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!

    2,297,179 views 827 replies
    Reply #101 Top

    Yeah, now that u mention it, my SSD mesh is still large by capital ship means but seems akward being only 1.5x the size of a ISD. On the otherhand, just seeing the ship itself utterly destroy things is fantastic. I also have the correctly scaled size SSD that i mess around with as well. It gives me a good laugh when it constantly bashes into structures and asteroids.

    Regarding the Death Star mesh n textures, if i come across one thats decent enough, ill let you know.

    Reply #102 Top

    Well, the Death Star could be the Imps Super Weapon, and make it vulnerable to all types of fighters perhaps? I do not mod, so I have no idea what is possible and what is not. 

     

    As far as the tech tree goes, I really like the TEC research tree from the Mad Scientist mod...  Might be a good base, or something to incorporate if you can get permission.

     

    I, for one, would love to play the imps with the MS mod, but as I do not know how to mod, I have no clue how to transfer the ships over :-p.

    Reply #103 Top

    If I could get a properly textured Death Star mesh (preferably with nice alpha and specular channels in) I would gladly include this as a starbase mesh!

    As for research trees, I've just released the 1.7 final release candidate for Requiem (it's on http://sins.imperial.cc in the Modders forum for download link). It includes some changes to the research trees (Tech Policy replaced by Vasari Oppression research, removed autocannon research, and replaced it with spread out laser research.

    As for Mad Scientist mod... it would be near impossible to get this running with Requiem without major re-writes. Mods like Celestial Bodies only changes skyboxes, planets with minor research tree changes and hence it's not hard to get it working... Mad Scientist changes pretty much everything except for ships.

    I might borrow some ideas at some point... there are some truly great concepts in Mad Scientist and other mods... but alas when you're balancing a full time job, girlfriend and an addiction to games and modding you can't do everything at once!

    Reply #104 Top

    JasonFJ, I completely understand!  I'm married, love to play games, and also have a mega project where I'm re-doing Starship Battles and really just keeping models. Between building/painting ships, re-doing rules, building a game board, re-doing stat cards, etc...  hehe.

     

    At any rate, I didn't hold out hopes for the MS mod, but was an idea :-).  Any chance of just releasing the ship pack for easy addition to other mods that don't change the stock ships?

     

    Thanks again for the mod.  I switch out between the two :-)

    Reply #105 Top

    Quoting JasonFJ, reply 3
    If I could get a properly textured Death Star mesh (preferably with nice alpha and specular channels in) I would gladly include this as a starbase mesh!

    As for research trees, I've just released the 1.7 final release candidate for Requiem (it's on http://sins.imperial.cc in the Modders forum for download link). It includes some changes to the research trees (Tech Policy replaced by Vasari Oppression research, removed autocannon research, and replaced it with spread out laser research.

    As for Mad Scientist mod... it would be near impossible to get this running with Requiem without major re-writes. Mods like Celestial Bodies only changes skyboxes, planets with minor research tree changes and hence it's not hard to get it working... Mad Scientist changes pretty much everything except for ships.

    I might borrow some ideas at some point... there are some truly great concepts in Mad Scientist and other mods... but alas when you're balancing a full time job, girlfriend and an addiction to games and modding you can't do everything at once!

    I'll start a new game with 1.7 as soon as I can.  I'm glad to see that you are changing the tech tree.  I'm glad to hear about the autocannon changes and more laser upgrade options.

    Reply #106 Top

    First thing that I notice right off the bat is that you can no longer colonize artic and volcanic planet types even if you have researched the tech.  I'm not sure if there are any other problems at this point.  I'm having trouble spreading out and obtaining more technologies and a substantial fleet size without those planets.

    Reply #107 Top

    ok i don't mean to be picky  but this bothers me (using v1.7). The tartan patrol craft (at least in Empire at War) is the empire's anti-fighter frigate, but here it is a scout.A suggestion is to bring back the corellian scout, use it as a scout, bring the corellian corvette back as the basic light frig and replace the lancer with the tartan. Second the Carrack gunship's along with the dreadnaught's engines don't seem to fit the starwars universe.

    Reply #108 Top

    is the ship name the SS Ownage supposed to be  a name?

     

    Reply #109 Top

    As for Mad Scientist mod... it would be near impossible to get this running with Requiem without major re-writes. Mods like Celestial Bodies only changes skyboxes, planets with minor research tree changes and hence it's not hard to get it working... Mad Scientist changes pretty much everything except for ships.

    Im actually in the works of a merge of the two for personal use. Its taking awhile since it will be my first time i deeply work with the sins coding, although i do know the odds n ends of what i need to do, just my process is most likely not the most streamlined and effecient way. The process isnt difficult, just repetative and time consuming.

