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!

719,405 views 314 replies
Reply #26 Top

There aren't quite enough ships for the KotOR era to be feasible, particularly for the Sith Empire.

Reply #27 Top

Well what about tha Mods for Star Wars Empire at war forces of corruption Ages of the Jedi :]

There plenty of ships between those eras that can be compiled to make a mod hopefully it will be possible.

Reply #28 Top

Quoting JA_394, reply 24
What do I do if the checksum does not match? And what is that?

The checksum is just a number that the game generates uniquely for each mod. That said the official checksum hasn't been updated yet, so that's only an issue if you are trying to play with friends.

If the mod isn't working see the thread I linked in my last post.

Quoting Holybeast, reply 27
Well what about tha Mods for Star Wars Empire at war forces of corruption Ages of the Jedi :]

There plenty of ships between those eras that can be compiled to make a mod hopefully it will be possible.

I haven't played any EaW mods, though it maybe that they just made up some ships to fill in the roster sort of like the Star Trek mod here, which is something I want to avoid. Also what I know of that time period is mostly just from the Kotors, and its possible the Old Republic will be Retcon'ing some of it anyways (I know its hundreds of years later, but that hasn't stopped Lucas Arts before).

Reply #29 Top

No, I mean when I try to apply changes after enabling it, Minidump. I checked the thread, downloaded the full version, same thing.

Reply #30 Top

Quoting JA_394, reply 29
No, I mean when I try to apply changes after enabling it, Minidump. I checked the thread, downloaded the full version, same thing.

Do you have Diplomacy 1.2? Also make sure your old attempt at getting Requiem didn't interfere with the new full installation.

Reply #31 Top

I do have Diplomacy 1.2, and I just redownloaded the full version and the same thing happened.

Reply #32 Top

Well you are the only one to report that problem with the full version. If you enable the mod in the developer.exe do you get any error messages?

Reply #33 Top

I get these messages when I enable it in the dev:

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183)

*stringSrc == _T('"')

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(297)

NeedsSingleTarget()

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)

(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) --This one I don't think is causing the minidumps. I had another very similiar to this. I think it's the first two.

 

Reply #34 Top
The SSD base moving in the gravity well is really a nice touch. I've been playing off and on for 2 days with no problems.
Reply #35 Top

Quoting JA_394, reply 33
I get these messages when I enable it in the dev:

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183)

*stringSrc == _T('"')

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(297)

NeedsSingleTarget()

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)

(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) --This one I don't think is causing the minidumps. I had another very similiar to this. I think it's the first two.

 

I get this as well, but only in the log files. It does not cause a minidump. Can you look in yours (found in the debug folder in the same folder where the mod folders are located, the number of the file is shown in the developer title bar) and see if you find anything else. Mine looks like this.

 ...Other stuff up here...

> Requiem Diplomacy
Found Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsdiplo):
Language data file not found. Ignoring...
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IAbility.cpp(297): assert! [NeedsSingleTarget()]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]
Creating player mappings ... (rand seed:482971140)
Cruiser_ALL_Heavy has weapon:0 damage in BACK bank but no weapon points for its current mesh. Is this intended?
D3D9 - IsWindowActive : (0)
SetActivePlayerIndex:-1

 

This is what it looks like when the mod successfully runs.

Also, you aren't disabling any other mods prior to enabling this one are you? That can sometimes cause problems.

Reply #36 Top

I think this is the one you are after. After what I post, it's a bunch of missing label stuff that I can't do anything about. Something to do with textures.

> Requiem Diplomacy
Found 0 Enabled Mods in C:\Users\Dawkins\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.2\EnabledMods.txt
*** TextureSystem could not find file (Buttons_Research2_Disabled) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_Pressed) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_CursorOver) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_Normal) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Player_Portrait_Medium) within TextureSystem's working directory (Textures).

Reply #37 Top

Quoting JA_394, reply 36
I think this is the one you are after. After what I post, it's a bunch of missing label stuff that I can't do anything about. Something to do with textures.

> Requiem Diplomacy
Found 0 Enabled Mods in C:\Users\Dawkins\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.2\EnabledMods.txt
*** TextureSystem could not find file (Buttons_Research2_Disabled) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_Pressed) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_CursorOver) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Buttons_Research2_Normal) within TextureSystem's working directory (Textures).
*** TextureSystem could not find file (Player_Portrait_Medium) within TextureSystem's working directory (Textures).

Yeah that might do it. All of those files should be in the Textures folder as .tga files. If they are not there for some reason that is certainly a problem.

That could also be caused by a manifest issue. You should have four manifests in the Requiem folder, entity, galaxy, playerPictures and playerThemes, so make sure they are present as well.

Reply #38 Top

Hey GoaFan77,

I occasionally run my eclipse plugin against other mods to see if I've missed anything. I validated using your base mod and overlaying with the latest patches.

