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!
Not sure if this is the one Jason was experimenting with, but SoGE has one running, might need some resizing as I believe the scaling in your mod is different than ours.
The issue is really in what role do you want the golan and the various other starbases to be in.
I seem to recall that the alliance in Requiem uses an XQ(X) starbase? That is a pretty small starbase i think and not really a hardcore military installation, atleast not when compared to any of the golan platforms. It has far less weapons and well everything really. I think XQ platforms are abouth 800-900 meters, the golan on the other hand clock in at from 1,231 for the golanI and 2600 for the golanIII. I am not sure how true to canon you guys want to be and that is very important to know when makin suggestions. However i have never come across a small orbitol defence plaform that were used for actual defence in the star wars universe, It seems they like their defence installations in the km size. So to be true to star wars universe (as i understands it) one would need to drop out the small single target turrets in favour of bigger installations with more firepower and shields. Balance will still be an issue ofc as you want to balance it up against the normal races.
Take a look at the Tecs hangar structure. It has a gun when uppgraded and figther compliments. Just add shields to that, change its autocannon to laser and add another more powerful laser that targets larger ships with more range and you pretty much have a sinified golanI.
Now then comes the question: if you use Golans and maybe XQs for standard orbitol defences, what then should you use as actual starbases? Sure you could go with a big version of the aforementioned, but that seems kinda cheap dont it. You could go with a golan 3 for the empires starbase ofc clocking in at twice the sice and a modifed XQ platform for the alliance. But well, wouldent it be better if you could limit golans and XQs and other type of platforms like the bavos/firestar and various other platforms to turret duty, and have something special for the real starbase. In reality the empire and the alliance would prob not need a different starbase given that all their installations are HUGE. But seeing that sins has a starbase for all the races and some form of orbitol defences for all aswell i reckon they need something. I dont remember if Empire at War had descent looking starbases -i seem to recall they did but its been a long time. But there must be some mod or game or concept that has some cool looking-BIG looking starbases that could be adapted into sins -unless someone want to make one from scratch that is. But that seems like harder work.
Personally i suggest giving the empire golans for their orb defences and the alliance modifed XQs, the golans would be the stronger of the two meaning more hull more shield and more damage but would also take up more cap and offcource cost more credits. -this would fit lore aswell. It dont have to be that big a difference and the alliance will have more to compensate so should be balanced all in all. Then drag over the starbases from Empire at War or from anywhere one can be found -mod, game whatever that just make it stand out from the standard platforms and feel like a big ol starbase. This would honour the star wars canon but would also fit in well with sins. It would prtetty much function as a turret and hanger combined into one structure.
Sure the tech/advent and vasari may use smaller platforms but not star wars! everything is bigger there! everything! everyone got big peckers there too!
Phoenix Rising would definitely be a good choice for seeing about getting models, they do have some good ones like the Golan series.
The golans there seems okay yeah, but im not a modelers or texturer so dont know how they will look in sins or even if its feasible to pull them over. Someone else must answer that.
I thought the exact same way for a while, but our noncanon super sized XQ platform has grown on me as the Rebel starbase. First of all, really nothing I know of in the Star Wars universe, and certainly nothing mass produced, fits the Sins starbase role well. Even the Golan platforms are really too small for it, as most strong planetary defense systems needed multiple Golan platforms to cover the whole planet, and even the Golan 3 is only maybe 50% larger than an ISD, while Sins starbases are several multiples bigger than their owners' capitalships. So no matter what the size is going to have to be exaggerated.
Second, the Golans are really too strongly associated with the Empire to be the Rebel starbase, even though technically both sides used both the XQ and Golans. The Golans after all are essentially just gun platforms, the XQs are more like stationary bases/aircraft carriers, which is really more of the Alliance's style.
Really I thought it was more like a standard XQ platform. If I ever get the whole XQ series both the Empire and Alliance would use regular sized versions for the hangar defense.
Actually what I consider to be the real Star Wars analog to the Sins turrets are a lot smaller or at most equal to the Gauss platform.
Hmm, for some reason the Golan II looks a lot better than III from those screenshots, maybe we should be using that one instead.
