X
_
Login
Star Wars: Requiem
Sins of a Solar Empire
Navigation
   About Requiem
   Screenshots
Downloads
Requiem Help
Mod

Mood Requiem "To Do" List

GoaFan77
Honorary Modder
Posts:1128

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.

  • Get better looking in game player potraits
  • Get a unit icon for Awings (I know someone sent be one at some point but its now lost on my computer :( )
  • Find suitable voiceovers for all ship still without them, mainly the Acclamator and Bulk Cruiser.
  • Add some new planets (GoaFan77)
  • New Rebel Superweapon?
  • Convert some of the MC80s weapon points to a second weapon for Ion Cannons.
  • Try to make the Star Wars Defense and Diplomacy trees more unique
  • New maps that take advantage of Requiem's planets/units?
  • Fix any potential balance issues (requires discussion)

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.



Posted: 8-Aug-2011 5:23am . Reply : 0Like0

Replies (40)

xim
Despot
Posts:166

GoaFan77 said:Get a unit icon for Awings (I know someone sent be one at some point but its now lost on my computer )

That was me.
See one of my last posts in Goa's 3.3 Beta thread.
You can still download it from the patches Requiem v3.3 Textures folder of my MediaFire account.

By the way:
It would be great if you upload your source image files (i.e. those images you build icon collections for "Requiem" releases from - amongst others).

Posted: 8-Aug-2011 9:15am . Reply : Reply here : 0Like0
Coleman
Visitor
Maybe replace the defense structures and the tactical structures? Change out the trade ships with star wars themed cargo ships?

And once Rebellion comes along change the SSD to the Golan right?

Posted: 8-Aug-2011 10:01pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 9-Aug-2011 2:28am . Reply : Reply here : 0Like0
xim
Despot
Posts:166
GoaFan77 said:I put a shortcut to it in my mod folder directory so I shouldn't lose it like last time.

I suggest to use a local git repository for your Requiem images.
GoaFan77 said:Do you mean my picture files with the icons all in thier own layers, or the origial artwork they were based on?

Whatever you've got and are willing to make available.

Posted: 9-Aug-2011 3:14pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911
I've always wanted to use the Procurator mesh for a titan class capital class ship. I suspect I will be doing more modding and less playing when the expansion arrives. On a darker note, the Old Republic MMO will also be out.... conflict!

Posted: 13-Aug-2011 3:05am . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 13-Aug-2011 3:24am . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911

Just briefly looking through the unused super capitals in my mesh folder:

  • MC Remonda
  • CIS Geonosian Dreadnaught
  • CIS Malevolence
  • Republic Procurator
  • Republic Mandator
  • Republic Praetor

Imperial Assault Gunboat.. hmm. Some possible freighter replacements too.



Posted: 14-Aug-2011 12:34pm . Reply : Reply here : 0Like0
xim
Despot
Posts:166
Whoa, nice list.

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?

Posted: 14-Aug-2011 12:56pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

Just briefly looking through the unused super capitals in my mesh folder:

  • MC Remonda
  • CIS Geonosian Dreadnaught
  • CIS Malevolence
  • Republic Procurator
  • Republic Mandator
  • Republic Praetor

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.

  • TIE Defender (finished, just needs a smaller ion cannon particle)
  • Z-95 headhunter (finished)
  • YT-1300 Transport (finished, but could use a custom engine particle)
  • Lambda class shuttle (unfinished .xsi)
  • Skipray blastboat (unfinished .obj)

Lavo also lent me the following SoGE meshes (Wasn't sure if we have them already or not) in .mesh format.

  • "Super Capital" MC Independence (HomeOne)
  • Bothan Assault Cruiser :D

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.



Posted: 14-Aug-2011 7:42pm . Reply : Reply here : 0Like0
xim
Despot
Posts:166
Thanks for the hints.

GoaFan77 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.

Finishing that Y-wing model in Blender is a good learning experience for me.

I would love to see the Y-wing and Z-95 Headhunter in Requiem.
As far as I know the Y-wing was used a lot by the Rebellion as the B-wing was introduced quite a bit later.

Maybe I can convince you to include both older craft for the Rebels as default fighter/bomber combo by making them upgradeable to X-wing/B-wing via research?

Posted: 15-Aug-2011 10:35am . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128
 

XIM said:[I]Maybe I can convince you to include both older craft for the Rebels as default fighter/bomber combo by making them upgradeable to X-wing/B-wing via research?


