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 #51 Top

Hendrix, the hotfix is only for the Diplomacy version of the game. The bugs it fixes are only in Requiem version 3.3, which are diplomacy only.

If you are using Requiem Diplomacy, make sure you run the Sins of a Solar Empire Diplomacy Dev, because the one you used was for Entrenchment.

Reply #52 Top

I have to try it again then, I could have sworn that I used the Diplomacy dev.....Or, I'm getting senile in my old age and clicked the wrong one.

 

Ok, just ran it again, using the correct dev, and it spit out a massive log.  I'm going to delete the mod, and try reinstalling first.  I think something goofed up on my end at this point.

 

Edit #3.  The problem was definitely on my end.  Deleted and reinstalled the mod, and it's working perfectly now.  Hooray!

Reply #53 Top

Um,is JasonFJ out of the project?

And is Requiem Forge unavailable now? I remember using it, but can't find it in the Requem site.

I reinstalled Sins and Requiem recently. It is still one of the greatest mods.

 

Oh and BTW, how about adding some old CIS ships and strike crafts for Pirate/Neutral only units?

It would give them more flavor, and would seem plausible, being remnants.

 

To add:

1. I think the empire tree should be more different than TEC empire tree...like mixing some trees of the

Vasari with the Empire as it was in the earlier version of Requiem.

2.Now that the Empire has NO repair/shield restore skills for frigate/capital, the Empire has a lot of problem

dealing with well fortified planets... at least somekind of damage reduction would help. Or make one of the

Empire capitals have animosity instead of Rebels, because Rebels are already so good at soaking up!

or what about giving the shield extension skill of the Iconus Guardign to the Interdictor?

Interdictor in EaW also had missile jamming, and it the effect would be similar.

Just name it like 'disruption naebula field' or something like that.

 

Reply #54 Top

Quoting gikane, reply 53
Um,is JasonFJ out of the project?

Not at all, but when the 1.2 patch came around he was busy with real life stuff so we couldn't update the thread to announce the new 3.3 version. I figured this would be a better way to do it so anyone from the mod team can do it if necessary.

The requiem forge should still be there somewhere... though if for some reason it is taken down you can copy the galaxysenariodef file from the Requiem GameInfo folder and paste it into your galaxy forge folder. The new planet icons won't be there but you will be able to place all the stuff added by Requiem into your maps.

Quoting gikane, reply 53
1. I think the empire tree should be more different than TEC empire tree...like mixing some trees of the

Vasari with the Empire as it was in the earlier version of Requiem.

Oh we are going to do far more than that this time my friend. ;) A complete overhaul of the Rebel and Empire tech trees are under way. When I'm finished with them no resemblance to the TEC tree will be present at all. If you want to suggest ideas for new techs/tech names, post in this thread (you may want to read this one as well to see where we are going with this).

Quoting gikane, reply 53
2.Now that the Empire has NO repair/shield restore skills for frigate/capital, the Empire has a lot of problem

dealing with well fortified planets... at least somekind of damage reduction would help. Or make one of the

Empire capitals have animosity instead of Rebels, because Rebels are already so good at soaking up!

Yes, while the Empire's focus is supposed to be overwhelming their opponents rather than sticking it out in long engagements, I do think the Empire needs some new toys to play with. For the record the battleships can heal themselves with power serge, but everything else is out of luck when attacking hostile planets.

Quoting gikane, reply 53
or what about giving the shield extension skill of the Iconus Guardign to the Interdictor?

Interdictor in EaW also had missile jamming, and it the effect would be similar.

Just name it like 'disruption naebula field' or something like that.

Really the Interdictors didn't have that great of shields, perhaps a bit above average for a ship of that size but still far less than on say even a Victory Star Destroyer. Missile jamming is an interesting possibility though I'm not so sure it should go on the Interdictor, as its already a fantastic support ship as is. If I were to add it I'd have to make it a tier 7 tech. :P

Reply #55 Top

Oh, I am not good at SW lore, so there are better guys out there for the naming...

but that is a great news anyway!

