A balance and immersion update to Star Wars Interregnum. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.81 is 153136810. For Sins of a Solar Empire Rebellion version 1.84.
Large Address Aware also now comes bundled with the mod. It is HIGHLY recommended you apply it to your game if you have at least 4GB of RAM. If you do not, you will likely need to reduce your graphics settings. See the technical forum for detailed installation instructions. See the full description for the changelog.
For a high level summary of changes, see this news post.
Interregnum Alpha 3.2 Changes
* Replaces Vanilla Sins artifacts with Star Wars universe ones. Most have similar if not identical effects to the Sins artifacts, but a few have been totally changed.
* Fixed a bug that would prevent high tier Star Wars heroes from spawning correctly in 3.11.
* New ship, the Raider class Corvette. It replaces the Lancer Frigate as the Warlord's antifighter frigate. The Galactic Empire continues to use the Lancer Frigate.
*New models for the following units: Vindicator/Enforcer class Cruiser, Immobolizer 418 Cruiser, TIE Defender, B-Wing.
* New shield effect for ships and structures added. Also noticeably improves performance.
* Ship graveyards and Industrial planets now have a new random encounters which give access to additional ships.
* Warlord AI players should now more consistently choose a Warlord to join.
* The Council of Moffs research is now only available for the Galactic Empire, not Warlord, players.
* Alliance XQ Platforms now require the XQ Defenses tech to get their antifighter guns, as intended.
* Capturing Kuat Drive Yards will now allow players to build Nebulon-B Escort Frigates (original military configuration).
* The captureable Mon Calamari Shipyards can now produce a small fleet of MC30 and MC40 warships.
* Fixed a bug that allowed more than 1 Star Forge/Centerpoint station to spawn at a single planet.
* Rebel Alliance Trade Port tech moved to tier 3 from tier 4. Move 'Tax Free Merchandise' tech from tier 5 to tier 4.
* Moved 'Mole Miners' tech from tier 4 to tier 3.
* Refinery research moved from tier 3 to tier 4. Now requires Mole Miners.
* Units now have shield effects that appear when taking damage.
* Updated Imperial Player Portrait of Galid Pallaeon, as well as his icon in game.
* Nebulon-B Frigate Hospital Ship passive hull restoration buff increased from 15% to 20%.
* Empire's Industrial Experts ship build time bonus increased from 16% to 20%, but no longer stacks.
* Katana Fleet Dreadnaughts now drift in space until they are captured.
* Imperial Dreadnaughts now requires research where the tier 2 Spare Parts tech used to be. Dreadnaughts can now use this ability without research.
* Imperial Auxiliary Systems research techs have been moved around for this change, but the techs themselves are the same tier.
* Several abilities will no longer attempt to target invulnerable enemies.
* Alliance Hero Traest Kre'fey has had the order he learned abilities reworked.
* Warlord Zsinj's Danger Sense ability can now only be upgrade once (the second point didn't do anything).
* Providence Destroyer's Rayshield Surge ability autocast will now only activate while being fired on.
* Ship graveyards will now contain some older ships in them as background debris.
* Changed the font on the Diplomacy screens to better fit the lengthier Star Wars AI player names.
For those of you who updated from the last recommended version, Alpha 3.1, these changes were made in Alpha 3.11 and will be new to you.
* Heroes now use variable amounts of fleet supply. Cruiser commanding heroes will use less than 50 supply, while those with large flagships may use more.
* Thanks to the update, the Imperial Warlords can now select their titan of choice directly from the titan build menu, rather than use the Executor titan swapping mechanic.
* The Galactic Empire can now build the standard Executor class Star Dreadnaught, in addition to the Bellator and Darth Vader.
* Fixed a bug were all Imperial Warlords players were benefiting from Ysanne Isard's "Culture Rate Loss Decrease" bonus even without joining her subfaction.
* Improved the autocasting of Grand Admiral Thrawn's Artistically Done ability.
* Fixed a bug where the Empire's Morale System was not always working.
* The Victory-II Star Destroyer's Screening ability can no longer target itself and gain both buffs.
