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. Begun, a new conflict has.

Faction List

  • Galactic Empire - The once galaxy spanning Empire founded by Palpatine, now ruled by Darth Vader since the Emperor's demise.
  • Imperial Warlords - Ambitious Imperial Leaders from the Expanded Universe seeking to rule their own part of the galaxy.
  • Rebel Alliance - The resourceful Rebels from the Galactic Civil War continue their struggle against the Empire.
  • New Republic (Unreleased) - A new government of planets seeking to preserve their new found freedom in a chaotic galaxy.

Unit and Character ListUnit and Character ListUnit and Character ListUnit and Character List

Key Features

  • Hero Units - Fight with the most renown characters in the Star Wars Universe.
  • New Planets and Random Encounters - Feel like you are in a Galaxy Far, Far Away.
  • Improved Balance and Gameplay - Pull off brilliant strategies to crush your opponents.
  • Customization - Full compatibility with E4X's minimod system lets you play the game the way you like it.

Star Wars: Interregnum Alpha 3 (Full Install)Mod of the Year 2014 Finalist

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Greetings all,

While we are nearing completion of a new 3.1 graphical update patch for Interregnum, you may have noticed the mod hasn't been getting that many official updates recently (the community of course has more than made up for it with their screenshots). Well there is a good reason for that. Two weeks or so ago, I was busy building my first PC! (And then spending a week or more getting everything I used to have installed on the new rig.) So I thought I'd use the occasion to briefly go off topic and highlight just what sort of hardware E4X and Interregnum were made on, what I'll be using now, and what types of programs we use to bring these mods to life.

But before we get to the new rig, here's what I was working with until this point. My trusty (and still functioning) 5+ year old laptop! It was a low tier gaming laptop back in the day, and ideal for college since having a roommate means sometimes your dorm is not a good place for gaming and/or modding. But with only 4 GB of RAM and a 2.33 Ghz dual core I-5 processor, well I'm certain the vast majority if you were getting better performance on the mod than I was. The 1366x766 or so maximum resolution was also annoying for making the HUDs for larger monitors, since I could not say test them on the more common 1920x1080. I was even running out of space on the 580GB harddrive, and its battery life is now 30 minutes at most.

Despite that, basically everything done on Enhanced 4X and Interregnum up to Alpha 3 was done on this laptop. May your last years be good to you old friend, enjoy your modding retirement!

Well, out with the old, in with the new. With only some minor damage to my sanity, I built the new rig and it is performing great.

With four 4.0 Ghz CPU cores, 16 GB of RAM, a 2 TB harddrive and an SSD, my new desktop is 2-4x better than the laptop in every way. But truly the biggest improvement is having dual monitors on my workstation back home. Sins is one of the few games were mod changes can be loaded into the game while its running. Having a second monitor allows me to be working on Sins on one screen while keep text/image/3D model editors open at the same time. Before I would lose several seconds by having to alt+tab to these programs. On heavy modding days, that could happen a few hundred times easily. Now I can see a model in game while having its texture open at the same time.

This is of course very good news for anyone following my projects, since this productivity improvement should hopefully go a long ways to combating the dreaded effect of not having as much time to mod anymore. :-p Curse ye real life...

And since I'm already off topic, did you know that 99% of the work done on Interregnum has been done on open source or otherwise free programs? Granted, many of the ship models were done by other people who likely used programs like 3DS Max heavily. However, I myself stick to using these free tools for the most part.

  • Eclipse IDE - If you don't know what an IDE (Integrated Development Environment) is, think of it as a text editor on steroids with extra support for managing large software project. Basically all the coding for the mod happens in here. Ideal for Sins thanks to ZombiesRus' special plugin for it, which allows it to catch many mistakes as you make them!
  • Git - Version control software that documents the project and makes sure we can always go back to earlier versions of files in case we really [insert preferred profanity here] something up.
  • Paint.NET - In an industry dominated by photoshop, you might be surprised to learn all the UI work for the mod any many graphical things was done entirely in Paint.NET. This free program gives you a lot of image editing power while being fairly light weight, so I find it ideal for general graphics work.
  • GIMP - For image editing tasks that require something more advanced, like ship bump maps, I use the also free GIMP program. It is also the preferred editor of ERock72, our new graphics leader, and you'll seeing a ton of his craftmanship in 3.1.
  • Softimage XSI Modding tool - While softimage XSI is now officially dead, it is none the less still one of the better 3D modeling tools available to modders for free. More importantly for us, all Sins models need to be sent through XSI before we can get them in game, so for Sins mod makers you really have no choice but to use this program at least a little bit
  • Audacity - Open source sound editor to handle the occasional audio edits we have to do, including Interregnum's opening theme mash up.

