"Star Wars - Requiem" mod for Entrenchment and Diplomacy 1.34 (Official V. 3.5 released)

The war begins...

http://sins.imperial.cc/

Requiem is now updated to 1.34. As always check here for more info!

You can find a beta for the next version of Requiem Diplomacy here.

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 races; 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, Corellian Gunships, Corellian Corvettes, Assault Frigate Mk II, MC30b series, Acclamator I frigates, Gladiator Star Destroyer, Lambda Shuttle and Galofree Transports
  • 9 new cruisers, Interdictor, Vindicator Cruiser, Escort Carrier, Loronar Strike cruiser, MC40a light carriers, Nebulon B escorts, Bulk cruisers, Assault Frigate Mk I and Dreadnaughts
  • 10 new capital ships; Victory class Star Destroyer, Victory II-class Star Destroyer, Venator-class star destroyer, Imperial-class Star Destroyer, Imperial II-class Star Destroyer, Mon Calamari 80 and 80a, and Mon Calamari Defiance, Liberty and Bothan Assault Cruiser.
  • 2 new starbase: the Alliance XQ1 platform and the Empire with an Executor Super Star Destroyer starbase model
  • 4 new weapons; turbolasers, concussion missles, proton torpedos and ion cannons
  • 60 new ship names with unique Alliance and Imperial star destroyer names
  • A whole new soundtrack for the Star Wars factions.
  • Dozens of new ship audio and sound effects
  • Star Wars player portraits
  • Alliance and Empire icon symbols
  • New Alliance and Imperial research trees, with unique abilities (Interdiction, Tractor Beam, Shield Focus. Boarding Party, Base Defenders etc,)
  • Star Wars EU immersion through appropriate ship use, laser color replacement for all ships and text descriptions updated
  • And much more!

Credits

  • 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!
  • 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.
  • 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
  • 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.
  • Gurkoz -  for the incredible sound effects that make this mod even better
  • ManShooter - for the Volumetric Explosions mod which was included in Requiem Entrenchment to v2.8... truly a god-like graphics enhancement!
  • Tohklidan -for components of Celestial Bodies mod that really inspired me to work on the celestial bodies artwork.
  • Uzii -for the planet textures and inspiration that came from the awesome Sins Plus mod.
  • Bailknight and Moguta - for the original and continued development of this mod which I've adapted for use with Requiem Diplomacy.
  • Credits to Grundel for the icon button graphics
  • Thanks to Warmaster and all his info and guidance on making this mod as true to the Star Wars Universe as possible.
  • Bleachorange - Support and graphics work assistance.
  • Xim, for many fixes and contributions, especially in map-making and the string file.
  • Thanks to Carl for providing and prompting me to introduce the Alliance and Empire theme icons.
  • 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.
  • The many official (mainly Ralph McQuarrie) and unofficial Star Wars artists whose work features in this mod (if we used your work, let us know so we can credit you!).
  • 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.
  • Bug hunters and supporters Agersea, Malanthor, wbino, thrakkemarn and many more!

Main Site

http://sins.imperial.cc

Current Progress Thread

Requiem 3.4

Downloads

Entrenchment

Diplomacy

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!

719,405 views 314 replies
Reply #1 Top

Great job...looks and plays terrific.

Reply #3 Top

Finally got the new Requiem 3.3 changelog written.

  • Compadability with Sins of a Solar Empire Diplomacy version 1.2. The engine optmization has greatly increased performance, and computer's that needed to reduce graphic settings to avoid crashes may now be able to turn them back up.
  • Imperial Capital ships roletypes have been shifted around, to be more consistant with Star Wars lore. The Venator is now the carrier, and the VictoryIIc (now renamed Victory-I) is a siege capital with the colonize ability.
  • A handful of new, unqiue abilities have been released.
  • As a result of the previous two, capitalships abilities have been shifted around for both the Alliance and Empire. Don't blindly build your old favorite capitalships, you may be surprised!
  • Tech trees have been revised slightly as research for some of the new abilities has been added and pointless or inconsistant vanilla techs have been removed.
  • New map Imperial Entanglements, highlighting a new Super Star Destoryer capital ship. For balance purposes it cannot be built in regular games.
  • Many minor balance changes, to be consistant with the balance changes in 1.2.
  • The loading screen now has a chance of loading Requiem pictures and tips.
  • New Star Wars research and ability icons, for a handful of unique abilities and research.
  • A new planet type for map makers, WeightedCoreWorld.
  • Lots of string/file fixes.

 

Reply #4 Top

Excellent, much better choices for the Imperial capital ships.

Reply #5 Top

Aye this is very nice. Now i just wish you could build the ssd with the empire and get a different stationary base instead. :P

Reply #6 Top

Quoting Malanthor, reply 5
Aye this is very nice. Now i just wish you could build the ssd with the empire and get a different stationary base instead.

Strong possibility of that happening with Rebellion, since hopefully the new Titan class capital ships will be a good enough home for a buildable SSD. :D

Until then, you'll have to stick with them only on your custom maps.

Reply #7 Top

Yup yup. :) Looking forward to the new titan classes. Star wars universe has alot of ship types that fit perfectly into that role. well a couple atleast, hehe.

Reply #8 Top

I have a Problem with this mod.

 

After one or two hours i cant play the game anymore because it becomes too slow. It is even too slow if i play with a small map and only one computer enemy.

 

Is there anybody how can help me with my problem. Or has anybody the same problem.

 

Changing the graphic settings or/and effects has no effects. As I use several mods this is the only one showing these problems.

Reply #9 Top

What version of Requiem are you using? What is your processor, OS and RAM?

Reply #10 Top

I use Requiem 3.3 for Dip 1.2.