 

And about the new triangulation ability of the Victory-I... how much exactly does that ability

boosts bombardment? There is no actual numbers in the information...and does that cover

the entire gravity well, or just a radius like 8000?

Reply #56 Top

What happend to the quotation?

 

Quote from Goafan:

Oh we are going to do far more than that this time my friend. A complete overhaul of the Rebel and Empire tech trees are under way. When I'm finished with them no resemblance to the TEC tree will be present at all. If you want to suggest ideas for new techs/tech names, post in this thread (you may want to read this one as well to see where we are going with this).

 

Oh and BTW, "this thread" does not work!

Reply #57 Top

Quoting gikane, reply 55
And about the new triangulation ability of the Victory-I... how much exactly does that ability

boosts bombardment? There is no actual numbers in the information...and does that cover

the entire gravity well, or just a radius like 8000?

Yeah that's rather unfortunate, I only realized the info card didn't display anything after I was done making the ability. But I assure you it does work as intended, it got lots of testing before release.

It affects all ships in the gravity well, and increases bombardment damage by 11% per level (11/22/33).

Quoting gikane, reply 56
Oh and BTW, "this thread" does not work!

Sorry about that, guess that's what I get for not checking my links. They are now fixed.

Reply #58 Top

Just a friendly bump and question. Are you guys going to change the pirates so they have unique ships? I personally like the cis remnants idea that was posted by gikane.

Reply #59 Top

Quoting panzerdragoonorta, reply 58
Just a friendly bump and question. Are you guys going to change the pirates so they have unique ships? I personally like the cis remnants idea that was posted by gikane.

Maybe but not anytime soon. Or at least not by me, my efforts for the next release are going to be focused just on the tech trees.

Reply #60 Top

thanks foe the reply! I have another question though, is the entrenchment version going to be updated anymore with changes or is it the final version?

Reply #61 Top

While Entrenchment will be updated if another patch is released for it, more than likely it would only be a compatibility patch and wouldn't add much of the content from the Diplomacy version. The same will probably happen with Diplomacy once Rebellion is released, not that we really want to force our fanbase to move, but rather because each expansion adds new modding possibilities that weren't in the previous version. Hence balancing a "backport" becomes a pain because some of the content from say diplomacy won't work in Entrenchment.

Reply #62 Top

ok thx, I was just hoping you would add the changes to the empire like the venator as a carrier and add the tector sd as the siege cap but if it is a pain in the but dont worry about it.

Reply #63 Top
 
Short question:
Is your mod (3.31 for diplomacy) compatible with Patch 1.21 or shall I better stay at 1.2.?
I have been playing the mod in Multiplayer without any problems.

By the way thank you very much for your great work.

Short feedback (try my best in explaining in English ;-))

- You added only a few new planets. Thus the balance is still ok
if you go on random maps. There are mods which are great, too but they added
too many planets and this leads to imbalances (for example a planet with 1.500
inhabitants and six mines). In my opinion the only planet which causes problems is
the industrial planet. If my mate gets one and me not I always get in trouble.

- The new fractions are very good balanced. I like to play both.
It’s seems that the AI of Alliance is weaker than Empire.
The strongest AI is TEC (in most games/ unfair). But I think you can’t improve the AI.
- The tree of technologies could be more different but I read you are already changing it :D

- The mod works without any problems even in Multiplayer that underlines the great quality.


- The new models are very great designed. 


- I did not find any string error.

 
We both enjoy playing the mod!

Keep up the good work!
 



 
 
 
Reply #64 Top

Quoting panzerdragoonorta, reply 62
ok thx, I was just hoping you would add the changes to the empire like the venator as a carrier and add the tector sd as the siege cap but if it is a pain in the but dont worry about it.

Yeah I apologize. The Venator carrier is actually not that hard to do, but if you've played the Diplomacy version other things are quite different now (ISDs are now a level 5 tech, some of the new abilities are only possible in Diplomacy etc.) which makes updating it with Diplomacy's features almost impossible.

