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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.

2,987,610 views 577 replies
Reply #426 Top

Any idea how the "Industrial Experts" ability on the capital/titan factories could be set to autocast on a planet more than once? As it is, the aiUseTime and aiUseTargetCondition set to "anytime" and "any", means that having more than one of any of the factories doesn't stack the build time reduction buff. At least, not without manual input...

 

Reply #427 Top

Quoting AKenny47, reply 426

Any idea how the "Industrial Experts" ability on the capital/titan factories could be set to autocast on a planet more than once? As it is, the aiUseTime and aiUseTargetCondition set to "anytime" and "any", means that having more than one of any of the factories doesn't stack the build time reduction buff. At least, not without manual input...

Honestly I'm not sure if I meant for it to stack...

Reply #428 Top

Quoting GoaFan77, reply 427
 Honestly I'm not sure if I meant for it to stack... 
I would have assumed that you did intend it to stack. Aside from the obvious stacking buff of 10, the 16.333... buff is a bit of an odd value to choose for a single buff isn't it?

Reply #429 Top

Random question: What is the difference (if any) between the shield/hull point restore rate, and the shield/hull point restoration buffs in Sins?

Reply #430 Top

Quoting AKenny47, reply 428

aside from the obvious stacking buff of 10, the 16.333... buff is a bit of an odd value to choose for a single buff isn't it?

I am certain I did not mean for it to stack 10 times lol.

I changed it to stack once but buff it to 20%.

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Reply #431 Top

Quoting GoaFan77, reply 430

I changed it to stack once but buff it to 20%. 
That would probably be for the best since it doesn't seem as if you can even get the ai to autocast on the planet more than once anyway...

Reply #432 Top

Quoting AKenny47, reply 429

Random question: What is the difference (if any) between the shield/hull point restore rate, and the shield/hull point restoration buffs in Sins?

I might have them mixed up, but I think shield restore rate (whatever overlapping shields on the MC80 Liberty gives) is a flat percentage to the passive shield regeneration rate for the ship.

Shield/Hull Restoration is more interesting, if a ship is getting healed, the rate of healing will be affecting by this modifier. So if a ship is being healed for 20HP/Sec from a repair structure and has a 10% Hull Restoration buff, it will actually be healed by 22HP/Sec.

I have heard that Restoration also affects passive hull/shield restoration, in which case it also does exactly what Restore Rate does, but I haven't actually tested this myself.

Quoting AKenny47, reply 431

That would probably be for the best since it doesn't seem as if you can even get the ai to autocast on the planet more than once anyway...

I'm not really sure why it doesn't just looking at the code, but meh, not an issue anymore.  ;)

Reply #433 Top

Thanks for the explanation, it makes sense now. Of course, if I had thought of it I could have come to that conclusion myself based on one of your descriptions in the E4X mod on the (I think) rebel Advent titan regen upgrade...

Quoting GoaFan77, reply 432

I'm not really sure why it doesn't just looking at the code

Quoting GoaFan77, reply 432

just looking at the code

Quoting GoaFan77, reply 432

the code

Quoting GoaFan77, reply 432

code

What? What code? How can you see the game's code???

Is it...MODDABLE?!!!!!   :pout:

Reply #434 Top

Along with adding "DisableAngularEngines" to the "Buff_ING_DerelictShipTemp" (without it, the dreadnaughts 'track' ships near them), you should add the instantAction "InitializeRandomMotion", and set appropriate values to make them float about a bit. As it is, they don't look like derelict ships to me.

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Reply #435 Top

The ability system and such is a custom made language, it's specific in it's usage, but still functionally the same as such things as XML, which is used in Stardock's games like Elemental in exactly the same manner.  He doesn't get to look at the source code, but when he's working on the modifiable entity portion of the game, it's still code.

 

Random question: What is the difference (if any) between the shield/hull point restore rate, and the shield/hull point restoration buffs in Sins?

