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 ListTechnical SupportFeedbackLoreCustomizeCredits

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 3.31Mod of the Year 2014 Finalist Mod of the Year 2015 FinalistMod of the Year 2016 Top 100

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Hello players of Sins of a Solar Empire,

Ironclad games was nice enough to celebrate the 5 year anniversary of Sins of a Solar Empire Rebellion with an excellent new modernization patch, 1.90. Many of its changes were designed with mods in mind, and as such I had to incorporate these new features and improvements into Enhanced 4X and Star Wars Interregnum. In addition, we are releasing three new minimods to join the already impressive list of game customization options available.

Installation

First of all, a quick public service announcement that the installation instructions for Interregnum have changed. Players should no longer manually enabled large address aware on their game. With Rebellion update 1.90, Large Address Aware is enabled by default, and enabling it again could mess up your game. As such, the Large Address Aware tool is not included with the mod anymore, and you should not download it yourself or use one from an older download.

Likewise, E4X players should not apply Large Address Aware on their own either.

Antistructure Cruiser Rework

The biggest gameplay change regards antistructure cruisers, specialized vessels for destroying space stations and Starbases. Before, they could only attack these targets, and even modders could not change that. Blair Fraser of Ironclad games kindly changed this on request for modders (a true sign of a good game developer if there was one), and as such antistructure cruisers have been redesigned.

These cruisers can now attack any normal unit, though they are not very good against frigates and cruisers. They are however good at fighting titans, some of which are larger than starbases in the first place. With their very long range and good damage, "antistructure" cruisers can be a real threat to titans and make it more important to properly support these important warships. Against anything smaller than a capitalship however, these units will struggle to deal effective damage. It is worth noting that the special debuffs most antistructure units apply to space stations d not apply to ships, even though they can now attack them.

This change puts the Vasari in something of an awkward position, as they don't have a conventional antistructure cruiser. To fix this, the Sivuskras Ruiner, better known as the Vasari mine layer, has been given the antistructure role in addition to its mine laying duties. It doesn't have a special debuff or ability like the other antistructure cruisers, but its multipurpose role makes up for it nicely.

New Minimods

Players who like to customize their game experience will new options to choose from in the E4X/Interregnum minimod pack. Both E4X and Interregnum players can now use these two minimods.

Infinite Research: This minimod adds two new techs, Surviveability Mastery and Weapon Mastery, that slightly increases your units stats. While the research bonus is small, it can be researched 999 times, and represents minuscule improvements by constantly refining existing technology. These techs get more expensive with each research, but allows large Empire's with more money than they can spend something to sink resources into.

More Tactical Slots: This simple minimod increases the number of tactical slots at all planets by 10. For those that like more defensive games.

The real big change with this update though is the Beskar minimod for Interregnum. Created by Ahobgoblin, it makes the Mandalorian Raiders a serious threat for even powerful empires, in some ways equivalent to another enemy player. With Beskar enabled, Mandalorian Raiders attack more frequently - combined with the Outlaw Sector DLC and it will not be uncommon for Mandalorian attacks to be ongoing somewhere in the galaxy all the time. Their raids will also be more powerful, especially at higher levels, where multiple capitalships can comprise a raiding force. Most interesting of all however is that the Mandalorians will colonize worlds they conquer, turning them into staging grounds and defense outposts, while also making the galaxy feel more alive.

That said, Beskar is not recommended for all players. This minimod makes the Mandalorians MUCH more difficult without adding any new rewards, and as such new players should not use this minimod. In addition the harder raids will devastate weaker AIs, so you ought to be playing against at least hard or preferably unfair enemies if you are using Beskar, or else the Mandalorians might finish of your foes before you do. In other words, do not use Beskar unless you want a challenge.

Voice Actors Wanted

With the Mandalorians and upcoming New Republic making their way to Interregnum, finding enough official dialog lines for these factions has been a challenge. We have asked for help with fan voice lines before, and many of you have offered, but sadly it was hard to work with voice actors while also programming and working on art assets during preciously short free time.