Quoting luschetk, reply 63
Is your mod (3.31 for diplomacy) compatible with Patch 1.21 or shall I better stay at 1.2.?
I have been playing the mod in Multiplayer without any problems.

While I actually haven't updated yet myself, from what I understand the new patch does not break mods. So 3.31 should still work, though some of the things it changed like the weaker bombers will not be in the mod.

Quoting luschetk, reply 63
By the way thank you very much for your great work.

Thank you, always good to hear. :grin:

Quoting luschetk, reply 63
In my opinion the only planet which causes problems is
the industrial planet. If my mate gets one and me not I always get in trouble.

I've been thinking of reducing the Industrial planet's population and/or asteroids and instead give it an ability that decreases ship build time. Still useful but you need to have resources to take advantage of it.

Quoting luschetk, reply 63
The tree of technologies could be more different but I read you are already changing it

Yes I don't know when it will be finished (hopefully the next release), but they will be completely unique when I'm finished with them.

+1 Loading…
Reply #66 Top

I'm still around but frankly between work, writing website code, World of Warcraft (addicted again *sigh*), Shogun 2 and my awesome girlfriend I've been fully distracted. Luckily Goafan77 is godlike in keeping things evolving and updated for the last 3 to 6 months.

I'm kinda of waiting for the "next big Sins release" to throw myself back into Requiem (I figure there will be a lot of re-coding and porting required) and I'm hoping the new EXE will handle memory better and introduce script triggers and a whole bunch of things.

Anyway, I live on the Requiem official site these days but hop by here periodically to see if there is anything new or cool to try.

Reply #67 Top

My problem si that every model is invisible, so I can't see the planets, structures, ships, just their symbols. what have I to do to fix the problem?

btw I've got the recent version for entrenchemtn.

Reply #68 Top

Quoting Cherryllha, reply 67
My problem si that every model is invisible, so I can't see the planets, structures, ships, just their symbols. what have I to do to fix the problem?

btw I've got the recent version for entrenchemtn.

I responded in your other posts but for posterity this is the solution. Go into the mod's pipeline effects folder and delete the following files.

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

Reply #69 Top

thank you and sorry for double post

great job, btw :D

is it possible (without any upper modding-skills) to change the models of ships between two utilitys? I'd like to have the Mon Calamari Mc30b as long range frigate and the marauder as anti-strike craft escort. How can I change the models of them?

And, last but not least, you'll probably know the "Awakening of the Rebellion" Mod for Empire at War. I really love the model of the Mc 75. Is it possible to convert this model to a sins ship model an to replace the heavy cruiser model of the rebels with the mc 75 model?

Reply #70 Top

Quoting GoaFan77, reply 35
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IAbility.cpp(297): assert! [NeedsSingleTarget()]

It's a problem with the EMP_Interdiction Ability, i didn't want to search so i took the hyperspacedisruption ability which is nearly the same.

Quoting GoaFan77, reply 35
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]

It is an error in Astromechdroid buff, to solve it you only need to replace "OnDelay" by "AlwaysPerform" in instantActionTriggerType and delete the next line "OnDelay 0.00000". As it is a periodic action you can't use OnDelay.

Quoting GoaFan77, reply 35
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]

The same with Bombardmentprotocol Buff ( can't remember if it is in self or not but you'll find easily ). Change OnDelay by Always Perform too and delete OnDelay 0.00000

Quoting GoaFan77, reply 35
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]

This one is a missing entry in the string file, but can't remember which one ....

 

 

+1 Loading…
Reply #71 Top

Quoting Cherryllha, reply 69
great job, btw

Thank you. :)

Quoting Cherryllha, reply 69
is it possible (without any upper modding-skills) to change the models of ships between two utilitys? I'd like to have the Mon Calamari Mc30b as long range frigate and the marauder as anti-strike craft escort. How can I change the models of them?