* Adjusted some strings to better fit in their info cards.
E4X 1.81 changes
-Increased antimodule damage to titans by 33% (unit must be able to attack non-structures).
-Ships now use colored, directional shield effects.
-Removed Reserve Squadrons ability from TEC Hero Admiral Kol and granted him a new one, Expert Instructor, which lets him give experience to other units.
-Info cards now give more details about unit roles, in particular non-combat ships. E.g. units that can capture are now labeled in the counter description.
-Fixed fleet supply usage of cruiser sized heroes.
-Halved the costs of Starbase upgrades that prevent losing a planet to bombardment.
-Added a new icon for the abandon structure ability on captureable entities.
The sad part is i am awake right now and i shouldn't be.
I feel the same, but this usually happens on mod update night. :p
you going to update to 85?
After watching trump protesters assault people for 2 hours I think I'm ready for a positive change. Thank you for providing that change Goa
The new minimods come out in a few days too, right?
Well, the changenotes say that capturing the cuat drive yards allows us to build nebulon-b frigates but does that also mean that we cant build executors with it anymore? Or are the frigates just additional buildoptions?
And the last question: when will the new galaxy forge with the "new" planets be ready for download? With the new minimods? Would be great!
Anyways, im happy to play sins with this mod again, thanks for it!
I'll start updating the minimods today, but when they get released depends on real life, but hopefully it will be within a week.
You can still build Executors at Kuat. The Nebulon-B was just a little idea one of your fellow mod players suggested.
I like your profile pic :)
Is there a chance we could get a mini mod that allows starbases to get all of their upgrades? I feel like they are used for only one thing.
I suppose that wouldn't be too hard, though I do like there being some choice to the upgrades (I.e., not making uber starbases if you have enough money).
But you're right, the vast majority of the time, people do just get the combat upgrades, perhaps subbing one for the trade upgrade or auxiliary government. Might be something I'll look at changing in E4X next time.
What about unlocking additional upgrade slots through research?
or be able to scuttle a starbase upgrade if you don't need/want it any more.
Thank you very much for the update and all the hard work that has gone into it
Thank you. Just Thank you. for your and your teams hard work. i spend countless houres with this mod (way more then with original sins) and i still love playing it. Thanks.
Hey... every time I try to download this, the download time is originally around 10 minutes but then around the 15MB mark it increases to 1 day, then 3 days, then at the very worst it goes to 20 days. My internet is usually good though, so I don't understand the problem.
Huh, this download is actually slightly smaller than the last few versions. :-(
Have you tried specifying a different moddb mirror? Moddb.com
I left it to download for 30 minutes, it fluctuated but in the "good" moments it downloaded very fast and now it's just about done. Thanks for the help with the mirror thing though, turns out that the EU isn't the best place from which to base my connection
I've always wanted to see the TEC and races of the original Sins go against SW. Thank you!!! Testing it now! :)
First and foremost, this is an awesome mod and I give it props. I have a couple of questions.
Second thing, is it possible to have more than 3 heroes, say like 5 or 6?
Final thing,is it possible to have more than 1 titan? I know SOGE has that kind of function.
Other than that, thanks and keep up the good work.
It is theoretically possible, it just gets more annoying to do because only three heroes fit on the ability slots of the hero spawning structure.
You can get a few more hero like units though from special planets. The pirate base for example, while it will be replaced in the next major release, lets you get a "Pirate Captain" with identical mechanics to a hero. This will probably be expanded on with future Star Wars planets.
You can get more than 1 titan, but it requires you to find and capture a very special and hard to take planet. :p It's guaranteed to spawn on the Core Worlds and of course Galaxy Far, Far Away maps if you don't want to wait for luck.
We don't intend to have factions build with multiple titans in mind for them however, though fun fact I did design the multiple titan system for SoGE. :p
Okay. I've played several hours of this mod and I've very impressed with it! It's very stable (I have LAA activated just in case, but I've had no issues with it.) and I've had a very fun time playing the Empire against every other faction in the game. I haven't tried it on a large map yet, but I can't wait to do so! Keep up the great work, man. I'm very impressed!
