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.

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Many units don't have clear roles and more have text that doesn't identify what the unit is for. Multiple ships also compete for the same roles. (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : Many units don't have clear roles and more have text that doesn't identify what the unit is for. Multiple ships also compete for the same roles.) Locked
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Sep 23 2021 Anchor

I've tried to break down which roles each unit is supposed to play in the context of Sins, and I keep running into the same problems. Namely that there are multiple units with overlapping roles for each faction (especially capital ships), and the text in-game is not clear enough on what role they are supposed to play. There is a lot of text for lore and flavor but not enough to tell me what the unit is supposed to be used for in a brief, concise manner. I have broken down the unit roles, added in the vanilla Sins factions for reference, and attempted to place each of the units into a role. This can help newer players, or at least other players can tell me what each unit is actually supposed to do because some are just all over the place. Star Trek Armada 3 had some of the same issues a few years back, but they eventually fixed them.

EDIT: Updated some ship roles.

=== FRIGATES ===

Scout Frigate

  • TEC - Arcova
  • Advent - Seeker
  • Vasari - Navigator
  • Rebel - Corellian Scout
  • New Republic - Prowler
  • Empire - Tartan
  • Warlord - Tartan

Light Combat Frigate

  • TEC - Cobalt
  • Advent - Disciple
  • Vasari - Skirmisher
  • Rebel - Corellian Corvette / Corellian Gunship / MC30
  • New Republic - Sacheen
  • Empire - Carrack
  • Warlord - Carrack

Long Range Frigate

  • TEC - Javelis
  • Advent - Illuminator
  • Vasari - Assailant
  • Rebel - Marauder / Corellian Gunship / MC30
  • New Republic - Majestic
  • Empire - Gladiator
  • Warlord - Gladiator

Siege Frigate

  • TEC - Korosov
  • Advent - Purge
  • Vasari - Destructor
  • Rebel - None, uses Quasar carrier cruiser
  • New Republic - None, uses Defender carrier cruiser
  • Empire - Acclamator II
  • Warlord - Acclamator II

Anti-Strikecraft Frigate

  • TEC - Garda
  • Advent - Defense
  • Vasari - Sentinel
  • Rebel - Corellian Gunship / MC30
  • New Republic - Corona
  • Empire - Lancer
  • Warlord - Raider

Colonization Frigate

  • TEC - Protev
  • Advent - Missionary
  • Vasari - Migrator
  • Rebel - Gallofree
  • New Republic - Gallofree
  • Empire - Sentinel
  • Warlord - Sentinel

Corvette

  • TEC - Shriken / Stilat
  • Advent - Acolyte / Vespa
  • Vasari - Tosurak / Sulsurak
  • Rebel - X4 Gunship
  • New Republic - X4 Gunship
  • Empire - Skipray
  • Warlord - Skipray

Other Frigate (can't place into any category)

  • New Republic - Proficient

=== CRUISERS ===

Carrier Cruiser

  • TEC - Percheron
  • Advent - Aeria
  • Vasari - Transporter
  • Rebel - Quasar
  • New Republic - Defender
  • Empire - Escort
  • Warlord - Escort

Defensive Support Cruiser

  • TEC - Hoshiko
  • Advent - Iconus
  • Vasari - Overseer
  • Rebel - Nebulon B, Neutron Star
  • New Republic - Nebulon B, Hajen
  • Empire - Strike
  • Warlord - Strike

Offensive Support Cruiser

  • TEC - Cielo
  • Advent - Domina
  • Vasari - Subverter
  • Rebel - Nebulon B
  • New Republic - Nebulon B
  • Empire - Immobilizer
  • Warlord - Immobilizer

Heavy Combat Cruiser

  • TEC - Kodiak
  • Advent - Destra
  • Vasari - Enforcer
  • Rebel - Assault Mk I / MC40
  • New Republic - Champion
  • Empire - Dreadnaught / Vindicator
  • Warlord - Dreadnaught / Enforcer

