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.
The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.85. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.811 is 153154122. Large Address Aware also 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.
Hell yes.
Finally!
.
unproductive weekend inc!
Is there an ETA on the minimods? They really enhance the gameplay for me a lot.
They will probably start working on them now, they were delayed because of the 1.85 update.
Are the mandolorians in yet?
Afraid not, all these Rebellion updates have slowed us down a tad.
- Edit. Unsure how to delete comments. But the game works now. I had the load order wrong.
Wow, thank heavens I checked this page just now. How timely of you folks! Thanks for the wonderful mod and all the dedication you've put into it over the years.
There is a annoing bug!
I get ships with a red fist and i think they should be rebels or something similar, but i am sure they should be hostile.
But the are shown as ships which belongs to me, i can't give them orders and also can't scuttle them but they use my command points.
Thats from the latest DLC
Yup, that's the main feature from the new Outlaw Sector DLC, rampant militias. They do not actually use command points.
If you don't like them you can turn off the "Outlaw Sector" option in the game menu next to where you turn off pirates.
As i wrote, they are shown as my ships but i can't give them orders and i also can't scuttle them and they use command points.
For me thats a bug!
They don't use command points. if they do for you, file a bug-report in the official forums or try to get troubleshooting there.
And it's intentional that you can't control them.
Sorry, i was wrong and you are right!
After a check on command points the didn't count for them at all.
Was confused because they are listed in the command point list.
Minidumps every time even with laa, have yet to finish a map. Enhanced 4x however seems to work great alone. Will the titan reset mini work with this version or will i need to wait till its updated?
Reset titans & enhanced ai will crash the game. no superweapons has no effect, neither positive nor negative. Enhanced research breaks the metal-tree of the rebel-alliance but works for everything else. Double fleet supply, faster combat & exploding mines do work. No idea about non-vasari phasegates or deathmatch
Deathmatch is also definitely broken. :-p
As is resetting titan levels Guest. Hopefully it won't be much longer.
Double fleet supply. Is that from the mini mod from the old 1.75 mini mod version?
Yes. It doubles the fleet based on your fleetsize chosen in the game options (small, normal, large) + it doubles command points from maximum 16 to 32, with 2 being your starting point.
This minimod finally became viable thanks to the new memory-management. It might still start to lag on large maps with many opponents in lategame but it won't crash anymore. At least I haven't encountered any with double normal fleets on a map with 150+ planets and 6 vicious ai. That would usually crash in less than an hour before the memory-update.
All right thanks.
Loving the shields and the mod in general. I am excitedly waiting for the release of the New Republic but I have one question. With the Star ship modifications tech can your capital/ titan only get one of the modifications or can they get all 3 from the ship yard/ titan foundry?
It can get all three
Thanks for the update, keep up the great work !!! me and my friends love your mod ;) it amazing
will this work with the 1.84 update or not?
Don't think so as it is made for 1.85
Job well done team
Can this mod work with 1.82
Not this version, but you can use our old 1.82 version. Moddb.com
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whenever i play this i get a wierd glitch then the game crashes, like when i open the political screen all of the portraits are pure white and the background for all relations screen is all white as well, then i get a minidump presumably (as there is a windows notice sound) and the game instantly closes.
Your game is running out of RAM. Make sure you applied Large Address Aware per the instructions here. Note you have to reapply this any time the game updates. Moddb.com
If that isn't enough, trying reducing the ship/planet/structure detail setting until its stable.
how to make the mod work
Moddb.com
Some more details about your problem would help immensely.
My game get frozen at longer game times. Normal?^^
What do you mean by freezing? Low FPS or everything stops?
everything stops. no minidump
is it posible that " ExhaustTrailDetail " cause a mini dump...
or something else in settings. I set everything on the minimum and LAA ... I have always 1.3 - 2 GB free ram while the game works. this is the only mod I love to play and have that F.... dumps. maelstorm, SOGE, works but I whant this one :) PLEASE HELP.
if "ShowErrors" in settings set on true, maybe I find error which is the cause of mini dump, or that dont have anything to do with it.
I have heard of one guy who did have issues with the Exhaust Trail detail setting, but that one had nothing to do with mods.
Are you sure you have Rebellion 1.85 and that your checksum is 153154122? When exactly does it crash?
I have 1.85 and this mod when on crashes my game. -.-
Please verify you followed the instructions here. Moddb.com
If you still have issues, please provide some more details about the crash (does it crash on mod load, in game etc) and your checksum.
Finishing Grand Moff Kaines Titan makes me lose the planet it was built on, neither will the Titan spawn in the well
mods: I.imgur.com
Are you sure you didn't happen to lose the planet to a superweapon or culture at about the same moment?
If the planet was lost first somehow the titan would not finish building.
I tested it several times for Kaine. Doesn't matter what kind of planet. The second the titan finishes, the planet goes neutral. The initial spawn of the titan happens, the usual despawn happens but it won't spawn again inside the well like it would usually do.
Starbase upgrade, fortication-upgrades etc don't matter.
I haven't tested it for other warlords yet. Every other faction titan and the Kuat Drive Yard ones seem to work fine.
Also a minor thing I just noticed:
If you lose your faction titan and you got a Kuat Drive Yard Executor in your fleet, you can't rebuild your faction titan. Is that supposed to be this way?
Not ideally but there is nothing I can do about it. Basically the game won't let you build a titan normally if you already have a titan, but titans built by abilities are immune to this limit. So you can keep on building ability spawned titans like Kuat SSDs but you indeed will be unable to rebuild a standard titan until all titans you control are destroyed.
So its the price of abusing Kuat I suppose. :p
I tested this and did not have this issue. Are you using the Restarting Titan levels minimod perhaps? I can't think of anything else that might do that.
I do use that mod. I'll try if it behaves differently without it. Strange thing is it seems to happen with Kaine specifically. Thrawns Knight Hammer spawns normally.
Thank you Mr.Steeeeve