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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 #101 Top

Goa,

I hope you don't lose interest in this project along the way.  I'm really looking forward to playing the E4X hero mechanic in your SW mod, and it's looking fantastic!

Keep up the great work.

Reply #102 Top

Quoting adamfoxdavis, reply 101

Goa,

I hope you don't lose interest in this project along the way.  I'm really looking forward to playing the E4X hero mechanic in your SW mod, and it's looking fantastic!

Keep up the great work.

Oh believe me, I haven't lost interest. There's just been a lack of pictures to share until today, since I've been working on the research trees.

 

Also for those interested in the lore that don't follow the mod on moddb, the next part of the timeline was released. It's all about the revised Battle of Endor and explains how Darth Vader lives while the Emperor dies.

Finally, some older pictures I appear to have not gotten around to sharing on here.

Acclamator-II Assault Ship

 

Imperial Hero Teren Rogriss in an Immobolizer-418 Cruiser.

TIE Defenders

Reply #103 Top

What special abilities do you have setup on the TIE defenders if any? They're one of the more neat imperial strike-craft in my mind. :-)

Reply #104 Top

New article on is up on Moddb, taking a look at the Morale gameplay mechanic for the Galactic Empire.

 

Quoting boshimi336, reply 103

What special abilities do you have setup on the TIE defenders if any? They're one of the more neat imperial strike-craft in my mind.

Well, fighter abilities are a real pain to make, and nothing you can do in Sins really fit for the Defender. However, the TIE Defenders have 3 different weapons (Lasers, Ion Cannons, and Missiles) which allows them to deal substantial damage to almost any unit. They are also one of the fastest units in the game and are quite hard to destroy, unlike other TIE Fighters.

That said, the only way the Galactic Empire (the first Imperial Faction that will be available) can get TIE Defenders is by summoning the Elite 181st TIE Fighter Squadron from hero unit's special ability. Not only do you get 12 of these terrors, but their reputation causes fear among all enemy strikecraft in the gravity well, reducing their damage.

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Reply #105 Top

That sounds great Goa, I'm definitely in favor of restricting special/uber fighter types to specific ships/hero ships.  For me personally, it feels more Star Wars to have the vast majority of playable strikecraft restricted to what was seen on screen in episodes IV V VI.  That said, I'm really a fan of special units spawning special squadrons :)

Thanks for the update

Reply #106 Top

Quoting adamfoxdavis, reply 105

That sounds great Goa, I'm definitely in favor of restricting special/uber fighter types to specific ships/hero ships.  For me personally, it feels more Star Wars to have the vast majority of playable strikecraft restricted to what was seen on screen in episodes IV V VI.  That said, I'm really a fan of special units spawning special squadrons

Thanks for the update

Well with Strikecraft yeah, it turned out the ones from the movies are by far the most common ones for all factions. However, both the Alliance and Empire and one subfaction (Rebel Alliance and Galactic Empire) that is pretty much based on the movie factions, while the other subfaction (Imperial Warlords and the New Republic) are more heavily based on the Expanded Universe after Endor.

Reply #107 Top

This is looking absolutely awesome so far. Sorry if I missed it somewhere, but will there be an official scenario map? Like the entire Star Wars galaxy set up like the galactic map on your moddb page. Obviously it would be imba and take half a century to finish a game on it, but it would be worth playing. Would probably take a lot of work, but a giant map with all of the playable races starting with their existing empires would be epic. Even if there's not, Interregnum got me interested in Sins again.

 

 

Reply #108 Top

Someone needs to remind me to share more goodies on this page. If you haven't already, check out the latest news about the Morale System, one of the unique gameplay mechanics of the Empire.

 

Quoting -Icy-, reply 107

This is looking absolutely awesome so far. Sorry if I missed it somewhere, but will there be an official scenario map? Like the entire Star Wars galaxy set up like the galactic map on your moddb page. Obviously it would be imba and take half a century to finish a game on it, but it would be worth playing. Would probably take a lot of work, but a giant map with all of the playable races starting with their existing empires would be epic. Even if there's not, Interregnum got me interested in Sins again.

 

Oh there will definitely be new maps. That one will probably need to wait until all 4 factions are complete, but it is possible other Interregnum themed maps will be made before that.  ;)

Reply #110 Top

The mod continues to make good progress, despite real life keeping me busier than expected. Check out a possible look for the main menu screen and some Super Star Destroyer eye candy.

 

Reply #111 Top

Looks good!

Reply #112 Top

Indeed!

 

Cant wait! :D

Reply #113 Top

:grin:

Reply #114 Top

Any news updates on the mod, Goa? Hoping for a release before I go on vacation for 4 weeks (no gaming!)

Reply #115 Top

Hes being paid by the empire to not release the game since they will get all their shinies blown up :)

Reply #116 Top

Quoting DarknessDK, reply 114

Any news updates on the mod, Goa? Hoping for a release before I go on vacation for 4 weeks (no gaming!)

The mod is currently undergoing its internal battlefield testing, though it seems I have been better at giving sneak peaks at the test results on the moddb page.  ;)

 

 

Quoting mikefacciola, reply 115

Hes being paid by the empire to not release the game since they will get all their shinies blown up

Well, it is true I have a billion odd credits stashed away in Imperial Credit 20 years treasuries, but that is mere coincidence. I assure you it has had no influence on my work in this mod whatsoever.  ;)

Reply #117 Top

Goa, you got screwed if you got paid in Imperial Credits since they'll be obsolete once the New Republic takes over ;P

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Reply #118 Top

Quoting DarknessDK, reply 117

Goa, you got screwed if you got paid in Imperial Credits since they'll be obsolete once the New Republic takes over

In this mod Darkness, it is IF the New Republic takes over.  ;)  As of right now I can still use them in the core and colonies.

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Reply #119 Top

wow. just wow.

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Reply #121 Top

lordlubu21: Right side of the Expansion Region, just to the left of the Outer Rim text :)

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Reply #122 Top

I've sent you a million pms, GoaFan... did you read any?

Reply #123 Top

looks awesome, I need to try this

EDIT: Want me to do some code for your OP so it don't shrink your poster?

 

Reply #124 Top

Quoting Dark_Ansem, reply 122

I've sent you a million pms, GoaFan... did you read any?

Huh? I haven't gotten any PMs from you recently that I can tell. Not here, or on Moddb. 8C

 

Quoting myfist0, reply 123

looks awesome, I need to try this

EDIT: Want me to do some code for your OP so it don't shrink your poster?

 

 

Not quite released yet.

 

While I do like your little menu on the SoA 2 thread, I think the resizing is important for this forum. Your menu goes off the thread page on my laptop for example. Still, I wouldn't say no to a little code sample. I'm pretty fluent in HTML and CSS, I'm just not sure how you got it into a forum post.

 

Now what I really want to do is pimp out the moddb page and background a bit like SoA and Ascendancy have done. Some hints on that would definitely be appreciated. ;)

Reply #125 Top

The CSS on ModDB I have yet to figure out, I was told to submit a CSS sheet, and if they like it, they will add it to your site, but CSS is very customizable and I have no clue what they want in the way of a submission. If you ever figure it out, make a Steam guide or post it to the SoaSE Modders group

I may help you with any buttons or background and stuff for the modDB page, but that is a serious pain in the ass I am not looking forward to repeating.

As for the forum OP. It Does not need to be larger than the thread area, but can be larger than the assigned without going through the re-sizing. The SOA2 logo is also to big and would re-size without my code. I typically use my very 1st thread as a sandbox of sort to test forum OPs. If you are interested, I will do one.