I have a Core i7 cpu, ATI Radeon HD5850, 4gb ram and Windows 7 HP 64.

Reply #11 Top

Quoting JackBauer36, reply 10
I use Requiem 3.3 for Dip 1.2.

I have a Core i7 cpu, ATI Radeon HD5850, 4gb ram and Windows 7 HP 64.

Well your specs are comparable to mine and I can run the mod smoothly. As a general tip try disabling trade ship icons and disable auto pinning to the empire tree, those can really hurt performance. Also try giving Diplomacy a high priority in the processes tap in Task manager.

Reply #12 Top

thanks for the tips but it does not help. In diplomacy 1.011 with Requiem 3.2 everything worked just fine.

 

it may lie on the degree of difficulty? too many units?

Reply #13 Top

Well I just finished a 4 player free for all that lasted two and a half hours. Either hard or unfair can't remember, and it was smooth. Are you sure that you didn't have anything running in the background that could have effected things? Also when it happens again check the RAM and CPU usage in task manager.

Reply #14 Top

i am playing it on a laptop with all settings at max, 1920x1000 reso, got no lag, well with huge zerg fleets on screen i do get some lag when running 8x speed, but its managable, so i think you have another issue than computer specs.

Goa, any plans for changing the defence platforms to something more star wars like by the way? And what abouth putting in the golan for a heavier defence solution?

Reply #15 Top

What is odd is that other mods like Star Trek: Sacrifice of Angels 2 1.19f (rc) is running without any problems. And the previous Requiem 3.2 also ran well.

In the beginning, everything runs properly. But once the enemy's fleet capacity has increased and attacks, then it is unplayable. As soon as his fleet was destroyed, it will get better. I've tested with the developer console.

As I said, this happens only version of this mod. What annoys me very naturally, since it is one of my favorites.

Reply #16 Top

Maybe it's been answered before, but do you have plans to add in any other eras?

Reply #17 Top

Quoting Malanthor, reply 14

Goa, any plans for changing the defence platforms to something more star wars like by the way? And what abouth putting in the golan for a heavier defence solution?

I do think hangar defense will be replaced by much smaller XQ platforms eventually (it will probably be a summer project of mine to get them into Sins with all the points done). I can't think of very many things comparable in Star Wars to the Sins like turrets though, as much smaller auto fire "mines" or large defense platforms like the Golan were more popular for static defense.

The Golan will probably have to be the Imperial Starbase once Rebellion is released and the Executor becomes their Titan Class capital ship.

Quoting JackBauer36, reply 15
In the beginning, everything runs properly. But once the enemy's fleet capacity has increased and attacks, then it is unplayable. As soon as his fleet was destroyed, it will get better. I've tested with the developer console.

Hmm, that could still be either a processor or RAM problem. If you could post the stats or a screenshot of task manager when that happens it would help narrow down the problem.

You could also upload the save and diplomacy setting file so I can take a look at it, see if I encounter the same problem. It maybe something I didn't run into in testing is causing the lag,

Quoting Yanxa, reply 16
Maybe it's been answered before, but do you have plans to add in any other eras?

Before Rebellion was announced I would have probably said no. But now that it has I've been thinking of a way that might make adding the New Republic and Imperial Remnant viable.

Depending on how they implement the Loyalist vs. Rebels mechanic is setup, it maybe possible to use this as the mechanism to allow the player to get content from the later eras. As the whole civil war concept doesn't translate to well for factions already in a civil war, it would make more sense for the player to choose between time lines for the Star Wars factions.

Of course this is quite speculative at this time since we know so little, but if it becomes possible it will be done.

 

Reply #19 Top

great mod, except my interface seems to be missing, i can see the icons for research, black market, and diplomacy, but they're faded and the outlining boxes are gone. im using v2.8 on entrenchment 1.51. i renamed the pipelineeffect to pipelineffects so i could see the planets and ships. any ideas?

Reply #20 Top

I have 1.2 diplomacy but ever time i try and enable it and apply changes my game errors out then solution then closeing as we all know, my computer is vista :( it gives me hell on mods and help be nice ty :) Great mod! a friend showed it to me and its Awsome!!

Reply #21 Top

Quoting vid9188, reply 19
great mod, except my interface seems to be missing, i can see the icons for research, black market, and diplomacy, but they're faded and the outlining boxes are gone. im using v2.8 on entrenchment 1.51. i renamed the pipelineeffect to pipelineffects so i could see the planets and ships. any ideas?

Can you post a screenshot? Part of the interface has been made transparent/smaller on purpose so you can get a better look at the action, but that sounds a bit more than it should change.

Delete these files in the pipeline effects folder so it will work normally.

GS_Asteroid.fx
GS_Planet.fx
GS_Ship.fx
GS_ShipBuilding.fx
GS_ShipPhasedOut.fx

Quoting smilesarenice, reply 20
I have 1.2 diplomacy but ever time i try and enable it and apply changes my game errors out then solution then closeing as we all know, my computer is vista it gives me hell on mods and help be nice ty Great mod! a friend showed it to me and its Awsome!!

Try some of the advice in this thread. It sounds like an installation error, and if you still can't figure it out at the last post there is a link for a 'full release' of Requiem, which means you should just need to put it in your mod folder and run it, no patches required.

Reply #22 Top

ty im going to try the no patch required version you said i still cant get the 1.2 version to work :( oh well . . . . :) ty

Reply #24 Top

What do I do if the checksum does not match? And what is that?

Reply #25 Top

Why not start a Kotor era of the mod? Sins the Sins of the galactic empire has already done the future of the star wars line why not you goes go beyond and start from the beginning like from the Kotor era specifically from Golden age of the sith, Tales of the jedi, Kotor 1 and 2, and the old republic game?