RequiemTeam

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

"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!

719,428 views 314 replies
Reply #251 Top

Well, I've finished a rough version of the map. Bear in mind it's still got some ways to go.

Features: 

Wormhole based trade routes simulate hyperspace (all factions start with wormhole travel)

All planets individually placed and given bonuses consistent with their lore

3v3 Rebels vs Imperials (Rebels should be players 1,2,3 and Imperials 4,5,6)

Customized starting fleets for each faction (i.e. Mon Cal starts with a cap hip, but Hoth just has a lot of fighters and transports)

HIGHLY Recommend: Pirates Inactive

If anyone cares to download and try it out, I'd appreciate feedback. I'm planning to fine tune it and add additional detail, and welcome any and all recommendations!

http://www.multiupload.com/0QN4U7YYVL

Reply #252 Top

Quoting thrakkemarn, reply 251
Well, I've finished a rough version of the map. Bear in mind it's still got some ways to go.

Features: 

Wormhole based trade routes simulate hyperspace (all factions start with wormhole travel)

All planets individually placed and given bonuses consistent with their lore

3v3 Rebels vs Imperials (Rebels should be players 1,2,3 and Imperials 4,5,6)

Customized starting fleets for each faction (i.e. Mon Cal starts with a cap hip, but Hoth just has a lot of fighters and transports)

HIGHLY Recommend: Pirates Inactive

If anyone cares to download and try it out, I'd appreciate feedback. I'm planning to fine tune it and add additional detail, and welcome any and all recommendations!

http://www.multiupload.com/0QN4U7YYVL

Awesome, I'll give it a try when I get a minute. By the way, did you know you can upload maps directly to the Requiem site, so you don't need to deal with bothersome third party sites. Once you sign in just go to file -> upload.

Reply #253 Top

Quick question, will this mod remain solely Alliance vs Empire vs Vanilla Sins?  I'd like to see some other races make it there, like maybe the Hutt Cartel?

Reply #254 Top

Quoting Rheinguard, reply 253
Quick question, will this mod remain solely Alliance vs Empire vs Vanilla Sins? I'd like to see some other races make it there, like maybe the Hutt Cartel?

The current plan for Rebellion (which may change significantly as we get more details about it) is to use the loyalist/rebel mechanic to implement the New Republic and Imperial Remnant into the mod. The pirates/militia will also be getting an overhaul in the next version, including some new ships that the player can acquire, though not as a playable faction at this time.

Reply #255 Top

Just a few shots of a Star Destroyer trying to mate with a Mon Cal. May be NSFW!!!!!!!  8O

 

Kiss 1

 

 Kiss 2

 

Reply #256 Top

Awesome, those are some trippy camera angles.

Reply #258 Top

Quoting zarazazaza, reply 257
How do i install if i have Trinity?

Please check the mod website for more indepth install instructions, but since its acting a bit weirdly for me I'll explain it briefly here.

1. Download Requiem version 3.4 for Diplomacy 1.31/1.32.

Diplomacy

2. Place it in your mod folder. To find it, start Trinity/Diplomacy and go to the main menu. Click the mods tab, then hit the "Find Mod Path" button.

3. Go to the location specified. Some folders maybe hidden.

4. Extract the mod to that location, so that its just a folder that says "Requiem Diplomacy"

5. Start the game again and go to the mods tab. You should see Requiem from the list of available mods. Enable it (the checksum should not be zero) and select "apply changes". After some loading the menu should change a bit and some Star Wars music should be playing.

Reply #259 Top

Time to liven up this thread with another teaser image. What could it be?

 

 

Reply #261 Top

Ah, a Dominator-class Star Destroyer, she's an interdictor built on the spaceframe of an Imperial-class Star Destroyer, but the class name is unofficial, but it is official as far as I am concerned until they give me a plausible explanation.

Reply #262 Top

Quoting Zeta1127, reply 261
Ah, a Dominator-class Star Destroyer, she's an interdictor built on the spaceframe of an Imperial-class Star Destroyer, but the class name is unofficial, but it is official as far as I am concerned until they give me a plausible explanation.

You are correct.

Reply #263 Top

Quoting Zeta1127, reply 261
Ah, a Dominator-class Star Destroyer, she's an interdictor built on the spaceframe of an Imperial-class Star Destroyer, but the class name is unofficial, but it is official as far as I am concerned until they give me a plausible explanation.

Yeah, they just seem to like to call it "Interdictor Star Destroyer". Dominator class does sound better paired with the Victory, Venator and Imperial class Star Destroyers, so I'm leaning towards the "unofficial" name as well.

Here's a closer screenshot I was going to post if no one got it. Seems with Zeta I'll need to come up with a harder camera angle next time. ;) And I actually didn't tell you what it is Jason, so yes you could have.

