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.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.97. This update adds a new feature called campaigns, a unique Dark Empire subfaction, new units and maps, and the largest balance overhaul the mod has ever seen. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.87 is 218787621. WARNING: Do not apply Large Address Aware to this mod. See the technical forum for detailed installation instructions. See the full description for the changelog.
Patch Notes
** Special Subfaction and Campaigns **
*Added a new special Imperial subfaction, Reborn Emperor Palpatine's Dark Empire. Is only available on special campaign missions.
*Added 6 new "Campaign Missions". These are special missions with unique objectives and starting forces, and even voiced briefings!
*War of the Sith - Lead the Dark Empire against Darth Vader in the Interregnum universe to reclaim Coruscant for Palpatine.
*Now I am the Master - Lead Darth Vader's forces in the core worlds to rise up and kill the Emperor once and for all.
*Dark Empire - Based on the actual Legends Dark Empire comic, take control of Palpatine's forces and crush the Rebellion once and for all.
*Battle of Calamari - The other half of the canon campaigns, reorganize the fleeing Alliance forces to defend Mon Calamari and defeat the Dark Empire.
*Operation Shadow Hand - Command the Dark Empire to conquer the entire Interregnum galaxy, defeating the New Republic and Sins factions alike.
*Empire's End - Hold the line for the New Republic and work with your Triple Alliance allies to defeat the Dark Empire across the galaxy.
** New Units **
*Vigil Corvette, a light frigate which has replaced the Carrack Cruiser for the Imperial Warlords.
*Arquitens Command Cruiser, a support cruiser that has been added to all Imperial Factions.
*Golan-I Space Defense Platform, a tactical structure that has been added to all Imperial Factions.
*Procursator Star Destroyer, a capitalship that has been added to all Imperial Factions.
*RebelOne type Destroyer (modified Providence class), a capitalship that has replaced the Providence class Destroyer for the Rebel Alliance.
*Star Home Capitalship for the Hapes Consortium minor faction.
*Queen Mother Ta'a Chume, a hero unit for the Orthodox Advent.
*New fighters for Hapan units. Hapan units now use the Miy'til Starfighter and Miy'til Assault Bomber for their strikecraft.
*Eclipse Star Dreadnaught, a titan obtainable from conquering Byss.
*Emperor Palpatine, a titan for the campaign only Dark Empire subfaction.
*Shadow Droids, a special starfighter for the campaign only Dark Empire subfaction.
** Graphics **
*The following units have received significant graphical updates.
*Interdictor Star Destroyer
*Centerpoint Station
*Star Forge
*Golan-III Space Defense Platform
*Chelandion Assault Cruiser
*Firespray Interceptor
*B-wing
*X-wing
*Vengeance Frigate
*MC30c
*Assault Frigate Mrk 1
*Added a number of new player icons.
*Imperial HUD-icons now have a navy blue background color.
** Imperial Balance Changes **
*Reduce income from Warlords Blackmarket Technology research.
*Halved Imperial Capitalships innate credit generation.
*Imperial Rank research cost and time has been increased to bring it more into line with other factions fleet research.
*Warlord research lab cost are now the same as other factions.
*Warlord Ysanne Isard's Rothana Engineering Research now increases armor by 2, up from 1.
*Joining Director Isard as a Warlord now gives an extra 5% chance for all units to bypass shields due to superior intelligence data.
*Joining Grand Moff Ardus Kaine's as a Warlord now gives an additional 10% bonus to experience earned in friendly gravity wells.
*Warlord Ardus Kaine's Neutrality Proclamation now also increases the rate of enemy allegiance change by 10%.
*Slightly reduce damage/endurance of the Vindicator and Enforcer cruisers.
*The Vindicator's Escort ability now only gives the damage buff to the Vindicator, and the shield restoration to the target.
*Teren Rogriss' Deploy the 181st ability now has two levels, increases damage taken by all enemy strikecraft by 35%/55%, up from 15%.
*Imperial "Advanced Damage Control" Capitalship upgrade now begins healing the ship after 1-2 minutes of not taking damage, down from 4-8.
*Golan-III Defense Platform now requires research to unlock, as the Golan-I as taken its place as the starting defense structure.
** Alliance Balance Changes **
*The following new research items have been added to the New Republic, to help alleviate some specific weaknesses.
*Local Defense Forces: Tier 1 Defense. Newly colonized planets will build up to 3 Free XQ Platforms over time that do not use Tactical Slots.
*Standardization: Tier 5 Civic. Increases Shipbuilding rate and Hull Restore Rate.
