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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.

2,987,814 views 577 replies
Reply #176 Top

 

Quoting GoaFan77, reply 170

Sins does not have that kind of accuracy mechanic, and all fighters have the same chance to get hit. It is very fast though yes, and the entire squadron has superior stats to the X-wing even though individual X-wings are more durable.

 

My thought was something along the lines of a passive Anima Tempest ability.

 

Anima Tempest was the Advent ability on the Halycon allowing strikecraft to dodge. If this could be made into a self-buff of some sort that was passive for Strikecraft or only targeted A wings on Rebel carriers, then it could approximate that mechanic.

 

Quoting GoaFan77, reply 175

Yeah, actually this can happen in the vanilla game if they happen to be fighting at an antimatter fountain or a main sequence star. They already nerfed the cool down time on it, and I don't really feel like it needs to be hurt any further just because its annoying with one minimod. If you run into this, the AI will not activate this ability if it thinks it can win, so send just enough ships that you need to kill 1 of the Akkans, then warp in the rest of your fleet once it is dead.

 

I actually think the AI does a pretty good job of determine when to use the ability.

 

The real issue I see is the AI does not synchronize other abilities well. That's not really an issue with this mod, it's a game-wide issue that's problematic in Vanilla Rebellion too.

 

Quoting GoaFan77, reply 173

The Executor has interesting firing arcs. It deals the most damage to 3 targets in front of it, which is why it stays facing forwards, but it can fire at up to 5 different targets on each side (plus two at the back, but it's not terrible significant). If it is totally surrounded by enemies it can fire at 15 different targets at once, so I would have it close enough to the enemy that its side banks can fire on enemy ships.

 

What are the Viscount and Home One firing arcs like then for the Rebel and New Republic?

Reply #177 Top

Quoting UnleashedElf, reply 176
Anima Tempest was the Advent ability on the Halycon allowing strikecraft to dodge.

Chance to dodge is an odd damage reduction buff in reality; nothing to do with accuracy.

Reply #178 Top

Quoting Lavo_2, reply 177

My thought was something along the lines of a passive Anima Tempest ability.

 

Anima Tempest was the Advent ability on the Halycon allowing strikecraft to dodge. If this could be made into a self-buff of some sort that was passive for Strikecraft or only targeted A wings on Rebel carriers, then it could approximate that mechanic.

Yeah, as Lavo mentioned Sins doesn't have a real "accuracy" rating. That chance to dodge buff doesn't mean those fighters have a chance to take no damage, its just a funky kind of damage reduction. Besides, putting abilities on fighters is sadly a big pain.

Quoting UnleashedElf, reply 176

What are the Viscount and Home One firing arcs like then for the Rebel and New Republic?

Don't know yet. HomeOne will be no where near as impressive since its not as big, and the Viscount is just as large but is meant to defeat other titans. So probably not as many targets as the Executor.

 

In other news, a new Lore Entry has been posted, as has a small little teaser image.

Reply #179 Top

Ahh... nice. :)

Reply #180 Top

Quoting GoaFan77, reply 178

Besides, putting abilities on fighters is sadly a big pain.

Big!? Try enormous. :P

Reply #181 Top

For immersion I'd like to see crystal changed to Cortosis or something like it.  I know crystals are important in Star Wars too, but more so for lightsabers rather than full on mining production. Artifacts would also easily translate over to holocrons as well.

 Also, once I get my second monitor going again I was thinking of making some star maps that accurately portray certain parts of the galaxy based upon the new areas of influence you released.  If I like how they turn out I may send them your way.

Reply #182 Top

Hi Ctholloway

Quoting ctholloway, reply 181

For immersion I'd like to see crystal changed to Cortosis or something like it.  I know crystals are important in Star Wars too, but more so for lightsabers rather than full on mining production. Artifacts would also easily translate over to holocrons as well.

You may notice I've changed the crystal icon for Star Wars factions to be green. This is a reference to Nova Crystals, and is a bit of a tribute to an earlier Star Wars strategy game, Galactic Battlegrounds, where Nova Crystals were a resource.

Quoting ctholloway, reply 181

Also, once I get my second monitor going again I was thinking of making some star maps that accurately portray certain parts of the galaxy based upon the new areas of influence you released.  If I like how they turn out I may send them your way.

That sounds awesome. I too will be making some maps based on the Star Wars universe, but not specifically on stuff from Interregnum (first one will probably be called the Kessel Run, where a strong Imperial outpost on Kessel guards the only quick way to reach other players).

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Reply #183 Top

Can't wait for the Warlords to arrive... Means we are one step closer to the Rebels/New Republic ;)

Reply #184 Top

Quoting DarknessDK, reply 183

Can't wait for the Warlords to arrive... Means we are one step closer to the Rebels/New Republic ;)

Yup. And if you want to find out more about them, the latest news article should interest you...

Reply #185 Top

Already read, Goa ;)

 

Can't wait to see what you have in store for the Rebels/New Republic factions.

Reply #186 Top

Now that the forums are online again, I'm happy to announce a fan favorite ship has been added to the Interregnum ship roster. Meet the Bellator Star Dreadnaught.

Reply #187 Top

Looks great. I'm glad some of the lesser known vessels are getting included into the mod. I liked FractalSponge's work in the Essential Guide to Warfare. 

I know you probably already have enough models in-game for the Empire/Warlords but is there any chance that you are planning on adding the Praetor Mark II-class Battlecruiser? Perhaps as a hero unit like Piett. Although, the only admirals I can think of that possessed a Praetor would be Mils Giel and Sander Delvardus. Its also one of my favorite ships in Thrawn's Revenge due to its long range and firepower. 