Starbase Construction Cruiser

  • TEC - Raloz
  • Advent - Talion
  • Vasari - Migrator
  • Rebel - Constructor
  • New Republic - Constructor
  • Empire - Constructor
  • Warlord - Constructor

Anti-Starbase Cruiser

  • TEC - Ogrov
  • Advent - Solanus
  • Vasari - Ruiner (minelayer)
  • Rebel - Assault Mk II
  • New Republic - Assault Mk II
  • Empire - Broadside
  • Warlord - Broadside

Diplomatic Cruiser

  • TEC - Neruda
  • Advent - Herald
  • Vasari - Envoy
  • Rebel - Ambassador
  • New Republic - Ambassador
  • Empire - Lambda
  • Warlord - Lambda

Other Cruisers that don't fit into any role, or have incoherent abilities and stats to where they are passed over by more capable, tailored units.

  • New Republic - Liberator

=== CAPITAL SHIPS ===

This is where it gets really confusing for the Interregnum factions. There are normally 5 clearly defined roles for a capital ship, and each faction normally has 1 to fill each role, plus a 6th to add more flavor to their fleet as a unique capital ship. This 6th capital is normally added to the support role, because they bring unique support abilities to the table.

This is way more complicated in the mod here. The Empire for instance has 4 battleships competing against each other, and many are unlocked at the same time in the tech tree. The New Republic has 5 battleships competing with each other. The roles for each capital ship are not made clear enough in the text, and since many are locked at the beginning, you have no way of trying them out to see what they do. MC90 for instance requires significant investment to even unlock, and by then its role is already being filled by multiple other capitals. The result is an incoherent fleet and a confused player.

Mothership

  • TEC - Akkan
  • Advent - Progenitor
  • Vasari - Evacuator
  • Rebel - MC80 Command
  • New Republic - MC80 Command
  • Empire - Victory I
  • Warlord - Victory I

Heavy Carrier

  • TEC - Sova
  • Advent - Halcyon
  • Vasari - Carrier
  • Rebel - MC80 Star
  • New Republic - Endurance
  • Empire - Venator
  • Warlord - Venator

Battleship

  • TEC - Kol
  • Advent - Radiance
  • Vasari - Devastator
  • Rebel - Providence / MC80 Liberty / MC80B
  • New Republic - Republic Star Destroyer / MC80 Liberty / MC80B / MC90 / Nebula Star Destroyer
  • Empire - Victory II / ISD I / ISD II / Tector
  • Warlord - Victory II / ISD I / ISD II / Tector

Support

  • TEC - Dunov / Corsev
  • Advent - Rapture / Discord
  • Vasari - Marauder / Rankulas
  • Rebel - MC75
  • New Republic - ??
  • Empire - Interdictor
  • Warlord - Interdictor

Siege

  • TEC - Marza
  • Advent - Revelation
  • Vasari - Desolator
  • Rebel - Dauntless
  • New Republic - Bothan
  • Empire - Victory I
  • Warlord - Victory I

If anyone could add to this and sort it out so that it is clearly defined for everyone, I would be grateful. Especially the capital ships. I did my best to organize it here. Newer players to this mod would also be grateful.

Edited by: GalacticReggie

Sep 25 2021 Anchor

The Strike Cruiser is the Imperial defensive support cruiser with it's Covering Fire Ability. The Nebulon-B has both, but it's more Offensive due to the fighter squad, and ability to let other ships bypass shields. Especially when compared to the bulk cruiser.


Republic SD, MC80B, MC90, ISD-1/2 are all better classified as Support. Which just means they don't really fit it any other category.

Sep 30 2021 Anchor

Thanks for responding. I am still amazed how well-balanced and fantastic looking the mod is. The amount of work and effort that was put into the mod is apparent in every aspect of its design. It is a labor of love! Thank you for your hard work and dedication.

So Strike Cruiser is the DSC for the Empire and Warlords, okay. It is a bit of a generalist but that ability can serve it and its fleet well. Same with the Nebulon B, filling both DSC and OSC until the bulk cruiser arrives.