It doesn't take "uber" skills, but you might have to play with it a while to get it to look professional. Technically the only change you'll have to make is in this section.

MeshNameInfoCount 1
MeshNameInfo
    meshName "FRIGATE_ALL_MC30c"
    criteriaType "None"

Just switch the mesh name line between them and the models will be switched. However, things like strings and unit icons will still be the same. So the game will still call the MC30 a Marauder Cruiser even though you switched the models. Also the weapon effects may or may not look "right" (since they both have two weapons it shouldn't cause an error, but on the Marauder for example ion cannons will fire from where the missiles fire now. Also you won't see the lasers firing to the sides because the weapon point only goes forward, but it will still do damage just fine). But if you are willing to ignore those things it should be okay.

Quoting Cherryllha, reply 69
And, last but not least, you'll probably know the "Awakening of the Rebellion" Mod for Empire at War. I really love the model of the Mc 75. Is it possible to convert this model to a sins ship model an to replace the heavy cruiser model of the rebels with the mc 75 model?

I don't actually have that one but I have been looking at EaW mods for future models (since we are pretty much out of the ones we have done). I'm not sure how feasible it is at this point but I'm hoping to get the VSD II model from Vanilla EaW and the Tector from a different mod. Even if I get all the software and skills to do it though we still need permission from the mod creators, and they will probably have to wait until the Rebellion release before they are added.

Quoting Dunkelzahn63, reply 70

-snip-
 

Thanks a lot for hunting down those bugs. Did you actually go through each file to find them or do you know something I don't about those cryptic error messages? :P Anyways, they will be fixed in version 3.4

Reply #72 Top

For EaW models; as long as you can get the original 3ds file (or whatever the model was made in) you should be able to, after some fancy magic, get it to work in Sins. ALO probably won't work as that thing doesn't like to cooperate much.

Reply #73 Top

It doesn't take "uber" skills, but you might have to play with it a while to get it to look professional. Technically the only change you'll have to make is in this section.

MeshNameInfoCount 1
MeshNameInfo
    meshName "FRIGATE_ALL_MC30c"
    criteriaType "None"

Just switch the mesh name line between them and the models will be switched. However, things like strings and unit icons will still be the same. So the game will still call the MC30 a Marauder Cruiser even though you switched the models. Also the weapon effects may or may not look "right" (since they both have two weapons it shouldn't cause an error, but on the Marauder for example ion cannons will fire from where the missiles fire now. Also you won't see the lasers firing to the sides because the weapon point only goes forward, but it will still do damage just fine). But if you are willing to ignore those things it should be okay.

In what file have I to make these changes? (sorry, I don't have any idea of modding :-" )

Furthermore, where can I change the Icons of the two ships?

Reply #74 Top

Quoting GoaFan77, reply 71
Thanks a lot for hunting down those bugs. Did you actually go through each file to find them or do you know something I don't about those cryptic error messages? Anyways, they will be fixed in version 3.4

No sorry i don't think i know something you don't :) except maybe the use of eclipse and soase plugin.

As i said yesterday i am making a mod ( my project is to do diplo 1.21 7DS + requiem + SOGE CSI/REP + SGU + 13th Tribe + SOA2 ). I took the vanilla game, and erased the files by entrenchment ones and next erased again with 1.21 diplomacy to have all the files in a same mod ( i had to delete the ones that aren't used anymore like Evasivemaneuvers or like sprint pirate for example to match with the entity.manifest from 1.21 diplomacy ).

I took the whole files and  created an eclipse project to hunt the dev errors ( and there are some ). The were a few missing entries.

After that i launched the dev exe and had no assert errors at launching ( but i think there is one with planetorbidbody with fighters that comes from dev problem during the game )

I took planets and planetbonuses from 7DS i wanted to add and merged the corresponding brushes line with my mod brushes.

Next i have created Alliance player and took your requiem files one by one and merged some others like brushes and strings.

I put it in my eclipse project to hunt errors and fixed them.

