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!

719,447 views 314 replies
Reply #201 Top

Quoting wbino, reply 197
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.

Well if its gone it wasn't intentional. If you were using the Entrenchment prior to this it had Bailknight's/Volumetric explosions built in, which certainly change that, though you can get that for Diplomacy as an optional download.

Quoting Doshka19, reply 199
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.

Well if I had a Death Star I'd certainly put it in the mod in some form (my favorite idea so far is to make it an actual planet, but anyways). But yes if you had the art resources of a Death Star you could certainly do that. Several modders tried to make one a while back but it seemed to have been a bit too much. Not even sure how far they got.

Reply #202 Top

Quoting wbino,

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.

Its missing :(. This is Republic capital ship just prior to exploding. I've always used trinity; I've used Requiem with 1.21 and the capital ship by now would've been heavy with smoke with bits of shrapnel flying of it. No biggie though, battles still look very cool and the  *pew pew* laser sound effects really add to atmosphere. :)

 

...and the crew in Elysium.

Reply #203 Top

Quoting AdolfBinStalin, reply 202
This is Republic capital ship just prior to exploding.

Republic? ;)

Hmm but yes, now I see what you mean. At first I thought you guys meant shrapnel was supposed to fly off after a weapon hit, but those are just passive effects that play when after a ship gets damaged. Honestly I'm not even sure how you adjust that, but if you are certain it was working in Requiem 3.3 I have some ideas of where to look.

Reply #204 Top

Got a bug for you, Goa.

I'm currently playing as the Alliance, have just a few planets but full tech availability. I have trade ports, so i have the trade port research, however i cannot get the trade upgrade for my starbases because i don't, allegedly, have the research. But i do have the research, and when i try to click it anyway to see if it needs a different research, none of them do that little blue aura glowy thing.

 

Other than that, having no problems so far.

Reply #205 Top

i was going to say something bout that but by the time i had won the game i had forgotten bout posting it on the site lol

Reply #206 Top

 

Empire is what I meant ^^. Actually I stand corrected. It is definitely working. You can see the shrapnel + smoke too.

 

p.s. for those experiencing crashes. I assigned affinity for Sins to CPU1, while everything else is using CPU0. I maxed everything and just played for about 2hours with out any lockups/crashes.

Reply #207 Top

Quoting NHD-151, reply 204
Got a bug for you, Goa.

Quoting noing, reply 205
i was going to say something bout that but by the time i had won the game i had forgotten bout posting it on the site lol

Thanks guys, got some posts on this on our forums as well. It will be fixed in the released. Let us know if you find any more.

Quoting AdolfBinStalin, reply 206
Actually I stand corrected. It is definitely working. You can see the shrapnel + smoke too.

Well that's good, but now I'm curious how the game renders those effects in the first place. :P

Reply #208 Top

Hey Goa, why is it some mods have built in graphical effects, like the Eve mod, but others have to be added in?

The eve mods graphics are on par with yours, but with the added effects to put it over the top. Once you see a capital ship sink in a death spiral THEN go BOOM, classic.

Reply #209 Top

Quoting wbino, reply 208
Hey Goa, why is it some mods have built in graphical effects, like the Eve mod, but others have to be added in?

The eve mods graphics are on par with yours, but with the added effects to put it over the top. Once you see a capital ship sink in a death spiral THEN go BOOM, classic.

It depends on many things really, mainly how intensive they want their mod to be and how many vanilla effects they used. The turbolasers, ion canons etc. are our own custom effects (thanks to Moguta for making them), and thus have to be included in the mod no matter what. For things like bomber missiles and explosions however we just used the Vanilla effects, as they were close enough to what we wanted. That means you can then add a vanilla graphics enhancement mod like bailknights to bring them over the top. While we used to just include the graphics mod built into Requiem, we decided it would be better for lower end computers if we just made it an option addition. Also as we have kept the Vanilla races in such third party graphics improvements are more useful to use then a total conversion.

Reply #210 Top

Got a little Friday surprise for everyone. With special thanks to Lavo_2 of SoGE, I've managed to add some new models to Requiem's inventory, so I thought I'd show you guys a little sneak peak.

The Empire's most powerful starfighter, the TIE Defender was the Empire's answer to the well armed, shielded, and hyperdrive enabled craft used by the Alliance. While its 4 L-s9.3 laser cannon were identical to those used by the TIE Interceptor, unusually for TIE series fighters it was also armed with a pair of ion cannons as well as small warhead launchers. Even more unusual was its deflector shields, which are believed to be even better than those on X-wing series fighters. While heavier than most fighters, the Defender's speed and maneuverability are in the same league as the A-wing and TIE Interceptor. Its price however, however, was said to be over 5 times that of a standard TIE fighter. Further, full production of TIE Defenders did not occur until shortly before the battle of Endor, and experienced numerous setbacks from sabotage from rogue Admirals to theft by pirates. While its small production run prevented the Empire from fielding large groups of Defenders, several Imperial warlords managed to acquire the production plans, ensuring TIE Defenders continued to appear for decades after Endor.

While too overpowered to be put into the game at present, expect TIE Defenders to arrive soon after the Rebellion version of Requiem.

 

Reply #211 Top

Quoting GoaFan77, reply 210
While too overpowered to be put into the game at present, expect TIE Defenders to arrive soon after the Rebellion version of Requiem.

 

Oh Snap!