Resizing shouldn't be too big of an issue, as long as the level of detail is high enough expanding it should look alright. It probably was the same one, but perhaps its been updated since then, or maybe expanding it was what caused the problem.
I agree with you that golans fit the empire better, so golans for the empire and XQ's for the alliance. (as buildable defences not the big ol starbase) and shiny new starbases for both! Hehe, and i didnt mean that the tec hangar looked like a golan in form just stat wise with the modifications i suggested.
Right now the empire has the executor as their starbase what abouth giving them the golan model as a defence/hangar platform and see how it works, 1500 hull, 2000 shield, laser batteries 100 damage, torpoedos 40 damage, 4 figther slots, cost X, 6-8 slots. something like that. Then well finally get some real defences and not those durn gaus platforms.
I personally do not like the idea of the combined defense/hangar platforms. If I can get all the models XQ platforms would be used as the hangar defense and the Golan I or large gun emplacement as the turret. I see no reason to combine them when the former relied mostly on fighters while the latter used mainly turbolasers, thus they actually fit quite well into the Sins roles.
Well the golan 1 had a serious compliment of starfigthers, as in 24+, i think the newer models cut down on the figthers to get more firepower and shields but they also could hold a fair number of figthers as in atleast 12+. The XQ platforms could hold: what, like 3 squadrons of starfigthers? That would be how many, hmm i dont know how star wars look at squadrons, if it were our world it would be like 12 in each squadron probably but i cannot really say. The golans werent just turbolaser platforms either, they also had a fair number of proton torpedo launchers and tractor beams so if you want to truly be true to canon they cant just be a simple turret.
The above info is taken from wookipedia by the way ive been reading some in the RPG game books licensed from star craft aswell and on the official page but real solid info is somewhat hard to come by. In any case if you want the golans as turrets, you can offcource do that. Your the one dooing the modding after all and its your call.
Is there any way to get into a beta test for 3.4? I've been playing 2.8 for a while and just got diplomacy, but it was pre-updated to 1.31, so I can't try anything newer, and I'm dying to see these improvements. Please let me know what steps to take so I may help out if I can.
The improvement are pretty much done really. If we don't get an estimated release date for Diplomacy 1.32 tomorrow I'll probably just release it.
Hey guys, I was just reading your small discussion about the Rebel 'starbases'. I would like to suggest that maybe what you could use for the Rebels would be a starfighter factory platform that was used since the Tie Fighter games. A sample screenshot from another game is provided below. This would be a station that has few weapons but is very tough and would have ALOT of room for fighter hangers. Basically, instead of being a starbase that kills ships directly it would be an extremely fortified hanger. If it was given the ability to support something like 20 fighter squads outright, with the ability to increase with upgrades it would still have a great deal of power behind it. Add to that that you could give it some unique upgrades as far as starbases go, such as making your fighters more evasive in the gravity well, or being able to quickly replenish lost fighters. I think making it support 20 fighter squads at first and then increasing that number by 20 with an upgrade (can be upgraded twice) it would still have plenty of power. It should still be weaker in HP and shields compared to other starbases, but that would be the price for being able to attack any point in the gravity well with the majority of it's firepower (fighters).
http://img50.imageshack.us/img50/2368/eaw2007072312421537pm4.jpg
Im in favour of everything that alters sins a bit, and dont follow the exact same temp as the standard races. Diversity can coexist folks!
Well that is a rather nice looking space station Aliksander. However, a quick wookiepedia search identifies it as the X7 platform, with a length of 270 meters, slightly longer than a Nebulon-B2 frigate. The XQs are all around 900 meters, with is about the size of a Victory class star destroyer. Thus I think it would be best to keep the bigger XQ as the starbase, at 2.5 times its real size, than to use the X7 factory and increase it by 8-10 times its real size.
However, I do think the X7 would make a far better hanger defense than the XQ, so I will certainly look into using it for that. From the screenshot it looks like that's from a EaW mod, do you happen to know which one?
The X7 platform in that screenshot is from the same mod I suggested for the Golans, Phoenix rising, a great mod with a lot of great models, i would suggest that you explore their website and see if there is anything else that might be of use to Requiem.
