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!

    2,300,853 views 827 replies +6 Loading…
    Reply #501 Top

    Quoting Whiskey144, reply 499
    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.
    End of Whiskey144's quote

     

    Ran the manifest maker as a final step and still get a minidump....

    Reply #502 Top

    Quoting Moguta, reply 500

    Is this okay?

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

     

    That looks great to me. I suppose the real thing would be a bit darker blue, but I think it is more than good enough.

     

    Quoting Cykur, reply 501
    Ran the manifest maker as a final step and still get a minidump....
    End of Cykur's quote

     

    The beta for 1.041 is out on the Requiem website's modders section; there is still a few issues in the game that I'll fix (hopefully) this weekend, but it shouldn't minidump at the start.

    Reply #503 Top

    Darker blue it is!
    http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-BeamProto2.jpg

    It's merely a recolor of the TEC beam, but it looks pretty true to the SW effect.  Note that the hardpoint still needs to be moved to the hangar bay (I have no idea how to do this), and the cooldown, damage, and antimatter need to be adjusted for gameplay balance.  Under the theory that the starship diverts all its power to the beam, I have the ship's weapons and engines shut down during the beam firing.

    Venator beam data files (and text to-be-copied)
    EDIT: Ooops, nearly forgot the particle files.  >.>;

    Reply #504 Top

    The beta for 1.041 is out on the Requiem website's modders section; there is still a few issues in the game that I'll fix (hopefully) this weekend, but it shouldn't minidump at the start.
    End of quote

     

    Thanks, I'll check it out.

    Reply #505 Top

    How do i find the original star wars requim v1.0 to download or is the original included in the newest version

    Reply #506 Top

    irishninja, which version of sins/entrenchment do you have?

    harpo

     

    Reply #507 Top

    the venator should have an ability point in the hanger, just try the other ones, I put it there for this purpose

    Reply #508 Top

    EvilleJedi:

    Can you tell me which it should be?  I tried abilityIndex 0 - 6 without finding one that's in the hangar.  The only spots I found were: in between the bridge towers, at the nose-tip, and in the 3D center of the mesh.

    Reply #509 Top

    here's probably why your having some issues-

    Jason trimmed the Requiem Venator's hardpoints (I have no idea why though). Also, the only ability hardpoints that exist are 0-4 (0=1, 1=2, 2=3, 3=4, 4=5).

    Reply #510 Top

    Hm.  How do we fix that?  Import the Venator mesh from Sins of a Galactic Empire?

    Reply #511 Top

    here's what I plan on doing- have 2 copies of the mesh, 1 TXT and 1 BIN. Import the BIN into 3DO, save as .slp, import into Blender, save as .xsi.

    From there, import .xsi into XSI. Open the TXT in notepad, delete the ability points. Proceed to re-hardpoint the ability points in XSI, and simply adding them by hand in notepad to the TXT mesh.

    The beauty of this is that you have no issues with worrying about reapplying no less than THREE! texture sets. Once again, I haven't the slightest clue why Eville decided on the 'multi-texture' set approach on most (if not all) of his ships. Seems simpler to me to just build a single texture set of a skin (-cl) and a lightmap (-da).

    Reply #512 Top

    Quoting Whiskey144, reply 511
    here's what I plan on doing- have 2 copies of the mesh, 1 TXT and 1 BIN. Import the BIN into 3DO, save as .slp, import into Blender, save as .xsi.

    From there, import .xsi into XSI. Open the TXT in notepad, delete the ability points. Proceed to re-hardpoint the ability points in XSI, and simply adding them by hand in notepad to the TXT mesh.

    The beauty of this is that you have no issues with worrying about reapplying no less than THREE! texture sets. Once again, I haven't the slightest clue why Eville decided on the 'multi-texture' set approach on most (if not all) of his ships. Seems simpler to me to just build a single texture set of a skin (-cl) and a lightmap (-da).
    End of Whiskey144's quote

    Gotcha.  Seems like a good idea. :)  I'm not familiar with 3DO beyond the ill-fated game console, though.  What is this program?

