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.

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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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Blog RSS Feed Report abuse Latest News: Interregnum July Wrap Up

4 comments by GoaFan77 on Jul 15th, 2015

Hello Sins players,

July has been an extremely busy month for Interregnum. So before announcing a surprise new feature, get caught up on everything that has happened in the last two weeks.

Alpha 3 Released

The long awaited Alpha 3 release of Interregnum finally arrived at the start of this month, bringing the Rebel Alliance into the fray. Fight to save the light side of the force, or take the dark path and crush these freedom fighters once at for all with an Imperial Battle Fleet that is looking better than ever.

Alpha 3 also included numerous updates to exiting units, a new Galactic Capital (Coruscant) Victory to replace the Occupation Victory, two new Ancient Structures (the Star Forge and Centerpoint Station), and a new canon Star Wars planet, Mon Cala (AKA Mon Calamari), among many other features.

Star Wars: Interregnum Alpha 3 (Full Install)

New Interregnum Minimods and Galaxy Forge

In addition to updating classic E4X minimods such as Expanded Research and No Superweapons for use with Interregnum Alpha 3, several new Minimods have been added for Interregnum specific features. One of these was even submitted by a fellow Interregnum player, Spardason.

1. Star Wars Factions Only: Relive Star Wars battles from before the Interregnum with this add on, which prevents the vanilla Sins factions from being played. For maximum Nostalgia!

2. All E4X Random Encounters: Alternatively, if you want more non-Star Wars content in your game, you can use this minimod. Interregnum now disables a few E4X random encounters since they have been replaced with Star Wars versions. This minimod adds them back in, including the entire set of Ancient Structure superweapons and the rare Cybernetic Planet.

3. Lend-Lease Capitals: The first minimod created by fellow Interregnum player instead of the dev team, Lend Lease Capitals modifies the extra capitalship the Triple Alliance factions (TEC, Ascended Advent, VIR) get. They will now use the weapon types and fighter squadrons of your faction, so your weapon upgrades will benefit these foreign built capitalships.

Official Interregnum Map Pack

While I released the Interregnum Galaxy Forge in the hopes that some of you would make Star Wars themed maps, I did not expect to get a response back so quickly. Within days of releasing the Alpha 3 Interregnum Galaxy Forge, Interregnum user Sersanara sent me not one but six faithfully made Star Wars maps for Interregnum, with five based on specific regions of the galaxy (see map above) and one for the entire galaxy.

So rather than make you all wait until the next release to play these maps, I've released the first Interregnum Map Pack as an addon for everyone to enjoy now! The maps range from the 16 planet 2 player Moddell Sector to a 120 planet, 10 player map spanning the entire galaxy. This also provides a good way to see the Star Wars planet types Interregnum adds, since Kuat and Mon Calamari otherwise only spawn occasionally on random maps.

Some quick things to note about this map pack though. First, since they are based on the actual Star Wars galaxy, none of the maps are perfectly balanced. I did my best to shift things around and pick planets so that it would be relatively even for all sides, but if you want a perfectly balanced map, you should stick to the competitive Sins maps. Also, since asteroids and unpopulated planets do not get much attention in Star Wars, there are a lot more high level planets (Terran, Oceanic, Desert, Industrial) than is normal on these maps, so the games can be a bit slow due to the stronger militia presence.

Interested in sharing your own maps and perhaps getting them into the mod as well? You're in luck, that is what the addon section of the mod page is for. Anyone can add a map as an "Addon" to Interregnum, so you can easily share with your fellow mod players. If you're interested in getting your map included with the base mod (so users don't have to download it separately), make sure it follows these guidelines, then send it to me a private message. I will happily add the best maps with each new release.

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E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

Jul 10, 2015 Other 41 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)

Jul 10, 2015 Mapping Tool 13 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)

Jul 1, 2015 Full Version 126 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

Sep 14, 2014 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

Sep 3, 2014 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)

Sep 3, 2014 Full Version 124 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 1,215)
***Geroj*** Jul 30 2015, 10:20am says:

I can confirm that empire lacking firepower later in game
Even my empire AI allies lost all battles late game

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jul 30 2015, 6:17pm replied:

I doubt it is firepower the Empire is lacking. What ships are you building? The Empire's biggest tactical weakness is a lack of repair options for their frigates and cruisers, since they are so focused on their Star Destroyers. This means the Empire can take heavy casualties if in long, drawn out battles.

AI versus AI games are not a good judge of strength currently. The Sins AI treats custom factions like the Empire and Rebels differently than Vanilla factions, so all else being equal Vanilla players will win against equal level Star Wars factions. If you are not using random players, you may want to increase Star Wars AI difficulty by one level compared to vanilla.

+1 vote   reply to comment
***Geroj*** 20hours 13mins ago replied:

I think its concentration fire
Rebels built hundrets of frigates and they all focus fire on one target
imperial ships like star destroyer or vindicators just shoot at everything around

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 7hours 17mins ago replied:

That could be for a few units like the Gladiator. But most of the cruisers that can fire sideways like the Vindicator only deal 1 DPS on each side (I.e. the sideways fire is mostly just cosmetic because in canon they could fire in multiple directions). The vast majority of their damage is still forward, like the Sins units.

