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 Post subject: Star Wars - Requiem mod - now works for 1.16 + Entrench 1.02
PostPosted: Sun Mar 08, 2009 11:27 am 
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<!-- Cadet //-->

Joined: Thu Mar 05, 2009 7:25 am
Posts: 6
Hi all,

I've just formally released this mod on the official Sins site
http://forums.sinsofasolarempire.com/344013

I've also loaded up download files and write-up on its official site, including a v1.1 patch to work with Sins v1.16 and Entrench v1.02
http://sins.imperial.cc

I'll look forward to the final release of SOGE - in the meantime I hope you enjoy this contribution to the Star Wars universe. :)


Last edited by JasonX on Mon Mar 23, 2009 10:26 am, edited 5 times in total.

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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.1
PostPosted: Sun Mar 08, 2009 5:23 pm 
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Dark Lord of the Sith
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Joined: Fri Jan 11, 2002 12:00 am
Posts: 3173
Location: USA
I don't speak for Eville, but I'm guessing he could use your help for the next release, getting it compatible for Entrenchment. He's always been pretty liberal about the use of his models, so long as there is proper credits given (a link to his site usually works).

Hopefully he'll contact you, as I'm sure he could use a good Sins modder

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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.1
PostPosted: Sun Mar 08, 2009 8:05 pm 
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<!-- Cadet //-->

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Hi Evader,

Thanks for the positive reply so far. I've linked the mod install.txt (even though it's beta) with a URL back here, and there is no way I could ever do anything without EvilJedi's fine work and all the effort from him and other modders that have gone into the mesh/sound/particle/textures.

I love the idea of a total conversion as well... maybe I could help with the entity and strings for that while I fiddle (and borrow content) for this existing-race-compatible mod.


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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.1
PostPosted: Tue Mar 10, 2009 1:55 am 
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Dark Lord of the Sith
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Joined: Fri Jan 11, 2002 12:00 am
Posts: 3173
Location: USA
Per http://forums.sinsofasolarempire.com/33 ... 8/#2094602

Quote:
I will probably need someone interested in backporting entrenchment changes into the non-entrenchment versions once the entrenchment version is released. please PM me if you are interested.


Sounds like that's right up your alley!

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Fighting is terrible, but not as terrible as losing the will to fight.
- SW:Rebellion Network - Evaders Squadron Coding -
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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.1
PostPosted: Tue Mar 10, 2009 6:17 am 
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<!-- Cadet //-->

Joined: Thu Mar 05, 2009 7:25 am
Posts: 6
Good point, I'll PM him. On a side note, it might just be easier to port SOGE to Entrenchment like I've done with Requiem...


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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.2
PostPosted: Wed Mar 11, 2009 11:07 am 
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<!-- Cadet //-->

Joined: Thu Mar 05, 2009 7:25 am
Posts: 6
Just updated a patch to upgrade from v0.1 to v0.2 (only changes to avoid downloading the textures and sounds again)

NEW TO V0.2
- balanced Corellion Gunship, Interdictor, Enforcer, ISD Imperator costs and stats (but not abilities)
- updated Phase race capital ship names to use ISD names (Phase race also uses these names - can't avoid this)
- updated the Research Tree with proper names and descriptions, requiring research unlocks to cruisers same as most races
- added Research requirement to access ISD Imperator
- added hyperspace exit sound


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 Post subject: Re: Sins:Entrenchment v1.01 compatiable -> Requiem v0.3
PostPosted: Sun Mar 15, 2009 6:51 am 
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<!-- Cadet //-->

Joined: Thu Mar 05, 2009 7:25 am
Posts: 6
NEW TO V0.3

- fully playable version
- modified the Entrenchment main page with name and empire music, modified text
- all Imperial craft are balanced against the AI
- research tree is valid
- added V-ISD Carrier type capital ship
- added ISD Support/Colony capital ship hybrid
- made ISD require Military 6 pre-req

This is a pre-launch version and I'm hoping some people will play a game on it and give me balancing feedback. I suspect I might need to tone down the shield strength of all ships by 25% (tripling cost/shields/hull/firepower seems logical, but the shields might be overpowering).


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 Post subject: Re: Star Wars - Requiem mod - now works for 1.16 + Entrench 1.02
PostPosted: Mon Mar 23, 2009 10:27 am 
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<!-- Cadet //-->

Joined: Thu Mar 05, 2009 7:25 am
Posts: 6
Now v1.1 release working in Sins v1.16 and Entrench v1.02


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