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!

719,459 views 314 replies
Reply #176 Top

GoaFan77, Yarlen just announced a couple weeks delay on a update...any chance release what you have?

Reply #177 Top

Quoting wbino, reply 176
GoaFan77, Yarlen just announced a couple weeks delay on a update...any chance release what you have?

Yeah, I wish they would have told us that sooner. :P I'll prep everything for release and start uploading soon.

Reply #178 Top

Awesomeness.

Having become mildly obsessed with this game and this mod in particular, just wanted to put it out there that if you ever need help I'm pretty good with everything except models/textures. And I don't mind doing grunt work =P

p.s. I know this is way off-topic, but I just pre-ordered the Old Republic MMO and am obscenely excited for it.

Reply #179 Top

Excellent news that you will release it before the next sins patch, i was somewhat put off by the delay with the patch but when i saw this it made my day look brigther.

Reply #180 Top

After much delay, I am pleased to announce the release of Requiem 3.4 for Sins of a Solar Empire Diplomacy 1.31 (sorry for the wait guys). You can download the new version here. You do not need any prior version of Requiem for Diplomacy, and thus should be very easy to install.

Features include:

  • Brand new Combat and NonCombat tech trees for the Alliance and Empire.
  • New music system: John Williams Star Wars Soundtracks for the Alliance and Empire, Sins of a Solar Empire music only for the Vanilla factions. Note the theme music of a race you are battling with may still occasionally play.
  • Updated Sound effects and New Voice Overs.
  • New Abilities.
  • A New (technically returning) Planet.
  • New Weapon Type (Ion Cannons) and armaments closer to Star Wars canon.
  • New Victory/Defeat screens for the Alliance and Empire.
  • And much more!

As always, a full list of changes can be found here.

If you have trouble getting 3.4 to run, please make a post on our forum here. If you find any bugs or something just off with the mod, let us know in our bug reports forum.

Reply #181 Top

Imperial Research multi targeting array at lvl 8 dont give any visible bonus related to its description that i can see, cap ships nor starbased dont gain a damage increase when researching it.

Also the eclipse still have beam damage instead of i assume: ion.

Reply #182 Top

Quoting Malanthor, reply 181
Imperial Research multi targeting array at lvl 8 dont give any visible bonus related to its description that i can see, cap ships nor starbased dont gain a damage increase when researching it.

It only effects capitalships, and while it may not appear on the info card I was able to observe it working. Use something with a forward only weapon like the Venator to test it, you should see it fire two volleys of missiles forward that hit two different targets. Infocard DPS numbers have been acting odd since the 1.3 patch.

Quoting Malanthor, reply 181
Also the eclipse still have beam damage instead of i assume: ion.

For the Executor? Yeah I it probably should have. I'll try to add it in the next version.

Quoting thrakkemarn, reply 178
Having become mildly obsessed with this game and this mod in particular, just wanted to put it out there that if you ever need help I'm pretty good with everything except models/textures. And I don't mind doing grunt work =P

Well in that case I'm sure there is always something that could be done. ;) Most of the things off the top of my head require a bit of photo editting skills, but I was meaning to get a list going of all the things that should be fixed/looked at for the next version anyways.

Reply #183 Top

ehhr yes the executor, sorry my fault hehe. Also noticed that the MC80 class star defender can only build x-wings, incase this is not intentional, and that the alliance are missing the lvl 7 10% damage 1 extra bank research for the starbase incase this is not intentional either.

Reply #184 Top

Like I said on the other forums, great job.

Do you prefer suggestions/errors/bugs or whatever posted here or over there?

I noticed that the Alliance MC30c Frigate doesn't fire missiles at fighters, and looking at the entity file I saw that it's first weapon with

AttackType "ANTILIGHT"

 is set to 

CanFireAtFighter FALSE

Not sure if this is intentional or not, but it would make it a much less useful ship. Canonically, this ship could have torps not used vs fighters but then they shouldn't be set to ANILIGHT, IMO.

