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!

    2,296,588 views 827 replies
    Reply #426 Top

    This is a known issue, I'm pretty sure I know the problem. Will be fixed in the next version for sure.

    Yeah, it's an easy fix.  I can send you the modified files if you want.

    Also, is the Imperial hangar base not supposed to have flak turrets?  Finally the AI, particularly stock races, have difficuties with the local militias since they got beefed up.

     

    Reply #427 Top

    Quoting VarekRaith, reply 426

    Yeah, it's an easy fix.  I can send you the modified files if you want.

    Also, is the Imperial hangar base not supposed to have flak turrets?  Finally the AI, particularly stock races, have difficuties with the local militias since they got beefed up.

     

    I haven't played a lot of Empire in 2.5 yet, but they had flak turrents in 2.4. Well technically they were laser turrents but they did the same thing. You're absolutely sure they don't have them?

     

    I could be wrong, but as the AI is almost completely hardcoded, there is little we can do to help the AI except label everything correctly and make sure we don't mess up it's build order. Also the AI seemed to do a decent job with the militias with my Requiem plus attachment, and the militias there are much harder than the random militias. But of course the AI was the Rebels, perhaps I'll have to see with the stock races.

    Reply #428 Top

    I played Empire, and they have flak turrets with laser damage.

    Reply #429 Top

    I haven't played a lot of Empire in 2.5 yet, but they had flak turrents in 2.4. Well technically they were laser turrents but they did the same thing. You're absolutely sure they don't have them?

    Ok, the flakgun turrets do work, however the icon that indicates that the hangar has them doesn't show up.

    Minor thing.  The Imperial Long Range Frigate references a picture that doesn't exist.  No effect on gameplay.

    Now in the following image you'll see two minor issues. 

    1.  The name of my starship appears at the top left hand corner.  The ships name was 'Griever'  This may be an old IC bug that only appears because of the transparent hud.

    2.  The Imperial (Rebel logo may be effected as well) logo doesn't appear on the planet icon properly.

    Reply #430 Top

    Quoting Mayes, reply 423
    My only complaint about this otherwise incredible mod, is that the lasers look funky in space combat. They don't quite impact the target, as much as go through it, while still registering shield hits etc.

    I noticed this as well.  Does it have something to do with all Sins weapon projectiles existing at a single point?  Meaning, with turbolasers that large, it would either appear to oddly originate INSIDE the firing ship (if the point were at the front of the turbolaser) or appear to go THROUGH the hit ship (as it does now, with the point at the rear of the turbolaser)?

    Reply #431 Top

    moguta, you are correct, the particle is centered at the center of the image, you can shift it so that it is forward or behind that, but unlike Homeworld2 which had the same problem you cannot animate this offset to change (so you could offset to the back position at firing then offset the particle immediately after firing to the front position)

     

    the problem for sins was to make the laser 'not hit the target' or make the laser 'fire from empty space on the wrong side of the attacker' I went with the less visually disturbing option

    +1 Loading…
    Reply #432 Top

    And I imagine it's not possible to set a projectile to spawn some distance away from the hardpoint, or say to make the "muzzle flash" spawn it farther out somehow?

    Hrm... or... this probably wouldn't be easy, but could there be some sort of initial animation, of much shorter physical length, that transforms into the heavy turbolaser shot?

    Reply #433 Top

    The problem is that the muzzle does not follow the travel shot angle, so you can't use the muzzle for anything useful, you could make a more complex travel projectile though, might be worth looking into

    +5 Loading…
    Reply #434 Top

    Well VarekWraith gets my vote as the most eagle-eyed troubleshooter yet hehe.

    Truth be told, quite a few corners were cut to simply get out a playable mod. The mini-hud icons, some transparency issues and tidying up of various strings, bonus values and icons were skimmed over just to get stuff out the door. I also simply deleted a lot of ship pics because in the name of time I wanted to get content out rather than spend time sourcing ship pics (and it was worse leaving in Tech ship pics).

    Hmm kind of sounds like Microsoft products now that I think about it.... ;)

    I'm gradually fixing all these little things in a v2.5.4 hotfix (including a full download 2.5.4) once everything is identified. Best place to report bugs is over at http://sins.imperial.cc where I have full edit/delete ability and can maintain different progress posts. However I check back here periodically so no bug gets left behind...!!