    Reply #110 Top

    Stimson... I just started a new game and there was no problem, so it's probable you are playing an old saved game. With the research tree enhancement, all saved game existing ships lose their ability. You could try making new colony craft. Can you confirm this is what is happening to you?

    Vunda... lol I'm not sure where you are seening SS Ownage, but it's not in the mod I made! As for use of Tartan and Carrack ships, it's the opinion of two SW EU fans that they do fit... there whole conversation can be read in the Modders forum over at http://sins.imperial.cc .

    Heinekus... yes.. time consuming :) And as soon as there is any mod update on either side, or a new code release by Stardock the whole process begins again!

     

     

    Reply #111 Top

    Quoting vunda, reply 7
    ok i don't mean to be picky  but this bothers me (using v1.7). The tartan patrol craft (at least in Empire at War) is the empire's anti-fighter frigate, but here it is a scout.A suggestion is to bring back the corellian scout, use it as a scout, bring the corellian corvette back as the basic light frig and replace the lancer with the tartan. Second the Carrack gunship's along with the dreadnaught's engines don't seem to fit the starwars universe.

     

    I assure you, the lancer is the Empire's anti starfighter ship. I was outraged that empire at war created new ships (Tartan, Assault Frigate Mrk. II etc.) when their were ships from the books, other video games, and even movies that could fit the role just fine! Also we were trying to reduce the number of meshes used by both Empire and Rebels (as when they are introduced they will use corellion gunships as scouts).

     

    And what exactly is wrong with the engines?

    Reply #112 Top

    Quoting JasonFJ, reply 10
    Stimson... I just started a new game and there was no problem, so it's probable you are playing an old saved game. With the research tree enhancement, all saved game existing ships lose their ability. You could try making new colony craft. Can you confirm this is what is happening to you?

    Vunda... lol I'm not sure where you are seening SS Ownage, but it's not in the mod I made! As for use of Tartan and Carrack ships, it's the opinion of two SW EU fans that they do fit... there whole conversation can be read in the Modders forum over at http://sins.imperial.cc .

    Heinekus... yes.. time consuming And as soon as there is any mod update on either side, or a new code release by Stardock the whole process begins again!

     

     

    Nope, fresh game.  Did it twice in fact.  In both games I simply enabled your mod and went on as normal.  When I updated to version 1.7, I deleted the old version 1.6 and unzipped 1.7 to the mods folder.  We didn't need to keep anything from 1.6 around did we?  If so, I'm guessing that could be my problem.

    EDIT:  Think I figured this one out : In the tech tree under engineering is Arctic / Volcanic Exploitation.  Which is what each planet says it needs before colonization.  Well, under the oppression heading there is also Arctic / Volcanic Occupation which when researched, let you colonize those planets.  This is just a case of having too many technologies in the tech tree that do not do anything.

    Reply #113 Top

    Yup, you're right. Need to delete the second instance of the research.. for some reason it never occoured to me that Tech and Vasari would have their planet acccess research in different sections!

    On the beta site I'll provide a fix for it (just needs one small file replaced).

    Reply #114 Top

    Just released v1.7 - hopefully the final release (60Mb). Also a 4.5Mb upgrade patch from v1.6 to v1.7

    +1 Loading…
    Reply #115 Top

    amazing work, who did the ships then Jason? If you arent an artist someone was. WoW I still havent played the Mod, but I installed it, works perfect, I wanted to see the graphics in game. Afterwards went back to my solo game, still learning to play. :lol: I thought it best to learn the basics of winning a regular game before playing a Mod.I'm sure all of you would agree. lol

    Meh I will be a good guy in the game. :D

    Reply #116 Top

    I assure you, the lancer is the Empire's anti starfighter ship.

    You have to admit, the Tartan looks better. ;)

    It is not like the Lancer is from a movie.

    Speaking in terms of the established Star Wars background, you could argue that the Nebulon-B was a far more important anti-fighter ship than the Lancer, since it was designed to escort convoys and mass produced in huge quantities.

    Which is not to say the Nebulon-B or Tartan should replace the Lancer. But there are convincing justifications if you want to.

    Reply #117 Top

    As far as premier anti-fighter ships, the Lancer is the ship to use.  The lancer was the only ship specifically built to repel starfighter attacks and put fear into a lot of rebel pilots.  Those two facts are established in star wars background. The Nebulon B frigate was meant for escort duty, yes, but meant to rebel small warships like corellian corvettes and pirates.  The Tartan, while more visible since it was in EAW, was outdated by the time the Nebulon B and Lancer came around.  The Lancer was half the size with the same weapons load out, just slower and less agile.

