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.

Description

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Updated for Alpha 3.4/Rebellion 1.94.

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Interregnum Galaxy Forge 3.4
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O0ster
O0ster - - 4 comments

I noticed a few errors in the editor.

1. Cryo and Cryo Fair is mistakenly spelt as "Cyro".

2. Artifact for the Star Forge the Infinite Engine is missing I think? Perhaps all of the star wars artifacts are missing? Not exactly sure.

Lastly I'm also wondering if there is a resource or list where I can view all of the new Gravity mass/Planets, planet bonuses, and artifacts and all of the stats these mods add?

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GoaFan77 Author
GoaFan77 - - 3,866 comments

1. The Galaxy Forge shows the internal names used in the mod code, and at this point its more trouble to fix than its worth. :p

2. All the artifacts are there, but again the galaxy forge shows the internal names. Which for many, like the Infinite Engine, it replaces a similar vanilla Sins artifact. That one is called ShipSpeedBoost or something like that I think.

Basically you need to look at the code at this point. I don't think there's a centralized list for even Vanilla Sins, let alone for everything E4X/Interregnum adds. xD The E4X ones are available already in readable format on a Github page, for example. Github.com

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O0ster
O0ster - - 4 comments

Cool thanks for the info!

the vanilla bonuses are accurately listed on this wonderful wikia btw. Sinsofasolarempire.fandom.com

Thanks again!

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Well I stand corrected. I will let you know if we ever get around to making a similar list.

If you don't need to know the precise amount, but just the general bonuses that artifacts/bonuses provide, as well and link the code and in game names, try searching the Engish.str in Interregnum's string folder. It contains all the text actually seen in game, along with a key that will probably contain the name shown in the galaxy forge.

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O0ster
O0ster - - 4 comments

So I did some searching in the string file you mentioned. It was super difficult but I pin pointed only 17 artifacts labeled with "IDS" which I'm assuming is Interregnum. However I was able to find 20 tagged with E4X that I'm also assuming are overwritten somehow for the Star Wars theme.

I decided to do an ingame test of all 20 artifacts listed in the Galaxy Forge. I found that 3 Artifacts were duplicated under multiple names.

"Kyber Crystal Deposits" (Which improves weapon damage) Will spawn on a planet with the "Shields" and "Weapon Boost" artifacts grouped to them

"G0-T0" (Which improves population rates) Will spawn on a planet with the "Planetary Organic AI" and "Resource Income" artifacts grouped to them.

"Advanced Neuro-Center" (Which improves allegiance) Will spawn on a planet with the "Mind Control" and "Hull Repair" artifacts grouped to them.

I'm assuming that after doing my best to read through that string that there's only 17 Star Warsy artifacts?

I'm sure if there was 20 it would be a nightmare to go through and repiece it together xD. I can only assume a similar theme with the planetary bonuses lol. I'll probably just stick with vanilla ones :p

I'm starting to learn that the Galaxy Forge is a disaster of an editor. I'm still ambitious though LOL.

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O0ster
O0ster - - 4 comments

^^^^^ this is false info, disregard. I forgot to put the chance for random artifact to 0.

However I cannot get Ancient modules or entities to spawn consistently. I put centerpoint station to spawn on a specific planet group and it hasn't spawned at all, yet 3 star forges randomly spawn in areas I didn't tell them too. No idea how to shut random ancient entity/modules off.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

The Ancient Entities are tricky, they required some funky logic to get them to work. The main reason is that you cannot spawn planet modules at unowned planets. The mod gets around this by making the militia own the planet originally, then a special ability kills the planet at the very start of the game.

You can prevent them by disabling default templates for a planet you don't want them at.

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Guest
Guest - - 690,267 comments

What template do I need to utilize to get any of my extra added ships to work on a planet? Cyberfortresses I can get the extra units to show up but not any of the bonuses I put in place, I put "Template LocalMilitia Strong and none of the extra units I put in place are there or the bonuses, what is the adequate and correct way to get the Forge to have all added things actually there?

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