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[Mod]Star Wars: Interregnum [Beta 2.5 Release, 12-20-23]

[Mod]Star Wars: Interregnum [Beta 2.5 Release, 12-20-23]

A new Star Wars experience built on the Enhanced 4X Mod

 

Intro 

Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence.

 

Star Wars Interregnum Beta 2.51

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Features
4 new factions: Interregnum will feature 2 new races each with 2 subfactions like vanilla Sins races...

  • The Galactic Empire is the remains of Palpatine's Empire now headed by Darth Vader, and enjoys a powerful industrial base and perhaps the most powerful fleet of all factions. However Vader's poor political skills and the feeling that the Empire is being crushed from all sides has left the Empire with extremely poor morale, and further defeats may start damaging the Empire's war effort. 
  • The Imperial Warlords are an umbrella faction that represents the various Empire factions that have operational independence, whether they've gone Rogue to serve their own agenda or are acting under orders in special circumstances. While lacking the legitimacy and infrastructure of the Galactic Empire, this has forced the warlords to use their forces more wisely than the sometimes brutish Imperial war machine. And the Emperor's fondness for conducting research in remote locations, along with Vader lack of interest in major R&D projects has allowed the Warlords to get access to many powerful technologies that might more than make up for their shortcomings. The player will also be able to choose to ally with one of the Major warlords for additional bonuses, mainly Grand Admiral Thrawn, Grand Moff Ardus Kaine, Warlord Zsinj, and Director Yasanne Isard.
  • The Rebel Alliance is the original military branch of the Alliance to Restore the Republic and continues to fight the Empire much as it did in the Galactic Civil war. Preferring hit and run attacks and strikecraft superiority along with some innovative and dirty tricks, the Rebels are one of the most unique factions and are extremely difficult to stamp out.
  • The New Republic was created by Rebel sympathizing planets after the Empire was forced to abandoned the Outer Rim following the emergence of the Sins races. Fearing that the Rebels would not be strong enough to protect them if the Empire tried to conquer them again, the New Republic has decided to create its own conventional armed forces from scratch. While this focus on new institutions leaves the New Republic vulnerable and disinclined to attack early on, once it gets going its powerful new warship designs along with its substantial economic and cultural strengths make the New Republic an extremely competent and well rounded faction with few weaknesses.

Superior Gameplay: As a successor mod to the Enhanced 4X Mod, Interregnum will support all the gameplay enhancements found in that mod, including...

  • Hero Units: Both Sins and Star Wars factions can call in their most powerful champions to turn the tide of battle.
  • New Planets and Random Encounters: Truly Explore the Galaxy far, far away with an expanded array of planet types, some of which will be populated with everything from Rogue Imperial Moffs to abandoned Republic era fleets to Mandalorian raiders.
  • Improved Civics, Economy, Diplomacy and Espionage: Don't feel like just blasting your opponent? The Enhanced 4X substantially fleshes out the noncombat side of Gameplay with things like improved culture, embassies and spying.
  • Customization: From adding upgrades to your favorite capitalships and titan to a library of minimods to customize your gameplay experience, 
  • Upgrades to existing factions: Players totally new to the Enhanced 4X series of mods will find the familiar Vanilla races they know have all gotten an upgraded. All factions of received new techs, faction and racial bonuses, new starting units and other alterations that encourages more diverse gameplay.

 

Unit and Character List

See this post

 

Story

Progress

 

With the third alpha release, the Rebel Alliance has been added, meaning this mod can now be used to relive the Galactic Civil War as well as the current war with the Sins factions. The militia and pirates have also been replaced with Star Wars versions; now the vast majority of material on the game map is clearly from a galaxy far, far away.

2,987,743 views 577 replies
Reply #401 Top

Quoting GoaFan77, reply 400

You should still be able to build your own starbases in such uncolonizeable planets however.


You can. However I recall encountering a specific neutral colony type that had one of your starbase tradeports orbiting that prevented you from building your own starbase at the planet. It wasn't a problem in my game, because one of the first edits I ever made was allowing structures like this be scuttled once you take them over, but for others encountering this neutral colony I would imagine it would be very annoying.

I think it may have been the pirate trading outpost encounter, but I could be wrong.

Reply #402 Top

Quoting AKenny47, reply 401

I think it may have been the pirate trading outpost encounter, but I could be wrong.

