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!
Thank you GoaFan77. My problem now is that the editor isn't able to read the entity-files in the way I can edit them. If I open for example the Frigate_ALL_long_range the result is this:
http://soase.weebly.com/convertdata.html
Harpo and BCExtreme have created utilities that you can also try.
Thanks a lot! I was able to edit what I liked to edit
@ Requiem-Team: I'm not sure if this could be convenient to ur mod, but what about a new class of ships called destroyer?
They are between cruisers and frigates and they have medium strong weapons (different weapons, one single ship has both torpedos and lasers), a little bit stronger as light and long ranged frigates, but not as strong as heavy cruisers. Their special ability is that every ship in a certain radius gets an enduring shield- and weapon-strength-bonus (0,5 or 1%). These bonusses are summing themselves so 10 destroyers in one fleet are giving this fleet 10% additional shield-/weapon strength.
maybe the mon calamari mc 75 could be the alliance destroyer.
but its just an idea, and I'd support your mod also if you don't use it
Why not adding rep and csi like in soge ?
Probably because that isn't the focus of this mod.
The focus of this mod isn't about what races are in it or not. Its about creating a genuine Star Wars experience while mostly sticking to the gameplay that made Sins such a good game in the first place.
The reason the Clone Wars era hasn't been added is simply because no one has done it yet. I will not do it because I do not know enough about that period to be qualified to make it, and because I personally have no interest in it. That said, I would not oppose someone else adding them in (unless it caused performance problems), so long as they were balanced in a way that was consistent with the mod. This is pretty modular project; contributors come and go, do what they can and know how to do. Perhaps Jason or someone else will come along and add them in later. Or perhaps they will not. Always in motion, the future is, and not even master Yoda can see into this issue.
Not to mention adding more factions may push sins over the 2 gig limit, and dump city.
Fair enough Goa, makes sense. Though I can say balancing can be an issue with that era, in comparison to the GCW-era anyways.
Adding genuinely new classes to Sins is sadly not really possible without getting rid of the old ones. You can mix and match a bit (the enforcer cruiser for example has the weapons of a Heavy Cruiser and the armor of a support cruiser), but that's it. Further, if we added a new ship type we'd have to give the vanilla races an equivalent unit type, which makes it far more pain than it is worth.
Further, after some research I think the MC 75 is a fan made design for that mod and is not a canon star wars ship. Given the choice, I'd rather focus on acquiring meshes from ships in the movies or from expanded universe, especially as we are mostly covered for combat ships (though this may change with Rebellion).
Yes, that unfortunate fact was what I was alluding to when I mentioned "performance problems". We are lucky to have 5 races running without issues, if 7 broke the limit we would naturally have to cut it out. But thanks for the support Major Stress, I hope you will be with us in figuring out all the new modding limits in Rebellion. You probably know this engine better than anyone outside of IC.
I apologize if that sounded a little harsh, but I wanted to make clear what the main theme of this mod is and answer why the clone wars aren't in it (probably the most asked question about this mod). I'd believe it, which is why someone more familiar with the period ought to do it. I'd imagine the Clone Wars CGI show is probably retconning quite a few things as well, or are you just going by the movies for SOGE?
Edit: Slight teaser for Requiem 3.4. Really me getting SoaSE video recording practice.
I could have told you the MC75 was fanon. The most notable canon Mon Calamari Star Cruisers are the MC80 Home One-type, the MC80 Liberty-type, the MC80 wingless Liberty-type, the MC90, and perhaps the MC40 or the MC30, as Wookieepedia likes to call them. I would be more than happy to consult on the best canon ships to fill roles. The EaW (Empire at War) and FoC (Forces of Corruption) modding community would probably be the best choice for finding models.
Personally, I would either just avoid the Clone Wars era altogether like Phoenix Rising, a mod for FoC, or ignore the Clone Wars CGI cartoon, because it simply refuses to respect existing canon, and will make a mess when they try to retcon it with the preexisting movie/novel timeline. They really should have left some holes in the Clone Wars era if they wanted to make a canon cartoon, but instead they are retconning everything just because the canon system says any TV series can retcon the novels. So they could theoretically retcon the entire novel continuity just for a TV series if they wanted to. This is why I consider TCW to be little more than childish Republic propaganda, and not an actual representation of the Clone Wars.
I just wanted to empress my appreciation for this mod and say how much i am enjoying it. I love being able to play the Alliance, though it is a shame that only the Mon Cal's had the capital ships.
This is a great piece of work...good job.
I suspected that, as the ones you mentioned are the main ones I knew about. But I certainly don't know everything, so I gave it the benefit of the doubt.
Thanks, glad you enjoyed it. Sadly the only capital ships the alliance had really were the Mon Cal cruisers, though if possible we may add this one to the roster.
Those are indeed the only notable Calamari ships from the Galactic Civil War era. The MC40 and the MC30 aren't really Star Cruisers, but I just mentioned them, because they are the only other notable Calamari ships from the contemporary GCW.
Ah, the Bothan Assault Cruiser is a rather late appearing ship from the GCW. The Dauntless-class cruiser, the Liberator-class cruiser, or some Clone Wars-vintage CIS ships are better choices for the contemporary GCW.