    Some additional comments:

    Moguta... I wonder if you are referring to some Mon Calamari craft? I noticed that the red super heavy turbo lasers do sometimes originate from inside the ship which is probably because I trimmed down the number of weapon hardpoints and maybe left out something on a bank. If you could identify the particular capital I'll get it fixed otherwise it's probably as Eville mentions related to the inability to align muzzle effects to the direction of fire.

    VarekWraith... yes on all counts. I'll fix those issues you mentioned though the ship pics is kinda of *yawn*. If anyone wants to send mini-hud ship icons, ship pics, fixed Golan-3 mesh (Goafan what happened to that guy who said he would try to do it?) I'd be glad to implement anything (and give credit of course). You can email any content you'd like to contribute - drop me a PM and I'll give you my email address.

    Last but not least, Goafan77 is taking up more responsibility for support, direction and ultimately (I hope) development of Requiem. I'm going to try and talk him into releasing on his own Requiem 2.6 (with me being debugger only) with a decent raft of new content at which point he will be officially authorized to use the red font!

    P.S. I'm slightly displeased my karma is still only 28... click on the little thumb icon at the bottom of this post and give it up people! If I get 40 by the end of the month I just might finish off the Death Star mesh that I've been developing.... *evil laughter*

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    Reply #435 Top

    Hi JasonFJ, great work on the mod.  The latest version has a lot of crashes though.

     

    I hope you can get that Death Star mesh done.  The Death Star mesh would work as an Imperial Base far better than the TEC model that is being used now.  Of course, the fact that it would be stuck in one gravity well would kind of break the lore a bit.

    Reply #436 Top

    I vote on a reoriented Golan-III! Or maybe, maybe if you can get the GOLAN-IV FROM THE 7DS TEAM!! 7DS RULES! (so does Requiem, but on a smaller scale).

    EDIT: I will force the Karma down your throat if necessary to get the Death Star!!! GIANT SUPERLASER CANNON OF DHUUM!!!!!!

    Reply #437 Top

    Haha, you should have been more ambitious Jason, you got 40 karma in a couple of hours, not weeks. :thumbsup: And while for some reason I can't double check your PM to be sure, but I don't think you gave me a link for the Golan files, as I didn't think they were in the mod anywhere.

    Reply #438 Top

    Hay i got a question for you JasonFJ but first

    NICE going this game is awesome but you made it way better anyways

    im trying to get my mod for requiem but i cant figure out how to do the mod thing or the maps for sins

    Can u help me?

    Reply #439 Top

    Quoting Sochimatomari, reply 438
    Hay i got a question for you JasonFJ but first

    NICE going this game is awesome but you made it way better anyways

    im trying to get my mod for requiem but i cant figure out how to do the mod thing or the maps for sins

    Can u help me?

    first you will want/need a either or both winrar and 7zip to extract files then download and install galaxy forge from the sins download page
    assuming you have sins 1.17/entrenchment 1.03,  the galaxy forge maps NEED to be placed here for xp
    C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

    or here for vista/windows 7
    C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

    for sins 1.15/entrenchment 1.01 and earlier, the correct location IS the program files \galaxy folder, and you also NEED to edit the entrenchment's galaxy.manifest to include the maps and also the total count of maps

    NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

    NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

    also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy forge tab of map types in sins 1.16+/entrenchment 1.02+

    if the map IS a galaxy forge and giving the instant win/loss screen then MAKE sure that EACH player has a home planet

    and if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from here
    http://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.html

    mods info

    assuming you have sins 1.17/entrenchment 1.03,  the Mods NEED to be placed here for xp
    C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.17
    C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-entrenchment v1.03

    or here for vista/windows 7
    C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.17
    C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03


    NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

    NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

    harpo

    Reply #440 Top

    Here's a list of things that I fixed on my end.

