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!

    2,300,799 views 827 replies +6 Loading…
    Reply #476 Top

    Quoting JasonFJ, reply 474
    I've begun to look at the 1.18/1.04 changes and right now I'm still looking for a way to convert the vanilla 1.04 files into text mode so I can properly compare the old files and see where changes are.

    I get a crash when running the new convert exe... so stuck for now.

    I was kind of hoping to leave 2.5.4 as the stable version for now.. but with 1.18/1.04 and the imminent Diplomacy expansion looks like I'll be forced to focus here again.

    My intent is to keep Requiem a balanced mod, and will continue to incorporate features from other mods that I think enhances the Star Wars experience, working with Goafan and other interested parties to evolve it. Needless to say, I fully support use of Requiem mod material and concepts in other mod development.
    End of JasonFJ's quote

    In the soon to be relased hotfix, Blair added files required for the converters to work.  Hotfix changelog;

    -----------------------------------------------------
    Sins v1.181 and Entrenchment v1.041 Hotfix
    -----------------------------------------------------

    -Fix for Akkan's colonize potentially creating neutral resource extractors.
    -Fix for Adept Drone Anima not behaving correctly in original Sins.
    -Jam Weapons will now only be autocast when a threshold number of enemy strike craft are in range. (Entrenchment Only)
    -Improved AI and autocast usage for Flak Burst, TelekineticPush, MassDisorientation and PhaseOutFighters. (Entrenchment Only)
    -New AIUseTime for modding: OnlyWhenManyTargetsInRange. (Entrenchment Only)
    -Fixed bug with mines not targetting or detonating if their owner player didn't have vision at their planet. (Entrenchment Only)
    -Fixed bug with NanoHullRepair sound effect.
    -Included missing dll's to make sure ConvertData runs correctly for modders.
    -Included Developer builds for modders
    .
    End of quote

    Reply #477 Top

    and my modding utilities 1.18a have been released in reply #93 in https://forums.sinsofasolarempire.com/356807

    harpo

     

    Reply #478 Top

    Are you planning on giving the 'prototype' death star star base a super laser that kills targets with one shot?  You would have to balance that with a long recharge rate.

     

    I do hope it also has a planetary bombardment attack that uses the super laser beam effect.

    Reply #479 Top

    Or make it so you have to upgrade it 4 times or so before it does a one-shot kill...

    Reply #480 Top

    I thought the Death Star was ruled out as a starbase.  All that's needed is someone to un-flip the Golan platform.

    But that does give me an idea.  Has anyone thought about making the end-of-game orbital cannons into Centerpoint Station?

    Reply #481 Top

    Moguta, that is one hell of an idea, but wasnt Centerpoint even larger than the death star? I don't exactly see that staying close to canonical if we want it to fit inside a gravity well...

    Giant repulsor-beam-of-death for the win!

    Reply #482 Top

    Technically the Empire's Novalith was renamed the galaxy gun, if the Rebel superweapon ever changes to the Kortusa it might be renamed to centerpoint. Yes, they're technically inaccurate, and we don't (and probably won't) have models for them, but then keeping the defualt super weapons doesn't make much sense either.

     

    Also, now that the hotfix is out, work will begin on Requiem for 1.04 shortly. I hope to be able to give an estimate to the release date soon.

    Reply #483 Top

    I'm working on tweaking the graphics, so let me know if any ship GameInfo files have to be changed for 1.041 compatibility.

    Also, I notice that in the movies, the Venator-class uses blue lasers.  Since blue lasers are already in the mod (just not used for the Venator), I was thinking of changing it to match movie canon.

    Also, I'd like to add a beam weapon to the Venator as an ability.  In the first couple minutes of Episode III, you'll notice a beam weapon suddenly leaps out of a Venator's hangar bay and splits its target in two.  I'll have to read up on how to make abilities, though.

    Reply #484 Top

    Quoting Moguta, reply 483
    I'm working on tweaking the graphics, so let me know if any ship GameInfo files have to be changed for 1.041 compatibility.