TCW has plenty of good ships to use, like the Subjugator-class heavy cruiser, but anything beyond that is just ridiculous.
Indeed. Only the MC90 and HomeOne are not currently being used by the mod, and the latter is going to be reserved for the Alliance Titan once rebellion is released.
While you're suggestions are better than fanon, both of those ships really only appeared in Star Wars: Rebellion. We ran into the same problem with Empire at War only ships, and while we did use some of them, it was typically only for minor roles like scout and siege frigates that didn't have good equivalent in the Star Wars universe anyways. The Bothan Assault Cruiser is has a far bigger presence in the expanded universe, so I'm willing to fudge the dates a little in order for it to appear. Besides, with Rebellion we will probably end up giving player the choice to go later into the GCW than we do currently.
While I think Subjugators are indeed excellent ships, they are far to big to be used in any role besides Titan or Starbase, and if the CIS is ever added I think that is the faction they should be used for.
You didn't sound harsh at all, I tend to use "fair" or "fair enough" as one-liner responses a lot. For SoGE, the GCI have been entirely ignored, there's more than enough content in the movies, novels, comics, and games to make up the ship roster for the Reps. The CGI is a pathetic joke. Imho when it comes to TV, the short cartoon series was quite a step up from the CGI, even if it wasn't the greatest.
When it comes to SW and Sins, I believe that star bases/stations are the real big issue, as in SW there aren't really stations that can take on and engage multiple Star Destroyers with ease. This was something seen in EaW, where entirely new stations were thought up for the game.
Goa, not sure if this is already being looked into, but i've just been playing my first Sins game in i don't know how long, and i'm using Requiem, and the Tartan Patrol frigates claim to have an attack of 4, but they don't attack anything. I'm trying to use them to clear minefields and they can't, because they don't seem to attack the mines. They locate them and bring them to realspace just fine, but i have to rely on my main fleet to actually clear them out.
What version of Requiem are you using? They fire in Diplomacy just fine, though they have a long reload time for some reason.
I'm using the most up to date Diplomacy version. I haven't checked to see if it's long reload, but i will. There's also an issue of them sitting at the edge of a minefield continuously casting the mine revealing ability within visible range with no effect, but as soon as i move them just slightly closer the mines they reveal.
Yeah, that is the thing with the GCW, the Alliance Fleet is a mess, in particular Mon Calamari ships.
What ships are currently filling what roles for the Alliance? I already pointed out the minor Venator/Victory mixup in the Imperial capital ship roster, so the Alliance roster shouldn't be that difficult. I would personally suggest something to the effect of the MC90 be the battleship, the MC80 Home One be the carrier, the MC80a be the colony capital ship, the MC80 Reef Home (the wingless Liberty that you call Liberty) be the support ship, and the MC80 Liberty (what you call Maria) to be the heavy assault ship. I would reserve the Bulwark-class battlecruiser for the Titan role. The Alliance capital ship roster you have right now is just downright weird to me.
The thing about Empire at War is something very weird happened during development, many ships and vehicles that were already in the EU, like the Carrack-class light cruiser, the Assault Frigate Mk. I, and the 1M Imperial-class medium tank were going to be in, before suddenly being replaced by the Tartan-class patrol cruiser, the Assault Frigate Mk. II, and the 2M Saber-class repulsor tank, respectively.
Well, if Clone Wars era ships are ever need, and something can't be found in the existing movie/novel tech, then TCW is a decent choice.
The EaW stations/starbases were pretty bad, though the Cardan-class space station series is fairly believable, but the Alliance space station is just weird. The Golan series space defense platforms are the only real stations that could combat Star Destroyers.
We really are in need of modders, not fact checkers. The only reason the Venator was temporarily a siege capital ship was because it was the last capitalship added and we didn't want to shift everything around because of it (in fact I initially opposed it even being in the mod), not because we didn't know it had greater hangar capacity than any other Star Destroyer.
Roughly that is the order for rebel capital ships. Technically we have two wingless liberties as different support cruisers, and since we don't have the MC90 the MC80 Liberty is the battleship, and we combined the carrier/colonizer roles so that we don't need the HomeOne.
Ah, that explains the Venator/Victory thing.
This is true. Though the GAR was well established long before I joined SoGE.
I found that they both sucked tbqh. I agree on the Golan bit, to the point this was the route I took with stations, allowing for four Golan stations (fully upgraded being slightly stronger than an ISD capital due to health) per grav well.
Something very weird was at work during the development of EaW, never have I seen so many new ships, starbases, vehicles, and structures (Delvin Constructs and their entire product line was created from scratch) for a game in such a well established universe (Mandal Hypernautics was created when MandalMotors has been around for many years). I really hope that we get an explanation some day on what happened.
The Bothan Assault Cruiser sounds awesome...i look forward to seeing this in a future update. It'll be nice to click on an Alliance Capital Ship that doesnt have the Mon Cal commander voice.
Lol, well honestly I have no idea where I am going to find a Bothan commander voice, so you might have to do with one of the TEC ones or a generic Rebel captain. It probably won't be released until Rebellion as that is when 6 capital ships will become standard.
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