So if there's a point to this post, I suppose it is that while having nice expensive mod making tools is a good thing, you can make a very well done mod with fairly modest equipment. As long as you don't factor in all the time you waste doing it... because if time really is money, and you like money, stay well away from this hobby! :p


Interregnum July Wrap Up

Interregnum July Wrap Up

4 months ago News 9 comments

With Interregnum Alpha 3 being released at the start of this month along, July has been a busy time for Interregnum. Make sure you've on top of all the...

A Timeline of Star Wars: Interregnum, Part 6 - The Dawn of Crusades

A Timeline of Star Wars: Interregnum, Part 6 - The Dawn of Crusades

6 months ago News 14 comments

While the major powers of the galaxy regroup, more recent arrivals in the galaxy bring war into relatively untouched sectors.

Interregnum Alpha 3 Testers Wanted

Interregnum Alpha 3 Testers Wanted

6 months ago News 10 comments

May the Fourth be with you Interregnum fans! We have an announcement for you.

A Galaxy Far Far Away is now a little bit closer

A Galaxy Far Far Away is now a little bit closer

7 months ago News 11 comments

There's more Star Wars content to explore than ever in the coming update to Interregnum. We give you some of the highlights.

E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

4 months ago Other 46 comments

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description...

Interregnum Galaxy Forge (Alpha 3)

Interregnum Galaxy Forge (Alpha 3)

4 months ago Mapping Tool 15 comments

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Complete with icons for most new planets and custom star background...

Star Wars: Interregnum Alpha 3 (Full Install)

Star Wars: Interregnum Alpha 3 (Full Install)

5 months ago Full Version 165 comments

The Rebel Alliance finally joins the Interregnum in our third alpha release. The full installation comes both with Interregnum and the Enhanced 4X Mod...

Interregnum Galaxy Forge

Interregnum Galaxy Forge

1 year ago Mapping Tool 19 comments

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Complete with icons for most new planets and custom star background...

E4X Optional Minimods 1.74

E4X Optional Minimods 1.74

1 year ago Other 33 comments

A series of optional minimods to allow users to customize their Enhanced 4X Experience. Also compatible with Star Wars: Interregnum. Please read the entire...

Star Wars: Interregnum Alpha 2 (Full Install)

Star Wars: Interregnum Alpha 2 (Full Install)

1 year ago Full Version 126 comments

The second alpha release for Star Wars: Interregnum, which adds the Imperial Warlords faction. The full installation comes both with Interregnum and the...

Post comment Comments  (0 - 10 of 1,605)
Spirit-Warden Nov 24 2015 says:

Downloaded this mod last night, finally got to play it today. I really love the Star Wars theme in Sins, it's how I imagine Empire at War 2 would be. Empire is great and the Rebels feel nicely balanced in comparison, they feel weaker but in a good and lore-friendly way. The models and textures for the Empire look wonderful and I enjoy hearing the dialogue from EaW too on some ships (Darth Vader's Executor being my favourite, I like how you used the original voice).

I don't know if you take suggestions or how much of what i'm about to say if stuff you planned already (sorry if it is) but a few suggestions I have is the models for the Capital Ship and Frigate factories could be changed to the ones from The Force Unleashed 1

I also think that since the Rebel Space station is the one from Empire at War, the Empire's should be too. Lastly I think the reborn Emperor from the Expanded Universe would be a good fit for the 2nd Imperial faction using the Eclipse II as his Titan (since I doubt the Death Star would be something usable in this game) plus like Vader he could use force powers like Force Storm, or Corruption. Plus it would give the faction an Master-Apprentice rivalry theme.

Anyway, thanks for creating this mod, it's spectacular.

+2 votes     reply to comment
GoaFan77 Creator
GoaFan77 Nov 24 2015 replied:

Glad you're enjoying the mod. :-)

The shipyards we have are from (or inspired by) the X-wing series of games, especially X-wing Alliance. As flight Sims those games were far more important to defining Star Wars space combat, and personally I prefer them to any other source except the films of course.