    Also, I notice that in the movies, the Venator-class uses blue lasers.  Since blue lasers are already in the mod (just not used for the Venator), I was thinking of changing it to match movie canon.
    End of Moguta's quote

     

    Well they all have to be changed, even if the file type isn't any different, we have to make the Star Wars ships reflect the new balance changes. Only the Capital ships may not have to be changed, but I doubt even that. However, I don't think the graphics sections were changed, so you should be okay.

     

    And yes, despite the movies, the Venator's green laser's are intentional, both not to get them confused with Ion cannons (which are the blue lasers on all the other ships) and because any Venators still in the Imperial fleet would have undoubtably been upgraded by the Galactic Civil war with more modern rapid firing green turbolasers. However, I think the Venator (and a couple of other capital ships) needs a bit of a redesign anyways, so they might be changed anyways.

    Reply #485 Top

    YES!!! SHIP CUTTING BEEM CANUNS OF DHUUM!!

    Someone else who likes the Ven's blue lasers. Life feels completed.

    Reply #486 Top

    Quoting Whiskey144, reply 485
    YES!!! SHIP CUTTING BEEM CANUNS OF DHUUM!!

    Someone else who likes the Ven's blue lasers. Life feels completed.
    End of Whiskey144's quote

     

    Speaking of that, if anyone is decent with the particle forge, it would be really cool if someone could make a particle for the beam that fires from the Venator from about 2:32 to 2:34 here on this video. I guess the Advent illum lasers could work otherwise but it just wouldn't be as awesome.

    Reply #487 Top

    hmm, nope, no particle effects are gonna make that beam.

    Not trying to sound pessimistic, but none of the BEAM weapons are actually particle effects, except for the muzzle/hit effects. The actual beam is a 2-piece texture set (core&glow textures).

    There are two ways I can see the beams being implemented- the more engine-friendly and more race-specific versions.

    Engine-friendly- figure out what hexbit combo will make the beam edges much more blue in coloration. Oh, and PLEASE volumetric-ify the SW particle effects.

    Race-specific- create a new texture pair for the beam weapons.

    Alas, if only the Venator did not consume SIX STUPID TEXTURES!!! I don't know what reason Eville had for doing that, but I REALLY hope it was a good one.

    My own personal Venator mod can only have the Ven and the '170 because the Ven consumes six textures and the '170 four. And my game minidumps on me when I have it using more than 10 new texture files as there are 990 in the Program files root. And the hardcode is 1000.

    Please, help support me in my campaign to expand the mesh, texture, weapon type, and squad limit hardcodes.

    Reply #488 Top

    Quoting GoaFan77, reply 484
    And yes, despite the movies, the Venator's green laser's are intentional, both not to get them confused with Ion cannons (which are the blue lasers on all the other ships) and because any Venators still in the Imperial fleet would have undoubtably been upgraded by the Galactic Civil war with more modern rapid firing green turbolasers. However, I think the Venator (and a couple of other capital ships) needs a bit of a redesign anyways, so they might be changed anyways.
    End of GoaFan77's quote

    Ah, so it wasn't an oversight.  Upgrading the weaponry does make sense, thinking about it.  Though I'm not sure it matters if someone confuses blue lasers with ion cannon blasts.  SoaSE isn't like X-Wing or TIE Fighter, where ion cannons actually do something different (i.e. disable ships rather than damage them).

    And I hope you don't mean the Venator needs a redesign graphically!  I think the Venator and the VSDs are the slickest-looking cap ships in the game.  If anything, the ISDs seem like they could use a little texture touchup -- though they're still awesome for a free mod.

    Quoting GoaFan77, reply 486
    Speaking of that, if anyone is decent with the particle forge, it would be really cool if someone could make a particle for the beam that fires from the Venator from about 2:32 to 2:34 here on this video. I guess the Advent illum lasers could work otherwise but it just wouldn't be as awesome.
    End of GoaFan77's quote

    Yup, that's exactly it.  :-D

    I don't think it would be terribly hard.  Looks fairly similar to a blue version of the TEC beam weapon.

    EDIT: Also, who was/is working on the weapon graphics in this mod?  Are they still active on the team?  I ask this because I don't want to go around changing things willy nilly without even talking to whoever originally made things the way they are.

    Reply #489 Top

    I think EvilleJedi (the original SW mod guy) did the effects. He is also the contributor for the skins&models.

