and merged some others like brushes and strings.
I put it in my eclipse project to hunt errors and fixed them.
Next i did the same with empire and while i was adding abilities and buffs i had your asserts messages ( 297 and 2344 X 2 ) so i took them back one by one to see which ones it were and the 297 disappeared with EMP interdiction and the 2344 with bombardmentprotocol and astromechdroids. For this case it is said in the assert [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)] so i tried to replace OnDelay with AlwaysPerform but as it is said you can use OnChance too.
So i only found that only because i was adding your files slowly in my mod.
By the way i found nearly one hundred minor errors in your requiem mod with eclipse. In the sounds for example. Some laser sounds weren't working. Here are some examples :
When you call a file no matter if the name is in capital letters or lowercase, but when you call an entry like brush or a sounddata or string it counts. For example there were sounds in a "ship.entity" written like that "WEAPONIMPACT_ENERGYMEDIUM_hithull" and in the sounddata like that "WEAPONIMPACT_ENERGYMEDIUM_HITHULL" ( it's only an example ). One was written like that "WEAPONIMPACT_ENERGYMEDIUM_HIT" too with the missing "HULL"
As i said it's only minor errors that don't cause asserts or minidump, only sound or string not working but i think you'll like to fix them.
The soase plugin is not updated for 1.21 so don't care about the errors about deconstruction ( the plugin don't know the ressourcegainperc definition and don't know "DoDamageAndGiveRessourceCostPerc" buffOverTimeActionType ). All other warnings you'll find can be fixed.
At the base i didn't want to talk about my mod ( not sure that modders like the fact that i take a part of their work ), but as you tried to help me with my fucking black squares on icons i tell you what i have noticed on your mod. If you want i can give you a part of my work too
I took the SOGE playerpictures and added some new and replaced some others to have 8 pictures per race like in vanilla game.
I have added Ywing picture in unit_picture_requiem.dds some things like that ( i wanted back the X,Y,A,B wings as roguesquadrons is an ability ). My icons aren't working for the moment i always have this black square even if i looked tutorials about alpha layer on the web. For the moment i took SOGE ones.
Oh, one thing : I have noticed that pictures brushes for fighters aren't in the picture.brushes but in another one like mainview or hudicon or infocard ( it works but i took them back in picture.brushes, i have searched for them for a moment )
Here is two examples of what i did ( did it for all sizes )
For empire added : Darth Maul and imperial guard
alliance : changed luke ( but i'll change another time this one is too little ), added obiwan and c3-po
republic : qui gon jinn and amidala and replaced one by ki-adi-mundi
CSI : two droids
TIE Fighter and TIE Interceptor have the same hudicon, but you have created the interceptors buttons, maybe it is intentionnal, if not here is the brush i have added.
brush name "HUDICON_SQUAD_IMPINTERCEPTOR" content "States" Disabled fileName "Req_Unit_Hud_Disabled" pixelBox [ 301 , 434 , 47 , 33 ] Pressed fileName "Req_Unit_Hud_Pressed" pixelBox [ 301 , 434 , 47 , 33 ] CursorOver fileName "Req_Unit_Hud_CursorOver" pixelBox [ 301 , 434 , 47 , 33 ] Focused fileName "Req_Unit_Hud_Normal" pixelBox [ 301 , 434 , 47 , 33 ] Normal fileName "Req_Unit_Hud_Normal" pixelBox [ 301 , 434 , 47 , 33 ]
In the entity files for both of the ships. You should really check out some modding guides such as this one. I'm afraid no amount of my instructions will help until you are at least at the level where you can modify ship stats on your own.
You know, that sounds a lot like the project Theophantus is working on. You can find it on this thread.
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