JasonFJ JasonFJ

"Star Wars - Requiem" mod for Entrenchment and Diplomacy

"Star Wars - Requiem" mod for Entrenchment and Diplomacy

The war begins...

http://sins.imperial.cc

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

    1. This mod was created by JasonFJ, a Star Wars fan and avid gamer, who somehow managed to thrash out this mod despite holding down a full time job and one hell of a fine girlfriend. Appreciate my sacrifice!
    2. Goafan - The only other modder for Requiem, a great co-conspirator who has contributed a lot to the evolution and improvements of Requiem. Also the author of the "Requiem Plus" add-on.
    3. George Lucas - Full tribute belongs to George Lucas who as we all know was the originator of all thought and material that now comprises the Star Wars universe. George if you're ever in Singapore or Australia drop me an email I'd like to buy you dinner sometime. If you're a Lucasarts legal suit looking to sue me for copyright, consider how much free publicity I've given the company and franchise and consider sending me a $10,000 cheque for my time
    4. EvilJedi - for the significant graphics and audio effects that are the cornerstone of the mod without which I probably would never have done this mod.
    5. Gurkoz -  for the incredible sound effects that make this mod even better.
    6. ManShooter - for the Volumetric Explosions mod which was included in Requiem Entrenchment to v2.8... truly a god-like graphics enhancement!
    7. Tohklidan -for components of Celestial Bodies mod that really inspired me to work on the celestial bodies artwork.
    8. Uzii -for the planet textures and inspiration that came from the awesome Sins Plus mod.
    9. Bailknight and Moguta - for the original and continued development of this mod which I've adapted for use with Requiem Diplomacy.
    10. Credits to Grundel for the icon button graphics
    11. Thanks to Warmaster and all his info and guidance on making this mod as true to the Star Wars Universe as possible.
    12. Thanks to Carl for providing and prompting me to introduce the Alliance and Empire theme icons.
    13. A salutation to John Williams, the composer who wrote all the Star Wars movies music. If you like the music you can buy the official Star Wars music CD with all the songs from all the movies.
    14. Thanks to many posters over in the official Sins->Modders forum for all your helpful posts. Stimon000 and Vunda for early suggestions. Special mention to MajorStress and Harpo for helping out on the forums and contributing valuable material to not only Requiem, but the modding community in general.

    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!

    2,298,923 views 827 replies
    Reply #326 Top

    Okay Wiskey no offense but save giving proton torps and an additional squadron to the venator (whose inclusion was perhaps the single most controversial feature of the mod) I disagree with everything you've said. Jason has said this mod is not a Star Wars total conversion mod. It's meant to have the Star Wars factions balanced with the default Sins races, which makes removing mitigation imposible as it is an essential part of how those races (especially the advent) play. Also I'd say even without shields it is very hard to completely destroy a Star Destroyer (unless it crashes into the death star), the main reason shields are important from a lore point is that it prevents the enemy from targetting your gun batteries and other important hardpoints, without which your SD is just a hulk in space. But Sins doesn't have hard point targetting so that's not a factor. And as for blue lasers my line of thinking is that the more modern Victory Star destroyers would easily destroy a Venerator unless it had it's archaic turbolaser batteries upgraded, which would diffidently not be blue anymore. Also I'm pretty sure their is only one blue laser particle effect which I'm hoping gets turned into ion cannons. And while I'd like to see the Venator be a broadside ship, I'd put that low on the priorities.

     

    Satthukaraoke, I mostly agree with the bulk cruiser, except I think it would be okay if reduced to say 100 shields restored instead of 250. Also Warmaster, me and a couple other people at http://sins.imperial.cc/ were hoping to eventually get quite a few unique abilities to the Cap ships, so hopefully that will fix the smaller cap ship losing their importance. And while I'm a big Knights of the Old Republic fans, I disagree on the Battle meditation, as force powers weren't very common in the Galactic Civil war and it wouldn't be until the Yuzhan Vong that their was enough Jedi to actively support fleets that way.

    Reply #327 Top

    Quoting just_jim, reply 19

    Quoting MercenaryMuffin, reply 18How's the Celestial Bodies thing coming along, my good man? Been waiting for that one

     

    Wait, what are you waiting on?? There should be a patch that allows both mods to be run together.

    Plus I merged Requium with CB over a month ago, before 1.03 came out. I just never posted it because neither was my mod to begin with. I won't post it or send it to anyone unless both Jason and TohKlidan say it's OK.

    But it was really a simple straight forward merge, I got no mini-dumps when it was finished.

     


    Oops...I just realized I hadn't downloaded the newest version of Requiem. It does indeed appear that CB now works with it. I just hadn't bothered to check since the latest version of CB on the Requiem website says it works with 1.02, no mention of 1.03. D'oh. Kinda made a dumb mistake there. Move along, people. Nothing to see here...

    :-"

     

    Edit: While I'm reading the topic, I'd like to add that it is indeed realistic for Star Destroyers to have beefy armor. Just look at them! They're covered in thick armor plates. They take a hell of a beating before going down. Their biggest weakness is having their bridge exposed when the shields are destroyed (and while we're at it, the big domes on top of the bridge tower? Sensor domes, not shield generators).

