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!
Another thing to make a note of, it seems that turrents no longer will rotate to shoot at an enemy ship. I've seen them rock back and forth shooting at something but they will not rotate around to shoot something that has gotten behind them. Now I don't normally play as the TEC, I'm an Advent player, but I'd assume that if their turrents rotate that the TEC's would as well. Did you change that way the turrents function?
The Lancer frigate has no shields to be true to the Star Wars Extended Universe... however for the purposes of game balance that position might have to be reversed
In the 1.4 patch I'm working on, in addition to getting Tie Fighters and Bombers in... I'm going to reduce all shields of major Imperial frigates and cruisers by 33%... apparantly the Empire is overpowered in some respects and since you need to chew through a lot more shields to destroy a ship... it artifically inflates the overall DPS of these ships because it's not the nett output is not reduced as smaller ships are destroyed like the existing races.
You know, I've never noticed rotating turrents in the Advent ships... something new you learn every day! For the most part, my experience is with Tech and Vasari races (and pirates grr!) and I've never seen rotating turrents on them. I wouldn't even know how to get that working to be honest... the meshes and textures are quite static but I'll have a look at Advent ships to try and figure out what flares they use to achieve that effect.
I started a new game today to test 1.13, and I've confirmed that the repair bay issue and the turrent problem. Repair bay seems to have the same problem as the Novalith (I haven't reconfirmed this, but it wasn't in the change log, so I assume it is still non-functional) where you could research the tech yet still have it say you need one point in the required research. Sense it makes little sense to have both the repair bay and the repair ability require the same tech, just removing the requirement on the repair ability should fix the problem.
Turrent issue has me baffled, I wasn't aware structures had attack behavior, but if turrents do, thats most likely the problem. Some goes for Novalith, I have no idea whats wrong there.
Other Issues:
1. Interdictor's designate targets ability has several issues. First, on the research tree, the prerequesite arrow for it shoots off the enforcer and is incorrectly placed in the level 6 column instead of the level 7 requied. Also, for some reason the ISD research prerequesite arrow starts from the interdictor... wouldn't it make more sense if ISD and designate targets were switched around. Also, after researching designate targets, neither enforcer nor interdictor gets the ability, so it must have the same issue that sabatoge reactor and cluster missiles used to have (they work great now). My two cents, designate targets would be a great ability for enforcer as interdictor is bloated with abilities already.
2. I'm pleased to say quick start works fine now, except it spawns TEC scouts instead of Corellion gunships. But they are virtually the same thing, so I'd put this at the bottom of the priorities list.
3. Lack of lancer shields, and more importantly mitigation, leaves me concerned. I haven't had a big enough battle yet, but in a large fleet battle they could drop like flies without it. I'd break with the star wars universe and say they were modified with a small shield generator (even 100 points would work).
Confirmed changes
1. Quick start
2. Build icons
3. Balance issues seemed resolved, no major game breakers
I'm not sure what could have happened to the turrets but I restarted a game and am playing as the TEC and the turrents will turn towards enemies again. I'm not sure what changed to make the turrets work correctly again other than playing as a different race.
It isn't the turrets on the ships that turn, I'm talking the planetary defense turrets.
In a large battle with lots of bombers and fighters, which happens mid to later game, the lancer frigate gets killed almost instantly when attacked. For the sake of balance, it might need some shields.
Thanks for all the feedback and testing.. credits and karma coming your way
All issues you've mentioned are fixed!
1) Fixed the repair platform problem.. I can't believe I left this broken.. my bad
2) Designate Target has moved to the Enforcers.. the text description is just wrong (my bad again.. will update)
3) Rotating turrents not working. I thought you meant ship turrents then I realized you meant orbital turrents. I figured this out: the Entrenchment reference doco in Forge tools says to use rotateToFacePlanet FALSE. Actually, you need to use rotateFacingType "None". Somebody is going to read this post one day and save themselves a lot of puzzlement. Fixed!
4) Lancer... I've given it 900 shields.. 33% less than what I'd normally give Imperial frigates/cruisers that are "triple att/def/dps". Part of the overall Imperial rebalancing.
5) The quick start for Empire now yields 2 x Corellion Scouts!
Now back to work on testing the Novalith (anyone got a suggestion for a different name for this?!) and implementing strike cruisers and Carracks...
I've just uploaded a patch from v1.2/v1.3 to current version v1.4... it's 850Kb only and fixes all the above issues as well as some new features. I've also confirmed that Novalith works correctly.
- Dreadnaught replaced by Loronar Strike cruiser- TIE Fighers and TIE bombers replace Tech ships- Lancer frigate now has shields, and all Imperial ships now have 33% less shielding
v1.4 download info: http://sins.imperial.cc
Warmaster has given me a great idea on what to call the Novalith... based on SW Universe lore there is a super weapon called the "Galaxy Weapon". A perfect fit.
Look forward to more feedback...