Thankfully, a new Interregnum team member, Brutal Theory, as agreed to manage this part of the project. You can find the details of what we need and how to submit voice work here.

Miscellaneous Changes

To round off our list of fixes, a few improvements to the AI have been made, the Rebel Alliance in Interregnum now starts out with a small task force to improve their early game, and the Victory Star Destroyer's Boron Missile Strike ability animation was reworked. In addition, a new map called "Mandalorian Space" was added to Interregnum, perfect for those wanting to try out every ship in the Mandalorian arsenal.

Star Wars Interregnum and Enhanced 4X December Updates

Star Wars Interregnum and Enhanced 4X December Updates

News 19 comments

A quick briefing of the changes to Star Wars Interregnum and the Enhanced 4X Mod this month. Warning: Includes Starbases and Mandalorians!

Star Was: Interregnum Alpha 3.2 Incoming

Star Was: Interregnum Alpha 3.2 Incoming

News 22 comments

The long awaited update to Rebellion has been released. Now a new version of Interregnum will take the mod to a new level of polish.

A Timeline of Star Wars: Interregnum, Part 7 – Deadly Dealings

A Timeline of Star Wars: Interregnum, Part 7 – Deadly Dealings

News 9 comments

The last refugees of the Sins of a Solar Empire Universe, the original Vasari, make a dramatic enterance into the Star Wars universe by annexing one of...

A quick E4X and Interregnum update for Rebellion 1.83

A quick E4X and Interregnum update for Rebellion 1.83

News 11 comments

A news article announcing small updates to Enhanced 4X and Interregnum for Rebellion patch 1.83. Read here to find out who should download them and when.

Add file RSS Files
Star Wars Interregnum Alpha 3.31

Star Wars Interregnum Alpha 3.31

Full Version 76 comments

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.90. This download comes with both Interregnum and the Enhanced 4X Mod...

E4X & Interregnum Optional Minimods 1.83

E4X & Interregnum Optional Minimods 1.83

Script 38 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...

E4X & Interregnum Optional Minimods 1.82

E4X & Interregnum Optional Minimods 1.82

Script 13 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 3.3

Interregnum Galaxy Forge 3.3

Mapping Tool

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 3.3

Star Wars Interregnum Alpha 3.3

Full Version 102 comments

The Mandalorians join the Interregnum in Alpha 3.3 The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.86. This download...

E4X & Interregnum Optional Minimods 1.811

E4X & Interregnum Optional Minimods 1.811

Other 47 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...

Comments  (0 - 10 of 3,436)
jk_bonn
jk_bonn

Hi GoaFan,

i tried again a six player game with on advent othodox ai!
No outlaw sector and no random events, normal fleet size etc.

It just happend again to begin freezing!

I have 3 saves for you:

Mediafire.com

This is the last save, already 32,067 kb size and when i unpause it begins to freeze for some time, then a bit move and freeze again etc.
==============

Mediafire.com

This was made just 1 minute before the last. The size is 30,258 kb ( 2000 kb less in 1 minute! ), also starting freezin etc.
==============

Mediafire.com

This save is 30 minutes before the first one! Game runs good, not really fast but ok and its size is only 14,618 kb so about half in size compared to the first posted saves!
I think a tech or a diplomatic action cause the advent to loop something which occupies memory again and again, maybe a memory leak?

I hope this saves will help you to find this nasty bug which makes it impossible for me to use advent in single player games.

Btw, i made many games on the same random map with the same settings but without an advent player and had no problems to finish these maps!

Reply Good karma Bad karma+1 vote
jk_bonn
jk_bonn

I have another save for you:

Mediafire.com

Its the latest autosave about 5 minutes before the first save posted, its size is 20,068 kb! This shows in about 5 minutes the save grow up over 12,000 kb, there must be something terrible wrong!