Next i did the same with empire and while i was adding abilities and buffs i had your asserts messages ( 297 and 2344 X 2 ) so i took them back one by one to see which ones it were and the 297 disappeared with EMP interdiction and the 2344 with bombardmentprotocol and astromechdroids. For this case it is said in the assert [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)] so i tried to replace OnDelay with AlwaysPerform but as it is said you can use OnChance too.

So i only found that only because i was adding your files slowly in my mod. :)

By the way i found nearly one hundred minor errors in your requiem mod with eclipse. In the sounds for example. Some laser sounds weren't working. Here are some examples :

When you call a file no matter if the name is in capital letters or lowercase, but when you call an entry like brush or a sounddata or string it counts. For example there were sounds in a "ship.entity" written like that "WEAPONIMPACT_ENERGYMEDIUM_hithull" and in the sounddata like that "WEAPONIMPACT_ENERGYMEDIUM_HITHULL" ( it's only an example ). One was written like that "WEAPONIMPACT_ENERGYMEDIUM_HIT" too with the missing "HULL"

As i said it's only minor errors that don't cause asserts or minidump, only sound or string not working but i think you'll like to fix them.

The soase plugin is not updated for 1.21 so don't care about the errors about deconstruction ( the plugin don't know the ressourcegainperc definition and don't know "DoDamageAndGiveRessourceCostPerc" buffOverTimeActionType ). All other warnings you'll find can be fixed.

At the base i didn't want to talk about my mod ( not sure that modders like the fact that i take a part of their work ), but as you tried to help me with my fucking black squares on icons i tell you what i have noticed on your mod. If you want i can give you a part of my work too :)

I took the SOGE playerpictures and added some new and replaced some others to have 8 pictures per race like in vanilla game.

I have added Ywing picture in unit_picture_requiem.dds some things like that ( i wanted back the X,Y,A,B wings as roguesquadrons is an ability ). My icons aren't working for the moment i always have this black square even if i looked tutorials about alpha layer on the web. For the moment i took SOGE ones.

Oh, one thing : I have noticed that pictures brushes for fighters aren't in the picture.brushes but in another one like mainview or hudicon or infocard ( it works but i took them back in picture.brushes, i have searched for them for a moment :) )

Here is two examples of what i did ( did it for all sizes )

Large

 

For empire added : Darth Maul and imperial guard

alliance : changed luke ( but i'll change another time this one is too little ), added obiwan and c3-po

republic : qui gon jinn and amidala and replaced one by ki-adi-mundi

CSI : two droids

 

TIE Fighter and TIE Interceptor have the same hudicon, but you have created the interceptors buttons, maybe it is intentionnal, if not here is the brush i have added.

brush
    name "HUDICON_SQUAD_IMPINTERCEPTOR"
    content "States"
    Disabled
        fileName "Req_Unit_Hud_Disabled"
        pixelBox [ 301 , 434 , 47 , 33 ]
    Pressed
        fileName "Req_Unit_Hud_Pressed"
        pixelBox [ 301 , 434 , 47 , 33 ]
    CursorOver
        fileName "Req_Unit_Hud_CursorOver"
        pixelBox [ 301 , 434 , 47 , 33 ]
    Focused
        fileName "Req_Unit_Hud_Normal"
        pixelBox [ 301 , 434 , 47 , 33 ]
    Normal
        fileName "Req_Unit_Hud_Normal"
        pixelBox [ 301 , 434 , 47 , 33 ]

Reply #75 Top

Quoting Cherryllha, reply 73
In what file have I to make these changes? (sorry, I don't have any idea of modding )

In the entity files for both of the ships. You should really check out some modding guides such as this one. I'm afraid no amount of my instructions will help until you are at least at the level where you can modify ship stats on your own.

Quoting Dunkelzahn63, reply 74
As i said yesterday i am making a mod ( my project is to do diplo 1.21 7DS + requiem + SOGE CSI/REP + SGU + 13th Tribe + SOA2 ).

You know, that sounds a lot like the project Theophantus is working on. You can find it on this thread.