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!
ok now that i've got it working, i think the sound effects for the tie bomber/fighters (mainly the engine effect) overpower eveything else, and i believe that it needs to be turned down
You know I've toned down those sound effects abuot 10 times already from it's default! I'll reduce it even more
Yes, I'll release one big download file again once I've done some more tweaks and fixes. I'll also make an "expert" download link as well for those people that are cluey enough to download separate data, graphics and sound packs (I hate forcing people to download 70Mb every time I do a patch involving 8Kb of changes!)
Thanks for the tip on the starbase icon... I'll check that out (though I understand that only ships leaving the well, not entering the well, take the damage). You can probably tell I don't use that ability much when I play the game.. I hope I don't play any of you multiplayer you can tell all my weaknesses by what I don't fix
i found that the dreadnaught's stats are 85593 ofr hull, and 79554 for shields, are they meant to be like that?
the dreadnaught, i think needs to have an increase in it's rate of fire(possible 50-75% increase)
Starbases still do not have the phase disruption ability from the start.
It is too fun to watch tie fighters / bombers blast a target. Their sound is a bit overwhelming if you have your volume turned up though.
is there any chance to get a death star as a starbase?
I found a problem when playing last night. The second Imperial capital ship (forgot what the name is, but second one to choose to build at start) has a problem when it reaches level 8. I had a level point, but there was no where to put it. I had 3 points in repair, 3 points in embargo and 1 in instant strike craft build. Heavy Fighters never enabled, and everything else was not enabled, either.
Also, I find it not very useful to have no Colonize on either of the starting captial ships. You have to research way up the chain to get a capital ship with Colonize. By the time I get that high up the chain, I'm not colonizing fast enough to want a capital ship with that ability so much. Couldn't one of the starting 2 capital ships have Colonize instead?
Second find, the Novalith Research cannot be started. Says that it needs 1 point in extended range missles and I have 3 points in it now and cannot research that Novalith cannon.
Just had a fully upgraded Capital Ship that you are talking about. I have not experienced the problem with being able to put points in Heavy Fighters. I'n able to put points in all 3 abilities and the level 6 ability that opens up.
i also have the same prob with the novalith
I researched the novalith canon and was not able to build it
harpo
I got the level 6 ability - the quick build fighters. It was after that when I had 3 points in repair, 3 in embargo and 1 in quick-build fighters. The next point was unspendable in any category, including Heavy Fighters that never was enabled.
This did not happen in my game. I was able to spend all my points. Make sure that you installed all the patches in the correct order, I know if you don't do that problems occur. 1.2 ->1.3 then 1.3 -> 1.4, and finally 1.4 -> 1.5.
Just a quick reply while I look into the issues above: the Heavy Fighters upgrade appears to be greyed out but it's really not... it's just.. colorless. Try spending your 3 points and you'll find it works on heavy Fighters.
I'm going to release a full 1.6 download in the next few hours which will fix all the above issues!
I did install it that way.
Well, I'll have to try it then. I didn't realize it was available. The color did throw me off.
allmy modded ships are black : (
please direct me to correct link that explains how ive been stupid or explain also will the next fix be on the same site as others as the support and dl instruction page seems to be unavailable
If I zoom in on the ships they turn very dark. When zoomed out they appear the correct colors. I'm not sure what the reason for this is but it seems to happen with new game models. I've seen it in many mods that have added ships. So I don't think your doing anything wrong.
^I believe its a problem with the sins engine actually. When extremely zoomed in to ships, the game adds light effects depending on the sky box, its position to the star etc. This is hard to do with mod ships, but if you change your camera angle you will see it to a degree. I assume this is why they look very dack when fully zoomed in...
What Goa said is true... try rotating your camera angle around and you'll see the "sun side" of the ships which is brighter. If you zoom out somewhat, the game engine applies an ambient light to the ships so that they can be seen more easily from a distance.