    Star Destroyers have redundant control systems, though, meaning that if the bridge is destroyed, the ship can still be controlled from elsewhere. This just doesn't happen fast enough in some cases, such as the SSD crashing into the Death Star. Rebel ships are more reliant on shields and survivability, Imperial ships on firepower and armor. Just like the mod.

    Anyway, nerd tangent over <_<

    Reply #328 Top

    a quick note on why mitigation is important for specifically how this game engine handles damage

     

    the basic problem with high shield regen rates is that then the small ship needs to be able to kill itself, with a high regen rate you force the weapon dps to be higher so that two small ships can kill each other, with mitigation you are limiting the maximum damage from multiple targets to make the gang up effect less prevelant without increasing the small ship DPS

    Reply #329 Top

    hey JasonFJ,

    just had a few Q's about model&texture usages (with creds, of course).

    These are the models I'd like to have permission to use-

    All of the Imperial caps, because I like all of them, and I don't really want to have to come back to check if I can use them if I later decide I do. Mostly I just want the Venator (awesome!!!).

    The X-Wing model. These are boss.

    also, music themes&particle effects?

    And a Q- How did you give the Venators a different sized exhaust particle effect for their different engine points?

    Reply #330 Top

    just curious what are you looking to do with them?  (btw they are my models, they are free to use if you can figure out how to do it yourself so don't ask to have anything fixed or converted they are as is, if you do ask for changes then you don't deserve to use them :-p)

    Reply #331 Top

    well, I wanted the Venator because it (in the form of the pictures in the 'Star Wars Episode III: Revenge of the Sith Incredible Cross Sections' book) inspired the design of the Venom-class Star Dreadnought/Carrier.

    Any changes I would make would mostly be (maybe at this part) adding weapon/ability/bombing hardpoints, anything else would be scripting/strings changes.

    Reply #332 Top

    I'm not sure if this has been asked before or not, but is there any way to get Requiem to work with the Dynamic Battle System?  Every time I try enabling both, only the default ships from Sins use the DBS mod.

    Reply #333 Top

    you'd have to modify the Requiem ships yourself. DBS only changes the vanilla ships.

    Reply #334 Top

    I played several long games with the Empire....excellent mod!  Rock solid stable too!

     

    A few minor gripes though.  I'll list them for you in case you care what I think ;P

     

    1.  You are using the same models for the Imperator Star Destroyer and the Imperial II Star Destroyer.  I don't understand why you would do that when EvilleJedi is letting you use his models.

     

    2.  The Victory Star Destroyer should have the most powerful ground attack.

     

    3.  Also, I hope you are able to figure out the issue with the Golan III model for the Imperials.

     

    4.  The cost AND Fleet Point worth of your capital ships REALLY need to be rebalanced the better reflect the strength/weaknesses of the Empires ships.  Of course, if you don't really care about Star Wars canon, then I suppose this isn't as big an issue.

     

    My suggestions are just that, suggestions.  Don't think that I am not impressed with your work.  Your mod is excellent and you've done a great job!

    Reply #336 Top

    Quoting Paradoxnt, reply 334


    2.  The Victory Star Destroyer should have the most powerful ground attack.

    4.  The cost AND Fleet Point worth of your capital ships REALLY need to be rebalanced the better reflect the strength/weaknesses of the Empires ships.  Of course, if you don't really care about Star Wars canon, then I suppose this isn't as big an issue.

     

    These two points confuse me. The only lore based thing I can think of to support Victory Star Destroyers having better than normal ground attack would be the fact that they can opperate in the atmosphere, but that only applies to the Victory I not Victory II star destroyers (which are the only ones in Requim). Also sense their are not ground invasions in Sins I'm not sure if it applies anyways.

     

    And while it is impossible to know what ships exactly you are refering to for 4, keep in mind that this mod is supposed to keep the Star Wars factions balanced with the Sins ones, so the fleet point cost, DPS, hull/shields and price are all based on the default races. Also role based ships like support and siege ships, while their lore counter parts maybe far more heavily armed than the mod has it, would have to be nerfed to keep in balance with Sins.

    Reply #337 Top

    Hi all,

    I've been busy with work and a resurgent Lord of the Rings Online addiction lately... and haven't had much chance to work on Requiem.

    The good news is that I've got a 4 day weekend coming up so I'm going to get Requiem 2.4 and Celestial Bodies 0.9 working with a  mod enabler tomorrow sometime.

    As for further developments of Requiem, the progress and next steps are all listed in the Modding forum at http://sins.imperial.cc. There are some interesting ideas here that I will take over there (I'm trying to avoid having detailed mod development discussions here because... well.. these forums aren't so good).