    Also, I was looking for the free XSI editor, but I can't find it.  Seems the developer of the program dedided to update their software suite so that XSI is no longer available.  Is there still somewhere to download it from?  I'd like to be able to help -- not necessarily in this instance, but in the future at least.

    Reply #513 Top

    Quoting Whiskey144, reply 509
    here's probably why your having some issues-

    Jason trimmed the Requiem Venator's hardpoints (I have no idea why though). Also, the only ability hardpoints that exist are 0-4 (0=1, 1=2, 2=3, 3=4, 4=5).
    End of Whiskey144's quote

     

    The hangar is still used as a hardpoint as the Strikecraft launch point right? Couldn't you just find that location in the mesh text file, copy and then change it as a new ability point?

    Reply #514 Top

    Whiskey STFU about the texture sets, there are very good reasons for me to do this (these were developed for multiple different games that have different rendering pipelines, specifically engine textures that use different shaders) that do not involve sins and I have no reason to completely rebuild an art pipeline just because a single game has a idiotic texture cap (blame iron clad for that one, even though I understand it, it makes no sense with the retail game)

    deal with it :-p

    Reply #515 Top

    Quoting GoaFan77, reply 513
    The hangar is still used as a hardpoint as the Strikecraft launch point right? Couldn't you just find that location in the mesh text file, copy and then change it as a new ability point?
    End of GoaFan77's quote

    Heh, heh.  So simple a solution...  And no modelling experience needed.

    Reply #516 Top

    I really like this mod so far i've been playing the beta version, and I can no longer stand the randem and constant mini dumps. So please fix the bugs ASAP.

    I'm not a modder so sorry so i don't know how hard it is to work out the bugs.

    Reply #517 Top

    Quoting sparten117, reply 516
    I really like this mod so far i've been playing the beta version, and I can no longer stand the randem and constant mini dumps. So please fix the bugs ASAP.

    I'm not a modder so sorry so i don't know how hard it is to work out the bugs.
    End of sparten117's quote

     

    What kind of minidumps have you been having? The only bug that I've found that causes minidumps only occurs when an Alliance starbases is destroyed.

    Reply #518 Top

    Ah, I didn't know that the Venator was also used in other mods for other games. Also wasn't aware that you would have to redo the entire texture set for it if you wanted to go with only 2/model. My bad.

    Reply #519 Top

    I have had mini jumps when the game first started & by that i mean as soon as the loading screan was done, also just before phase jumps with large amounts of empire capital ships.

    Reply #520 Top

    I have had minidumps about 20 min. in.  When I change graphics/effects settings to high from highest, minidump issues are solved.  Note that this does not happen in the "vanilla" entrenchment...

    Reply #521 Top

    I've had random minidump issues as well, but it only happened on certain computers, and it happened on every mod I tried. While I'm not sure what causes it, I think Sins' mod system puts more strain on the RAM which increases the chance for memory errors (which can cause minidumps and/or crashes). If this is your problem reducing the graphics settings should allow you to go longer without minidumps.

     

    Also, I've fixed all the minidumps I've had (3 hour 2 V. 2 game with both the Alliance and the Empire) with the beta, I'll be uploading a patch to fix them on the Requiem site shortly. All goes well it will probably be the full 1.041 version.

    Reply #523 Top

    so is there any estimate on when 1.041 version will be released

    Reply #524 Top

    Well, the beta is out now, and I thought it would be the 1.041 version, but a couple of people have had minidumps that I haven't been able to replicate and thus fix yet. Again I played a 3 hour game with the beta now with no problems, but I want to be sure it's bug free before making it official. Also technically Jason is the only one who can edit this post to make it "official". So it could be anything from this weekend to early next month.

    Reply #525 Top

    just curiousit possible to get rid of or reduce the volume of the tie-bomber, fighter. Because they'rey annoying and almost as bad as the mosquito ring tone; if you ever heard of it...