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:
2 new race; Alliance and Empire 6 new strike craft; TIE Fighters, TIE Bombers, TIE Interceptors, X-Wings, B-wings and A-wings. 11 new frigates; Nebulon B, Nebulon B2, Lancer Frigate, Tartan Patrol Craft, Carrack Gunship, Corellion Gunships, Corellion Corvettes, Siege Frigate Mk II, MC30b series, Acclamator I frigates and Galofree Transports 9 new cruisers, Interdictor, Enforcer, Escort Carrier, Loronar Strike cruiser, MC40a light carriers, Nebulon B escorts, Bulk cruisers, Assault Frigate Mk I and Dreadnaughts 9 new capital ships; Victory II-class Star Destroyer, Victory IIC-class carrier Star Destroyer, Imperator-class Star Destroyer, Imperial II-class Star Destroyer, Mon Calamari 80 and 80a, Mon Calamari Defiance and Libery class and Venator-class battlecruisers. 2 new starbase: the Alliance XQ1 platform and the Empire with an Executor Super Star Destroyer starbase model 3 new weapons; concussion missles, proton torpedos and ion cannons 60 new ship names with unique Alliance and Imperial star destroyer names 23 new music themes consisting of ambient and battle soundtracks over dozens of new ship audio and sound effects Star Wars player portraits Alliance and Empire icon symbols a modified Alliance and Imperial research tree, with unique abilities (Interdiction, Tractor Beam, Shield Focus. Boarding Party, Rebel Defenders etc,) Star Wars EU immersion through appropriate ship use, laser color replacement for all ships and text descriptions updated
Credits
Downloads
http://sins.imperial.cc
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!
I had the same problem with the pipeline effects folder. I just renamed it and fixed the problem. Im looking forward to the diplomacy version though
Keep up the good work!
i downloaded your mod today...i had a little problem with the PipelineEffect folder (everything was invisible, planets, asteroids, ships)..i deleted it and now works fine...i just wanna say this : when my first big battle started, i almost cryed..seriously....sooooo beautifull..the ships, the effects...i looove it all..thanx guys for this incredible mod (i just uninstalled Star Wars Empire at war )
I never played Empire at War.. but it's good to hear that Sins and the modding community can put out something better than a commercial game
I've just released Requiem for Diplomacy Beta 1... it only has the Empire in there but you'll be pleased to know that I'm going to maintain a separate Requiem mod (that runs with the main one) so that no more PipeLine issues occur in the future.
Looks good but to bad it crashes My game everytime i enable it
Sorry for the double post but i got it working
…after checking out the previous 29 pages of notes and getting a general "feel" for the mod and it's reception by everyone, I am looking to be downloading this one for play. Also, as a few have mentioned, I would also love to see this ported into diplomacy (which it appears you are going to be doin). Porting into diplomacy just seems like the "smart" move imo. Regarding incorporating othermods into this one. My personal opinion would be to limit that as much as possible, if not just flat avoiding it all together. Let the players decide which mods they want to use and which they don’t. Example, I personally do not use any of the visually enhancing mods…reason being that I rarely zoom that close into a fire-fight for it to really be any use. Sure its kinda cool to zoom in every-so often, but on the whole I pretty much stick to the level of zoom where ships are showing as "icons" within the gravity well which means much of the special effects are wasted… Obviously just my opinion so make of it what you will in that regard. Off hand I am looking forward to getting this downloaded and running. I am all about options and given that you have tried to make this compatible with the "stock" races and played with them makes it all the more appealing to me. While I like total conversion mods as well, I find that in most games (SE:V especially for example) I end up playing the "stock" game with a few extra mods to spice it up, as such…big kudo's for the work you have put out there to give the players another option to their "stock" game play. ~
…after checking out the previous 29 pages of notes and getting a general "feel" for the mod and it's reception by everyone, I am looking to be downloading this one for play. Also, as a few have mentioned, I would also love to see this ported into diplomacy (which it appears you are going to be doin). Porting into diplomacy just seems like the "smart" move imo.
Regarding incorporating othermods into this one. My personal opinion would be to limit that as much as possible, if not just flat avoiding it all together. Let the players decide which mods they want to use and which they don’t. Example, I personally do not use any of the visually enhancing mods…reason being that I rarely zoom that close into a fire-fight for it to really be any use. Sure its kinda cool to zoom in every-so often, but on the whole I pretty much stick to the level of zoom where ships are showing as "icons" within the gravity well which means much of the special effects are wasted… Obviously just my opinion so make of it what you will in that regard.
Off hand I am looking forward to getting this downloaded and running. I am all about options and given that you have tried to make this compatible with the "stock" races and played with them makes it all the more appealing to me. While I like total conversion mods as well, I find that in most games (SE:V especially for example) I end up playing the "stock" game with a few extra mods to spice it up, as such…big kudo's for the work you have put out there to give the players another option to their "stock" game play. ~
I would like to give the diplomacy beta ago, i been on the website and cant find it with the other downloads, so would i be right in saying you will be giving it by windows synic?
Because its a beta, it isn't with the rest of the downloads. You can find it in this thread.
On Empire at War, I think Lucas Arts missed a big opportunity to make a good space RTS. Perhaps it was because they included land combat too, but the cripplingly low unit cap, 2.5 D perspective and lack of several famous canon ships really ruined the game for me. Sins certainly does a much better job.