 

Pretty sure there isn't one...

Reply #436 Top

Quoting AKenny47, reply 433

What? What code? How can you see the game's code???

Is it...MODDABLE?!!!!! 

Just an expression meaning I looked at the mod files lol. I'm a programmer by trade, so I tend to use the same lingo for modding.

Quoting psychoak, reply 435

Pretty sure there isn't one...

See my post psychoak, that was right from Yarlen. 

Reply #437 Top

Just a reminder, Mandalorians will be arriving... one day...

Reply #438 Top

Nice screenshot.

 

I'm here to annoy you again with general modding help. I've added an ultimate ability to your vasari scientist guy in E4X - a simple AOE offensive ability that only requires the ability and its buff file to work - and my game crashes on startup.

Dev tells me "Entity Ref not found: Ability_E4X_Dissemination" --What specifically is that referring to? I have the new ability and the buff included in the E4X entity manifest, and no errors show up in the eclipse plugin regarding any other reference issues...

Reply #439 Top

Hmm. I just noticed that Traest Kre'fey has another ability that I had completely missed because it never seems to get unlocked. It's the "ExpertRaider" ability - that is supposed to give an immunity to jump interference. I'm guessing this isn't intentional? Reducing his first ability, which has 4 levels, to 3, and assigning the ExpertRaider ability to unlock at like level 7 or 9 seems to work fine.

 

Also, I was thinking that you should probably adjust the expert damage control capital ship upgrade heal buff, and the spare parts heal buff to only cut off upon taking hull damage. I think it makes sense for these repair operations to continue once the hull itself isn't being battered, whereas at the moment these operations stop even if the ship has shields up to protect the hull from incoming fire. I know you're reluctant to in any way improve the Imperial factions' healing abilities, but I think this is sufficiently minor to not impact on balance too much, while still being a noticeable change in the function of these abilities under specific circumstances, such as when there is hull damage that needs repairs, but also shields present to protect the ship from further direct fire.

 

 

Reply #440 Top

For what its worth, Krefey's jump immunity ability does unlock and work in 3.1. I have used it heavily on a defensive turtle map for compstomping vs up to 8 AI (and yes, with 8 after a few hours I almost always eventually cap ram and crash, which makes the new shield models a bit exciting for the lower overhead). Basically essential due to the number of interdictors that I encounter.

It is appropriately a very high level unlock since it impacts the entire local fleet, like Garm Iblis' fleet auto capture ability. I've been taking a bit of a break waiting for a new version, but I want to say jump immunity unlocks around level 8 or so. I do not recall it being the last level Kre'fey receives before being maxed out, as I can put one or two more points into his earlier skills. I suppose it would be a lot more difficult to get to unlocking it outside of my preferred game setup.

Reply #441 Top

Well, unless I have horribly misunderstood how the heroes work...isn't Kre'fey supposed to function like the other heroes in E4X and Interregnum? As in, he should have a fixed upgrade path with all available abilities maxed out at level 10?

As it stands that's not possible, because he has 11 upgrades (4,3,3,1), and when you set his upgrade points to auto-assign as the AI does (and probably the player too in the case of other E4X/INT Heroes), he will never get a point assigned to the expert raider ability.

Reply #442 Top

I only assign my skillpoints manually. That is the only difference I can suggest, unless you are using 3.11 where I am on 3.1. I'll load it up when I have some time and see exactly what level it unlocks for me.

Edit: It unlocked when he reached level 6. Manually selected it like normal and it worked the way it should. Perhaps is a combination of having 4 upgrades for skill slot 1, and the jump immunity skill being in slot 4, and autobuy just goes left to right sequentially so it never reaches it?

Reply #443 Top

Really important issue here - crucial, in fact. Mod might die if you don't change it.

 

The rayshield surge ability on the providence is set to autocast "OnlyInCombat" rather than "OnlyWhenTakingDamage", so essentially the shield will activate - often needlessly - upon the ship opening fire, when it should really only activate when taking hits.

