Star Wars:Requiem for Rebellion v4.8 released

A Star Wars mod that works with the existing races

http://sins.imperial.cc

Hi all,

For your playing pleasure...

Download
http://sins.imperial.cc/media.cgi?topic=Rebellion

Release notes
http://sins.imperial.cc/view.cgi?id=&a=view&f=2&t=584

About Requiem and credits
http://sins.imperial.cc/view.cgi?id=&a=view&f=2&t=1

Development Forum
http://sins.imperial.cc/show.cgi?id=&a=list&f=3

Support Forum
http://sins.imperial.cc/show.cgi?id=&a=list&f=6

 

64,758 views 54 replies
Reply #1 Top

Ill be the first to say congrats. I will check it out asap. :)

Reply #2 Top

Awesome, great work!  :thumbsup:

Reply #3 Top

I love this mod!

I've been following it since the Entrenchment days (I think?) and it's always been in my top five favorite mods for Sins. I'm impressed/pleased that you were able to make the down load files so small for this release = WIN.

I'm also continually impressed with the regularity & stability of your update release schedule, near concurrent with Sins over the years...WOW!

I'm really looking forward to playing with the new SW Titans along with all the other changes. Please keep up the excellent work, and thank you! 5*

Reply #4 Top

Fantastic work!

Got one bug though, the Imperial titan, the SSD, well, umm, it's kind of too big to escape a wormhole, it keeps coming out either side of it, it's really odd. Think it needs a lil reside or something as i'd *really* like to blow some lovely Kols up with it ;p

 

Anyway, thanks for an awesome mod, keep up the good work.

Reply #5 Top

Thanks guys, it's more of a personal hobby/passion of mine that I share with the world (and the friends I play it with). I gotta mention the SOGE team and Goa for their direct and indirect contributions of course.

As for the funny business with the titans, I'm going to focus on doing what I can to normalize the titan weirdness with firing ranges, wormholes, pirate base sieges in the next patch.

Reply #6 Top

Hello,

 

I'm a long time user of requiem, and after quite a long break away from sins i have tried the last version with Rebellion.

I have played a game as Empire against two TEC AI (random...), and i have found my titan to be a bit overwhelmed by the TEC titans, especially the TEC rebel one. It has quite an impressive array of weaponry and it tear through my ships while my ssd struggle to do damage. They where both level 10. A lvl 10 imperial SD II was doing almost as much damage as the titan. Yes i know there is also the abilities but it seem's weird.

Edit : my bad about the ISD II part, power surge was running. 

I have to admit i haven't much played the vanilla race with rebellion so i don't really know the titan from their point of view. Did i miss something?

 

Hope my english is not so bad :)

Reply #7 Top

Hi,

Make sure you get the latest patches and hotfix from http://sins.imperial.cc

It fixes the issue of titan being underpowered.

Reply #8 Top

Hi,

 

I'm already running the 4.2.2 hotfix, it's the lastest version i think?

A screenshot : http://i.imgur.com/xEiSk.jpg

 

I don't really know the abilities of the Ragnarov titan, so i was guessing that they are more oriented on adding dps to the titan itself while the ssd abilities seem's to be oriented on giving bonus to the fleet.

But the problem is the SSD is almost unable to focus fire on his target, if no order issued most of the time it only launch missiles from max distance, not using is lasers. If i close manually, lasers will start to randomly shoot at everything in range instead of trying to focus on its target, which is quite inefficient.

Reply #9 Top

Heya Jason.

 

So I had an issue yesterday, while playing as the Rebels.  The Rebel Titan would build to about 90% completion, and then stop.  I tried a couple times cancelling the build and restarting but it would always stop building and sit there at about 90% completion.  I'm going to start a new game tonight or tomorrow and see if this happens again.  Not sure if anyone else had this issue or not.

 

EDIT:  Okay, ran a new game tonight with the Alliance again, and the Titan worked correctly.  Not sure what happened in the first game...I probably goofed something up.

Reply #10 Top

Hi everyone,

I'm trying to download this mod (http://sins.imperial.cc/im/media.cgi?topic=Rebellion) for the first time but I get a weird problem. You see, when I finish downloading the 3 folder, they all have the same size wich is 1 Mb and when I'm trying to open it with winRAR it gives me an error message. Any idea what's happening? Is it me or the server where I'm downloading the file have problem? Any help would be nice, thank you!

 

EDIT : I have no problem when I download the Requiem 2.7 full release for Entrenchment (http://sins.imperial.cc/im/media.cgi?topic=Downloads%20for%20Entrenchment). Looks like it's the only file I can download without any problem.

Reply #11 Top

Quoting N0ami, reply 11
Hi everyone,

I'm trying to download this mod (http://sins.imperial.cc/im/media.cgi?topic=Rebellion) for the first time but I get a weird problem. You see, when I finish downloading the 3 folder, they all have the same size wich is 1 Mb and when I'm trying to open it with winRAR it gives me an error message. Any idea what's happening? Is it me or the server where I'm downloading the file have problem? Any help would be nice, thank you!

 

EDIT : I have no problem when I download the Requiem 2.7 full release for Entrenchment (http://sins.imperial.cc/im/media.cgi?topic=Downloads%20for%20Entrenchment). Looks like it's the only file I can download without any problem.

You should be downloading the mod as a .7z file. How big is the 7z archive? If it's the same as the download size listed, I'd guess it's winRAR not liking .7z files (Entrenchment is a .zip I think). I use 7zip, it's totally free and I've never had any problems.