If there was a good way to do that I would be open to that, but sadly there's not. You can make strikecraft need research, but you can't make existing fighters automatically upgrade to a different type with it. That means Z-95s and Y-wings would be available even after the research, and the AI wouldn't know to switch to the better fighters and probably would just pick strikecraft at random after that. As imperfect as it is, I was hoping to use this method in Rebellion for the "New Republic" subfaction to get E and K-wings, though as Xwings and Bwings were never phased out this would make more sense. But as there is only 4 different strike craft per carrier we can't have all six be available.

Thus I'm leaning towards giving the Z-95s and Y-wings to the pirates and militia factions, which makes sense as planetary militias and pirates used them just as much as the Alliance did. I've actually been wanting for them to get their own ships anyways, and if things like the Nebulon-B2 get phased out as planed that could be a good new home for them. Further I have a method that will make these "pirate ships" available for purchase if they so choose kind of like in Empire at War skirmishes, which can then allow any faction to get Z-95s and Y-wings if they want. They'll generally be inferior to your regular vessels but they'll be more flexible and only cost credits, so they might be useful in a resource crunch.[/I]

Posted: 15-Aug-2011 10:32pm . 0Like0
xim
Despot
Posts:166
Oh well, too bad.

Hardcode Limits has the entry enum{MaxNumSquadTypes = 4};. Is that a total per faction (i.e. Empire, Alliance, ...) or just per carrier ship?
In the latter case we could opt for adding more powerful strike craft via special abilities (like the A-wing currently).

Posted: 15-Aug-2011 9:34pm . 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 15-Aug-2011 10:39pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 23-Aug-2011 7:29pm . Reply : Reply here : 0Like0
xim
Despot
Posts:166
GoaFan77 said:A. [...] So I guess are options is to just wait for Rebellion, have the BAC [Bothan Assault Cruiser] 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.

I would include it. Whether as battleship or strike ship - I don't care.
We should test as much stuff out as possible before Rebellion arrives.
GoaFan77 said:B. [...] [One option is to] simply mix and match pacts as needed depending on which best suites the factions. [...] The other option is just to keep the pact list identically to one of the other factions [...], 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.

I prefer to choose best matching diplomatic options for each faction.
Though Xim the Despot has no use for diplomacy anyway. :-p
GoaFan77 said: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.

Someone go for the latter approach.

@GoaFan77: I know I'm probably annoying you but what about Git / Assembla?

Posted: 23-Aug-2011 9:14pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

[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.

Posted: 24-Aug-2011 5:12am . Reply : Reply here : 0Like0
xim
Despot
Posts:166

GoaFan77 said: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?

You should make changes directly in the working directory of your local Git repository from the outset.

Anyway, here's how to incorporate your changes:
First start "Git Bash" and change directory to your local Git repository (i.e. the one you cloned from Assembla).
Then fetch newest commits from Assembla (aka origin) and create a new branch (based on develop) to commit your changes to:

git fetch origin
git branch goafan77/stuff-for-next-version develop
git checkout goafan77/stuff-for-next-version

Now you can just copy your changed files into the working directory of your local repository (effectively overwriting existing files).
Afterwards you should review your changes:

git status
git diff --check
git diff

Add changes you want to commit, e.g.:

git add GameInfo/GalaxyScenarioDef.galaxyScenarioDef
git add String/English.str
...

Record those changes as logical entities:

git commit

And now you can push commit(s) you recorded to Assembla:

git push origin goafan77/stuff-for-next-version

I urge you to read Pro Git - at least this part of chapter 1 and chapter 2! I recommend to additionally read chapters 3, 5 and 6.

Posted: 24-Aug-2011 7:32pm . Reply : Reply here : 0Like0
Coleman
Visitor
I have been think, is it possible to change the Capital and Frigate Factory to the large ship buidlings in EAW. (on certain maps you see those giant triangle things with the SD and Victorys in production) and change those buildings around? I had seen you can transfer models from EAW to Sins so i thought i could ask.

Posted: 24-Aug-2011 9:52pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911

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?? :)



Posted: 25-Aug-2011 2:12pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911
Goa said: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.

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.


Goa said: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?


I also considered this a lot way back.. and the reason I used the B2 instead of the Glad was:

  1. Missle frigates are puny in Sins (to be consistant with vanilla races) and being able to take out a Gladiator with 2 light corvettes was just wrong.
  2. ironically, the B2 does look quite evil and imperial and I felt added some variation and dimension to the otherwise strongly dagger-shaped Imperial fleet.