    1 - Cruiser_ALL_Construct - Replaced hyperspace and engine sounds to be inline with other Alliance ships.
    2 - Cruiser_ALL_Heavy - Removed bad hyperspace travel sound.
    3 - CruiserImpUtility1 - Removed hyperspace travel sound.
    4 - CruiserImpHeavy - Removed hyperspace travel sound.
    5 - CruiserImpConstruct - Replaced hyperspace and engine sounds to be inline with other Imperial ships.
    6 - Frigate_ALL_Siege - Removed hyperspace travel sound.  Engine sound replace with 'ENGINE_IMPFRIGATE'.
    7 - Frigate_ALL_LongRange - Removed hyperspace travel sound.
    8 - FrigateImpSiege - Removed hpyerspace travel sound.  Engine sound replace with 'ENGINE_IMPFRIGATE'.
    9 - FrigateImpScout - Added ability 'AbilityImpProbe'.
    10 - FrigateImpLongRange - Removed bad picture ref.  Removed hyperspace travel sound.
    11 - FrigateImpColony - Added hyperspace sound 'HYPERSPACE_IMP_CHARGEUP'.  Engine sound replace with 'ENGINE_IMPFRIGATE'.
    12 - PlanetGasGiantStable - Fixed artifact level stages.
    13 - PlanetNoAtmosphere - Fixed artifact level stages.
    14 - Note - PlanetOceanic has a useless extra 2 civilian slots at max level (26).  Recommend changing to 24 or 28.

    I can send any of the above files if interested.  As for pics and icons, I'm afraid I'm not so good in that department.

    Other issues I noticed.  Imperial Tie Fighters engine sound is too loud.  Some music effects don't play, ie; the music that is played when a pirate invasion is imminent.  Some frigates have way more antimatter than my capships and recharge way too fast (Intended?).  Hull/Shields on Alliance and Imperial ships also seem to regenerate far slower than stock races (Intended? Am I delusional? <_< ).

    Reply #441 Top

    im sorry man but this makes no since to me im not good at this

    i downloaded forge and put it into the appdata but from there im not sure and also i dont have entrenchment im getting it soon but i only have the original game

    Sochi Matomari

    Reply #442 Top

    galaxyforge can be run from ANY folder in the computer,

    if you do not have entrenchment then ignore the comments about it,
    but as most mods are now only for entrenchment, you will want to get it,

    regarding map making with galaxy forge there is a thread in the pinned posts that covers this exact area

    harpo

     

    Reply #444 Top

    Quoting Khalashnikovf, reply 443
    One little tiny question for Galaxy Forge. How can i implement those new planets into my Galaxy Forge. I would like to install that in my Star Wars Galaxy Map ( https://www.wincustomize.com/skins.aspx?skinid=222&libid=70 ). Thx for respond
    Keep up with your great work!

     

    Well, I guess I'm not the only Star Wars map maker here. I do have a galaxy forge that supports the new planets (and a couple of other things), and I am planning on releasing it in the full release of my "Requiem Plus" mini-mod. If you still have Requiem 2.4 try it out, I'd like the opinion of someone who is familiar with the Star Wars galaxy (as I did cut some details like a couple of trade routes for balance purposes).

     

    As I believe Jason is working on the last 2.5 patch, I'm going to release it soon after the final version of 2.5 is out.

    Reply #445 Top

    So I can use my old Star Wars Map optimized for Sins Plus? Very well then :)

    I have also planned for making some kind of campaign because that map is calling for that :)

    Reply #446 Top

    I posted a youtube gameplay video at

     

    http://www.youtube.com/watch?v=w9lJIWv8vqI

    Reply #447 Top

    Um this migtht be a stupid question but i was wondering if u guys finished tthis mod With the Empire/CIS/Alliance/and Republic if u would continue on in doing different eras of the star wars timelime.......Like alll the way later on in the future based on the legacy era units or if possible to go back in time iwth the old republic and the Sith Empre or even way back idk i just hope it wont end cause star wars has many possibilities and it would be sad to end it just there :wulf: so please if u guys can dont end it there just continure with it

    Reply #448 Top

    Quoting derenek, reply 446
    I posted a youtube gameplay video at
    http://www.youtube.com/watch?v=w9lJIWv8vqI

    The HD is beautiful.  But you're only getting about 1-2fps in your capture.  Might want to consider capturing it in YouTube's HQ resolution rather than HD.

    Reply #449 Top

    my fps is due to weak computer, not the fauit of my software.

    Reply #450 Top

    2.5.4 uploaded (hotfix and full release downloads)