This post is to serve as a sort of "notice board" for contributors, potential contributors, and even advisers for Requiem. Basically, anything in the mod that should be done at some point should be put here. Feel free to suggest additions, discuss how to implement them, and volunteer to finish them here.
I'm sure I'll think of much more, but in the meantime feel free to add to the list. I'll try to update it regularly with the new ideas and who is doing what.
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Thanks Xim, don't let me release the next version with out. But I put a shortcut to it in my mod folder directory so I shouldn't lose it like last time.
Do you mean my picture files with the icons all in thier own layers, or the origial artwork they were based on?
Maybe replace the defense structures and the tactical structures?
I'm definetely looking at this but there has been a bit of debate as to what defense structures to use on the Sins forum thread, as Star Wars structures don't quite match up in scale or function to the Sins one. Further for pretty much all of them I need to get permission from an Empire at War mod to use their models, so if that doesn't work out we might have to improvise.
Change out the trade ships with star wars themed cargo ships?
In progress, the Rebels might get theirs in the next patch. Imperials are a bit harder, but hopefully I should be able to track down a suitable vessel.
And once Rebellion comes along change the SSD to the Golan right?
If not a Golan it will be replaced with something. The Executor is going to be the Titan, no question about it.

Wait a minute, we have a Procurator mesh?
Yeah, I have a feeling Skyrim and/or the Old Republic are going to ensnare pretty much everyone interested in RPGs. Of course I can't help but be worried that there is no way that its going to meet expectations (of course I don't think any Star Wars game has really met expectations since Battlefront II). Though I suppose it is Bioware, so they might pull through yet again.
Just briefly looking through the unused super capitals in my mesh folder:
Imperial Assault Gunboat.. hmm. Some possible freighter replacements too.
Just briefly looking through the unused super capitals in my mesh folder:
Imperial Assault Gunboat.. hmm. Some possible freighter replacements too.
Very nice indeed. If we really can't get a better Imperial starbase by Rebellion those old Republic "super capitals" would all be a good replacement since none of them really had hyperdrives, and were pretty much limited to planet defense roles.
Also I noticed in your meshes avaliable thread that we have a Gladiator class Star Destroyer. I've been toying with replacing the Nebulon-B2 with it as the Empire's long range ship, as the Gladiator actually did have missile tubes, its yet another (sort of) dagger shapped ship to add to the collection, and I could make better abilities for it. Would you mind sending me the mesh to see how well it works in game?
Also I've been working with Lavo_2 from SoGE and we've figured out a method to get Empire at War .alo mesh files into Sins. Thus I now have the following ships in .xsi format.
Lavo also lent me the following SoGE meshes (Wasn't sure if we have them already or not) in .mesh format.
I've been collecting the gunship/frieghter sized ships in preperation for Corvettes in Rebellion, but until we actually know what they do its hard to know which ones we will need or not. The Lambda will also probably be the Empire's Envoy.
I'm trying to fix up an Y-wing model with Blender but I've never done any 3D-modeling before.
So it's taking me quite a while to learn how to do that.
What tools are you using and which format to choose (obj, xsi, ...) before converting to mesh?
Yeah I just really started to get the hang of it with the following models. Your final model needs to be in .XSI, and thus its recommended to do the finishing touches in the softimage mod tool (its the only program I used, though I already had the base model, and what program you make that in is irrelevant as long as you can get to .xsi or .obj). I highly recommend myfist's site which hosts tutorials by the devs and other Sins modders for more information.
That said, I think SoGE already has Y-wings for the Alliance, which you could probably steal if you wanted it for your own personal use. The only use for it I could see in this mod is for a sort of pirate/militia bomber to compliment the Z-95, as IMO the B-wing is a nicer choice to compliment the X-wing.


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enum{MaxNumSquadTypes = 4};. Is that a total per faction (i.e. Empire, Alliance, ...) or just per carrier ship?
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Fortunately its per carrier. You could give every carrier in the game to one faction and thus be able to produce every fighter in the game if yo wanted too. Abilities are indeed a possibility, but for the E-wings and K-wings I want them to be avaliable on a veriety of ships, and by making them cost resources I think they could be balanced. The Z-95s might be able to be added to the Alliance with abilities like base defenders (which is logical as they were training ships for Xwings for a while), but I am for sure going to add them to the pirates.
Alright, I'd like to get some opinions on what to do for the next patch.