Well yes, it only spawns during that encounter (and at pirate bases). If you think one of the planets it spawns at it not set up correctly, preventing players from building their own starbase, I'll need to know what planet type it is. 

Reply #403 Top

Again, this was a while ago and I cannot locate the save, but I am almost certain that the encounter was at a hydrocarbon planet.

Reply #404 Top

Quoting AKenny47, reply 403

Again, this was a while ago and I cannot locate the save, but I am almost certain that the encounter was at a hydrocarbon planet.

Uh what? The captureable trade ports should only be spawning on uncolonizeable gravity wells. Or the pirate base. Their whole point was to give trade to planets that could only get it by Starbase otherwise.

Reply #405 Top

This only happened to me once, but it was definitely at a colonisable planet. There were also a handful of Pirate ships in the gravity well. It was basically a 'neutral' pirate colony, which I assumed was a new E4X encounter at the time.

It happened on a random map, and judging by how I almost always play on random maps, and how it has happened to me only once, it oughtn't cause too much alarm. But yeah, if this is an unintentional occurrence, then it is a weird one...

Reply #406 Top

Found a bug in 3.1. Have 1.75 minimods for no super weapons and double fleet cap active, if it might matter.

Playing as Rebel Alliance, relatively late game. Any Empire Immobilizer cruisers I capture through Garm Iblis' ability has permanent 700% phase jump inhibitor up on both themselves and the entire fleet, even with the inhibitor immunity from the Bothan Cruiser Hero, which is the only one that does not take the penalty onto his unit card. Other units say both 700% jump penalty and jump interference immune while the Bothan Hero is in range, but the game is not consistent in letting his ability kick in on them to let them immediately jump out. Autocast is disabled after capture. I assume the AI had the field activated when the ship was captured, but I can't be sure as I wasn't initially aware that something was misbehaving.

While Warlords are also in my game, I've primarily been in combat and capturing ships from the Empire as it was next door and that is the version of the immobilizer cruisers I've taken. I don't know if the Warlord version of the cruiser would behave the same way.

The penalty persists across multiple system jumps as long as the captured Immobilizers are in the same gravity well and never turns off. This was over a maybe 1 1/2 hours of real time play, casually testing the issue while I was moving my main fleet from system invasion to system invasion. I eventually found out that if I separate them out, the jump penalty drops off the non-immobilizer ships as soon as I send them to a different gravity well without the Immobilizers.

The Immobilizers continue to apply the jump penalty to themselves and actively project the penalty onto any friendly ships I move through their gravity well. Toggling the gravity well ability does not reset the status. Even when I split them off individually to empty systems, the individual ships still jam themselves with the jump penalty. It's actually sort of funny. "I have a profound solution Captain. We should jam our own jump drives! None of our enemies will expect it!" Perhaps the Rebel technicians might need to read a few more manuals.

 

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Reply #407 Top

Quoting Faceless_Wanderer, reply 406

Found a bug in 3.1. Have 1.75 minimods for no super weapons and double fleet cap active, if it might matter.

Playing as Rebel Alliance, relatively late game. Any Empire Immobilizer cruisers I capture through Garm Iblis' ability has permanent 700% phase jump inhibitor up on both themselves and the entire fleet, even with the inhibitor immunity from the Bothan Cruiser Hero, which is the only one that does not take the penalty onto his unit card. Other units say both 700% jump penalty and jump interference immune while the Bothan Hero is in range, but the game is not consistent in letting his ability kick in on them to let them immediately jump out. Autocast is disabled after capture. I assume the AI had the field activated when the ship was captured, but I can't be sure as I wasn't initially aware that something was misbehaving.

While Warlords are also in my game, I've primarily been in combat and capturing ships from the Empire as it was next door and that is the version of the immobilizer cruisers I've taken. I don't know if the Warlord version of the cruiser would behave the same way.

The penalty persists across multiple system jumps as long as the captured Immobilizers are in the same gravity well and never turns off. This was over a maybe 1 1/2 hours of real time play, casually testing the issue while I was moving my main fleet from system invasion to system invasion. I eventually found out that if I separate them out, the jump penalty drops off the non-immobilizer ships as soon as I send them to a different gravity well without the Immobilizers.