That said, I am always on the lookout for more space station models. I've personally not played the Force Unleashed games sadly, but they are near the top of the list of things to play that are sitting in my steam library uninstalled. :p

Using the Rebel space station from Empire at War was done as a last resort, because the Rebels honestly didn't have any unique large space stations. The Empire had a lot more options. Also the first stage of the Imperial EaW station IS in the mod, as the Moff Headquarters hero unit structure.

I'm not planning on anything much more powerful than the Executor to be a buildable unit in the mod. If anything like the Eclipse or Death Stars are to be in the mod, they will be some sort of special unit that will either be hostile to everyone or can be defeated and captured by any faction, sort of like the Kuat planet currently in the mod (it lets anyone build Super Star Destroyers).

We hope to start updating the mod with more of our future plans soon. :-D

+2 votes   reply to comment
Spirit-Warden Nov 25 2015 replied:

The Force Unleashed 1 certainly...the 2nd one not so much, this page has useful information for the PC version of TFU–_Ultimate_Sith_Edition.

As for the Eclipse, I like the idea of it being capturable. Perhaps the reborn Emperor is trying to reclaim his Empire and you can capture it (as in convincing him to join your side). What can I say, I like the Emperor and he's such an important character but he often gets the pun intended.

+1 vote     reply to comment
Guest Nov 25 2015 replied:

Emperor as a ship isn't a bad idea, but rather than capturable, or buildable, have it be a special event. Give him force powers (like lightning), a super laser, and a reinforcement ability. It'll be a powerful force to reckon with for any player.

+1 vote     reply to comment
MrSeriousOak Nov 20 2015 says:

Hey there,
I started a game on (I think) a medium random map, and my ally (rebellion) immediately had a mission for me, so I looked at it, and my ally wanted me to destroy his own ships, so I saved a bit after that then exited. This is probably a bug?

Also, (Yes I have applied LAA) my game always seems to crash when either the Empire or the Rebellion (It also crashes when I play as either and try attack) seems to try take a planet that is defended by a major neutral force. I think I still have an auto save from the match.

0 votes     reply to comment
Fedaygin Nov 23 2015 replied:

Darn.. shame that can't change the choice :/ I missclicked on - karma and 110% wanted + karma for you :/

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Nov 21 2015 replied:

Hmm, well I haven't changed anything regarding the AI missions, so I'm not sure how that happened. :p You can just reject it and get another one later.

Well I think if there is a problem with taking neutral planets, other people would have had the same problem by now. A good first thing is to try and reduce your ship/structure/planet detail settings. For some reason LAA doesn't always seem to work for everyone. If that doesn't help, upload the a save before that happens (while you're attacking a particular planet) and I will take a look at it.

+3 votes   reply to comment
MrSeriousOak Nov 21 2015 replied:

Reducing the detail did the trick :D Anyway great mod. Also, I noticed towards the later stages of another game that I played, Imperial players were able to build loads of galaxy guns, and even targeted my capital which caused me to lose the game (capital victory on) This a bug or is the Empire able to do that? I also noticed that I could not even build a single Novalith cannon, saying that I had reached the maximum number of super weapons I could build.

+3 votes     reply to comment
GoaFan77 Creator
GoaFan77 Nov 21 2015 replied:

The number of superweapons you can build is tied to the number of planets you own. For most factions that is 1 superweapon per four planets. Also keep in mind some of the ancient structures that you can capture (Like Centerpoint Station) are technically classified as super weapons so the AI will use them properly. You do have the ability to "Abandon" these weapons so they do not take up your available superweapon slots while you do not have the artifact to use them.

The AI does seem to really like superweapons for some reason. You can however protect yourself from the Galaxy Gun/Novalith cannon by building Starbases. Every faction has a starbase upgrade they can research and build which will make the planet immune to being lost to bombardment while the starbase is alive (usually called Auxillary Government for the TEC version). They will still do economic damage, but you won't lose the planet to them anymore and thus will prevent you from prematurely losing with capital victory on. :p

+3 votes   reply to comment
MrSeriousOak Nov 22 2015 replied:

Oh ok. I thought it was just stuck to one super weapon per faction. And I actually did have a centerpoint station on one of my planets. I was playing on the systems of war map, with one rebel ally and 2 imperial enemies who seemed to claim most of the planets in that middle system. Anyway next time I play I think I will be a little more aggressive (I had a massive fleet of mostly carriers and frigates plus a titan, but chose to defend)

+2 votes     reply to comment
MrSeriousOak Nov 20 2015 replied:

The auto save is from a match that I was playing like an hour ago

+1 vote     reply to comment
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