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!

    2,300,823 views 827 replies +6 Loading…
    Reply #626 Top

    ok super frustrating - I've had SSD's and repair bays (playing as Empire obviously) completely ignore potential targets.  In other words, I lost a world while a SSD sat on the other side of the planet and did NOTHING.  I've even had SSD's well within gun range of enemies and not shoot until *I* designate a target.  This makes the game completely unplayable unless I'm in a 1v1 style setup. 

    Any luck on this getting fixed?  Is there anything I can do to help?

    Reply #627 Top

    By default the SSDs are set on the don't auto attack behavior which prevents them from moving to attack targets. If you change this behavior to the entire gravity well in the fleet/unit behavior menu, it should solve this problem. I was already checking to see if I could set this as the default behavior, but for now that is a temporary fix.

    Reply #628 Top

    Got it thanks!  I'll have to check that out - didn't even think of that.  Though that still doesn't really explain why the SSD wouldn't attack targets well within its firing arcs unless I ordered it to attack...

     

    I also noticed that trade ships docking with the SSD will stop the SSD of all actions.

    Reply #629 Top

    Quoting Lord_Zath, reply 628
    I also noticed that trade ships docking with the SSD will stop the SSD of all actions.
    End of Lord_Zath's quote

    Ah, so that's why the Vasari starbase has colony pods instead of trade ports.  Perhaps we should make a similar substitution.

    EDIT: Me and my big mouth.  Seems the Vasari starbase has trade ports too, and has the same problem.  :/

    Reply #630 Top

    It seems that switching the starbase's engagement range fixes the trade ship issue, too.  Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!!

    Reply #631 Top

    Quoting Lord_Zath, reply 630
    It seems that switching the starbase's engagement range fixes the trade ship issue, too.  Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!!
    End of Lord_Zath's quote

    Well, that's certainly odd.  What particular engagement range(s) seems to solve it?

    Reply #632 Top

    Quoting Moguta, reply 631

    Quoting Lord_Zath, reply 630It seems that switching the starbase's engagement range fixes the trade ship issue, too.  Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!!
    Well, that's certainly odd.  What particular engagement range(s) seems to solve it?
    End of Moguta's quote

     

    Entire gravity well has always worked for me. With both the Vasari SB and the Executor I've gotten in the habbit of changing it as soon as it has been built to prevent these issues from happening.

     

    Also, I think I found the line that will allow the entire gravity well setting to be the default, I'll try to test it when I have time for a game (the holidays are busy for all of us it seems). So hopefully the Executor's unit AI problems will be fixed for 2.7.1 :grin:

    Reply #634 Top

    v2.7.1 patch has just been updated to http://sins.imperial.cc.

    Changes for those interested:

    • Dreadnaughts now use turbolasers not proton torpedos (anti module)
    • Star Destroyers have had their shield render turned off
    • Added several graphics on ship selection (including Executor and XQ1 starbases)
    • Fixed a wrong sound issue

    That's it for now.

    Any ideas or contributions welcome.. please drop by http://sins.imperial.cc and visit the Modders section.

    Thanks to Goafan and Whopperdown for principal contributions for this update.

     

    Reply #635 Top

    Quoting GoaFan77, reply 632

    So hopefully the Executor's unit AI problems will be fixed for 2.7.1
    End of GoaFan77's quote

     

    This should also be fixed now as well. :grin:

    Reply #636 Top

    Any word on 1.5 compatibility? I like Requiem more than SOAGE, your ships and gameplay feel a lot more solid. Nicer effects and ship models, too.

    Reply #637 Top

    Quoting MercenaryMuffin, reply 636
    Any word on 1.5 compatibility? I like Requiem more than SOAGE, your ships and gameplay feel a lot more solid. Nicer effects and ship models, too.
    End of MercenaryMuffin's quote

    It's in the works, though I'm still trying to figure out all the changes that are required to update it (a damage report if you will). So I can't give a date, but there will probably be some nice extras included in addition to a compatible version. :)

    Reply #638 Top

    Quoting GoaFan77, reply 637



    Quoting MercenaryMuffin,
    reply 636
    Any word on 1.5 compatibility? I like Requiem more than SOAGE, your ships and gameplay feel a lot more solid. Nicer effects and ship models, too.