Reply #12 Top

Winrar opens .7z just fine.

Reply #13 Top

Dunno if its the format or not but anyway, why the hell I just can't even download it correctly? First time in my life that something like this happens...

 

EDIT : omfg... I just tried downloading it with Internet explorer 64x and it all worked perfectly. WTF FIREFOX RLY? Gonna install chrome right now I think...

 

EDIT 2 : I manage to download everything and extract it in my mod folder (rebellion 1.1) but something is wrong. My checksum is 0. Do I need to download the mod for entrenchment and diplomacy too to play with the mod for rebellion?

Reply #14 Top

Quoting N0ami, reply 14
EDIT 2 : I manage to download everything and extract it in my mod folder (rebellion 1.1) but something is wrong. My checksum is 0 and in the description it says that I should see a folder called "Requiem 4" and a folder called "Requiem 4 Resources" but I don't see any of that even if I extract with 7 zip.

So what do you see. Usually the zero check sum in caused by an extra folder being created with extraction (can happen with any extractor, just depends what extract command you use).

Reply #15 Top

Now I have 2 folder in my Rebellion 1.1 mod path :

 

Requiem_4 : it has a Requiem 4 and a Requiem 4 Ressources folder into it

Requiem_4.2 : it has a Requiem 4 folder

And ofc I see the EnableMods text document too.

 

Do I need to download the mod for entrenchment and diplomacy too to play with the mod for rebellion? I must have missed something. Sorry, it's the first time I am trying to mod SOSE and it looks like a crazy complicated thing...

 

EDIT : Found out what was the problem. It was the folders. When I was extracting the compressed file, it was creating a Requiem_4 folder each time so I had a folder inside a folder... SOSE don't like this apparently. Now I have 2 folder inside my mod path: the Requiem 4 folder and the Requiem 4 Ressources folder. I manually patch the Requiem 4 folder with the hotfix 2.2 overwritting some files. Everything looks fine now. Plz modders, just do an exe file for modding :D.

Reply #16 Top

Quoting N0ami, reply 16
Plz modders, just do an exe file for modding

How's about you make one? Most of us don't have the knowledge or capability to make a fancy exe, I know that I certainly don't.

Reply #17 Top

Quoting Lavo_2, reply 17
How's about you make one? Most of us don't have the knowledge or capability to make a fancy exe, I know that I certainly don't.

I think there are libraries and wizards and things to do that, but there are two other reasons. Compared to many games Sins mods are pretty easy to install, extractor/browser issues non-withstanding (neither of which was a problem with the mod or the game). Once you learn to install one you can install almost any of them. Also, I'm not sure if moddb and other third party sites some mods use would allow the download of .exe files, due to how much damage they could potentially do, so it's possible only mods with their own website could do that (though of course Requiem does).

That said, mods that are regularly updated or have lots of components that need to be upgraded (Sins of the Fallen/SoGE) could benefit from an installer and auto updater that would handle the bits like mod order and things. Though it's probably not worth the coding time from anyone currently working on the mod, unless you want the updatesdelayed even more. ;)

Reply #18 Top

Quoting GoaFan77, reply 18

Though it's probably not worth the coding time from anyone currently working on the mod, unless you want the updatesdelayed even more.

 

Your probably right. Anyway, once you get how it works it's pretty simple indeed. For the mod itself, it looks pretty awsome but unfortunatly I got a mini dump after 1hour of play so I lowered all my graphics options and hope this will do the trick. Mini dumps was the main reason I stop playing SOSE in enchaentment, diplomacy and rebellion. I guess it's a problem that no one can resolve :(

Reply #20 Top

Plz modders, just do an exe file for modding

A exe does not go to make the installation easier to many people, specially at soase where the installation of mods is by default very easy. Trust me, I have been modding for more of 12 years and a exe gives more problem, nobody play with the same computer, there are many configurations and at this case the language from your operating system would gave problems because it changes the name from the default folders where the game installs the mod folders.

And what is the main problem here? obviously the low knowledge from many people about computers, there are many people which they do not know to make nothing more than a double click. If you analize the problems, it is true.;)

Reply #21 Top

Quoting Batman43, reply 20
Looks interesting, but it's balanced?

It's intended to be, and is the main goal of the mod to be balanced.

Reply #22 Top

everytime we build a starbase in multiplayer (alliance) it says

sync error and its not possible to load any save game

 

Reply #23 Top

I've just released a v4.3 beta patch that should fix the multiplayer sync issue once and for all.

For those interested, it seemed to have been a capitalization or naming consistency issue with Starbase vs StarBase, and StarBaseXXX versus Starbase_XXX. To be safe.. follow the same conventions as the vanilla files whenever there is racial prefixes involved.

 

Reply #24 Top

Quoting JasonFJ, reply 24
To be safe.. follow the same conventions as the vanilla files whenever there is racial prefixes involved.

Are you saying that renaming files to follow vanilla's standard helps decrease/remove sync issues?

Reply #25 Top

It removed the sync issue for me.

At the time I was getting the following error in dev.exe when loading the mod... so I figure it had something to do with star bases.

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694)
starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate

(problem referenced in this thread: https://forums.sinsofasolarempire.com/385376)

A pretty obscure error if this fix turns out to successful (since the popup dev error no longer appears).

It turns out I was naming the entity and ability files with slight variations. Some I began with  "Starbase_ALL" (ALL as in Alliance) others I called "StarBaseDeploy" with a capital B and no underscore.