A. First of all, I have successfully gotten a Bothan Assault Cruiser in game and ready for action, but I'm unsure exactly what to do with it. While we will need it for the Alliance's 6th capitalship in Rebellion at least, I'd kind of like to put it in game now. As I see it we have two options for it. According to Canon its best role is probably as a battleship, but it could also make a decent heavily armed strike ship. As our MC80 "star defender" is both a mesh duplication and technically fanon, we should replace it eventually. So I guess are options is to just wait for Rebellion, have the BAC replace the Star Defender, or have the BAC replace MC80a as a battleship then give the MC80a the stats and abilities of the current Star Defender.
B. The Diplomacy trees for the Alliance and Empire maybe harder to make unique than I had hoped. While the envoy abilities and miscellaneous other researches should be fairly straight forward to customize, it seems it is impossible to add any more pacts. Thus the Empire and Alliance are just going to have to use various combinations of the existing pacts. Again we have two options. One is can simply mix and match pacts as needed depending on which best suites the factions. The problem of course is that means no matter who you ally with you'll get some redundant pacts. The other option is just to keep the pact list identically to one of the other factions (probably not the TEC though, as its hard to get a fully set of unique pacts with three factions using the same one), so that as long as you don't ally with a faction that has the same set you can get a full set of unique pact bonuses.
C. Likewise I have decided the defense trees probably shouldn't be overhauled until we get some custom fortifications for the Star Wars factions, though if anyone wants to make some unique starbase abilities they would certainly be welcome.

[B]I know I'm probably annoying you but what about Git / Assembla?[/B]
[B]
[/B]
Well I do still want to learn how to use it, I'm afraid even with my moving (mostly) complete I'm probably not going to have as much time to work on the mod as I did before, and thus even less time to become really fluent with the thing. I may try a basic commit this weekend though I'm a little bit fuzzy on how I should upload them. As my editted files are not in the git repository is there a way just to commit changed files in a designated folder?
That said, if nothing else I can at least use Git to easily get and compare any changes you make, so I think its already been useful.
git fetch origin
git branch goafan77/stuff-for-next-version develop
git checkout goafan77/stuff-for-next-version
git status
git diff --check
git diff
git add GameInfo/GalaxyScenarioDef.galaxyScenarioDef
git add String/English.str
...
git commit
git push origin goafan77/stuff-for-next-version
This deserves it's own individual post, but briefly: if the model/mesh exists and has been imported into Sins XSI supported format then it's possible. Happen to have the mesh?? :)
Given that the BAC appeared way after Palpatine's reign and as part of the Galactic Alliance, I don't see how it lore-wise be introduced. If it doesn't impact the 2Gb memory limit to adversely (for those that like to play max settings) maybe it could be introduced as a late-game research-unlocked capital? e.g. put the Maria as an initial ship and put the BAC as an unlock at tier 6 after Bothan Spies. You could argue that this was a BAC prototype the Bothan's were already working to deflect the Imperial menace.
I also considered this a lot way back.. and the reason I used the B2 instead of the Glad was:
I was actually toying with some radical changes to pirates in general:
That is true, but the thing is with Rebellion we are going to have to move into slightly later eras whether we like it or not. And one of the options is simply to wait for it and then implement it as the sixth capital ship that all races will get. But I would also like to eliminate as many mesh duplicates as possible with unique vessels, and a few players have said that they'd like one or two non Mon Calamari capital ships.
The Bothan Assault Cruiser was basically designed to be analogous to a Victory-II class Star Destroyer (a bit smaller but much newer and more advanced). Thus I really don't think we can have it require research without needing to exaggerate its strength for balance reasons. I'm fine with calling it an Early production or prototype unit.
As for the 2GB limit, I don't think its as big of a concern anymore since the 1.2 patch. Also there are dozens of community optimizations for the Vanilla game that we could impliment if really necissary. Further the Bothan Assault Cruiser mesh is less than twice as big (file size) as the Defiance class MCs, and while there is a bit of extra upkeep just in loading it, the game would save some memory if the player choices to build 3 BACs instead of say 3 Star Defenders.
Well I would still appreciate it if you or someone who plays SoGE would send me the mesh/textures. For all I know the mesh would be like the Golan and be too crude to include in game anyways, but I might like to use it for a personal minimod.
While I mostly play with pirates off, for those that do like fairly strong pirates I think this would be best as a personal mod. We could add it to the optional mods we already have. Also FYI if you have the raids set too frequently the pirates don't have any time to do any damage, thus leading to them all attacking the same target anyways.
Also, the combined mesh and texture files for the Z-95 are only about 500KB; the Xwing's textures alone are more than that. The main reason I want to add them is because I don't think militia should have things like X-wings or either of the Assault frigates, as they were mostly an Alliance specialty (Marauder frigates and Corrvettes are okay).