All factions capitalships can fire in all direction (with perhaps one or two exceptions). So the Star Destroyers aren't unusual in that regard.

+1 vote   reply to comment
RIPStPalmer Jul 30 2015, 8:48am says:

Why is the empire so easily beatable late game? Need to do some balancing for the late game the Empire is sorely lacking behind. And Vader's SSD's hull needs to be much stronger. An SSD needs to truly be a threat and needs a fleet, tactics, endurance, and long bloody battle to take down.

I recommended this before but; neutral factions! I had brought up the Corporate Sector Authority before, because if they were a neutral party they could control the economy of the game, hence be that must have 'friend' the rebels and empire needs to keep their coffers filled. The CSA wouldn't need a strong military when they can cripple their enemies economically.

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jul 30 2015, 6:20pm replied:

In my experience, they are not. :p With the right units and capitalship support, the Empire can beat anyone in a fight. What are you building? You may simply be bringing the wrong units to fight the enemy you are fighting.

The SSD has a hull proportion to its fleet supply of any other titan (and maybe a little more). However, since the vanilla factions are still in this mod, capitalships and titans become MUCH stronger as they level up, and this mechanic had to be carried over to the Star Wars factions for balance purposes. Since the SSD has a higher research requirement, it takes longer to get out, which means enemy titans have had more time to level up. However, at max level any Executor will easily out stat other titans.

+1 vote   reply to comment
esv80 Jul 29 2015, 5:33pm says:

I just have a quick question.
I'm playing as the Empire, I started building Lord Vader's Titan, but when it was done building, it exploded, and it never came back? Same thing goes for the hero units, I click their icon and it activates and nothing arrives, neither the call reinforcements from the Fortress?

Is there a solution to this? Or is it a bug?

I don't know if this has anything to do with this problem, but I did edit the amount of fighters The Executor can carry, but that's it.


+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jul 29 2015, 6:22pm replied:

Did you have negative fleet supply while any of these things are going on? Abilities that spawn in other units do not function correctly if you have negative fleet supply.

Hero units should not be summonable unless you have at least 50 fleet supply and 1 command point. If you already have the hero, the ability will activate but nothing will happen. Once the hero has been destroyed, the ability will work again. So don't summon heroes unless you're sure you don't already have them. :p

Darth Vader should only do that if you the resetting titans minimod. The minimod works because titans spawned by ability do not keep their levels as normal. Unlike the other abilities, you have to actually construct Darth Vader, so it should reserve the 250 fleet supply you need for him. However, I suppose it could happen if you captured enemy units with assault shuttles, found come Katana Fleet Dreadnaughts or replicated some units with the Star Forge, this could prevent you from having enough fleet supply when your titan is completed.

+1 vote   reply to comment
esv80 Jul 29 2015, 6:37pm replied:

I had plenty of fleet supply at the time, since I was playing in the Star Wars galaxy map, I had plenty of time to capture planets, research fleet supplies all the way up to Admiral and summon my Titan.

Or like my first guess, could it be because I edited an entity file? I was using an old program called "ConvertBintoText.bat"
and I did get a lot of "Program is not responding" as the conversions were ongoing.

If you know of better program, I'm all ears.

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 Jul 29 2015, 7:43pm replied:

Oh, yes. That could be. To convert Sins entity files into readable format, you need to use a command line tool called 'ConvertData_Rebellion.exe'. Most people are either afraid of command prompt or don't want to tell it to convert files one at a time, so they either use Harpo's GUI converter or .bat files.

The problem is probably not the .bat file itself, since all it does is automate command prompt commands. However, if you downloaded that .bat file with an old version of the 'ConvertData_Rebellion.exe', it could corrupt the mod files. And until recently the ConvertData program did not work well with summon abilities.

Fortunately, the latest version of the ConvertData_Rebellion.exe is always in your Rebellion steam directory, with the game.exe files. Copy this version of the program and replace it with the one you got with the .bat file, and reinstall the mods and see if that fixes it.

+1 vote   reply to comment
esv80 11hours 0mins ago replied:

I tried using the ConvertData_Rebellion.exe by copying the original from my Steam game folder to the Mod game's GameInfo folder, but it doesn't do anything. Just opens and closes. That's it. I also tried opening it with Administrator privileges, but same results.

By any chance do you know of another converter that could work with your mod?

I'm sorry for being a bother.

+1 vote     reply to comment
GoaFan77 Creator
GoaFan77 8hours 7mins ago replied:

The ConvertData_Rebellion is a command line program. It must be used from command prompt OR a ".bat" file. I assumed the .bat file you downloaded came with a ConvertData_Rebellion program. If so, the .bat file will still work so long as you replace the ConvertData program.

By itself, a ".bat" file cannot convert the files.

+1 vote   reply to comment
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