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!

    2,297,304 views 827 replies
    Reply #201 Top

    I been a bit slow in trying out mods So yesterday I tried this one.

    What joy this mod brings and the work at has gone in to it is a must see, yes starbases could do with being different from other races in game and the hud is abit odd with no background and some of the shield hit effects dont cover the whole model.

    But this are very minor things in what I think is a great MOD so here my post to say thank you for all your hard work and gratz on getting 5 races so evenally matched.

    Reply #202 Top

    Rnick... starbases require meshes, and doing major mesh/UV texturing is quite time consuming. I was thinking of using the XQ platform mesh from SOGE for the Alliance and planning on a daily prayer ritual that might materialize a Golan-2 platform mesh for the Empire. Do you think the XQ platform would be worth it for the Alliance?

    which XQ? http://starwars.wikia.com/wiki/XQ_Platform

    Reply #203 Top

    I know the 7 Deadly Sins team has a textured/hardpointed Golan-III model.  You might want to ask them if you can use that for the Empire's Starbase.

    Reply #204 Top

    Um just to let everyone know a new update has come out for entrenchment making it version 1.03 and therefore making the mod obsolete when you update. Unless someone here can figure out how to make it work that is.

    Reply #205 Top

    Quoting shadowl, reply 4
    Um just to let everyone know a new update has come out for entrenchment making it version 1.03 and therefore making the mod obsolete when you update. Unless someone here can figure out how to make it work that is.

    Really? I haven't tried this mod, but mine works fine with the new patch, without any changes.

    Reply #206 Top

    Im running the Entrenchment executable

    it say "1.03" on the logo on the main menu

    the mod is in v1.03 folder

    And i hava this minidump error on activation


    Reply #207 Top

     

    shadow1... there is a v2.3 patch and full download that works with v1.17/v1.03 Entrenchment.

    Kyrogel.. yes that's the XQ platform. I was thinking it might be half as tough as a conventional starbase, but moveable and half the cost.

    Jiraya32... I've got a few people who are running this ok so I think the problem might be on your end. The latest patch does include ManShooter's Volumetric Explosions mod. If pain persists, try installing his mod by itself and if you have the same problem it could be an issue with your graphics card unable to process the video effects.

    SpardaSon21 ...  thanks for pointing that out.. I'll take a look or if anybody has any useful links I'd appreciate it.

    Reply #208 Top

    I would say yes to an XQ.

    Reply #209 Top

    I'd first off like so say how amazing this mod is. A few days ago I didn't even own entrenchment, but after seeing this mod's newest release, I knew that I had to buy it. (I know I didn't need it, but what the heck, why not make it as awesome as possible?) Worth every penny. Flying around as the empire is great, but the greastest moment for me (and this is a small detail mind you) was when I built my second Class II Star Destroyer and saw that it was named "SS Chimaera" I flipped becuase of the awesome history that ship has with Grand Admiral Thrawn. I kinda nerded out, but I digress...

     

    A few things I'm hoping for in the next release. I think ship names for the Empire should have IMPS instead of SS just to set apart the Star Wars setting a bit more.

    I would also like to see a slightly more filled HUD as I believe others have mentioned. The minimalizsm is a bit hard to adjust to.

    And finally, I noticed that after building one of each Star Destroyer, that two of them have the colonize ability. I felt kinda like this was a cop out where only the "support" class cap ship should have it.

    These are just some half-res screen shots that I had fun making. I can send you full res if you want to use them for something.

     

    Major kudos dude. Cant wait for the next release.

    ~My 2 cents

     

    Reply #210 Top

    Hi Lahire,

    Thanks for the feedback and glad you're having a blast. I also love that feeling or owning... or being owned(!) by an Imperial Star Destroyer. A couple of my games against the AI I've had 3 star destroyers hyperspace in with an supporting fleet of Carracks and thought: "damn this is going to hurt!". When the main battle destroyers power surge they can quickly turn the tide in a battle.

    For your naming convention, are you suggesting renaming from "SS Chimaera" to "IMPS Chimaera" or perhaps "ISD Chimaera". The trouble is the Vasari also share the naming because Sins currently doesn't allow customizable naming per race. So it's a balancing act.

    For your HUD transparency and colonize ideas I think they are good ones and I'll take them forward after discussing it with the other advisors on http://sins.imperial.cc

     

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    Reply #211 Top

    I downloaded it (v2.3) and got it to run fine in Entrenchment v1.03. Good job guys! And thanks!

    Reply #212 Top

    Hey JasonFj,

     

    Thanks for the mod!  I have been getting minidumps after about 15 to 20 minutes of playing.  I am using the latest version(2.3) for Entrenchment 1.03.  I am attempting to do single player games on any of the Large random maps(single and multiple stars).  I am the only player controller faction and the other 7 to 9 factions are CPU controlled.

     

    System:

    Vista 64

    8 GB RAM

    2 x GTX 280(SLI)

     

    Reply #213 Top

     

    Can you go into this directory (or your equivilent)
    C:\Users\Jason\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting

    and edit user.settings

    and change ShowErrors to TRUE.