The Immobilizers continue to apply the jump penalty to themselves and actively project the penalty onto any friendly ships I move through their gravity well. Toggling the gravity well ability does not reset the status. Even when I split them off individually to empty systems, the individual ships still jam themselves with the jump penalty. It's actually sort of funny. "I have a profound solution Captain. We should jam our own jump drives! None of our enemies will expect it!" Perhaps the Rebel technicians might need to read a few more manuals.

Do you know how you captured the Interdictors? I thought we had fixed this bug already. I just tried capturing a few Interdictors with the Rebel MC80B Tractor Beam Array, but the debuff disappeared for me after I had killed or destroyed all Interdictors.

The AI Interdictors work different than when a player uses them; you have to manually use them but totally stop jumping, while the AI gives a 700% debuff to all enemy ships all the time. As far as I can tell though the AI only effects should all stop once they are captured.

Reply #408 Top

I'm primarily doing my captures through the passive Raider buff for ion cannons on the Garm Iblis dreadnought hero unit. I only have one MC80B. While I'm playing more at a macro blob level, I am getting captures too frequently for it to be just the Tractor Beam Array on the one capship. The captured Immobilizer contingent is currently 16 units, and I definitely was capturing them in 2s and 3s each engagement. I do also have a variety of Empire frigates and cruisers - I don't know if the hero capture buff extends to their ion weapons too.

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Reply #409 Top

Quoting Faceless_Wanderer, reply 408

I'm primarily doing my captures through the passive Raider buff for ion cannons on the Garm Iblis dreadnought hero unit. I only have one MC80B. While I'm playing more at a macro blob level, I am getting captures too frequently for it to be just the Tractor Beam Array on the one capship. The captured Immobilizer contingent is currently 16 units, and I definitely was capturing them in 2s and 3s each engagement. I do also have a variety of Empire frigates and cruisers - I don't know if the hero capture buff extends to their ion weapons too.

Okay, it takes me a tiny bit longer to get hero units in to test so I was lazy and just tried the MC80B. :p I'll try it with Iblis, though I don't immediately see why that should matter.

Technically the Tractor Beam Array ability can capture multiple units per cast. 16 seems like a lot though. I would definitely scrap a lot of them even if they weren't bugged, that's a lot of fleet supply tied up in units that are only good against fighters in a fight. :p

If the ship has an "Ion Cannon" weapon on its info card, the Raider ability will work on it. Original player does not matter. So yeah, Vindicators and Strike Cruisers would be very useful for that.

Reply #410 Top

Well, in explanation on the odd tactical choice of keeping that many:

1) My fleet is large enough the AI tends to have a low retreat threshold. The immobilizers keep them around longer for mop up if the AI actually briefly stands its ground. The bug with the interdiction field just impacts my fleet's travel speed efficiency as I roll up a line of systems.

2) My core fleet of Alliance ship classes actually isn't that large. I'm mostly bulking out the fleet's size with boarded vessels. Keeping them in my escort screen gives the AI more target decoys away from the cap ships and they benefit heavily from the overlapping Alliance capship buffs. By fleet composition I am actually weakest to swarms of fighter craft so every anti-fighter capable vessel helps.

3) Double Fleet cap minimod is active. Also, since I'm heavily using boarding, I can go heavily into the negatives on Fleet cap so long as there is nothing else I want to specifically build. The relative Fleet cap inefficiency of the Immobilizer class isn't at issue in those circumstances. For part of this campaign session I actually was running with over -500 ship cap with only half the fleet cap upgrades researched - less upkeep penalty. I only finished out researching with it later when I needed to be able to make constructors again for locking down territory with stations.

Reply #411 Top

A minor gripe I have always had is with the audio in this mod. While big improvements have been made in the last few months -  especially with Vader's voice - I still feel that the weapon fire sounds for the Star Wars factions desperately need to be lowered in volume for the beta release.

They overpower the sound volume of all of the vanilla weapon sfx, and also do not seem to fade properly as the player scrolls out, so as from a particular distance from a battle you can hear absolutely nothing but the weapon sounds from the Empire/Alliance, with all other sounds completely absent.

 

Lowering/equalizing the volume of the the mod's weapon sfx, along with improving their sound fade so as to resemble how the vanilla sounds fade out would be a huge improvement for the beta release. 

Reply #412 Top

Quoting aidankenny, reply 411

A minor gripe I have always had is with the audio in this mod. While big improvements have been made in the last few months -  especially with Vader's voice - I still feel that the weapon fire sounds for the Star Wars factions desperately need to be lowered in volume for the beta release.