 

Reply #264 Top

Quoting GoaFan77, reply 263
Yeah, they just seem to like to call it "Interdictor Star Destroyer". Dominator class does sound better paired with the Victory, Venator and Imperial class Star Destroyers, so I'm leaning towards the "unofficial" name as well.

They actually changed it to Interdictor-class Star Destroyer on Wookieepedia, but as you said, Dominator just sounds better with the other known Star Destroyers, which are all Latin root words.

Quoting GoaFan77, reply 263
Seems with Zeta I'll need to come up with a harder camera angle next time.

I know Star Destroyers, what can I say.

Reply #265 Top

Just thought I'd make it clear that Requiem is compatible with Diplomacy 1.32, some people who didn't know that the 1.32 patch didn't break the mod were confused. Goa is finishing up the last one or two models we hope to have for the 3.5 release, and after that progress should be much faster. Hope to have the next big version out for a Christmas/Winter holiday present. :)

Reply #266 Top

Is it possible to adapt Galaxy Forge for this mod? I love it and the new planets, but I'd like something more concrete than a randomly generated map.

 

If so, how would I go about it? I'm not new to modding, but I am new to Sins...

Reply #267 Top

Quoting EmperorPeter, reply 266
Is it possible to adapt Galaxy Forge for this mod? I love it and the new planets, but I'd like something more concrete than a randomly generated map.

 

If so, how would I go about it? I'm not new to modding, but I am new to Sins...

Make a copy of your galaxy forge folder. Then go to the mod's GameInfo folder and copy a file called GalaxySenarioDef. Go to your copied galaxy forge folder and paste that file into the folder. It should prompt you to replace the one already there. Now you will be able to place all the planets, units, bonuses etc. in the mod (including a lot of things from Vanilla Sins they didn't let the original GalaxyForge place).

Reply #269 Top

Just to show off one of our last remaining missing movie ships added to our roster. Special thanks to Lavo_2 for giving me the raw model. And don't worry, the extra large engine effects will be corrected. ;)

Quoting EmperorPeter, reply 268
Thanks, that did the trick

No problem at all.

Reply #270 Top

the strike cruisers do not like to fire at anyone unless commanded to do so,  like, i have 20 cruisers and i tell it to go through the middle of the enemy fleet and they do not shoot at anything until i tell them to attack a specific target

also happens with the vindicator cruisers and the vindicators are extremley fast when alone.  as fast or faster as scouts

Reply #271 Top

Quoting AseOfSpadez, reply 270
the strike cruisers do not like to fire at anyone unless commanded to do so,  like, i have 20 cruisers and i tell it to go through the middle of the enemy fleet and they do not shoot at anything until i tell them to attack a specific target

also happens with the vindicator cruisers and the vindicators are extremley fast when alone.  as fast or faster as scouts

Are you sure you have auto attack enabled? I've also seen some people report similar problems even without mods lately, so it maybe a bug with the game itself.

Either way, the Vindicators and Strike Cruisers are going to get a big change in the next patch, and their stats are going to be completely changed to reflect their new roles.

Reply #272 Top

 awwwwwwww  i love strike cruiser spam   DIE JEEDI DIE!!}:)

Reply #273 Top

what are the lambdas going to do?  diplomacy?

Reply #274 Top

Quoting GoaFan77, reply 271



Quoting AseOfSpadez,
reply 270
the strike cruisers do not like to fire at anyone unless commanded to do so,  like, i have 20 cruisers and i tell it to go through the middle of the enemy fleet and they do not shoot at anything until i tell them to attack a specific target

also happens with the vindicator cruisers and the vindicators are extremley fast when alone.  as fast or faster as scouts


Are you sure you have auto attack enabled? I've also seen some people report similar problems even without mods lately, so it maybe a bug with the game itself.

Either way, the Vindicators and Strike Cruisers are going to get a big change in the next patch, and their stats are going to be completely changed to reflect their new roles.

i do not have auto attack enabled since i like to have control over what my ships shoot at

oh, capital ships would shoot at stuff and my cruisers would not

Reply #275 Top

Quoting AseOfSpadez, reply 272
awwwwwwww i love strike cruiser spam DIE JEEDI DIE!!

Basically the Vindicator is just going to be the new heavy cruisers, so you won't be losing any options to as far as Jedi extermination is concerned. The strike cruiser will get some new abilities for its new role as a support cruiser (though it will still be pretty well armed).

Quoting AseOfSpadez, reply 273
what are the lambdas going to do? diplomacy?

Yup, and possible the little ships that go colonize the planet from a Star Destroyer, despends on how well that looks.

Quoting AseOfSpadez, reply 274
oh, capital ships would shoot at stuff and my cruisers would not

Okay, that was exactly what that other person on the forums was complaining about. If its what I think it is that's just a Sins AI issue, which sadly us modders can't do anything about. :S