    Let me know what error popups you get here, or you can post them over on the Bug Reports forum at http://sins.imperial.cc

    Reply #214 Top

    Great mod JasonFJ

    I have lost so many hours playing this and found a few alittle bugs mate Phase destabilzor after research for alliance starbases dont work, the research for galaxy gun Prototype after finishing it you cant build it as it ask for the Novalith research.

    Also I see your after a starbase model or two which I would be happy to make for you if you would like.

    Just let me know what you are after and I will start work on them anything to help you out on this great mod.

    just as an idea http://starwars.wikia.com/wiki/Alliance_Space_Station for the alliance

    Think 7DS has a working empire one

    Reply #215 Top

    Hi Historic.. thanks for the feedback and I'll look into those bug fixes right now. For starbases, I'm very interested in replacing Alliance and Empire vanilla starbases with SW specific ones. I have meshes for the XQ1 and Golan3, but the starbases you've referenced also look really good.

    If you are interested in building a starbase replacement mesh I'd be happy to work with on the entity/mesh text tweaking... I just need help on the actually mesh and UV texturing (my Vista won't run 3DS reliably and it's very time intensive for me).

    Please drop by the http://sins.imperial.cc site to collaborate with me and the other advisors/modders!

    Reply #216 Top

    Ack, not the eaw starbase! XQ=Better.

    Reply #217 Top

    Quoting Rnick, reply 16
    Ack, not the eaw starbase! XQ=Better.

     

    XQ is certainly more lore based, but it doesn't compare very well with sins starbases. They are smaller than Capitalships and more suited for the hangar defense structure. Unfortunately, EAW's station is the only alternitive, and I'd honestly rather see it that an extra large XQ platform.

     

    The Empire's golan is fine though.

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    Reply #218 Top

    Blast, I thought a larger variant of the XQ would satisfy :( In the absense of the EAW Alliance starbase mesh, would a large XQ or the existing Tech-race base starbase be preferable??!?!?!?!?!?

    Reply #219 Top

    Hi JasonF,

    Let me start out by saying that this is my favorate mod for Sins. Great job! I have not encountered any bugs or problems yet with the Ev1.03 playing as the Empire.

    I do not know what your future plans are for this mod, but I would love to see some new imperial ships. Instead of 2 victory class and 2 imperator class ships, I would love to see a replacement for the Imperator class ship with either a scaled down Eclipse Class ship or a Specter Class ship, and a replacement for one of the Victory Class ships with the Eradicator Class ships. I would just like to see a difference in appearance between the different capital ships.

    I am a relative newbie, but I got my ideas from www.wolfsshipyard.mystarship.com/starwars_Imp.htm

    In regards to the XQ vs. Golan vs. Tech-race based starbase, could the Empire have the smaller (weaker) XQ, but have them in larger numbers (not sure if this is even feasible)? If not, I still like the larger XQ over using the Tech starbase.

     

    Thanks again for the mod!

    Reply #220 Top

    Quoting JasonFJ, reply 18
    Blast, I thought a larger variant of the XQ would satisfy In the absense of the EAW Alliance starbase mesh, would a large XQ or the existing Tech-race base starbase be preferable??!?!?!?!?!?

     

    It's really up to you. The rebels never had anything larger than XQs until they became the New Republic, as they prefered mobile resources when possible. I personally think that making the XQ platform big enough to compare to a starbase would be awkward for people who have a sense of scale of them, but that is just me. I hate using anything EAW, but it really is the only large Rebel Space station in Star Wars, period. The existing TEC base isn't terrible, though another option could be to give the Empire and the Rebels the Golan, as at least it is Canon Star Wars material. The Rebels were always good at stealing Imperial plans anyways.

     

    So I guess whatever you are willing to do, or we could debate this on http://sins.imperial.cc/ if you really want an accepted answer first, as someone will probably try to argue with you latter no matter what you pick...

    Reply #221 Top

    Rebels could get a different Golan variant. Say Empire gets Golan III and Alliance Golan II? If you do use the EAW one that would be fine, having the mesh expansions like the ones in EAW would be cool. XQ would also work.

    Reply #222 Top

    XQ is a bit too small.  Its really just a hangar defense with a few turbolasers on it.

    Reply #223 Top

    I don't quite have the mod yet (gotta get the expansion this weekend), but someone PLEASE tell me that one of the Imperial Cap Ships (preferably a Star Destroyer variant) has a "Base Delta Zero" ability!

    Reply #224 Top

    Quoting SpardaSon21, reply 22
    XQ is a bit too small.  Its really just a hangar defense with a few turbolasers on it.

    Yeah.

    And no Base Delta Zero persay, but the Imperator has crazy high bombing damage.

    Reply #225 Top

    So, um...The empire has the Venator...fine, I can see them keeping a few around for duty on the outer rim. It's a bit of a stretch, but I'll buy it.

     

    However, they should probably NOT have X- and B-Wings. Oops.

     

    Any idea what the Alliance might get instead of a Venator? A Bothan Assault Cruiser might be appropriate, since it's supposed to be a replacement for the Victory. Also, if you can't find a BAC model, it looks like the Pillar of Autumn from Halo...there might be a model of that.

     

    The Nebula-class Star Destroyer might also work, althought it would be more appropriate as a bigger capital ship, requiring research.