They overpower the sound volume of all of the vanilla weapon sfx, and also do not seem to fade properly as the player scrolls out, so as from a particular distance from a battle you can hear absolutely nothing but the weapon sounds from the Empire/Alliance, with all other sounds completely absent.

 

Lowering/equalizing the volume of the the mod's weapon sfx, along with improving their sound fade so as to resemble how the vanilla sounds fade out would be a huge improvement for the beta release. 

We're working on it.  ;)

Reply #413 Top

Quoting GoaFan77, reply 412

We're working on it. 


Nice.

 

 

...Not sure why the last time I posted it gave my actual name over my username; I signed in with the exact same name & pw as usual. 

And this ghost account was made in 2010, apparently...and I got this game summer 2011!

 

SP00KY

Reply #414 Top

There's been a bit of debate on the ship shields in this thread. So here's a proof of concept of what we could be doing with shield effects, and it saves us a lot of memory.

Quoting AKenny47, reply 413

SP00KY

Indeed!  :omg:

Reply #415 Top

YAAAAAAAAAAASSSSSSSSSSSHHHHHHHHH!!11!!1!!!!!!!!!!!!!!!!!!!1!!!

 

 

*Ahem*

Due to all of the other things that I have previously wanted to ask/annoy you about, I didn't really let on how much I thought you were mistaken in sacrificing RAM in order to render the shields 'invisible' in Interregnum. You know better than I do that shields are referred to one way or the other in the original trilogy, through ship design and certain dialogue, and so on. The lack of visible shields were likely due to how difficult such an effect would have been to pull off back in ye olden times in Hollywood. 

That said, I didn't realise the sheer amount of memory that this was taking up. If you really can save "hundreds of megabytes of RAM", then it seems like a no-brainer with the upcoming addition of more factions.

 

Go for it, I say.

Reply #416 Top

Not only i can use highter quality settings for this mod. It is good to have the visual feedback that the shields of a big ship are down. :)

Reply #417 Top

I like the change on several levels. I prefer bubble shields visually. While invisible shields are more canon with the movie presentation, for Sins it just felt like an extra layer of armor HP with how it worked out. It was not something I felt the need to give negative feedback about before, but I like the new direction. I like how the bubble popping is a visual cue for the shields falling. I like that the memory savings create room for other potential features. On a more selfish note, the memory savings will support greater stability in my attempts to do 10 AI compstomps with DeathMatch and Double Cap enabled.

Really hoping 1.83 is finalized soon with no more surprise bugs. I recognize that isn't under the team's control, but I've been looking forward to New Republic for a while now. I can only imagine how frustrating trying to manage user confusion over the 1.82/1.83 beta fork has been for you. Best wishes.

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Reply #418 Top

While you're changing meshes, do you think the starforge and (especially) the centrepoint station meshes should be reduced?

I think they do; they are obscenely large in comparison to any planet. 

 

Also, I only just realised that you have reduced the mesh size of corvettes in E4X, but not their shield meshes. I know it's only a minor visual problem, but I think that the large fitted shield bubble looks a wee bit silly and could do with the adjustment.

Dunno if I said it before, but I think the E4X "Resolve" ability should - considering its buffs - be set to cast "OnlyInCombat" rather than "Anytime", with the constraint "HasWeapons", so as Kol isn't going around applying damage buffs to civic labs etc

Reply #419 Top

Quoting AKenny47, reply 418

While you're changing meshes, do you think the starforge and (especially) the centrepoint station meshes should be reduced?

I think they do; they are obscenely large in comparison to any planet. 

Planets and ships are sadly not to scale at all in Sins. When you get to the largest units in the mod, scale becomes incredibly awkward. They are actually at a bit of a compromise size; if I scaled them to the size of ships they would be larger than most gravity wells, if I scaled them to planets, they'd be so small you wouldn't think were anything special. The current size I think makes them seem impressive, even if it takes away from the planets somewhat.

Really you just have to not compare things to the size of planets with this game, just think of planets as a background layer of sorts. :p

Quoting AKenny47, reply 418

Also, I only just realised that you have reduced the mesh size of corvettes in E4X, but not their shield meshes. I know it's only a minor visual problem, but I think that the large fitted shield bubble looks a wee bit silly and could do with the adjustment.

