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!
Well if its gone it wasn't intentional. If you were using the Entrenchment prior to this it had Bailknight's/Volumetric explosions built in, which certainly change that, though you can get that for Diplomacy as an optional download.
Well if I had a Death Star I'd certainly put it in the mod in some form (my favorite idea so far is to make it an actual planet, but anyways). But yes if you had the art resources of a Death Star you could certainly do that. Several modders tried to make one a while back but it seemed to have been a bit too much. Not even sure how far they got.
Its missing . This is Republic capital ship just prior to exploding. I've always used trinity; I've used Requiem with 1.21 and the capital ship by now would've been heavy with smoke with bits of shrapnel flying of it. No biggie though, battles still look very cool and the *pew pew* laser sound effects really add to atmosphere.
...and the crew in Elysium.
Republic?
Hmm but yes, now I see what you mean. At first I thought you guys meant shrapnel was supposed to fly off after a weapon hit, but those are just passive effects that play when after a ship gets damaged. Honestly I'm not even sure how you adjust that, but if you are certain it was working in Requiem 3.3 I have some ideas of where to look.
Got a bug for you, Goa.
I'm currently playing as the Alliance, have just a few planets but full tech availability. I have trade ports, so i have the trade port research, however i cannot get the trade upgrade for my starbases because i don't, allegedly, have the research. But i do have the research, and when i try to click it anyway to see if it needs a different research, none of them do that little blue aura glowy thing.
Other than that, having no problems so far.
i was going to say something bout that but by the time i had won the game i had forgotten bout posting it on the site lol
Empire is what I meant ^^. Actually I stand corrected. It is definitely working. You can see the shrapnel + smoke too.
p.s. for those experiencing crashes. I assigned affinity for Sins to CPU1, while everything else is using CPU0. I maxed everything and just played for about 2hours with out any lockups/crashes.
Thanks guys, got some posts on this on our forums as well. It will be fixed in the released. Let us know if you find any more.
Well that's good, but now I'm curious how the game renders those effects in the first place.
Hey Goa, why is it some mods have built in graphical effects, like the Eve mod, but others have to be added in?
The eve mods graphics are on par with yours, but with the added effects to put it over the top. Once you see a capital ship sink in a death spiral THEN go BOOM, classic.
It depends on many things really, mainly how intensive they want their mod to be and how many vanilla effects they used. The turbolasers, ion canons etc. are our own custom effects (thanks to Moguta for making them), and thus have to be included in the mod no matter what. For things like bomber missiles and explosions however we just used the Vanilla effects, as they were close enough to what we wanted. That means you can then add a vanilla graphics enhancement mod like bailknights to bring them over the top. While we used to just include the graphics mod built into Requiem, we decided it would be better for lower end computers if we just made it an option addition. Also as we have kept the Vanilla races in such third party graphics improvements are more useful to use then a total conversion.
Got a little Friday surprise for everyone. With special thanks to Lavo_2 of SoGE, I've managed to add some new models to Requiem's inventory, so I thought I'd show you guys a little sneak peak.
The Empire's most powerful starfighter, the TIE Defender was the Empire's answer to the well armed, shielded, and hyperdrive enabled craft used by the Alliance. While its 4 L-s9.3 laser cannon were identical to those used by the TIE Interceptor, unusually for TIE series fighters it was also armed with a pair of ion cannons as well as small warhead launchers. Even more unusual was its deflector shields, which are believed to be even better than those on X-wing series fighters. While heavier than most fighters, the Defender's speed and maneuverability are in the same league as the A-wing and TIE Interceptor. Its price however, however, was said to be over 5 times that of a standard TIE fighter. Further, full production of TIE Defenders did not occur until shortly before the battle of Endor, and experienced numerous setbacks from sabotage from rogue Admirals to theft by pirates. While its small production run prevented the Empire from fielding large groups of Defenders, several Imperial warlords managed to acquire the production plans, ensuring TIE Defenders continued to appear for decades after Endor.
While too overpowered to be put into the game at present, expect TIE Defenders to arrive soon after the Rebellion version of Requiem.
Oh Snap!
harpo
Is there a graphics mod for Requiem? I only loaded the main mod.
Does Requiem have the same effects as the DS mod? They seem much more subdued.
Thanks!
I have not played DS in a long time, but yes there is a graphics mod for the Diplomacy version of Requiem. You can find it below the main mod on the Diplomacy download page. Its a modified version of Bailknight's graphics mod.
I'm sure Rebel fighter pilots have said worse things on seeing an incoming flight of TIE Defenders. The TEC and Vasari pilots will learn equally quick I'm sure.
Really a shame the Tie Defender wasn't able to put in really good use the Empire.
BTW in the rebellion version will the Super star destroyers become titans except for stations?
The TIE Defender along with the TIE Avenger, the TIE Phantom, and the Missile Boat too.
As I'm sure you know, all of those but the TIE Phantom were made to give some variety flown by the player in TIE Fighter. Yet the Defender was the only one to be widely adapted by other Expanded Universe media, including several novels. Heck, there is even a TIE Defender Lego set now.
Yes, the Executor class Super Star Destroyer will become the Imperial titan, and the Empire will get an actual star base in Rebellion.
I am well aware of that, and that is why I like them all.
Well, the only other one that might make it into the mod is the Missile boat, depending if a ship like that is needed as a Corvette in Rebellion or not. Stealth really isn't possible in Sins so the Phantom would be pointless and the TIE Defender is basically superior to the Avenger in every way, and thus would be redundant.
very much looking forward to the requiem patch for this new version!
While I only played a quick game, I don't think Diplomacy 1.32 invalidated the mod. Just copy your requiem folder into the 1.32 mod folder and you should still be good to go. Saved games may not work though.
Getting mini dump on Triad with the Rebel Alliance right after i jump the colony cap to the first asteroid.
Seems to happen right when it gets to the first asteroids gravity well.
Try another game. If it happens again try reducing your graphics settings.
My friend and I have been working on a map for the new version of the mod, trying to strike a balance between an accurate Star Wars galaxy and a highly replayable map that is somewhat dynamic and most importantly FUN.
Currently the plan is to use wormholes to simulate the trade lanes that are a defining factor in Star Wars travel, but I can't figure out how to have wormhole tech unlocked from the start of the game (if it's even possible). I was wondering if anyone here knew how?
The goal is to make it so that controlling the core is super important, as it allows for fast travel along the trade lanes, but it is also possible to make your way around the Outer Rim (just much slower). Additionally other places aside from the Core are very valuable.
Would appreciate any feedback or advice on improving it!
P.s. Also trying to determine the best era for the map to be set. Post-Yavin or -Endor seem like they make the most sense. In this case where would you suggest starting planets for players/AI? It's designed to be a 2v2 or 2v3 (Rebels vs Imperials).
Put the wormhole artifact on the starting planet of all players. One of the stock maps does this, iirc it's called Gateways or something to that effect.
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