Figured while I was in there I'd make a thorough breadown of all the ships so I'm making an excel sheet with all their stats etc. Yes, I'm a nerd that way and am not satisfied unless I have a complete mechanical understanding of my ships ^_^  

 

Which I will publish here: https://spreadsheets.google.com/spreadsheet/pub?hl=en_US&key=0Avs0hCh27RmidF9WTDRnWlAxaHFPM2syV29DTUdWYXc&hl=en_US&gid=0

Reply #185 Top

Quoting thrakkemarn, reply 184
I noticed that the Alliance MC30c Frigate doesn't fire missiles at fighters, and looking at the entity file I saw that it's first weapon with
AttackType "ANTILIGHT"

is set to
CanFireAtFighter FALSE

Not sure if this is intentional or not, but it would make it a much less useful ship. Canonically, this ship could have torps not used vs fighters but then they shouldn't be set to ANILIGHT, IMO.

No, they are meant to be anti frigate missiles. Antilight is actually very good against many frigates including siege, scouts, noncombat frigates (trade/constructor etc) and best of all long range frigates (which antistrikecraft frigates often are used to counter early game). With the new missile bypass research the Rebels have I think it does its job pretty well, though you can certainly argue for changing it. Don't worry about it only being good against strikecraft in the meantime though.

Edit: Awesome spreadsheets by the way. Only thing I would add is targets per bank (some ships like the Vindicator do have more than 1, and is very useful to have) and number of squads as many of the cruisers besides the carriers have some as well.

Edit2: Hmm, why do some frigates have mitigation values besides 0.6? I thought I had normalized those, guess yet another thing to change.

Edit3: Also, with the 1.3 patch, AntiVeryHeavy to Capital damage was decreased from 75% to 60%.

Quoting Malanthor, reply 183
ehhr yes the executor, sorry my fault hehe. Also noticed that the MC80 class star defender can only build x-wings, incase this is not intentional, and that the alliance are missing the lvl 7 10% damage 1 extra bank research for the starbase incase this is not intentional either.

I didn't change it but yes I think its intentional. Jason said its supposed to be sort of a strike capitalship focusing on quick attacks (at least as quick as they get in Sins of a Solar Empire ;) ), so it wouldn't want to take along "slow" bombers. 

As for the extra bank thing no I just noticed that too and its not intentional, thanks for pointing that out. Of course its now the defense tree's turn for an overhaul but I'll put it back in if we need a small patch for the 1.32 update, and the next major patch will probably have it in some form or another.

Also just had to share this screenshot.

Reply #186 Top

That screenshot is sick. Haha, I'm going to fill up a lot of space taking screens of this mod.

Good responses, I'll make the changes to the spreadsheet when I get the chance. Wasn't aware of the changes 1.3.

Reply #187 Top

Got somethin' odd here. When playing with requiem on, and the graphics effects, there is a odd background static in my headset (I dont have speakers)  that becomes more prominent as the sound effects (mostly just the music) get louder. Testing with no mods on, and with itunes has failed to replicate this issue, so not really sure if thats me with a funny setting, or the mod itself.

Reply #188 Top

Hi guys,

 

On the Requiem Homepage you can download bailknights graphic mod and a patch for bailknights.

It says you can use it with any mod. But can i also use it with "normal" Sins (Diplomacy 1,31)? 

Reply #189 Top

Quoting PROLIATOR, reply 188
Hi guys,

On the Requiem Homepage you can download bailknights graphic mod and a patch for bailknights.

It says you can use it with any mod. But can i also use it with "normal" Sins (Diplomacy 1,31)?

Yes you can. We've changed bailknights a bit to make it more compatible with our (really any) mod, so a couple of the tiny details are missing compared to the original, but everything you saw with it in Requiem on the original races will be present.

Quoting Doshka19, reply 187
Got somethin' odd here. When playing with requiem on, and the graphics effects, there is a odd background static in my headset (I dont have speakers) that becomes more prominent as the sound effects (mostly just the music) get louder. Testing with no mods on, and with itunes has failed to replicate this issue, so not really sure if thats me with a funny setting, or the mod itself.

Well the only sounds the effects add on adds are for the explosions. If you are hearing it outside of combat its probably not that. Pretty sure I would have heard any corrupted sound effects in the main mod by now, and Sins has been known to do odd things with sound effects from time to time (might be a sound driver issue). If you can find out what sound it is maybe I can help, though I might try using a different set of headphones if you can barrow some and see if its any better.