On that note, I'm uploading the full v1.6 release right now, which will hopefully be the final version of this mod (at least the Empire side anyway. I'm 70% uploaded.. a download link will appear shortly on the site.
Also I'm not sure why, but this isn't as noticeable on the skybox with the bright blue background. Seems to be the worst on red and purple...
(similar message posted in the Celestial Bodies MOD thread)
For those of you that love Celestial Bodies enhancements to the game (like I do!) I've been looking for ways to allow people to enjoy both Requiem and Celestial Bodies at the same time.
After a bit of fiddling, I have now have a user-friendly way for people to play Requiem v1.16 + Celestial Bodies v0.8b at the same time.
Here is the link explaining how to do ithttp://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=13
Testing feedback welcome!
Nice Mod work JasonFJ, you will find your work hosted at my site along with a few other Mod designers who have big Mods or more then one. I made you a category in my downloads to keep all your work in one location.
I been a loyal Stardock customer, fan, client for almost 8 yrs now. I am a 30yr gaming vet., I do this not for greed, fame, ego boost, blah blah. I do it to give back to all of the gaming community especially to Mod Designers, you guys do the work for free, yet many download sites attempt to cash in on this FREE work. I find it disgusting, along with throttling downloads, or anything to FORCE the member to reg at site, pay for a service, bah!! Make money other ways damn it, don't rape us Gamers.
Game Fanatics Vault JasonFJ Mod Studio If you want the Mod posted by you, simply register I will give you relinking instructions simple as that. Update small files using our download/upload manager, or I give you FTP access to your own folder, to use as you want for your work. I will create forums for you to that you own, not the site. Other wise we can redirect support back tot his thread. Game Fanatics is fanatical lol giving exactly what they Mod Designers want or need for their Mod Dev work. The forum can be hidden password only keep out riftraft.
Cheers, thanks for the great Star Wars mod, I want a good Star Trek one too. Sure someone has one in progress or done. lol
~Kitsune
JasonRF, first off, good job on the mod. Always a blast laying waste to those who oppose the Empire. I have a few suggestions, may be nitpicky but i believe it will really help the mod out. Considering the empire's main weapon of choice utilizes the Lazertech class, and the only entity of the empire that uses autocannons is the flak on the hanger defense structure. Possibly re work the weapon damage research so that lasers damage research doesnt max out after 2 military labs. Also, any plans on adding the Executor SSD to the caps death star starbase? I added the executor myself, as well as a 8th teir research for it since i have the a decently scaled mesh n textures. Do you have or know anyone that has a working death star mesh thats fully textured? Be awesome to play around with.
Thanks for the positive comments, Kitsune. I actually have a site that I maintain and can download from - http://sins.imperial.cc and having wandered over to your site I notice that the download links are at v1.1 (it's currently at v1.6!) which highlights the issue of having multiple hosting areas. I think it might be better to simply link your site to mine... and have yours act as a mirror download (I have a monthly download limit but I haven't hit it so far).
The alternative is I begin to update multiple mod sites... which becomes time consuming and takes me away from what I like best: modding and playing
Edit: just clicked on Download, and the file doesn't automatically download. When I "click here" I get a white page with a message "Input key mismatch!". Any chance you could point your mod entry back to my site - at least until I find someone/people who can update other mod sites and/or upload the mod ZIP to other mirrors?
Heinekus, glad you're also enjoying the mod.Good suggestion on spreading LaserTech advance over more research tiers. I'll include that in the 1.7 release coming out.I wasn't planning to put in the Executor SSD... whilst I love the concept of having it, it's just... too big. From memory about 8 times bigger than an ISD (1.5km vs 17km or something like that) which is too big for standard game gravity wells. Also there is no effective counter to them with the Advent/Vasari/Tech races so it breaks the game balance If I scale the mesh down it breaks SW immersion having a tiny Executor SSD sitting next to an ISD!Lastly, I don't know of any Death Star mesh. I'd love to get it... I wanted to replace the starbase mesh with it (not actually implement THE Death Star which would break scaling and SW universe immersion).
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