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!

    2,298,816 views 827 replies
    Reply #376 Top

    Quoting derenek, reply 375
    Why is there no mention of adding MANSHOOTER's awesome Dynamic battle systems mod to this?

     

    Their was, on the mod website. Not very many people supported it for the amount of work it would require.

    Reply #377 Top

    Unfortunately my boss has made me work 2 weekends in a row so I've been a bit delayed getting 2.5 out.

    Just recapping what Goa said, the Dynamic battle system is a great idea but I'm not convinced frigates and cruisers should be like that in the Star Wars universe. In the SW movies I dont remember seeing Nebulon-class frigates do anything but sit there and trade blows. If someone wants to mod Requiem to tinker with this I'd be happy to view the results and look at merging the effort into the main release. For now, only fighter craft use this attack.

    For the Empire starbase, I still haven't got a properly orientated Golan 3 and it's just ugly IMHO! So I'll either use the XQ1 platform for both Alliance and Empire... so use the Tech model for the Empire.

    The only major piece of work outstanding for Requiem 2.5 is whether to introduce the forest/swamp planet types, and the military type planets from Sins Plus. I know Goa wants these but I'm finding the textures a bit too similar for forest/military... and the swamp texture is blurry and doesn't look so good even when sharpened. Unless I find better textures I'm probably going to leave them out and let Goa's Requiem Plus handle them.

     

    Reply #378 Top

    This may be a dumb idea, but what about a SSD or Death Star for the starbase?  The SSD could be given movenent like the Vasari Ork.

    I must say this mod is brilliant, though.  I do get some crashes in game, but I reduced effects from all highest to all high, and this seems to have alleviated the problem. 

    Also, what about getting some more music into the gae?  There's so many great tracks that could be included!

    Jason, great job.

    Reply #379 Top

    That's no problem Jason, it will probably be easier for everyone that way anyway. The thing about the music is that the more star wars music that gets added, the less regular sins music for the default races, and it might be kind of wierd to hear the imperial march every time you start a battle with the Vasari. That said a couple more tracks probably wouldn't hurt. ;)

     

    Also, are you planning to do anything about those normal maps major stress mentioned earlier?

    Reply #380 Top
    Surely there's more music than the imperial march? But yeah, I'd like to see purely Star Wars music in the mod.
    Reply #381 Top

    I actually copied the imperial march ogg file and renamed it the one that had the weird imperial march remix.  Or was it the emperor palpatine theme?  Either way, I didn't really like the remix (far too slow-beat for the game).  So now imperial march plays twice as much and lemme tell ya it freaking rules. 

    I'd love to help on the sound front if that's something needed :)

    Reply #382 Top

    There are about 10 Star Wars tracks in Requiem.. and they are exclusively part of the Empire or Alliance theme (you won't hear them if you play Vasari for example). It IS possible to add more tracks but that will make the mod bigger (each mp3/ogg is around 3Mb in size). If there is a particular song that you like let me know (preferably on the sins.imperial.cc site as I check that more regular).

    Goa, I'll continue to do that then. Right now we have Terran, Volanic, Ice, No Atmosphere, Gas Giant, Oceanic... I was thinking how to make a "type" to cater to swamp and forest types. It's kind of terran.. but maybe there needs to be a "Pristine Terran" or "Unevolved Terrain" that would effectively allow (with a good texture) the creation of swamp worlds (Dagobah) and jungle worlds (Endor) etc.

    Lord Zath... that is actually a REALLY good idea!!! I hadn't thought of though. Hmm... really good idea. Wow.. that's got me thinking!

    MajorStress... a belated thanks for your observation. You are absoltely right on the normal maps and I need to go back and not only add them in but reduce the contrast on a lot of them too. Karma4u

    Reply #383 Top

    Here Jason, I'll wave my magic wand and make that rotated Golan appear! "waves wand and looks up." Aw crap.

    Reply #384 Top

    Hi,I've tried some mods for sins and liked SW the most.Proud that MY childhood dream mod is the best by quality....all trekis shoo,soa2 sucks.....

     

    About the fighter mechanics for big ships - NO.I've tried it in star trek mod,and there its not just looks stupid, but also irrational because once ship turns around - it cant shoot,and so a fleet that is put on hold acts much better then the one that flyes around it in circles .morons.

     

    not that good english,I'm sorry ;P,but you got the msg.NO - for fighter mechanics.its retarded.

    Reply #385 Top

    fighter movement on ships can actually be very interesting, IF it's done right. IMO, the perfect fighter movement mod has fighter movement on only certain ships, for example-

    Scouts, LFs, HCs, and some support cruisers (like the TEC Hoho, Vas Overseer, & Advent Dominas). None of the caps would have it, LRFs, Flaks, Colony Frigs, Carrier Cruisers, Cielos, Subverters, Guardians, SB constructors, anti-structure cruisers wouldn't have it.

    Reply #386 Top

    Quoting JasonFJ, reply 382

    Goa, I'll continue to do that then. Right now we have Terran, Volanic, Ice, No Atmosphere, Gas Giant, Oceanic... I was thinking how to make a "type" to cater to swamp and forest types. It's kind of terran.. but maybe there needs to be a "Pristine Terran" or "Unevolved Terrain" that would effectively allow (with a good texture) the creation of swamp worlds (Dagobah) and jungle worlds (Endor) etc.

     

    Actually I was saying it's okay to drop them from the official release if it's causing too much trouble. May little attatchment seems to be working fine for the moment. If you still want to do it, it is possible to make a planet type that would allow for it to spawn at random a forest or swamp planet, but that still doesn't prevent the texture issue.