    Reply #490 Top

    I think that if you wanted to do the Venator's blue-beam-of-death, you could use the Vasari pulse beam weapons if there was a way to get it to last just a bit longer. The illum's beam would be good, but it lasts for a little while, while the Venator's beam lasts roughly half a second i believe.

    That would make an awesome ultimate ability for them. one-hits to frigates and cruisers, but just a large amount of damage to caps.

    Reply #491 Top

    The duration of the beam and the # of shots in the beam salvo are determined by the weapon section of each ship.

    Quite simply, you could make long-lasting Pulse Beams and Pulsing Advent Beams.

    Reply #492 Top

    Quoting Whiskey144, reply 487
    hmm, nope, no particle effects are gonna make that beam.

    Not trying to sound pessimistic, but none of the BEAM weapons are actually particle effects, except for the muzzle/hit effects. The actual beam is a 2-piece texture set (core&glow textures).

    There are two ways I can see the beams being implemented- the more engine-friendly and more race-specific versions.

    Engine-friendly- figure out what hexbit combo will make the beam edges much more blue in coloration. Oh, and PLEASE volumetric-ify the SW particle effects.

    Race-specific- create a new texture pair for the beam weapons.

    Alas, if only the Venator did not consume SIX STUPID TEXTURES!!! I don't know what reason Eville had for doing that, but I REALLY hope it was a good one.

    My own personal Venator mod can only have the Ven and the '170 because the Ven consumes six textures and the '170 four. And my game minidumps on me when I have it using more than 10 new texture files as there are 990 in the Program files root. And the hardcode is 1000.

    Please, help support me in my campaign to expand the mesh, texture, weapon type, and squad limit hardcodes.
    End of Whiskey144's quote

    Well, that sucks. I take it using the already included textures meshes won't cause any issues? And does it matter how it's used? I was intending for the beam to only be used for an ability. And I always support expanding the hardcode limits, but we'll probably have to wait for diplomacy for that.

    Quoting Moguta, reply 488

    And I hope you don't mean the Venator needs a redesign graphically!  I think the Venator and the VSDs are the slickest-looking cap ships in the game.  If anything, the ISDs seem like they could use a little texture touchup -- though they're still awesome for a free mod.


    EDIT: Also, who was/is working on the weapon graphics in this mod?  Are they still active on the team?  I ask this because I don't want to go around changing things willy nilly without even talking to whoever originally made things the way they are.
    End of Moguta's quote

    No, the Venator texture and mesh won't be effected in the slightest, I probably couldn't do a better job if I tried. Right now I'm mainly just thinking of ways to diversify the mod, so other than some minor polishes the ships themselves will probably look the way they do now.

    I think the effects themselves were originally EvilleJedi, but Jason might have set up the things like the muzzle effects. I don't think either of them will care to much if you make their work look better, but it's a good thing to ask anyways.

    And just because I really don't understand, why do you say the ISDs could use some work? I think they are the most detailed ships in the mod save perhaps some of the Mon Cal cruisers.

    Reply #493 Top

    jason has anybody else had problems similar to this running my updater with requiem 2.54. the CAPITALSHIP_IMP_DEATHSTAR.entity
     appears to be corrupted as entrenchment1.041 wants to read 1392508928 bytes actual read 284.

    also the SAME entity will not convert to txt with convertdata_entrenchment.exe from 1.03.

    I think that the problem is a corrupt file.

    harpo

     

    Reply #494 Top

    Quoting harpo99999, reply 493
    jason has anybody else had problems similar to this running my updater with requiem 2.54. the CAPITALSHIP_IMP_DEATHSTAR.entity
     appears to be corrupted as entrenchment1.041 wants to read 1392508928 bytes actual read 284.

    also the SAME entity will not convert to txt with convertdata_entrenchment.exe from 1.03.

    I think that the problem is a corrupt file.

    harpo

     
    End of harpo99999's quote

    The Death Star isn't in the mod.  The included 'install.bat' file should've removed that specific file.  List of files the batch file removes;

    del /q GameInfo\bin.bat
    del /q GameInfo\CAPITALSHIP_IMP_DEATHSTAR.entity
    del /q GameInfo\convn.exe
    del /q GameInfo\StarBasePhase.entity
    del /q Mesh\PlanetModule_Phase*
    del /q Textures\*org.dds

    Maybe that will help in the conversion?

