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!

    2,300,263 views 827 replies +6 Loading…
    Reply #526 Top

    I completely agree with you Sparten. A quick fix would be to take the tie fighter sound file (Engine_ImpFighter in the sound folder) and open it in a sound editor program like audacity and reduce the volume that way. If you don't want to bother with that, when Requiem 2.6 comes out that will probably be one of the things that will be changed.

    Reply #527 Top

    when is the est of the release of the v2.6

    Reply #529 Top

    Here's the beta Cheif. :thumbsup:

     

    And I'm not sure sparten, I need to see if Jason has anything planned for it before I can even guess. If you just want the replacement tie fighter sounds I can pm you a link to it.

    Reply #530 Top

    Goa, I took the liberty of formally releasing 2.6 and 2.6.1 patch. After a marathon 12 hour LAN weekend (including 2 days of Dynasty Warrior 6 on the PS3 - totally crazy fun 2 player splitscreen game!)  I'm pretty convinced the full release and 2.6.1. hotfix are stable. I've also renamed the files to the standard format so the above link to Chief no longer works.

    So that takes care of 1.18 and 1.041.. leaving the door open for 2.7 to unload new features/enhancements.

    Full credit to Goafan for doing all the work in getting the 1.18/1.041 patching done; for this release I've been a mere (but diligent!) beta tester :)

    Remember... for all feedback/suggestions/contributions please visit the official Requiem site at http://sins.imperial.cc.

    Reply #531 Top

    I got some error with 2.6.1:

    Failed to find StringID: 'IDS_PLANETBONUS_HUTT_NAME'.  NOTE: Any following StringID failures will be supressed.

    Failed to find brush: HUDICON_PLANETBONUS_TRADEFED

    Reply #532 Top

    Jason, might I suggest you change the metal/crystal mix back to how it used to be? I'm having serious trouble keeping enough metal in stock, even with volcanic planets. Maybe they can go back to being metal only?

    Reply #533 Top

    Jason or Goa, what are the changes from 2.5 to 2.6?  Is it all Entrenchment v1.041 compatibility?  I ask only because I see no changelog.

    Reply #534 Top

    Quoting Schnitzelmaker, reply 531
    I got some error with 2.6.1:

    Failed to find StringID: 'IDS_PLANETBONUS_HUTT_NAME'.  NOTE: Any following StringID failures will be supressed.

    Failed to find brush: HUDICON_PLANETBONUS_TRADEFED
    End of Schnitzelmaker's quote

     

    Yeah I started to get these string errors as well with the new bonuses, I was going to fix them today but 2.6 is already out. I'll might correct them plus add a new tie fighter sound as a hotfix.

     

    And Moguta, unless Jason added anything, I believe it was only the balance changes that are on the beta changelog. So I guess all the "new" content will be added in 2.7.

     

     

    Reply #535 Top

    In my game as the empire  Imperator-class Star Destroyer & Imperial II-class Star Destroyer capital ships wont build even thow i have the research for them. It says they are 75 fleet capacity but when i que one up it say 125 and takes 75 away from the capacity. If i que up 2 it says 200 is taken away but it only takes away 150. Just thought it might be worth mentioning.

    Reply #536 Top

    Played the Empire once and didn't noticed the above but I got three other bugs.

    MC80 and MC80a names or description are still inverted, pirate turrets sometimes do not fire, there is a planetary bonus named 'string not found' which has a red arrow pointing down giving 10%+ culture and 1.0+ taxation.

    Lo

    Reply #537 Top

    Hmm, I haven't run into the pirate turret or ISD fleet supply error, but I'll look into it. But LoTek, I've noticed that in very large battles some of the weapon animations don't appear, even though they are still doing damage.

     

    Anyways, I hope to get all of these things fixed pretty soon, and then finally get to some "new" content.

    Reply #539 Top

    Yeah, I wanted to get a playable release out quickly and from the 12 hours of playing it this weekend I felt that Goa's work was stable and good to go.

    Since I have the day off tomorrow, I'm going to fix that, add customized ship names, fix a few bits and pieces and then release a v2.6.2 hotfix... as well as a full v2.5 to 2.6.2 patch.

    Reply #540 Top

    In my particle modifications, I notice that Requiem does not include any of Bailknight's GameInfo or Mesh files, therefore excluding his changes to beam weapons, abilities, and hardpoints.  Is this intended (so that Reqiuem doesn't have to deal with updating non-Star Wars GameInfo files for patch changes) or an oversight?

    As a seperate project, I've updated BKGMod to incorporate the latest patch's gameplay changes.  So, if you wanted to incorporate the effects previously left out, it should be trivial for me to add them in.

    Reply #542 Top

    Aye, work on 2.7 has been progressing, though it is true you wouldn't know it by this thread. If all goes well, 2.7 should be one of the biggest releases we've had in a while. :grin:

    Reply #543 Top

    Great mod! Better than Galactic Battlegrounds and Empire at War ;) It's funny because in vanilla Sins I was always renaming my planets with Star Wars names like Coruscant, Corellia, Tatooine, etc hehe.


    Bugs/problems:

    - The Galaxy Gun projectile is still called something like "Novaliath TEC warhead".

    - After 2 games, we found out that after an initial attack early in the game, the AI (even hard one) doesn't attack anymore and always stays in its region doing nothing not even capturing planet just one jump away unless we go and attack them then they don't fight and run away.

    - The cutting job on the loading picture (I've only seen Padmé so far) is very bad.

    - I'm sure you can find better cutted, less pixelated and less badly resized pictures for races icons!


    Suggestions:

    - Change the menu music. Duel of the Fates is great but it doesn't fit well with the menu and the war theme.