    It's in the works, though I'm still trying to figure out all the changes that are required to update it (a damage report if you will). So I can't give a date, but there will probably be some nice extras included in addition to a compatible version.
    End of GoaFan77's quote

    Requiem has the same problem mine has; a couple of pipelineeffects are making the meshes disappear in 1.05. I created a post with the exact files here: https://forums.sinsofasolarempire.com/375189 I tested it out with Requiem, and everything works. Just thought you might like to know, hopefully it will save you some headaches:thumbsup:

    Reply #639 Top

    Quoting kyogre12, reply 638

    Quoting GoaFan77, reply 637

    Requiem has the same problem mine has; a couple of pipelineeffects are making the meshes disappear in 1.05. I created a post with the exact files here: https://forums.sinsofasolarempire.com/375189 I tested it out with Requiem, and everything works. Just thought you might like to know, hopefully it will save you some headaches
    End of kyogre12's quote

     

    Yeah I just read your post, thanks for the info Kyogre. Do we still have a developer.exe in the new patch (I haven't updated yet lol)?

    Reply #641 Top

    goafan77, yes there are the developers for sins,entrenchment AND diplomacy with the updates

    rzzorlight, yes you can copy the current version into the Mods-Entrenchment V1.05 folder, just delete the 5 files in the PipelineEffect folder that kyogre12 lists in his post

    harpo

     

    +1 Loading…
    Reply #643 Top

    raszzorlight, DID you delete the FIVE files that kyogre12 is recommending to delete from the pipelineEffect folder of the mod?, if not then open the thread linked to in reply 638 and delete the 5 files

    harpo

    Reply #644 Top

    Thanks for the info Harpo.

    Quoting RAZZORLIGHT, reply 640
    will this mod ever be updated for 1.05 or diplomacy ?
    End of RAZZORLIGHT's quote
    Quoting RAZZORLIGHT, reply 642
    i did and the game crashed after i loaded the mod -.-
    End of RAZZORLIGHT's quote

    I don't know about Diplomacy yet, but there will be a version that is officially supported for Entrenchment 1.05. Stay tuned, if the changes are as small as it seems I might be able to do it by this weekend.

    Reply #645 Top

    Quoting GoaFan77, reply 639



    Quoting kyogre12,
    reply 638

    Quoting GoaFan77, reply 637

    Requiem has the same problem mine has; a couple of pipelineeffects are making the meshes disappear in 1.05. I created a post with the exact files here: https://forums.sinsofasolarempire.com/375189 I tested it out with Requiem, and everything works. Just thought you might like to know, hopefully it will save you some headaches


     

    Yeah I just read your post, thanks for the info Kyogre. Do we still have a developer.exe in the new patch (I haven't updated yet lol)?
    End of GoaFan77's quote

    No problem:thumbsup:

    +1 Loading…
    Reply #646 Top

    Quoting GoaFan77, reply 644
    Thanks for the info Harpo.


    Quoting RAZZORLIGHT, reply 640will this mod ever be updated for 1.05 or diplomacy ?Quoting RAZZORLIGHT, reply 642i did and the game crashed after i loaded the mod -.-
    I don't know about Diplomacy yet, but there will be a version that is officially supported for Entrenchment 1.05. Stay tuned, if the changes are as small as it seems I might be able to do it by this weekend.
    End of GoaFan77's quote

     

    that would be great

    btw. i deleted the five files and the game crashed =(

    Reply #647 Top

    razzorlight, I did what I suggested, and it worked for me. the only issue is a missing string on the menu to do with the new diplomacy button.

     

    harpo

    Reply #648 Top

    mmmh i will try it again

     

    edit: no chance the game crashed again and something with minidumb appeared this time

    Reply #649 Top

    Hmm, I tried the same thing, both with and without the five files removed the game crashed.  It gave me the same error messge it gave to RAZZORLIGHT.

    Reply #650 Top

    Alright, I think I got it to the point where all the visible error messages (Menu string, abilities) are fixed, so hopefully it will work for everyone now. I'm just finishing some of the extras off and hopefully a Beta (as I can't edit this thread) will be released tomorrow or Tuesday.