*Economic Codevelopment: Tier 6 Civic. Increases available Logistic Slots at all worlds by 4. Requires Standardization
*The New Republics innate Planet Development bonus increased to 25% cost reduction, 55% faster build speed.
*New Repulic's Expedited Incorporation technology now adds population when colonizing a planet.
*Adjusted New Republic New Class Research costs. Most are now twice as expensive and take 50% longer to research as standard techs at the tier, but unlock 2 or more ships or improvements.
*The New Republic E-Wing and K-wing research items have been combined into a new item called "Next Generation Fighters" at tier 6.
*The Proficient Light Cruiser is now unlocked by its own research at tier 3, instead of as part of the New Class line Phase 2.
*The Liberator Cruiser is now unlocked by its own research at tier 5, instead of as part of the New Class line Phase 3.
*Viscount Star Defender's Aegis of the Alliance now heals shields. Total healing is still the same, but in a 50:50 hull to shields ratio.
*Nebula Star Destroyer's Pride of the Fleet ability now only procs when the Nebula's weapons fire, but restores antimatter to the entire fleet when it does so.
*Bothan Assault Cruiser's Exploit Vulnerabilities buffed to reduce enemy shield mitigation by 8/12/16/20%
*Bothan Assault Cruiser's quick reflexes now reduces ability cooldown time instead of antimatter regeneration. Increased rate of fire buff when it takes damage.
*Bothan Assault Cruiser's Ark'rai ability is now passive. Triggers whenever a capitalship/starbase/titan is destroyed in range, or if the owned planet the BAC is orbiting is lost.
*Sacheen Escort Frigate's Ion Strike ability no longer uses antimatter. Cooldown reduced to 10 seconds, shield damage and antimatter drain rebalanced for a net increase per minute.
*Prowler's Stealth Drive ability no longer has an initial antimatter cost.
*Majestic Cruiser's Targeting System ability range bonus increased from 15% to 20%. Added 5% extra shield bypass chance.
*Liberator Cruiser's Dual Shot ability damage buffed from 100 to 200 damager per target.
*Liberator Cruiser's range increased from 3500 to 4700.
*Liberator Cruiser's cost reduced to 1820/600/180.
*Hajen's Rupture ability damage increased from 250 to 350.
*Proficient Cruiser now also debuffs antimatter regeneration rate when firing on targets without shields.
*Proficient now has a slight chance to disable frigates with shields down that are hit by its ion cannons.
*Proficient Cruiser now has a researchable Charged Ion Blast ability, which gives it the ability to briefly disable frigates and structures.
*Slightly buffed the Proficent's Energy Weapon debuff to 5/7.5% per stack.
*The MC80 Liberty, MC80B, and MC90 are now available earlier in the tech tree.
*MC80B's Final Stand ability now gives its buff to targets on less than 33% health, up from 20%.
*CR90 Harass ability damage increased from 40 to 100 damage.
*The CR90s Harass ability research is now available at tier 2
*Rebels now get a passive 10% bonus to capitalship experience.
*Rebel On the Job Training is now available at tier 2, is now one level but gives the same 20% bonus as before.
*Rebel Modified Marauder Cruiser will now prefer to fire at max range with Proton Torpedoes, instead of closing to turbolaser range.
*MC30 Frigate now uses CAPITALSHIP damage type for its Proton Torpedoes, making it more versatile against a wider variety of targets.
*MC80 Command Cruiser's Colonize ability reworked. No longer gives a maximum population bonus, population growth rate bonus increased to 50% per level.
*MC80 Command Cruiser's Heart of the Fleet damage reduction increased to 7.5% per level.
*MC80 Command's Fortification ability now restores the hit points of the targeted planet.
*Bulk Cruiser's Spare Parts ability no longer requires research, like the Imperial Dreadnaught.
*Adjusted the Endurance Fleet Carrier's antimatter pool to be slightly better than most carriers.
*Endurance Fleet Carrier's Starfighter Controller ability now costs less antimatter, provides more shield mitigation, and gives a chance to bypass shields instead of a damage increase.
*The Providence's Half a Ship ability now restores 50% of hull on death and keeps the ship alive for 60 seconds. The ship is now destroyed only when hitting the time limit or being reduced to 0 hull again.
*Insurrection Center Superweapon now spawns a large swarm of Starfighters to join the free ships it spawns.
*Alliance Encouragement Starbase Upgrade culture spread rate reduced by ~30%.
*Launch Rogue Squadron ability on Han Solo now gives all strikecraft 50& extra chance to dodge, up from 15%.
*Assault Frigate Mrk II's Assault Shields ability Shield Restore bonus increased from 50% to 100%.