Dunno if I said it before, but I think the E4X "Resolve" ability should - considering its buffs - be set to cast "OnlyInCombat" rather than "Anytime", with the constraint "HasWeapons", so as Kol isn't going around applying damage buffs to civic labs etc

I'll take a look on the shields.

I set resolve to require the target to have weapons. Since it can heal I don't think its completely improper for it to be used even out of combat.

Reply #420 Top

Quoting GoaFan77, reply 419

Planets and ships are sadly not to scale at all in Sins.
Oh I know, but I still think these structures should be downsized within the admittedly wacky sins scaling. The thing that I find most annoying is actually the fact that the centrepoint station so often spawns right next to the planet and clips with it, often ending up halfway inside the planet if it were to start rotating to fire. I'm failing miserably in trying to understand the spawn radius values in its entity file, so perhaps you could look at it briefly and make the relevant changes ensure it always spawns far away from the planet in future updates.
Quoting GoaFan77, reply 419

I'll take a look on the shields.
It was on the Vasari corvettes that I noticed it, so perhaps this is the only model that has the weird inflated bubble thing going on. 
Quoting GoaFan77, reply 419

Since it can heal I don't think its completely improper for it to be used even out of combat.
Fair enough. Actually due to this healing function, I always thought this ability's buff should last a little longer, considering the long-ish cooldown. But that's fairly inconsequential...

 

Anyway, have you decided on definitely implementing the shields? 

Reply #421 Top

Quoting AKenny47, reply 420

Oh I know, but I still think these structures should be downsized within the admittedly wacky sins scaling. The thing that I find most annoying is actually the fact that the centrepoint station so often spawns right next to the planet and clips with it, often ending up halfway inside the planet if it were to start rotating to fire. I'm failing miserably in trying to understand the spawn radius values in its entity file, so perhaps you could look at it briefly and make the relevant changes ensure it always spawns far away from the planet in future updates.

I get weird overlaps or spacing issues depending on the size of the models. There also seems to be some predefined spacing for certain units when it comes to fleet alignment or during battles. If certain models are too large compared to the original Sins models then you get more bumping or sitting right on top of each other perspective wise. Structures definately can get some weird placements depending on the size too.

The placementRadius might be a place to look for structures. It seems vanilla sins makes this ~150 larger than the mesh bounding radius.

 

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Reply #422 Top

Quoting AKenny47, reply 420

It was on the Vasari corvettes that I noticed it, so perhaps this is the only model that has the weird inflated bubble thing going on. 

Vanilla corvette shields will be the proper size in the next version.

Also, new models for the Vindicator and Immobolizer cruisers. Made by Maxloef.

 

 

 

Reply #423 Top

I actually prefer the older ones...   :(

Maybe have the new model for either one of the enforcer or vindicator class, and keep the older model on the other for greater Imperial faction diversity...?

The complete loss of the current immobilizer model makes me sad :'(

 

Tell Max to stop traumatizing me with these new models, and instead update the unfinished textures on the Bellator and MC80A!

Reply #424 Top

Quoting AKenny47, reply 423

I actually prefer the older ones...

Why? :p

Quoting AKenny47, reply 423

Tell Max to stop traumatizing me with these new models, and instead update the unfinished textures on the Bellator and MC80A!

Max has his own reasons for making these, not necessarily just for this mod. He does whatever ships he pleases, and I doubt he'll ever do a Bellator. I am eagerly looking forward to more Mon Calamari ships in the style of his liberty.

Reply #425 Top

Quoting GoaFan77, reply 424

I am eagerly looking forward to more Mon Calamari ships in the style of his liberty.
Who was it that did the textures of the MC80 Star Cruiser? Its surface looks a lot different to the others, and imo looks slightly more detailed and 'polished'. 

 

As for why I prefer the old models...I can't really point out many specifics. I think whoever did the previous models nailed the texture on the very edge of the ship, whereas this model, along with the IS-I, IS-II, and Tector-class models in Interregnum, tries to create a shadow effect on the edge of the ship by relying on the darkening of the textures and, I feel, ultimately obscuring the really intricate architecture seen on the edge of the imperial ships that could be portrayed through brighter textures. Obviously, this is just preference, there's certainly nothing wrong with his work - it's really high quality stuff

 

 

Ok, it's 2am; I need to stop this and sleep...