Some of the abilities could make use of its long range Ion cannons, Quad Heavy Turbolasers, thick armor/shields, and lack of an exposed reactor bulb similar to the Tector-class.

Again, excellent mod GoaFan77, I look forward to your next release of the Warlord faction. :grin:

 

Reply #188 Top

Quoting TIE_Destroyer, reply 187

Looks great. I'm glad some of the lesser known vessels are getting included into the mod. I liked FractalSponge's work in the Essential Guide to Warfare. 

I know you probably already have enough models in-game for the Empire/Warlords but is there any chance that you are planning on adding the Praetor Mark II-class Battlecruiser? Perhaps as a hero unit like Piett. Although, the only admirals I can think of that possessed a Praetor would be Mils Giel and Sander Delvardus. Its also one of my favorite ships in Thrawn's Revenge due to its long range and firepower. 

Some of the abilities could make use of its long range Ion cannons, Quad Heavy Turbolasers, thick armor/shields, and lack of an exposed reactor bulb similar to the Tector-class.

Again, excellent mod GoaFan77, I look forward to your next release of the Warlord faction. :grin:

Its a good thing it is included in the EGW, otherwise it is doubtful the Bellator or even the Allegiance would be here.  ;)

I did think about using both the Praetor Mark I and Mark II as a hero ship or titan. However, the unit scale I've chosen between the Star Wars ships and Sins ships makes that a bit awkward. Even if I shrink them a bit like the Executor to fit, they're still about the size of the smaller Sins titans, which is probably too powerful to be a hero unit, and the Bellator has taken the only spare spot as a titan. It also doesn't help that I killed off Delvardus in the latest little lore update, giving the rather different back story to the Night Hammer in this mod.

 

 That said, there is still a chance they'll make an appearance, but it probably won't be anytime soon. However, the Praetor I probably has a better chance than the Praetor II simply because its a much older ship so I could justify giving it stats similar to the Allegiance even though the Praetor is larger.

Reply #189 Top

I understand, the Empire already has enough large capital ships/titans and adding anymore similar sized caps would be hard to balance out with the other sins races. I'm just glad that I got to play one of the Empire's larger Star Destroyers in Sins besides the SSD.

I also have to say you make an excellent background for adding the sins races in with the Star Wars factions and that is a nice model of the Knight Hammer - Sleek and deadly. So, Thrawn managed to acquire the cloaking device from the Terror. Its too bad that the TIE Phantom Project didn't make it to post-Endor otherwise you would have a cloaked SSD with squadrons of TIE Phantoms. A nasty combination...

Reply #190 Top

Quoting TIE_Destroyer, reply 189

I also have to say you make an excellent background for adding the sins races in with the Star Wars factions and that is a nice model of the Knight Hammer - Sleek and deadly. So, Thrawn managed to acquire the cloaking device from the Terror. Its too bad that the TIE Phantom Project didn't make it to post-Endor otherwise you would have a cloaked SSD with squadrons of TIE Phantoms. A nasty combination...

Actually, in the Thrawn Trilogy he finds cloaking device technology in the Emperor's Vault on Wayland, along with the cloning canisters. I simply wanted to reference the Terror a little bit in the back story since it is the only SSD in the proper canon with a working cloaking device (the one in your avatar sadly never got a name); basically he just used some of the blueprints of the Terror to help him adapt the cloaking device to an Executor class, but the technology itself is the one Thrawn used in the novels, not the Terror's (it could be this is in fact the same technology but I don't think Rebel Assault II ever implies a connection to the one in the Thrawn Trilogy).

As for the TIE Phantoms, someone actually offered to give me a model of them, but I'm afraid Sins fighter mechanics are pretty simple and I don't think its possible to really simulate the advantages a cloaking device would have on it. At best I would end up just giving them a really high chance to dodge, but in practical terms that would just let it live longer so it would just be a fighter that is as hard to kill as the TIE Defender but not anywhere near as well armed. 

Reply #191 Top

Here's a quick video highlighting the new Super Star Destroyer Night Hammer and its cloaking capability. Expect a release of Alpha 2 with the Warlords in the next few days.

Reply #192 Top

Quoting GoaFan77, reply 191

Here's a quick video highlighting the new Super Star Destroyer Night Hammer and its cloaking capability. Expect a release of Alpha 2 with the Warlords in the next few days.

Impressive

Reply #193 Top

So my ships only appear as the team color. A mass of team color?

Reply #194 Top

Quoting upsurper, reply 193

So my ships only appear as the team color. A mass of team color?

Sounds like the game may be running out of RAM. Try reducing the "Ship/Structure/Planet" detail a notch. If that still doesn't help, try restarting the game.

Reply #195 Top

That worked thanks :)

Reply #196 Top

hi again

plz remember, make the empire-titans placeable via galaxy forge with the next version. thx a lot. i cant wait for the next release...

Reply #197 Top

Quoting WattNu, reply 196

hi again

plz remember, make the empire-titans placeable via galaxy forge with the next version. thx a lot. i cant wait for the next release...

They are, and the release is now here. :grin:

Star Wars: Interregnum Alpha 2 (Full Install)

 

Reply #198 Top

YAY!!! HURRAH! i will sell you my soul and stuff.... (loading right now)

 

Reply #199 Top

Thanks

Reply #200 Top

If you aren't playing the latest update already, you now have an additional reason to. The first actual Star Wars planet was released in Alpha 2 as a surprise, and it is none other than the Empire's shipbuilding center, Kuat.