    - Change default planets names for Star Wars ones.

    Reply #544 Top
    I keep getting random Mini Dumps play as the Vasari. Is this mod ment to only be played using the empire or the alliance? Just wondering because i love the weapon effects of the Vasari but the mini dumps are to much to take after a period of time.
    Reply #545 Top

    Quoting sparten117, reply 544
    I keep getting random Mini Dumps play as the Vasari. Is this mod ment to only be played using the empire or the alliance? Just wondering because i love the weapon effects of the Vasari but the mini dumps are to much to take after a period of time.
    End of sparten117's quote

     

    Try deleting the pipeline effects folder in the Requiem folder. These effects don't run well on some computers so its a good first thing to do if your having problems. Lowering the graphics settings might also solve the problem.

     

    @Dreossk: We really can't control the AI to much, but early devestating strikes tend to prevent the AI from even trying to put up a fight, even in vanilla Sins.

    Reply #546 Top

    GoaFan, I think Dreossk means that the AI attacks once then never again, not that they struck the AI.  This warrants further looking into, as I know Major Stress (of the Star Trek mod) found out that the AI needs at least one of every constructable roletype to work correctly.

    Quoting Major, reply 1719
    Yup, that is the classic error of modders in Sins. Not realizing that you MUST have all roletypes in your faction in order for the AI to function... And the AI is hardcoded. Cant blame the modders, because no one was aware of this until we found out... the hard way.

    there are a few entry's in a ship entity that determine its role in the game, and how the AI builds them. I discovered this while trying to "force" the AntiStructure roletype to attack other ships.

    typeCount 2:  This is how many roles a ship can perform. The average ship only has 1. The max is 2 i belive. I need to test it some more.

    frigateRoleType "Light":   This is the actual roletype sins sees, and the AI will make the ship behave AS that roletype. Sometimes you will see more than one roletype. For example most scout roletypes have a second "antimine" roletype. I found out the roletypes do not have to match the stat type. ill get into that below. However if you want an AntiStructure ship to attack other ships you MUST remove the antistructure roletype. It is hardcoded to only attack structures. Give it the light, or heavy frigate roletype instead. The AI will still see it as an "antistructure" ship despite its true role in the build order, and here is why....

    statCountType "FrigateAntiStructure": THAT is what makes the AI determine what to build, and That is what is missing when the AI does not build. You MUST have one of each roletype in THIS line in order for the AI to function properly. The above lines can be ANY other roletype you want your ship to be, but the sins AI will still see the ship in the build order as what it is in the StatCountType. Missing types here is why the AI fails.

    I have tested this theory, and it works. The AI determines its build order by the StatCountType, and it determines actual ship behavior by the frigateRoleType.
    End of Major's quote

    Reply #547 Top

    Yeah, I read that post by major stress, but I though Requiem already had every role type.

     

    Edit: Well, we don't have one of every Capital ship type. Dreossk, did you happen to have destroyed a lot of your opponents Capital ships?

    Reply #548 Top

    Quoting GoaFan77, reply 547
    Edit: Well, we don't have one of every Capital ship type. Dreossk, did you happen to have destroyed a lot of your opponents Capital ships?
    End of GoaFan77's quote

    I'm not sure it matters if he destroyed any or not.  I have a feeling the AI tries to build one of every capship roletype before making multiple of the same type, and it grinds to a halt when it tries to build a roletype that does not exist.

    Reply #549 Top

    Here are the details of that game:

    Teams: Me & friend VS hard aggressor red & normal pink VS normal blue & hard blue

    Basic layout:

                  pink               me
    friend

                      sun

                  

       blue                          blue
                     
    red

    Game:
    Pink
    attacked me early in the game (minutes) with a capital ship, I almost destroyed the ship before he retreated, I followed him to his home planet and destroyed his ship and his planet, pink was dead. After that, we were never attacked.

    At that point, I had 6 planets, my friend 5, red 2, blue 3 and blue 2.

    After about 1 hour I took my entire fleet (5 capital ships and a carrier) and me and my friend attacked the hard blue. He had no army and one of the planet in his zone wasn't even colonized and completely empty of units. After eliminating the blue, we attacked the hard aggressor red. His (small) army was always fleeing before us. We destroyed both planets with no resistance except for easily avoidable advanced space stations and minefields. The blue was easy to beat too and had no significant army.

    Other details:
    - No AI generated culture
    - Even though we beat the Pink first, he was declared defeat only after we beat the blue.

    Reply #550 Top

    Quoting Dreossk, reply 549
    Here are the details of that game:

    Teams: Me & friend VS hard aggressor red & normal pink VS normal blue & hard blue

    Basic layout:

                  pink               me
    friend

                      sun

                  

       blue                          blue
                      red

    Game:
    Pink attacked me early in the game (minutes) with a capital ship, I almost destroyed the ship before he retreated, I followed him to his home planet and destroyed his ship and his planet, pink was dead. After that, we were never attacked.

    At that point, I had 6 planets, my friend 5, red 2, blue 3 and blue 2.

    After about 1 hour I took my entire fleet (5 capital ships and a carrier) and me and my friend attacked the hard blue. He had no army and one of the planet in his zone wasn't even colonized and completely empty of units. After eliminating the blue, we attacked the hard aggressor red. His (small) army was always fleeing before us. We destroyed both planets with no resistance except for easily avoidable advanced space stations and minefields. The blue was easy to beat too and had no significant army.

    Other details:
    - No AI generated culture
    - Even though we beat the Pink first, he was declared defeat only after we beat the blue.
    End of Dreossk's quote

     

    Alright thanks, do you happen to remember which colors were which factions? I'll try to replicate these results next week. Did you ever have trouble with AI that were not on teams?