All of the other capital ships still end up competing with each other for the same role, have roles that aren't clearly defined, or come at the same time in the tech tree. I do know that some capitals are supposed to replace earlier ones, but even with that it may still be hard to figure out what to do with the ships (especially when they do unlock at the same time). A New Republic and Imperial player particularly will have a lot of similar options at the same tech time with no clear answer. The Rebels have a much clearer picture, at least.

Here is some more feedback, if you like.

*It makes sense for the Rebels to use the Assault Frigate Mk II as their anti-structure cruiser, I think that's clever. It was a ship that was modified with the outdated ship the Rebels had available, the Dreadnaught. Saying this, it doesn't make as much sense for the New Republic to be using them, since they have proper production and whatnot. Do you think the Proficient Light Cruiser, currently a frigate with no clear role, could fill that role? Re-classify it as a cruiser and allow a long-range ion bombardment that also disables and disrupts. It would have a clearer role in the fleet, would replace a duplicate ship, would come at the same time in the tech tree as other anti-starbase ships, and would give the New Republic a more distinctive ship line up.

*An idea for the Empire and Warlords: The Venator is buried in tech tree with no icon, so someone who wants to build a Venator will have to scan the icons and look at every description before finding it, and it's not even in the military tech tree where the other ship designs are. An idea is that instead of unlocking just the Acclamator at level 1, that icon also unlocks the Venator and Dreadnaught. It just needs to be more clear. You could replace that Acclamator icon with the warship reactivation to unlock all three at once. It will consolidate the three older ships the Empire has plus be more clear to the player.

*I read the new beta notes and this is a feature that will be coming soon, but I still wanted to say it. It concerns the New Republic and Mon Calamari ships in the tech tree. The MC80 Liberty should be either unlocked from the start for the New Republic, or not be available at all. Instead they could just have the MC80B and MC90 as their fighting Mon Cal ships. That will clear up some of the pileup of competing capital ships they have, plus those designs will come earlier. Perhaps phasing out the MC80 Liberty entirely and having the MC80B unlocked at level 1 or level 2. Then the MC90 at level 3 or 4. Even if removed, the New Republic will still have 6 capital ships, so they can stand to lose that one. It's just an idea but you have already addressed it in the upcoming update, so the point is probably moot anyway.

Thank you again for making this fantastic mod and for responding to my post. Your work is appreciated and enjoy by many people across the internet!



Edited by: GalacticReggie

Sep 30 2021 Anchor

I disagree with you, all units have their place, we don't plan on any being entirely replaced as the game goes on. Especially capitalships, I find it is usually best to have a good variety of them before building duplicates. At the end of the day Capitalships are built for their abilities, no matter their role. As a player you will have to learn what each of them do and decide for yourself which are best to execute your strategies.

The Proficient and the MC-30 are actually sort of special ships. They have no direct comparison in Sins of a Solar Empire. Both of these ships have unusual armaments, ad we just had fun trying to make them as close to canon as possible, since the Alliance factions has spare ship slots due to not needing a siege cruiser.

The MC-30 is basically a shield bypassing glass cannon, much like it was in Empire at war. It currently deals the same damage type as Bomber strikecraft, the only frigate to do so. However, in the next update its Torpedoes will be changed to do CAPITALSHIP damage, making it pretty good at fighting almost any thing, again just with the bad (light frigate) armor.

The Proficient is basically our experiment in making ion cannons work exactly as they do in Star Wars. They only do shield damage, and begun debuffing the target if shields fail. What little we know about the ship is that its armament is mostly ion cannons and it is fairly fast but lightly armored like most Corellian ships, so it doesn't really fit well in the antistructure role. In the next update, it will get more of an offensive/debuff support cruiser role as well.

I wouldn't mind replacing the Assault Frigate Mrk-II for the New Republic, but we couldn't come up with any great alternatives.

The Venator will actually be able to be built without research in Beta 2, as a new post will soon go into more details on. :)

There will be changes to when the Liberty is accessed too, however we are not too worried about the number of Capitalships a faction has. It's fine if the New Republic has a few more of them as long as the other factions capitalships are good and cover the main roles.

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