 

Goa said:Thus I'm leaning towards giving the Z-95s and Y-wings to the pirates and militia factions, which makes sense as planetary militias and pirates used them just as much as the Alliance did


I was actually toying with some radical changes to pirates in general:

  1. I've always felt an attack by a massed pirate fleet on a single target, and requiring the player to constantly watching the bountry button for 20 seconds during the critical launch phase to avoid it a poor gameplay feature. Many an AI-controlled gets bashed out of existance by just hammering it with pirate raids.
  2. In addition to removing planetary bombing from pirates, I wanted to weaken them even more so that a "decent" plantery defensive fleet (say 2-3 light frigates, 2 missle frigates) could eject them just like the "real world". To balance this, make the frequency higher.
  3. In respect to the Z-95s and Y-wings... is the precious 2Gb memory limit worth consuming for them? Maybe we won't know the answer until Rebellion for sure.


Posted: 26-Aug-2011 1:50am . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128
Jason said: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.

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.

Jason said:I also considered this a lot way back.. and the reason I used the B2 instead of the Glad was:
  1. Missle frigates are puny in Sins (to be consistant with vanilla races) and being able to take out a Gladiator with 2 light corvettes was just wrong.
  2. ironically, the B2 does look quite evil and imperial and I felt added some variation and dimension to the otherwise strongly dagger-shaped Imperial fleet.


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.

Jason said:I was actually toying with some radical changes to pirates in general:
  1. I've always felt an attack by a massed pirate fleet on a single target, and requiring the player to constantly watching the bountry button for 20 seconds during the critical launch phase to avoid it a poor gameplay feature. Many an AI-controlled gets bashed out of existance by just hammering it with pirate raids.
  2. In addition to removing planetary bombing from pirates, I wanted to weaken them even more so that a "decent" plantery defensive fleet (say 2-3 light frigates, 2 missle frigates) could eject them just like the "real world". To balance this, make the frequency higher.
  3. In respect to the Z-95s and Y-wings... is the precious 2Gb memory limit worth consuming for them? Maybe we won't know the answer until Rebellion for sure.

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).



Posted: 26-Aug-2011 5:00pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911
Some things I noticed... Alliance, Sabotage Antimatter incorrectly refers to Cobalt Light Frigates. Alliance, Star Defender A-Wing upgrade does nothing.

Posted: 30-Aug-2011 3:01pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128
JasonF said:Alliance, Star Defender A-Wing upgrade does nothing.


Yes it does, each upgrade spawns an additional squad. So level 1 gets you 1 squad, level 2 two squads etc. Sadly Sins hardcodes prevent a lot of ability information like that from being displayed. Unless you are saying you counted the squads produced and its not working properly?

Corvettes should get there own ability eventually, like the Carracks got with Damage Power Converter.

Posted: 30-Aug-2011 8:15pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 3-Sep-2011 9:12pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911
I didn't count the A-wing squads, but yeah I notice that the hardcoded popup doesn't mention it although the upgrade tooltip does.

Posted: 5-Sep-2011 4:17pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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?



Posted: 6-Sep-2011 9:12pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 21-Sep-2011 10:13pm . Reply : Reply here : 0Like0
The X
Visitor
I just wanted to throw a few things out there as a huge Star Wars fan and a fan of this mod...

I'd really rather not see the BAC in this mod. Thats a very late era ship. What I'd really like to see as another Rebel cap ship is an ISD. Change the weapons and shields and whatever you want, but the Rebels did capture a lot of them after Endor.

I completely support the idea to swap the Vindicator with the Strike Cruiser as the heavy cruiser.

I bring a fresh idea for the Imperial Space Station. Don't use the SSD, don't use a Golan, use an ISD model. "A Star Destroyer in every system." That'll stop the cringe feelings people get when they have more SSDs than ISDs at any rate.

Posted: 23-Sep-2011 3:08am . Reply : Reply here : 0Like0
xim
Despot
Posts:166
The X said:I'd really rather not see the BAC in this mod. Thats a very late era ship.
I also would prefer to mostly have stuff from episodes IV-VI. Though not to honor time line consistency but because in my opinion most designs from Old Republic and especially later (i.e. Legacy era) suck.

But that's just a matter of taste that I personally only love the aesthetics of the Galactic Empire and Rebellion era.
I furthermore think George Lucas is a terrible story writer and even the story of episodes IV-VI is often either ridiculous or shallow.
But I love Star Destroyers, TIE Fighters, A-Wings, Mon Calamari Cruisers, Nebulon-B Frigates, Corellian Corvettes etc.