One thought I had was for the starbase for the Empire. Obviously if we had a model of the deathstar it would be great. I think it should be able to move about the system like the Vasari Starbase does, but it cannot phase jump out of the system. It could also have the ability, once reasearched, to shoot the main cannon. You could use the Advent's Radiance Cleansing Brilliance as the ability. Just a thought, would be awesome to just see the Death Star flying around one of my planets.
I'm not sure if this would imbalance things, the empire still has the long range bombardment ship in the tech tree.
Something else I thought of, give it the ability to bombard a planet, if it was used in the case to help take over a system. Obviously, we wouldn't want it to blow the planet up but it could use the Vasari's bombardment tech to simulate the beam weapon that they would use.
If used like this, I think the long range bombardment torpedo ship could be removed.
The Death Star is a big deal, almost a little too much I think. You would really have to nerf it down in order to keep things balanced with the other races, and who wants to use a nerfed down Death Star?
The Dreadnought skin used as a Heavy has been replaced with the Strike-Class Medium Cruisers in V1.4, the Dreadnought is being moved to the Torpedo Cruiser role in V1.5.
Oh and JasonF, its the Galaxy Gun! [e digicons](\B):vulcan:(\B)[/e] [e digicons]^_^[/e]
Nice addition of the Tie Fighters / Bombers. The only thing I noticed was that hanger defense facilities still have the old TEC fighters / bombers.
I think the Death Star would fit nicely as the starbase. We are looking to have a balanced mod to play with the stock races here so making an overly powerful version would be out of the question. I think it would just be over the top to see a Death Star flying around your gravity well protecting your colony.
There must be something im missing here.
When I go to your download there is no version 1.3 There is a "full" version 1.2 then a patch upgrading from version 1.2/1.3 to 1.4
When I install the 1.2 it shows in-game as 1.11 ? and if I overwrite the folder with the 1.4 patch I auto-minidump before ever going into the game 100% of the time.
I run with vanilla sins 1.16 and entrench 1.2 so whats missing here?
I don't know about your minidump issues, but the version number is in roman numerals, so its I.II not 1.11. Really it should be I.IV but those were just patches and not worth changing the string file for. I'd delete your entire requiem mod folder and re-install 1.2, then combine with the 1.4 patch. If that doesn't work... well we'll cross that bridge when we get to it.
Edit: Woops, it does say I.IV now.
Hi, thanks for the swift response!
I have deleted everything many times. There is currently no files in my entrenchment 1.02 mod folder except the "enable mods" readme.
Thanks for clearing up the confusion on roman numericals. Either way I can run 1.2 in that case np. But overwriting the 1.2 with the 1.4 patch crashes any attempt to even load the game.
Any ideas?
I'm getting the same 1.4 mini dump. V1.2 runs fine.
I hope you guys aren't loading saved game. I believe it was stated before that upoon upgrading, saved games became invalid. I'm playing 1.4 right now and have had no problems.
Nope, it won't even boot into the first screens. Going to try redownloading the packet again.
Stimson
Did you apply the 1.4 patch to a 1.3 version?
I'm wondering because I didn't get to install the 1.3 patch before the 1.4 was released, I know the patch says the upgrade should work for 1.2 or 1.3, but two people trying to go basically from a clean install are having troubles jumping the gap that the patch is supposed to support.
I've gone from 1.2 to 1.3. Today I grabbed the 1.3 to 1.4. None of the versions has crashed on me at all.
One item to make a note of for Jason, the Loronar Cruiser is buildable without doing the required research.
I've restored the 1.2 to 1.3 patch.... looks like I missed a file in the combined 1.4 patch.
If you go to the site, install the 1.2 to 1.3 patch.. then install the 1.3 to 1.4 patch. Like Stimson001, you shouldn' have a problem.
Sorry for the pain.
Thanks for the tip on tech fighters in the hangars.. will fix that.
With the new 1.2 to 1.3 patch everything is loading/working fine for v1.4! Thanks!
Another item I have noticed is that the starbase does not have the phase disruptor ability applied to it. The tech that boosts this ability is there but doesn't add anything to the starbase. I'm not sure if this was on purpose but it should have the 30% damage / 100% anti-matter lost ability from the get go.
Also, not sure if you noticed this from above: Loronar Cruiser is buildable without doing the required research.
Another item that came up, the Designate target ability never gets activated on the unit after research. This also occurs on the tiemd explosives ability.
I've fixed all the above issues in a v1.5 patch releas (6.1Mb) downloadable from http://sins.imperial.cc.
Just on the starbase... that ability causes damage to ships leaving the gravity well that the starbase is in. Is there supposed to be some kind of visible addition to the starbase? I'm trying to work out how to test if this is working.. I guess the only way is to watch what happens when a hapless enemy scout enters the system!
Normally there is an icon in the list of skills that the starbase has. I also watched several fleets of pirates jump into my system with a starbase. Usually they would all be tagged with that effect but I haven't seen one of them yet to get that.
is it possible in the next update to compile all patches into one file to download?
when i'm installing the updates, do i overite all that's inside the original folders with the new stuuf or just copy the new stuff into the original folders?
Yeah, just rewrite over old stuff. That has worked for me.
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