Sorry, decided to jump in and answer for Alik.
That's funny GoaFan77, when I encountered that station in the original Star Wars:Tie Fighter flight simulation game I got the impression that it was significantly larger than the normal 'platform' stations.
Well the XQ was at one time very small aswell, then they decided to change it and made it abouth 3 times bigger.
Stuff change hehe.
Well it seems there is some confusion about its size. Both 272 and 500 meters are given for the length on the wiki page, so there maybe no agreed on size, but either way its smaller than the XQ platforms. As TIE fighter was the first appearance for both the XQ and X7 its possible they changed the size later in Xwing VS. TIE fighter or Xwing Alliance.
Please don't blame me for being all giddy, but I haven't heard a peep about 1.32
Yup, ditto. Crossing my fingers for a 1.32 release soon
Haha yeah I just saw that =P
I have a question about the Diplomacy version of the mod, since I can't play it yet. Do any ships get special squadrons besides the Imp caps with Interceptors?
Not sure if this has been raised before (searching around here doesn't work too well) I saw a topic on the other boards about fighter specialization for the Alliance, which is an awesome bit of research to add (p.s. how many extra fighters does it add?) but I think it'd be awesome to just have something as simple as named fighter squadrons for Rebel cap ships, such as a MC80 with Red Squadron for x-wings and Gold Squadron for y-wings. Even if they weren't stat-boosted (for balance) it'd just be cool to have them.
I know this can be implemented user-side with a bin-txt conversion, but I've had errors occur occasionally when I try to mod mods.
Yes. One of the Mon Calamari Cruisers gets a deploy A-wing ability much like the ISD with Interceptors (though its not a capital that requires research, thus its easier to get), and the Defiance type gets an ultimate ability that deploys Rogue Squadron itself, which gets you a full dozen enhanced X-wings and makes all of your strikecraft (not just from the Defiance) a bit harder to hit. I'm not sure if that's what you were meaning but it certainly is a special squadron.
For the record Alliance Starbases with the Base Defenders ability deploy A-wings in the Entrenchment version as well.
I actually think I only revealed that in the Tech Tree teaser video, but anyways. The Rebel's get a tier 8 military tech that increases all strikecraft squadrons by 1 (even though the info card will say 100% for some reason, its just one). Considering that is a 25% boost to Xwing squads and a 33% boost to Bwing squads for balance I didn't want to make it any higher, though if for some reason that isn't as big of a deal in practice as theory it can be increased.
Trust me I want this thing released and done with almost as much as you guys. But it does sound like 1.32 will be released this week at least, so hopefully Stardock comes through. That said the delay has helped me catch a few string errors, fix some balance issues, a bug that would cause games to crash on certain maps, and plenty of other things I'm sure, so you are getting a bit better mod out of it, even if all the new shiny features have been ready for a week or so.
Also I've started what is hopefully the first step on getting some new models in the game (for the first time in a while). I don't want to raise any expectations in case for some reasons my plans end up falling apart, but keep an eye on the official forums or this thread and you might eventually see a screenshot of what it is. This particular unit won't be officially appearing until Rebellion, but it may make a sort of "cameo" appearance prior if its ready before then.
Awesome, just what I wanted to hear!
I'm sure you've heard this before, but it's really great that you are so active in responding. I know when I used to mod I hated having to actually deal with people not on the team, so all I can do is take my hat off to you, sir.
Well thank you. If I have gotten that it's been a while.
Just curious, what games did you mod? Before this I did a bit with Rome: Total War and Rise of Nations, I never published anything but a few maps/scenarios though.
Mmm, love both those games.
Never got into modding Rome (missed the boat somehow) but did some Empire:Total War mods. I've been modding since old school Jedi Knight - I'm talking Dark Forces 2 lol. Most recently was on Mount & Blade, made my own personal mod that I decided to share, and have done some collaborations on mods since, helping out when I have time.
Most of the time I mod stuff it's for me first, and sharing is secondary, unless I'm collaborating on something. Which is why I have so much respect for modders like you.
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