Thank You! I love Your work!
this version work to v.1.85??
Afraid not. You can go back to 1.84 until we update though with the steam properties/betas tab. :-)
thanks so much i really love u mod is the best!
When I try to download my computer says its unsafe and won't download it. What's the matter?
Uh the file should be called "Star Wars Interregnum Alpha 3.2 Full Install.zip". I didn't think zip files were considered unsafe, so please make sure you're getting the right file.
@DarthYoda/try again, my computer did the same thing the first time, worked fine the second time.
I can't get it to work on my computer.... not sure what I am doing wrong. I have tried both with and without applying the LAA. I am not even sure if I am applying the LAA right. if anyone could help that would be awesome.
Sins just had another update today for some reason. The mod won't work with the new 1.85 version, but you go back to 1.84 to play it via the steam properties, betas tab. We'll have another update out in a few days probably.
Sorry for the inconvenience, but this is a surprise for me too. :p
Hey,
I've been having an issue trying to load a save game. In this game, I'm playing as the Empire vs Rebels, TEC, Advent, and Vasari. It was working perfectly up until I had to save and quit to do some work on the PC. When I came back to the saved game, it minidumps like almost instantly after loading.
I've got LAA running as it should be and I know my PC can handle the game. I'm running the 1.84 version. Any tips? Thanks!
That's strange. Do you have any autosaves before the save? It might be hard to say if the save just got corrupted or there is a problem somewhere otherwise.
Do note you do have to reapply Large Address Aware anytime you update/downgrade the game.
Yes, I just recently enabled autosaves so if it would minidump between saves I could load up the autosave.
And AH! Didn't know that. I'll update it now and see if it allows me to play.
@GoaFan77/thanks for the mod. I have over 1500hrs on it since Christmas. nice work
OH that explains it thanks for the quick response and keep up the great work!
I think they should give a pre-patch warning ;] cant wait to play the new interregnu. Also can't seem to get that betas tab thing to work
note, im a spaker, helps if i close the game first hahaha. done thank you.
thanks
This comment is currently awaiting admin approval, join now to view.
Something I have noticed with this update to 1.84; the rebel alliance has a slight bug in the research. The first tier of metal income research needs the refinery research to be done first, but the refinery research needs both points in the first tier of metal income research before it can be started. Its a nice "catch 22" going on. Wasn't sure if anyone had caught that or if there was a patch coming out to correct it. If not, is there a way I can fix it locally here on my copy so i can continue destroying AI fools as the RA?
It's because you're using the expanded research minimod, which hasn't been updated for Alpha 3.2. I was working on getting a new minimod set until the new DLC came out. :p
Excuse me, but for some reason every time I try to download the mod, it's blocked by SmartScreen Filter. This also happened with SoGE as well, so is there something with SoaSE mods that make them seem dangerous? Because I REALLY want to play this mod so much!
Are you downloading it from Moddb or Gamefront? Use this link see if its just a mirror issue. Moddb.com
You should just be downloading a zip file...
Most of the mirrors didn't work, until I tried AMS #2, that finally did the trick. Thank you!
Also, not sure if this helps, but I was trying them in order from the top-down. All the ones above AMS #2 didn't work. Not sure about the ones below, I didn't try them.
Glad to see my favorite Sins of a Solar Empire mod still moving forward. Is there any chance you could add the "full install" component to the title? I was trying to re-download the mod and i got confused with the previous downloadable links as well. I wasn't sure if this was a patch or a brand new installation file.
How long until it works with v1.85 ?
Not much longer, just couldn't quite get it done before going on vacation. :p I get back tomorrow, so it should be sometime this week.
You can of course continue to play the mod by reverting to 1.84 via Steam properties -> Betas.
This comment is currently awaiting admin approval, join now to view.
I'm having this problem where I get a minidump crash on startup Help please.
This version is for Sins 1.84, which you have to go back to via the steam game properties -> Betas tab. We will have an update out soon for 1.85.
any news on the update for your mod 85?
Tonight. :-D