Lucas Arts just published EaW, it was made by Petroglyph, which was created by the former employees of Westwood after they got taken over by EA (which makes it unbelievable how both EaW and Universe at War failed so epically).
Well yeah, does LucasArts directly make any of their games anymore? It's not quite as bad in the 90s at least, but minus the occasional hit like KOTOR StarWars games have been sadly lacking.
Don't diss LA in the nineties, they gave us X-Wing, TIE Fighter, and Dark Forces/Jedi Knight.
Oh, and Republic Commando was an awesome game, but that still needs to be filed under the "occasional hit" category.
Oh I thought someone else did those games. But I was referring to the ridiculous number of mediocre games like Demolition and Shadow of the Empire and the fighting game I fortunately never played.
Nope, Lucas Arts was responsible for all those I listed I believe.
And the KotOR games were not made by LA, the first one was made by BioWare and the second was made by Obsidian.
Yes I know, which is why I quit checking to see if LucasArts ever makes there own stuff anymore because nothing I've ever bought recently has been. And in my when I mentioned KoTOR I was referring to StarWars games in general, not just LucasArts games. The last one I got from them as a developer must have been X-Wing Alliance or TIE fighter then.
ooo one little bug...well big bug, if you try to build a repair platform as the empire (Diplomacy beta) get a mini dump.
Oh hey, don't forget that Lucas Arts forced KotOR2 to be released early in time for the holiday, leading to a buggy release with lots of cut content.
I loved X-Wing vs Tie-Fighter. Made a whole lot of my own campaigns with the built-in editor. One of these days I'd love to see a "campaign" editor in Sins allowing you to write scripts with "triggers". e.g. take over this planet and the AI spawns x fleet that attacks y planet.
Ah, I need to write a wish-list for Ironclad.
Thanks for the bug report... if you could post future ones on the sins.imperial.cc dev forum it's better though; I only check these forums when I need other modders expertise and feedback usually.
loaded up the latest versions late last night and spent about an hour an a half playing before wandering off to get some sleep. I was thoroughly impressed with it...all of it. I am most assuredly looking forward to seeing this updated to Diplomacy...
did't have any crashes or really any issues at all. if I had any issue at all it would be with the game starting to lag out given the fifty billion strike craft out there. given I did a random game (50planets/5 opponents) and the of course the pc decided to make 3 of the random enemies to be alliance. as such in this "test" game had 4 Alliance and 1 Empire. given the I wasnt in any rush to take out the opponents armies built up and the amount of strike craft out there was pretty much outta control. I have a feeling had I takin the game to its completion I would never had made it given the 2gig cap on the game.
I plan on looking at this a lil closer tonight and this weekend. in addition to running a game with 4/5 alliance just to see....but also one a bit more balanced...say one from each faction.
other than this small graphic issue which is more due to the game than the mod...I really did enjoy it and looking forward to playing it more. keep up the fine work. ~
Yes, and as usual modders had to step in and pick up the slack because of that terrible decision. A someone decent restoration has only recently been publicly released, though sadly some of the damage might be permanent. I'm sure it would have actually been better than the original if they would have been allowed to complete it. But that's getting into a bit of a tangent.
Anyways, glad you liked the mod whiteperegrine. Keep in mind that because the mod adds a lot more stuff the game is sadly going to hit that 2GB limit sooner than usual. It is highly recommended that you reduce some of your graphics settings before playing major mods because of that (it should help with the lag too).
oh yeah....well aware of the 2gig cap (serious bummer). I like to run things at my standard settings and then slowly work my way down as needed to try and find that sweet spot for game play.
along a similar line though, I assume you all have "optimized" or plan on doing so? if not...may want to, if for no other reason so you all can cram even more goodies into the mod. ~
Does this mod work with the 1.51
from the TITLE
as the changes from 1.05 to 1.051 were in the EXE and NOT the entities the answer should be YES
harpo
I just downloaded the mod and all the patchs. I did step by step for installing the mod and patchs, but when i went to active the mod in the game the the checksum number is 24806027 and not 82095058. And i also looked for the install.Bat to run it and its not in the folder. I was reading on the this form and the requiem form and delete the files in the pipeline folder gs ship, gs shipbuilding, gs shipphasedout, asteroid, and plant.
Hi all
I'm new to this game and I only played a couple of hours with vanilla Sins before I found out about Requiem (tnx a lot Jason for your work! )
So my questions are; is there a BEGINNERS GUIDE for Requiem because I have tons of questions like:
How do I build the biggest Mon Cals like the Maria (don't have the prerequisite for it)??
More in general, should I colonize as much as planets I conquer/find? I read planets cost money aswell in the beginning..??
I started making a mod guide here, but I quit working on it due to lack of interest. Only the Empire is about 80% complete and I haven't even started on the Rebels.
But anyways, the larger capital ships like the Imperial Star Destroyers and Maria battle cruisers require a specific research that last I checked was a third tier civilian tech (I think its called Mon Calamari alliance).
Yes, it is usually best to colonize any planets you clear ASAP. Just make sure to buy the first two infustructure upgrades (the ones that increase population) so that you'll get out of the negative income. After those upgrades, planets are the most profitable investment in the game.
Hmm, make sure you extract the 2.7 version and all of the patches in order. Don't worry about the install.bat, its only purpose was to delete those bad pipeline effect files but it doesn't always seem to work... [e digicons]>_>[/e]
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