    I think it is far more important to get the normal maps working correctly. It was one of the complaints from the beginning of the mod, and it would be awesome to zoom in a Star Destroyer all the way and see how it is supposed to look in all of it's intended glory. :drool:

    As fo music, I think the theme that plays when Anakin fights Obi-wan on Mustafar would be cool to have, could be used as battle music for either the Rebels or Empire.

    Reply #387 Top

    Quoting Proletari, reply 384
    Hi,I've tried some mods for sins and liked SW the most.Proud that MY childhood dream mod is the best by quality....all trekis shoo,soa2 sucks.....

     

    About the fighter mechanics for big ships - NO.I've tried it in star trek mod,and there its not just looks stupid, but also irrational because once ship turns around - it cant shoot,and so a fleet that is put on hold acts much better then the one that flyes around it in circles .morons.

     

    not that good english,I'm sorry ,but you got the msg.NO - for fighter mechanics.its retarded.

    The main problem is the turning radius. So far every ship stops then does 90 degree or 180 degree turns. The fighter physics in game seems to ignore inertia. Larger ships should be able to have their acceleration and turning radius tweaked with before implementing the movement or else it will look slightly silly. The whole point of having weapon emplacements all around the ship is to give greater or weaker capabilities depending on its and the enemies location relative to each other.

    Moving ships arent stupid in my opinion, but it can make people who are looking to play a glorified board game frustrated, since the pieces move about on their own. However if you can understand the different types of strategies used when utilizing moving ships (Check out HOMEWORLD and HOMEWORLD 2) their ships move and those r great games. It's basically a matter of how much time people want to put into tweaking the physics of each ship. Most of the variables that are needed to mod each ship to give it correct movement characteristics r in the entity files.

    Reply #388 Top

    I agree that some ships could be made to move, but as another posted - in all the movies I have never seen any ship - even a transport - go into a dogfight.  Regarding Homeworld - I used to love issuing move orders and then targetting an enemy.  It was so much easier to do which really added to its gameplay.  That said, I don't think fighter movement sets will do much for the mod as it is now.  Also, anyone notice how much faster the cap ships are than in the "classic" star wars games like TIE Fighter???

    Reply #389 Top

    Of course they are!  The difference in scale makes that essential.

    Reply #390 Top

    played SW some more...I think its more balanced then the entrenchment 1.03...should make it the next update - 1.04

    Reply #391 Top

    but alliance tech tree is boring,and ships too...no wonder my alliance enemy was so unhappy about playing it

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    Reply #392 Top

    could you pleaze add anouther race?

    maby the yuuzhan vong?

    Reply #393 Top

    or would that be too hard??

     

     

    Reply #394 Top

    Quoting maxwell, reply 393
    or would that be too hard??

     

     

     

    That would be very difficult, as the Yuuzhan Vong to my knowledge have never been in a video game, so some loose concept art and book discriptions is all anyone could have to make meshes and textures. And even then I don't know if they have enough different type of ships for all the roles sins has. And it would be wierd as they would the default metal structures while their ships are organic (another challange for the texture creaters). If any knew races will be added it will probably be the Republic or CIS. But even they would take a while.

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    Reply #395 Top

    i think that there ships look alot like the wraithsfrom stargate, only red

    Reply #396 Top

    that and they have all of the differemt type fo analogs

    Reply #397 Top

    Hey guys....I just wanted to let you know that I love this update.  Great job!  I would however, like to say that I am 100% in support of adding a third and fourth race.  I definitely need the Republic and CIS.  I would also like to say that the Empire needs a starbase to call its own.  I have always hated the advent starbase.  I wouldn't mind if you added the TEC starbase...its not cannon but its super awesome:w00t: :w00t:

     

    In regards to the dynamic battle system...that is not the type of fighting style needed for a Star Wars mod.   If you were going to have a fighting style it should be set up like ....well...how it was done in the movies.  In the movies the ships maneuvered as though they were wooden sailing ships fighting the battle of Trafalgar or something.  Ships pulled alongside one another and hammered away at each other with cannons or in this case Lasers.  If a fighting mechanic could be created to incorporate that kind of style then that is what should be used in this game.  I would love to see some star destroyers crossing the "T" on some Mon Colomari cruisers. Lol:D

     

    In summary...Great Job! Keep it up!

    Reply #398 Top

    Quoting Archangel1980, reply 397
    I would love to see some star destroyers crossing the "T" on some Mon Colomari cruisers. Lol

     

    I'm not sure if their would be any point in doing that as both Star Destroyers (but not venators) and Mon Cal cruisers are capable of pointing most of their guns forward. They don't have very many reasons to fire broadside. But you're absolutely right, dynamic battle system isn't very starwars like.

     

     

    Reply #399 Top

    Anyone have videos of this mod uploaded onto the net?

    Reply #400 Top

    After doing the 2.5 patch/update, I'm running into a somewhat major issue - none of my starbases (imp) are able to "build" any of the abilities.  What I mean is when I go to the window for upgrades, I can't upgrade trade ships, repair, aux. government, or the red button - all of them say I must research the tech first (which I have). 

    Is this intentional or a bug that was introduced w/the update? 

    Other thoughts - the added planet bonuses are nice.  And it seems there were some re-balancing changes done, too?  One thing I'm not sure I like are the ISD's color - they seem almost "too" white.  Easier to pick out in the distance, but compared to my other ships, they're too noticeable.  Enabling specular highlights makes the situation worse - but this is of course a very minor issue.