Reply #212 Top

Quoting -Ue_Carbon, reply 211
Oh Snap!
my guess is that WILL be the sound that all the other races make when they first appear.

harpo

 

Reply #213 Top

Quoting GoaFan77, reply 209

Quoting wbino, reply 208Hey Goa, why is it some mods have built in graphical effects, like the Eve mod, but others have to be added in?

The eve mods graphics are on par with yours, but with the added effects to put it over the top. Once you see a capital ship sink in a death spiral THEN go BOOM, classic.
It depends on many things really, mainly how intensive they want their mod to be and how many vanilla effects they used. The turbolasers, ion canons etc. are our own custom effects (thanks to Moguta for making them), and thus have to be included in the mod no matter what. For things like bomber missiles and explosions however we just used the Vanilla effects, as they were close enough to what we wanted. That means you can then add a vanilla graphics enhancement mod like bailknights to bring them over the top. While we used to just include the graphics mod built into Requiem, we decided it would be better for lower end computers if we just made it an option addition. Also as we have kept the Vanilla races in such third party graphics improvements are more useful to use then a total conversion.

 

Is there a graphics mod for Requiem?  I only loaded the main mod. 

Does Requiem have the same effects as the DS mod?  They seem much more subdued.

 

Thanks!

Reply #214 Top

Quoting ReadyMan, reply 213
Is there a graphics mod for Requiem? I only loaded the main mod.

Does Requiem have the same effects as the DS mod? They seem much more subdued.

Thanks!

I have not played DS in a long time, but yes there is a graphics mod for the Diplomacy version of Requiem. You can find it below the main mod on the Diplomacy download page. Its a modified version of Bailknight's graphics mod.

Quoting harpo99999, reply 212
my guess is that WILL be the sound that all the other races make when they first appear.

I'm sure Rebel fighter pilots have said worse things on seeing an incoming flight of TIE Defenders. ;) The TEC and Vasari pilots will learn equally quick I'm sure.

Reply #215 Top

Really a shame the Tie Defender wasn't able to put in really good use the Empire.

BTW in the rebellion version will the Super star destroyers become titans except for stations?

Reply #216 Top

Quoting Rovert10, reply 215
Really a shame the Tie Defender wasn't able to put in really good use the Empire.

The TIE Defender along with the TIE Avenger, the TIE Phantom, and the Missile Boat too.

Reply #217 Top

Quoting Zeta1127, reply 216

Quoting Rovert10, reply 215Really a shame the Tie Defender wasn't able to put in really good use the Empire.

The TIE Defender along with the TIE Avenger, the TIE Phantom, and the Missile Boat too.

As I'm sure you know, all of those but the TIE Phantom were made to give some variety flown by the player in TIE Fighter. Yet the Defender was the only one to be widely adapted by other Expanded Universe media, including several novels. Heck, there is even a TIE Defender Lego set now.

Quoting Rovert10, reply 215
BTW in the rebellion version will the Super star destroyers become titans except for stations?

Yes, the Executor class Super Star Destroyer will become the Imperial titan, and the Empire will get an actual star base in Rebellion.

Reply #218 Top

Quoting GoaFan77, reply 217
As I'm sure you know, all of those but the TIE Phantom were made to give some variety flown by the player in TIE Fighter. Yet the Defender was the only one to be widely adapted by other Expanded Universe media, including several novels. Heck, there is even a TIE Defender Lego set now.

I am well aware of that, and that is why I like them all.

Reply #219 Top

Quoting Zeta1127, reply 218
I am well aware of that, and that is why I like them all.

Well, the only other one that might make it into the mod is the Missile boat, depending if a ship like that is needed as a Corvette in Rebellion or not. Stealth really isn't possible in Sins so the Phantom would be pointless and the TIE Defender is basically superior to the Avenger in every way, and thus would be redundant.

Reply #220 Top

very much looking forward to the requiem patch for this new version!

Reply #221 Top

Quoting ReadyMan, reply 220
very much looking forward to the requiem patch for this new version!

While I only played a quick game, I don't think Diplomacy 1.32 invalidated the mod. Just copy your requiem folder into the 1.32 mod folder and you should still be good to go. Saved games may not work though.

Reply #222 Top

 Getting mini dump on Triad with the Rebel Alliance right after i jump the colony cap to the first asteroid.

Seems to happen right when it gets to the first asteroids gravity well.

Reply #223 Top

Quoting palidins, reply 222
Seems to happen right when it gets to the first asteroids gravity well.

Try another game. If it happens again try reducing your graphics settings.

Reply #224 Top

My friend and I have been working on a map for the new version of the mod, trying to strike a balance between an accurate Star Wars galaxy and a highly replayable map that is somewhat dynamic and most importantly FUN.

Currently the plan is to use wormholes to simulate the trade lanes that are a defining factor in Star Wars travel, but I can't figure out how to have wormhole tech unlocked from the start of the game (if it's even possible). I was wondering if anyone here knew how?

The goal is to make it so that controlling the core is super important, as it allows for fast travel along the trade lanes, but it is also possible to make your way around the Outer Rim (just much slower). Additionally other places aside from the Core are very valuable.

Would appreciate any feedback or advice on improving it!

P.s. Also trying to determine the best era for the map to be set. Post-Yavin or -Endor seem like they make the most sense. In this case where would you suggest starting planets for players/AI? It's designed to be a 2v2 or 2v3 (Rebels vs Imperials).

Reply #225 Top

Quoting thrakkemarn, reply 224
I can't figure out how to have wormhole tech unlocked from the start of the game (if it's even possible). I was wondering if anyone here knew how?

Put the wormhole artifact on the starting planet of all players. One of the stock maps does this, iirc it's called Gateways or something to that effect.