Reply #190 Top

Thanks for the reply, but i have got a big problem: Minidump!


I have done everything right (according to the instructions provided on your homepage)


I downloaded Requiem 3.4 for Diplomacy -> Extracted it to Diplomacy 1.31 Mods Folder -> Activated it InGame (Checksum was correct. It was the same like on your homepage) -> Started a game -> Built a Cruiser (Imperial Carrack i think) -> Sent it to another planet -> Minidumpt 

:(

 

I tried it out several times. Crash over and over again...

 

I also checked your FAQ 

Reply #191 Top

Quoting PROLIATOR, reply 190
Thanks for the reply, but i have got a big problem: Minidump!


I have done everything right (according to the instructions provided on your homepage)


I downloaded Requiem 3.4 for Diplomacy -> Extracted it to Diplomacy 1.31 Mods Folder -> Activated it InGame (Checksum was correct. It was the same like on your homepage) -> Started a game -> Built a Cruiser (Imperial Carrack i think) -> Sent it to another planet -> Minidumpt 



 

I tried it out several times. Crash over and over again...

 

I also checked your FAQ 

 

Check your graphics settings, I had everything on highest like a dummy and it minidumped.

Detail at High, extras at Medium and whatever the bottom one is i forget, i keep that one at low.

 

Reply #192 Top

Quoting PROLIATOR, reply 190
I tried it out several times. Crash over and over again...

Are you starting a different game on a different map each time? Also you may want to try running the game in the developer.exe and record any error messages it generates. Also you are not using any other mods right (besides any optional mods that go below the main mod)?

Edit: Yes, if the crashes seem to be random (I.e. not caused by one specific ship, ability etc.) then doshka is right it probably is from having your graphics set too high.

Reply #193 Top

I had one crash 1 min in myself, but other than that its played smooth with no minidumps (aprox 5 hours real time playing  since latest version)

Reply #194 Top

Ok.. reducing graphic details to high kinda sucks.

 

but: thanks for support and ill try out.

Reply #195 Top

Hey Goa, Shrapnel coming off ships given the heve ho?

Reply #196 Top

Quoting wbino, reply 195
Hey Goa, Shrapnel coming off ships given the heve ho?

I didn't change anything relating to explosions in 3.4, and I only changed the hit effects on the new ion cannons. In large battles Sins will often not render much debris so you can keep a decent frame rate, so that might be the issue.

Reply #197 Top

Quoting GoaFan77, reply 196

Quoting wbino, reply 195Hey Goa, Shrapnel coming off ships given the heve ho?
I didn't change anything relating to explosions in 3.4, and I only changed the hit effects on the new ion cannons. In large battles Sins will often not render much debris so you can keep a decent frame rate, so that might be the issue.

Will check when I get home, but pretty certain it was early game. fyi not the shrapnel when a ship explodes, but the metal flying off with hits that is missing.

Reply #198 Top

Quoting PROLIATOR, reply 194
Ok.. reducing graphic details to high kinda sucks.

 

but: thanks for support and ill try out.
Its to do with RAM. From memory the game was coded to only recognise 2GB of RAM (or so). As back when the game was developed anything over 2GB RAM was considered "God" like. Once you hit this 2 gig limit the game starts to crash. My old RIG is a AMD 5000+ dual core,  9800GTX+ Video card, 4GB RAM. I play on every setting maxed, however I need to turn planet detail down to "High" (at least that stopped my random crashes). I seem to remember there was a patch that optimises the game to use more than 2gigs of RAM for a 64-Bit operating system; you might want give that a go if you have Windows 64-bit OS.

Reply #199 Top

Random thought here, me and my friend were talking at work about how we wish there was the Death Star. 

 

I understand it's not really possible to capture the full essence of the thing, but I'm just curious if it were technically possible to add it in. Not by the makers per-say, but hypothetically if I decided to do it. Also I would want to make sure I'm not offending anyone here before I make such an attempt ><;;

 

 

edit: to clarify, I mean making like, I was thinking of it being a second ability for the starbase constructor, so you either get the SSD or the Death star, plus research requirement and a massive epic amount of resources.

Reply #200 Top

doshka from my own experiments, the starbase builder can only build ONE type of starbase, but a second starbase builder type can build a DIFFERENT starbase.

harpo