More noticeable on this ship, because it tends to run out of antimatter through use of the broadside ability fairly quickly, so it could do without the superfluous antimatter usage.

Reply #444 Top

If you'd like a preview of Alpha 3.12, here's a little PVP game I did with some modders from Star Trek Armada 3, outerexodus and KillaBC. Video is from outerexodus' perspective.

Quoting AKenny47, reply 443

Really important issue here - crucial, in fact. Mod might die if you don't change it.

Sarcasm I hope.  ;)

Fixed.

Quoting AKenny47, reply 441

Well, unless I have horribly misunderstood how the heroes work...isn't Kre'fey supposed to function like the other heroes in E4X and Interregnum? As in, he should have a fixed upgrade path with all available abilities maxed out at level 10?

Some Interregnum heroes have had their abilities haphazardly adjusted from the original plan, I wouldn't be surprised if there were more heroes that weren't quite set up right.

Most of the time heroes should be identical at the same level, I.e. no ability choice as in E4X.

 

Reply #445 Top

Quoting GoaFan77, reply 444

Most of the time heroes should be identical at the same level, I.e. no ability choice as in E4X.


Then you need to look at Kre'fey as well for the next update. I think he has 12 or maybe 13 possible upgrades. Considering the nature of his 'ultimate' ability, I just set his ability tiers up as 3,3,3,1 

Reply #446 Top

I just realised that in both Interregnum and E4X, if you capture a ship that was marked as a temporary ship for the other faction, the ship will still 'leave' your service even under its new ownership. That doesn't really make sense imo.

Similar to how you designed the derelict katana fleet dreadnaughts to apply their buffs, I think you should add an extra layer to the "Ability_E4X_TemporarayShip" buff, in which the new buff applies the "Buff_E4X_TemporaryShipDeath" as an instant action, and cuts itself and the death buff off through the "OwnerChanged" finish condition. I haven't actually tried this method out myself, but I'm sure that you know what I'm talking about and how to achieve it. ;)

 

On a similar note, I think that any temporary ship should be a bit more subtle about 'leaving' your service - as in - doesn't Allahu Akbar on you and litter the gravity well with its debris. 

Reply #447 Top

There are other issues with letting temporary ships not disappear after the timer, so that won't change.

Quoting AKenny47, reply 446

On a similar note, I think that any temporary ship should be a bit more subtle about 'leaving' your service - as in - doesn't Allahu Akbar on you and litter the gravity well with its debris. 

Sadly I can't do that without not giving it an explosion for being destroyed either.

Reply #448 Top

Something I just noticed is that a lot of abilities fire even when they will not have any effect, such as when the target is invulnerable. 

Examples of the more obvious abilities to me that should have the "NotInvulnerable" constraint added are the Venator Beam, the ISD I Tractor Beam, Thrawn's Prediction ability, and Vader's Force Choke. I'm sure there's a few more, but I'm guessing you'll go through them all at some stage and make whatever adjustments you want; I just thought I'd draw your attention to it.

Reply #449 Top

Also, the bug where capturing an interdictor cruiser doesn't remove it's +700% phase jump debuff to your ships is still present I'm afraid.

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Reply #450 Top

Quoting AKenny47, reply 448

Examples of the more obvious abilities to me that should have the "NotInvulnerable" constraint added are the Venator Beam, the ISD I Tractor Beam, Thrawn's Prediction ability, and Vader's Force Choke. I'm sure there's a few more, but I'm guessing you'll go through them all at some stage and make whatever adjustments you want; I just thought I'd draw your attention to it.

Oh I know they exist lol. I've fixed those, if you see more let me know and I'll fix them. Really there's not an easy test for what to look for; any abilities that do damage should probably have that check, but Force Choke for example doesn't directly deal damage. Yet it makes sense here.