** Galaxy Changes **
*New special Star Wars planet Fondor added. A well defended Shipyard world, Fondor improves repair rates throughout your Empire, and allows the Bellator Star Dreadnaught and Allegiance Battlecruisers to be purchased.
*New special Star Wars planet Byss added. The secret Citadel of the reborn Emperor himself, rumors say it is guarded by something called an "Eclipse Star Dreadnaught".
*Added New Minor Factions
*Balmorran Arms
*Czerka Corporation
*Intergalactic Banking Clan
*Kaarenth Dissension
*New Multiplayer Focused Maps by Caesars_Legion (Normal and Competitive Versions)
*Coruscant Conundrum
*Fondor Assault
*Bantha Poodoo
*Pinnacle
*Kuat Skirmish
*Byss Spiral
*Opportunism
*Stellar Conflict
*Core Collision
*New Atlas maps based on the Star Wars Galaxy
*Legacy of the Old Republic by Donos
*Southern Axis by Caesars_Legion
*Many maps based on the Star Wars Galaxy have been updated with guaranteed minor faction spawns (if they are turned on) on planets the minor factions actually controlled.
*Hutt Space has been reworked to be a 6 player map.
*The Core World map has been reworked to allow the new Byss planet and to make player spawns more even.
*Stock Sins "The Void" map now works with Star Wars factions.
*Coruscant now supports building three Starbases.
*Reduced the maximum population of Kuat.
** Bug and Oversight Fixes **
*Increased damage of the Broadside Cruiser and Assault Frigate Mrk II to be closer to the vanilla antimodule cruiser damage.
*Increased the Build Time of TIE Fighters and Styk Fighters to better scale with their large squadron size.
*The Nebula Star Destroyer's Torpedo Volley ability now bypasses shields as intended.
*Admiral Screed's Reconstruction ability no longer needs to face the target to be used.
*Bellator Star Dreadnaught's Horrid War ability no longer needs to face the target to be used.
*Fixed some issues with the Alliance and New Republic AI.
*Fixed a bug where Ysanne Isard's Krytos Virus was increasing hull restoration of infected ships instead of decreasing it.
*Fixed a bug where the Interdictor Star Destroyer's Gravitational Waves ability received a range decrease instead of increase at level 4.
*Fixed a bug where Grand Admiral Thrawn's Prediction ability triggered immediately, instead of after an ability cast. He also no longer needs to face the target to use this ability.
*Fixed a bug where the Alliance Rise Up research would not reduce the allegiance of adjacent enemy planets as intended.
*The Imperial II Star Destroyer's Rebel Scum ability is now properly recognized by the game as an ultimate ability.
*The Galaxy Gun and Insurrection Center superweapons no longer default to auto cast being on.
*Force Harvester artifact now heals all ships in a conquered gravity well, not just those with weapons.
*Imperial Jovan Starbase Trade Upgrade now required Trade Ports to be researched, like other starbases.
*Prince Isolder now has the intended 70% max shield mitigation for a hero unit, up from 60%.
*Increased Antimodule Cruiser XP values to be more in line with other combat frigates, as they can now attack ships.
*The MC90's Hold the Line Ability now properly reduces the damage taken of friendly planets as intended.
*All variants of Marauder Cruisers no longer have antimatter, as they have no abilities that need it.
*MC80 Command Cruiser's Cluster Shot can now target as well as damage Corvettes, as intended.
*Mandalorian Protector Gunship now uses heavy armor, as intended for an Antifighter ship.
*Fixed a UI issue where the wrong research icon for the "Torpedo Salvo" research was displayed
*"Alliance Tactical Doctrine" research now properly gives stolen income to the Rebel player
*Mad Vasari Titan Random Event no longer causes instant crashes with Sins 1.96 and above
*Standardized Dreadnuaght Heavy Cruisers weapon types to all deal COMPOSITE AKA Heavy Cruiser damage.
*Fixed a bug that caused one particular loading screen picture to never be picked to display.
** Other Changes **
*Increased the Planet Bombing range of all Titans to 5000.
*Improved the New Republic AI.
*Alliance AI Faction name Corellian Resistance renamed to Corellian Security Force to not conflict with minor faction name.
AAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!
FOR THE REPUBLIC!
UunLIMITED POWAAAAAAAAAA!
What faction do you select to use the dark empire? Don't see them as an option for either imperial factions on the campaign maps.
You will automatically be assigned the correct factions on campaign maps regardless of what you pick.
However, due to a quirk of this feature not really being used in Sins, it will use the portraits of the faction you pick, not the one you end up actually being. So unless you want to do some strange role playing, pick either Imperial faction for the Dark Empire campaigns. :)
WOOOO!!!!