Well unless anyone has any last thoughts I'm going to make the Bothan Assault Cruiser the Rebel starting Battleship and change the Star Defender's mesh to the MC80a (and I'll probably touch up its textures too).
We can also officially add the E-wing to our list of avaliable meshes, though I have no plans for it until Rebellion.
Okay, I've been toying with another role switch before Rebellion is released. Currently we have the Strike Cruiser as the Empire Heavy cruiser with the Vindicator (ex enforcer) class as a sort of support cruiser with heavy weapons but weak defense. After some more research, I think it would be better if these roles were switched, as I can't find any sources that suggest that the Vindicator or Enforcer had relatively bad endurance for ships of there sizes, but ironically enough the Strike Cruiser did. As it was a "general-purpose vessel capable of modular modifications... However, the internal storage spaces and skeletal structure proved weak against enemy fire once the shields were down.".
This, combined with the fact that the Vindicator is actually bigger, leads me to suggest that the Vindicator should become a fully fledged heavy cruiser while the strike cruiser should become a well armed offensively orriented support cruiser. Any thoughts?
Yeah! Finally got a hold of a Victory Star Destroyer mesh with closed flaps. Assuming all goes well I think it will be the new Victory-II mesh while the old one will still be used by the Victory-I.
I've also acquired a Interdictor Star Destroyer model that should make an interesting sixth Empire capitalship in Rebellion. Of course I also wanted the Tector, but perhaps the Tector will be for the Galactic Empire and the Interdictor for the Imperial Remnant.
Hi The-X,
Well one way or another the mod is going to go later into the timeline, to just before the Yuzhan Vong war. This is because with the Rebellion expansion subfactions will be introduced, and the New Republic will be a subfaction for the Alliance. We could just add the BAC as a New Republic only ship, but I'm already run out of capitalships to use as it is and we'll need six for each subfaction for Rebellion. And as Xim mention, many people dislike the fact that Mon Calamari cruisers are the only Alliance capitals, and I can't think of much else that would fit the role.
Technically true, but I think it would be a bit confusing for some to see the Rebels using the Empire's most iconic warship. If we did want to give the Rebels Star Destroyers for whatever reason I think a Nebula/Defender class would be more fitting.
Perhaps, but all the starbases are a bit bigger than an ISD, and it could get confusing if you had regular ISDs thrown in during a battle. If we do go with a ship instead of a space station I think a Procurator class would be better, as they canonically didn't even have hyperdrives and so fit the role of defensive vessels better.
I can assure you that I at least won't be adding anything earlier than Episode III (save perhaps the mention procurator) and certainly won't be going any further than the New Jedi Order series.
[quote] I think a Nebula/Defender class would be more fitting.[/quote]
I would love to see this ship for the rebels. it fits well with the timeframe I would like to see "Late Clone Wars-->Thrawn Campaigns"; essentially, from the original fracture between Senate and Chancellor through the last effective Imperial campaigns against the Rebel Alliance/New Republic. After this, nothing major happens until the superweapon extravaganzas, and then the Vong campaigns, neither of which are the same conflict.
What I Would Like to See
Basically, Precursor Tech for both factions to Episode IV, and post-Endor Tech up until the basic Imperial-Rebel conflict is over (mop-up duty).
Mandalorian ship-types for the mercenary bases.
E-Wings and TIE Defenders for the "Deploy Fighters" ability, not for base tech.
Golan for ISB.
Viscount for Rebel titan.
Resize of ship meshes for titan scaling, but not nearly so tiny as SOGE. Just small enough to match with the other ships, maybe, maybe a tad bigger.
Most of that I have plans for someday, in one form or another. :D
Even better, resizing meshes doesn't technically affect the quality unlike with JPegs. The level of detail is determined by the number of polygons, resizing just changes the distance between the points.
I was just talking to some fellow modders yesterday and they confirmed they increased the size of the gravity wells in Rebellion, so I don't think a whole lot of scaling will be needed. And if it is its not something we need to be worrying about now, and the meshes in Diplomacy need a bit of special modification before they can be used in Rebellion anyways.
While they weren't in the Beta I think I have pictures and icons for all the new units now, including the A wing icon. Sorry about that, paint.net actually works very well for icon/UI work, what it sucks at is cutting stuff out of images for use in large images like portraits and backgrounds.
Could you upload a screenshot? It should be a little bit reflective, not sure if bailknights would make it more so.