    Reply #495 Top

    didn't see the install bat, but followed instructions on the web site of make sure you have requiem 2.4 before put requiem 2.54 over the top, but with the sick file removed it should work

    harpo

     

    Reply #496 Top

    Quoting GoaFan77, reply 492
    No, the Venator texture and mesh won't be effected in the slightest, I probably couldn't do a better job if I tried. Right now I'm mainly just thinking of ways to diversify the mod, so other than some minor polishes the ships themselves will probably look the way they do now.

    I think the effects themselves were originally EvilleJedi, but Jason might have set up the things like the muzzle effects. I don't think either of them will care to much if you make their work look better, but it's a good thing to ask anyways.

    And just because I really don't understand, why do you say the ISDs could use some work? I think they are the most detailed ships in the mod save perhaps some of the Mon Cal cruisers.

    End of GoaFan77's quote

    I did say the ISDs are pretty darn awesome for a free mod.  Or any game, really.  Part of the reason I thought the textures needed touchup was because I had recently disabled anisotropic filtering.  Looks much sharper now that I forced it back on.  But there is still one issue, one that the Interdictors and Enforcers share to a lesser degree:

    Example 1
    Example 2

    Though you get used to it after playing the mod for a while, the first thing that pops out when viewing Reqiuem ships is just how much brighter the ISDs (and Interdictors and Enforcers) look than any other ship in the game.  In the screenshots I linked, look at the Carracks and Lancers nearby, and remember those ships also have white hulls.  It just seems the brightness needs to be toned down a bit.  But that should be an easy modification -- either decreasing the brightness of the texture or changing the mesh's material properties.

    (Also, those shots give you a rough preview of how I'm adapting Bailknight's existing particle effects to use as Star Wars ships' hit and muzzle effects. >.>)

    Coincidentally, when I launched SoaSE to grab those shots, I noticed that the Ocean planet seems to have a couple seams in the texture.  One is obvious -- the vertical white line to the right of the menu -- and the other much more subtle, but visible when you look at the clouds extending from the upper left corner of the menu:

    Ocean Planet Seams

    Also, don't take all this the wrong way.  I don't mention these things to criticize, but instead out of the hope to improve an already awesome mod.

    :thumbsup:

    Reply #497 Top

    Actually it's the Victory and Venator ships that don't look right. The ISDs used to look like them, but then Major Stress from the Star Trek mod pointed out that something was missing from all of the ship's textures. The ISDs were the first to have that issue corrected.

    Reply #498 Top

    didn't see the install bat, but followed instructions on the web site of make sure you have requiem 2.4 before put requiem 2.54 over the top, but with the sick file removed it should work

    harpo
    End of quote

     

    Has anyone gotten this to work in 1.41?   Wanted to check out the mod but I can't seem to get it to work after using the (wonderful!) converter utility....here are the steps I took:

     

    • Installed Requiem 2.4 into the 1.03 mods directory
    • Copied Requiem 2.5.4 full over Requiem 2.4 replacing files
    • ran Requiem install.bat
    • used Harpo Sins mod updater v1.181a to convert Requiem from 1.03 mod directory to 1.041 mod directory
    • Sins Entrenchment shows checksum 23378095
    • get a minidump when applying mod

     

    I've been playing around with some mods and maps the last few days, and this is the first one I couldn't get to work using harpo's tools...

    Reply #499 Top

    RUN THE MANIFEST MAKER!! make sure to check the boxes for the mod path AND the base Sins/Entrenchment paths. Sorry if it seems like I'm saying 'I can't believe I have to say this it's so obvious!', which I am not.

    The reason to use the manifest maker is because there are at least 3 new files, and a string change, so you may have to add in a couple more strings by hand, or try and add the Requiem strings to the current Entrenchment string.

    Reply #500 Top

    Quoting GoaFan77, reply 486
    Speaking of that, if anyone is decent with the particle forge, it would be really cool if someone could make a particle for the beam that fires from the Venator from about 2:32 to 2:34 here on this video. I guess the Advent illum lasers could work otherwise but it just wouldn't be as awesome.
    End of GoaFan77's quote

    Is this okay?

    http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto1.jpg

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