Can we still use the INT Disable Vanilla and INT Resetting Titan Levels? Or just load with 1.87 and Beta 2?
New versions of the minimods should be available shortly, but for now I'd use just the main ones
Ah ok! Thank you and again incredible work by the team. Thanks for all the ongoing support and development. A masterpiece.
ok i might be missing something but how do you start one of the new campaigns?
They show up in the map list. They all start with the word "Campaign".
"Campaign - War of the Sith" is a good one to start with if you want to try out the Dark Empire. It's in the small maps section.
Is there some instruction how to set up races and teams for the campaigns? It would be good to have that in the map description.
I knew I was keeping Sins installed for some reason but I just couldn't remember what specifically...
Congrats on the new release!
Grazie, infinite grazie.
OMG!!!Yes, yes, yessssss!
OMG,thanks a lot!
FINALYYYYYY!!!!!! SUPER THANKS! AND GREAT JOB TO ALL!!
My vote will be automatically on this Mod on the Year End Awards. Super happy, after long wait
YES!!! Can't wait to play this! Thank you so much! You're all amazing.
Yeah!
In my house, praise be thy name GoaFan77. Thank you and your team for this release and all you have done for the game over the years.
There is a bug created by a combination of the Danger sense ability and the rapid deployment ability.
Basically when a ship moves out of range of the danger sense ability it will lose the buffs from danger sense and rapid deployment instead of only losing the danger sense buffs.
When it moves back into range of danger sense it will regain the buffs only from danger sense and it will only regain the buffs from rapid deployment if that ship leaves and comes back to the gravity well.
So if a ship has the 25% boost form rapid deployment it will gain the +15% from Danger sense when it enters range but when it gets out of range of Danger sense it will go to 0% instead of 25%. Then when it comes back into range of Danger sense it will go to 15% instead of the correct value of 40% (25+15).
When can we expect an update to Interregnum Galaxy Forge?
Finally! Thanks for the hard work, kind person.
Galaxy forge?
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Beta 2 was finally released, and it felt great to play with and seemed more realistic, thanks to the hard work of the authors
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Congrats!!!
I noticed that when playing as imperials you are missing Vacuum tight compartments to finish the research string.
Ya, I also facing this issue, is there any fix?
I believe this happened to other users because they tried to use old versions of the minimods. Make sure you downloaded the most recent version of the minimods for Beta 2, and delete any old copies present on your PC.
Any plans to add the allegiance to all of the imperial factions? I mean to buildable with capital ship factory.
No. It's far larger than other capitalships, it could be too strong.
It is available to any faction from the Fondor special planet.
And maybe dark empire as base faction. Not just the campaigns.
Dark Empire is too overpowered to be a playable faction outside of the campaigns.
The eclipse titans level 8 ability could not target an enemy owned planet. Is this intentional or a bug. This was during a skirmish on the medium map Core worlds.
What planet was it?
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Hello!
The campaigns are very good! I hope there will be a beta 3 in the future. I try all star wars mod and this is the best. Maybe absolute corruption mod for empire at war which i like the same.
Thank you that you give us this diamond. Only one thing i miss. Small maps with all of the uniqe planets. I made some with the in game creator but sometimes the factories missing and no one guard the planet. I don't know why. And i like very much a campaign with the dark empire to the start. I mean to one planet. And the map have all the uniqe planets. The allegiance is buildable and palpatine as a titan. I know that the dark empire is overpowered but maybe a battle for calamari map where the rebels (mon cala) and the dark empire (byss) start with one planet? And I missed fondor on that map.
Thank you again. :)
oh...god...stop..i can only get so hard...
To the Interregnum team, you all provide players with wonderful and amazing experiences that truly make us feel like we are living in the SW universe. I do very much wish that Bethesda, Ubisoft, Obsidian, and others consider bringing you all on because you could give their current creators a run for their money.
very happy that this got an update not too long ago.
Keep up the good work. I have spent more time playing this mod than is sensible to mention. We need star wars games where the Empire is an option to play fully so thanks
Absolutely love the mod, just one issue though: When playing a single player game the Mandalorians easily knock out the computer opponent way too often early in the game.
Are you using Beskar?
no, nor am I using enhanced AI. First wave usually consists of a Venetor, 4 Acclimaters, 6 Vengence frigates, 12 interceptors frigates, a shitload of gunships and Firesprays
Capitalships don't start to show up until the harder waves. Are you throwing a lot of bounty at them? It's not normal to see that on the first wave. The weakest raid doesn't even have any planet bombardment capabilities.
Happened again, the Mando threat level started at elevated
no bounty, and the attack indicator is at low