    Reply #118 Top

    Great game .Well done. I look forward to some rebel scum to kill. Will you be adding a super star destroyer? i hope so.

    Reply #119 Top

    Yes Jason, I joined your website, I have the current version up now, I'm finding the Mods on Wincustomize sloooow site (no offense you guys do a great job to many fans lol) then I discover they are hosted else where, trust me my download service is on top as best we can on all of our files. We test them out too make sure they are Mod Friendly. ;)

    I have no such limit I lease my server and it will grow over time. This simply gives you another place for a mirror to your Mod. In case the day comes, your site limit is reached, or whatever. You and all Mod designers deserve a place that doesn't charge, treats you and your work with respect, not trying to make money off it etc.

    I will keep your Mod and all Mod up to date best I can. If some of you used my services it be far easier. :P We will be increasing size of storage, speeds, all for free. This is my hobby keep me busy, I am out of work living on SSI due to health issues, this is all I do. No ego boost, no money but doing it the right way, selling games, products that users always need, we get a slight commission, I also make money hosting website, leasing game servers etc.

    You need to wander back to my site, I updated your Mod a while back. ;) I will poke around through the forums once I get all the Mods downloads off Wincustomize, to find updates or other Mods using other pay services. I mean, we all upload to these services allowing them to make money off our free mods, patches, even demos. (sorry my latest rants are about these download services that suck majorly.

    Keep on with the excellent modding, can't wait to learn the game well enought to dive into your Mod. :D

    Regards,

    ~Kitsune @ Game Fanatics Vault

     

     

     

    Reply #120 Top

    For those of you that love Celestial Bodies enhancements to the game (like I do!) I've been looking for ways to allow people to enjoy both Requiem and Celestial Bodies at the same time.

    After a bit of fiddling, I have now have a user-friendly way for people to play Requiem v1.16 + Celestial Bodies v0.8b at the same time.

    Here is the link explaining how to do it
    http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=13

    Testing feedback welcome!

    I just forgot to say good work and thanks for it!

    Reply #121 Top

    Which reminds me, I need to release a mod update to allow Celestial to run with Requiem v1.7 :)

    Sounds good Kitsune.. hosting services make a big difference to mod enjoyment and luckily I have access to a good hosting service (Bluehost for those interested).

    In the meantime, I'm working with Warmaster and Goafan77 on the final touches in the closed beta of Requiem 2, which includes the Alliance side fully balanced against Empire and other existing races. I'm aiming to release the open beta on the weekend.

     

    Reply #122 Top

    Quoting GoaFan77, reply 11

    Quoting vunda, reply 7ok i don't mean to be picky  but this bothers me (using v1.7). The tartan patrol craft (at least in Empire at War) is the empire's anti-fighter frigate, but here it is a scout.A suggestion is to bring back the corellian scout, use it as a scout, bring the corellian corvette back as the basic light frig and replace the lancer with the tartan. Second the Carrack gunship's along with the dreadnaught's engines don't seem to fit the starwars universe.
     

    I assure you, the lancer is the Empire's anti starfighter ship. I was outraged that empire at war created new ships (Tartan, Assault Frigate Mrk. II etc.) when their were ships from the books, other video games, and even movies that could fit the role just fine! Also we were trying to reduce the number of meshes used by both Empire and Rebels (as when they are introduced they will use corellion gunships as scouts).

     

    And what exactly is wrong with the engines?

    they're rectangular, all other ships have circular engines with the exception of the Millenium Falcon.

    Reply #123 Top

    and therefore the millenium falcon being the example shows that engines do not have to be circular, many EU ships do not have circular engines and to say it is 'un star wars' is basically showing that you either have a strict definition of what is really star wars (the movies, which btw is a perfectly acceptable viewpoint) or that you have had very limited exposure to the EU.

    Reply #124 Top

    I've been pretty much inputs from as many people as possible as to selecting the right roles and abilities of the ships in Requiem. Of course when it comes to ship design/meshes I'm totally following EvilJedi's lead. Having said that it's good healthy discussion to raise different views on thing in order to improve where possible.

    In the meantime....

    v2.0 of Requiem is formally released (see the main text of this post, or visit http://sins.imperial.cc for details).

    For all the modders in these forums... please feel free to test/play and hopefully enjoy this release. Your feedback (positive and constructive) has been invaluable.

    (Evil... I'll post something additional in your SOGE thread about some features that might be of use to you in SOGE)

    Reply #125 Top

    For the nerds, here is the Google docs spreadsheet showing the rebalancing data. If anyone wants a copy with formula visibility drop me a tell.

    http://spreadsheets.google.com/ccc?key=rCfJUa-Spr1zFI_qPSSu1-g&hl=en