    Some responses:

    kyrogel... regarding CIS, Republic etc. That's something I've been discussing with EvilJedi about. The trouble is time for me when there are lots of little things that still need to be cleaned up in Empire/Alliance. I'm hoping some brilliant volunteer will pick this up and do most of the development work as I was considering devoting time to debugging and stabiliing SOGE.

    theascended121... the forum registration is fixed. Yes, each ship has a unique icon but they are simply existing icons and don't always look like the actual SW ships. If you click on an Interdictor you'll see my point :)

    Whiskey... yes the Venator's do have a lot of front facing damage. I made it that way so that players could maneouver the ship into better position to take advanage of it's side batteries. The meshes and textures were done by EvilJedi

    satthurakaroke... interesting feedback on the excessive use of shield restoration cruisers (Goafan's suggestion of reducing it from 250 to 100 might be a first round fix), and your re-balancing suggestions. The balancing isn't perfect by any means and if anything fundamentally breaks the game balance I want to address it: so far I hadn't though shield regen was so overpowered but I'll re-examine the scenario you painted to see if it's truly broken. As for the Maria and Liberty... the thought behind that was they would be a later-game ship when you were cash rich and wanted to maximimze your capital ship/crew limitations. I might make them more expensive relative to normal capitals so that only empires with prosperous economies can afford them.

    hendrix... I haven't looked at DBS lately... but I might convert some of the frigates in 2.5 release. I'd also need to look at changing the vanilla races frigates too (I've tried to avoid doing that). Maybe Sins dev team will adopt it too?!

    Paradox... a few answers here:
    1) I only have ISD and VISD meshes, but I wanted their to be 4 different ship role types.
    2) The VISD aren't entirely canon for the sake of re-balancing against the vanilla Sins races. I needed to keep Battle, Carrier, Support and Planetary Assult roles somehow.
    3) I don't have access to a Golan III mesh that I can rotate easily without a lot of time and effort. I have no clue why it's rotated sideways except maybe an export gone wrong. Neither 7DS or Evil can easily fix it either and I'd rather not have a wierd Golan platform lying on it's side in Requiem. I think I might replace the Empire starbase with the Tech model in 2.5... seems more Empire-like.
    4) Not sure what you mean here.. they are balanced against Alliance/Tech/Vasari/Advent primary... and then as close to canon/lore as possible.

    MercenaryMuffin... turret is now fixed for 2.5 :)

     

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    Reply #338 Top

    Thanks for the response Jason.  I understand now where you were coming from with your mod in regards to balance issues.

     

    As for a Golan III on its side....that isn't all that bad.  If memory serves, the bottom of the Golan base points towards the planet, right?  So it is really upright, and everything else in the game is sideways...lol.  Anyway, the Golan base on its side would be fine, but also using the TEC or Alliance bases would work just as well.

     

    I'll keep playing and let you know if any other ideas/comments/concerns come up.

     

    Thanks for the great entertainment!

    Reply #340 Top

    yeah, I agree with Paradoxnt. A Golan-III on it's side is better than the Transcencia model that's 'upright'. After all, this IS space. Orientation is different from anyones/everyones perspective.

    Reply #341 Top

    I just want to chime in to say that I think the Golan-III on it's side would be preferable to anything else.  I realized why it would make sense while having a discussion about moons with one of my friends last night (it's funny how conversations can make you think of random things \o/ ).  So now I'd really like the model added.  

    Reply #342 Top

    Can we get a picture of it on it's side, I think having a Golan on it side would look a little wierd to say the least, even if it makes sense from a lore point of view. Other wise you could always give the Empire the XQ platform.

    Reply #343 Top

    I also vote for the sideways Golan 

    ...at least until someone figures out how to turn it upright...lol.

    Reply #344 Top

    Hi JasonFJ.  I've been trying to convert your ship entity files to text...and am having a HARD time for some reason. 

     

    Do you have a link to your ship stats?  It would be nice to see what type of stats, armor and attack types your different ships use.  As it is, I have no idea what types of armor and attack types your ships use = hard to maximize the effectiveness of the different ships.

    Reply #345 Top

    Paradoxnt,

      There's a bin.bat file in Requiem's GameInfo folder.  Only thing you have to do is edit the bin.bat file and change "bin" to "txt".  Then save and close.  Before you run the bin.bat though you should remove the CAPITALSHIP_IMP_DEATHSTAR.entity because it will cause the bin.bat to stop working.  It's not used in the game anyway.  Then just double click on the bin.bat file and it will run.  When done it will pause, just close the console and all the entity files are now text.

    Reply #346 Top

    Thank you so much Bloodember!

    Reply #347 Top

    No problem, I had issues when I first started with this as well.  I then noticed that little file, good 'ol JasonFJ.

    Reply #348 Top

    Alright guys, while 2.5 isn't out yet, if you're craving some more Requiem action, head over to http://sins.imperial.cc to beta test what will hopefully be one of Requiem's new features.

    Reply #349 Top

    Jason, check your PMs. I believe Evillejedi sent you something in regards to the golan III.

    Also, Loving the XQ!

    Reply #350 Top

    I love the XQ model, and the weapon effects from the defense turrets mounted on it. Looks fantastic!


    Btw, Jason, is there any way to get every turbolaser/blaster shot to have a hit effect? Because, as it stands, non-starbase Star Wars energy weapons don't have a hit effect in the mod. Makes the absolute hail of turbolaser shots seem less awesome.

    Also, I'm assuming this is in the next patch, but is there any plans to change the Golan's turbolaser fire to green instead of red?