The problem is that we need more diversity as I don't want to see the Rebels for example only use slight variations of Mon Calamari Cruisers as capital ships. That's a bit boring.
The X said:What I'd really like to see as another Rebel cap ship is an ISD.
Oh no, not another ISD. I like Rebels and Imperials to differ in their arsenal.
The X said:I bring a fresh idea for the Imperial Space Station. Don't use the SSD, don't use a Golan, use an ISD model. "A Star Destroyer in every system." That'll stop the cringe feelings people get when they have more SSDs than ISDs at any rate.
No. We should use the Golan design as Imperial space station and make the SSD a Titan with "Sins of a Solar Empire: Rebellion".
That way each SSD will use up a lot of resources/slots so that mostly normal ISDs will make up your capital ship fleet.

Posted: 23-Sep-2011 10:43am . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

Hi The-X,

QuoteI'd really rather not see the BAC in this mod. Thats a very late era ship.


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.

QuoteWhat I'd really like to see as another Rebel cap ship is an ISD. Change the weapons and shields and whatever you want, but the Rebels did capture a lot of them after Endor.


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.

QuoteI bring a fresh idea for the Imperial Space Station. Don't use the SSD, don't use a Golan, use an ISD model. "A Star Destroyer in every system." That'll stop the cringe feelings people get when they have more SSDs than ISDs at any rate.


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.

QuoteI also would prefer to mostly have stuff from episodes IV-VI. Though not to honor time line consistency but because in my opinion most designs from Old Republic and especially later (i.e. Legacy era) suck.


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.



Posted: 23-Sep-2011 9:14pm . Reply : Reply here : 0Like0
JasonF
Requiem Developer
Posts:911
i thought I replied to this but maybe I forgot to press Reply.

Anyway... Bothan Assault Cruiser... I think "an early prototype" could be a rationale to introduce the BAC into the Alliance capital ship line-up as primary battleship. It adds to the random assortion of ships that is representative of the Alliance.

Vindicator and Lonar Strike cruiser roles swapped. Yep, sounds good.

ISD as a star base. In theory a good idea, but in practice it would confuse players (multiplayer) and give the Empire a highly portable star base. I think the Golan mesh is the way to go.

Speaking of Golan mesh, Goa has that mesh been fixed yet (e.g. flipped upside down to appear correct?). If not, I think I might make it my Sunday afternoon job to fix it.

Posted: 24-Sep-2011 2:34am . Reply : Reply here : 0Like0
bleachorange
Sith Lord
Posts:453

[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.


"Join me, and I will toss you off a balcony in your moment of triumph!"

Posted: 21-Apr-2012 7:00pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

Most of that I have plans for someday, in one form or another. :D



Posted: 21-Apr-2012 8:09pm . Reply : Reply here : 0Like0
bleachorange
Sith Lord
Posts:453
Cool.

I grabbed your ship mesh resizing tool. Does that do to the meshes what resizing a jpeg does to an image? It seemed to work in downsizing the carrack cruisers to 'flotilla size' quite nicely, without any model degradation that I could see.

If this is an okay method, you want me to size the capital ships to each other VSD or ISD -> vanilla sins capship, and correspondingly reudce the other ships's percentage?

O_o I'm not really sure how you go about all this, but I'm willing to jump in and try.

Posted: 21-Apr-2012 10:35pm . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 22-Apr-2012 7:54pm . Reply : Reply here : 0Like0
bleachorange
Sith Lord
Posts:453
okay, I'll leave it for now.

just as a question what's up with the acclamator model? I don't normally use them, but at certain angles zoomed in all the way, the hull is super-reflective. it's not really an issue for me, since, like I said, I don't use the siege frigates too often, but I figured I'd put in my own two cents.

...I was using Bail's mod at the time as well, in case that matters.

Posted: 23-Apr-2012 12:06am . Reply : Reply here : 0Like0
bleachorange
Sith Lord
Posts:453
Uploaded A-Wing icon. Now in requiem uploads.

Posted: 23-Apr-2012 4:09am . Reply : Reply here : 0Like0
GoaFan77
Honorary Modder
Posts:1128

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.



Posted: 23-Apr-2012 4:28am . Reply : Reply here : 0Like0
bleachorange
Sith Lord
Posts:453
I'll try next time I play.
ah well, about the a wings. i didnt read the reply about the link, but they look better than mine anyway, lol.

Posted: 23-Apr-2012 8:55am . Reply : Reply here : 0Like0
TNT
Visitor
Hi guys. No suggestions here other than just wanted to say how great Requiem is and how many of us look forward to the next saga.

Thanks for all of your hard work!

Posted: 6-May-2012 1:37am . Reply : Reply here : 0Like0