I made a closer look at the save file:

Line:1834973 NumDamageAppliers 41249

The next lines for example repeats many times:

DamageApplier
DamageDealer
entityID 499581
damageDealt 0.00 Bits=0
ignoresShields FALSE
DamageInfo
m_enums
AttackType "CAPITALABILITY"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "CAPITALABILITY"
m_damageAmount 0.00 Bits=0
timeOfDamageStart 14706.90 Bits=1181076377
DamageDuration 0.00 Bits=0
canDamagePropagate FALSE

And i think this is not the only place where such loops are!

Reply Good karma Bad karma+2 votes
GoaFan77 Creator
GoaFan77

Interesting, I had no idea the saves had useful readable information!

Reply Good karma+1 vote
jk_bonn
jk_bonn

Found this in internet:

"Using Notepad (or your favorite text editor) edit the file (replace "YOUR USER" with your user name):
C:\Documents and Settings\ YOUR USER \Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting

Near the bottom of the file locate the setting "SavedGameFileFormat" and change it from "1" to "0" then save the file."

The saves are then saved in .txt format!
But i am not modder enough to find the real bugmaking problem, thats where we need profis like you!^^

Don't forget to switch back when you will playing! :-)

Reply Good karma Bad karma+1 vote
jk_bonn
jk_bonn

Here is the link to a the save in txt format:

Mediafire.com

Reply Good karma Bad karma+1 vote
centurin
centurin

I think Advent may be bugged in Vanilla as well. I've stopped almost all my game crashes by never including them in games.

Reply Good karma Bad karma+1 vote
jk_bonn
jk_bonn

Maybe there is an high level capital ship ability making the problems, or this reflect damage ability.
Seems there will be a buff given again and again with no real effect but huge memory use.

At a cerain point the memory use goes straight up more and more, but only after some gametime.

Reply Good karma Bad karma+1 vote
Caesars_Legion
Caesars_Legion

Hey Goa, something of a curiosity at this stage, is that the Warlords faction claims to field less ships than practically every other faction. How is this actually done? Since in comparison to the Galactic Empire as its closest comparison the number of ships they appear to be capable of fielding is close to identical. Some light on how this is apparently done would be appreciated.

Reply Good karma Bad karma+1 vote
GoaFan77 Creator
GoaFan77

Are you looking at the Rank fleet supply techs or the actual number of fleet points available?

The Rank tab probably just shows the raw numbers. If you go to their diplomacy tab, you'll see for their static faction specific bonuses/penalties, they have a -25% fleet supply modifier. If you start a new game you'll see this in effect. You get 100 fleet supply as the Empire but only 75 or so for the Warlords.

Late game the Warlords reduce this cap somewhat with the Cloning research, but even then the other factions get more total fleet supply to play with. That means Warlords must take a quality instead of quantity approach.

Reply Good karma+2 votes
jk_bonn
jk_bonn

They have a plain malus as faction in support points and also lack the moff council tech.
In summary even with the cloning tech they have lower supply at the end as imperial faction as well as 4 less capital ship slots.

I don't like to play them, i prefer imperial faction!
The special executors are in my eyes far less powerful as darth vader executor and the special techs of the warlords are meh for me.

Reply Good karma Bad karma+1 vote
Caesars_Legion
Caesars_Legion

In practice though, that only applies to the late game, which doesn't influence the overall impact of the majority of a smaller PvP game, which again compared to the Galactic Empire (of which if you lose a planet you gain a significant debuff) results in negligible difference in overall fleet size.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Sins of a Solar Empire: Rebellion
Developer
Contact
Send Message
Release date
Mod watch
Follow
Share
Style
Genre
4X
Theme
Sci-Fi
Embed Buttons
Link to Star Wars: Interregnum by selecting a button and using the embed code provided more...
Star Wars: Interregnum
Statistics
Last Update
Watchers
1,821 members
Addons
4
Files
21
Articles
37