Here is the report from your mod. It's pretty clean which is nice, but maybe a few things you have missed...

requiem report (html)

requiem report (excel)

+1 Loading…
Reply #39 Top

Oh wow, thanks ZombieRus. I'll take a look at those. k1

A couple of people have suggested I get eclipse, but honestly I wasn't sure why a program that advertises itself as a Java developer would be of use to Sins, but I guess this is part of its other uses.

Reply #40 Top

Eclipse at its core is just an open source framework for building all types of applications, the Java IDE happens to be the most popular. It is possible, and many do, make RCP "rich client platform" applications utilizing Eclipse as the core. There are also several other popular IDE's including one for C++ IRC.

I developed my plugin primarily for the Eclipse classic IDE which supports Java, but it's not required to know or use Java. In fact the only real use of Java I get is the custom ant tasks I wrote to automate a few build related items.

Watch my video I put together if your interested.

 

Reply #41 Top

I'm having the same problem as JackBauer, a few hours into the game and it starts to stutter to the point of making it hard to continue playing.

My Specs are:

Phenom II X4 955

4gbs RAM

AMD HD6970 2gb

I've tried turning down the graphics and looked into my task manager but everything seems to be normal for sins.

Reply #42 Top

Quoting Gunney21, reply 41
I'm having the same problem as JackBauer, a few hours into the game and it starts to stutter to the point of making it hard to continue playing.

My Specs are:

Phenom II X4 955

4gbs RAM

AMD HD6970 2gb

I've tried turning down the graphics and looked into my task manager but everything seems to be normal for sins.

I got his save, and it happens to me as well. I'm trying to figure out what's causing it ATM, I hope it isn't the 1.2 patch itself... :(

Reply #43 Top

Okay for everyone having the stuttering problem, I've found the cause of the problem. Its the new Astromech Droids ability on X-wings, which in fairly large numbers (40-50+ squads) will cause stuttering. I'll be releasing a hotfix this weekend to fix it, in the mean time you can avoid this by avoiding games against AI Rebel players. If you'd like to play with the Alliance yourself, just do not research the Astromech Droids tech until the hotfix is released.

Reply #44 Top

Thank you for the quick response to the problem, one of the best star wars mods for sins out there imo.

Reply #45 Top

Are the ships all suppose to be very low detail?  Scout alliance for instance are just a glossy blue color.  My other alliance ships have some base texture but almost no detail.  Reinstalled but didn't help.  Game play seems fine.

Reply #46 Top

A hotfix has been released to fix the stuttering problem. It is highly recommend that all Requiem 3.3 users update so they will not encounter this problem. It is still compatible with your 3.3 saved games. Click here for more information.

Quoting Bazkur, reply 45
Are the ships all suppose to be very low detail?  Scout alliance for instance are just a glossy blue color.  My other alliance ships have some base texture but almost no detail.  Reinstalled but didn't help.  Game play seems fine.

Some skyboxes do make certain ships look weird, but there isn't much we can do about that. Just select the"Use colored Skyboxes" option in the effects tab until you get one that works better.

If you think its more than that, make a post with a screenshot on our support forum.

Reply #48 Top

Hmm, I'm getting a minidump when I try to launch the game, after applying the hotfix.  No issues before this for me.

Reply #49 Top

Really? Can you try running the developer.exe,  see if you get any error messages, and post the log (the file name is in the title bar of the developer, you can find it in the debug folder where the mod folders are).

Reply #50 Top

Ok, I have no clue what I'm looking at, so here's everything from that log.  Again, it ran without issue before the hotfix, and now it minidumps without starting the game.

 

D3D9 - ChangeDevice...
DeviceType.......... HAL
AdapterOrdinal.......0
AdapterFormat....... X8R8G8B8
BehaviorFlags....... HARDWARE_VERTEXPROCESSING
BackBufferSize..... 1024 x 768
BackBufferFormat.... A8R8G8B8
DepthStencilFormat.. D24X8 (Enabled)
MultiSampleType..... 2 Samples (Quality=0)
IsWindowed.......... 1
Setup:DataFileSystem
Added 2 Fixed Data File paths
> .\Entrenchment
> .
Found 1 Available Mods in C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051
> entrenchment
Found 1 Enabled Mods in C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\EnabledMods.txt
> entrenchment
Found Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsentrench):
Language data file not found. Ignoring...
*** TextureSystem could not find file (Unit_Picture_Imperial) within TextureSystem's working directory (Textures).
Settings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.setting
Settings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.setting
Settings Saved: C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\user.setting
Detected old version of C:\Users\Pat\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\uimappings.setting... New Version being created.
Failed to convert 'ReplaceWithNewBuff' to an enum value.
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(3107): assert! [false]
*** TextureSystem could not find file () within TextureSystem's working directory (Textures).
c:\gs\entrenchment\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]
Creating player mappings ... (rand seed:1580170518)
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395): assert! [player != NULL]
c:\gs\entrenchment\CodeSource\GS\AI\BuildPlanetModulesAI.cpp(1395