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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Some ideas (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Requests : Some ideas) Locked
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Sep 8 2021 Anchor

Hi GoaFan, I must say every time I pick up this game, I always get your mods, and they always make the experience truly amazing. thank you for your hard work and dedication.

I have some ideas il just lay them out in point form with an explanation

- one thing the vanilla game does not really do is differentiate the racial differences of the factions. il use the advent to explain what I mean. so going off the little lore we have, the advent should be the smallest in terms of population. they were a small sect that was isolated and outcast, even after a thousand years of heavy breeding there is no real way they could match the TEC or Vasari (i do think there are more vasari as the entire remains of their species is with them) in terms of numbers. so how would the advent fight the TEC (just as an example), IMO guerrilla tactics using shock and awe to confuse and frighten. I think this is partly what was intended when you look at some of the advent upgrades, strong shields, powerful weapons, and light armor, these are excellent for guerilla tactics. one of the biggest things about guerilla tactics is also being able to run away. so just as a specific example the advent have relatively light armor, well light armor should indicate more speed and maneuverability, yet they don't get any upgrades that related to that. the way the fleet is laid out is kind of wonky, again just going off the little lore, TEC is all about getting as many ships into the fight as possible, so why don't they have more fleet cap? or Advent more capital ship cap (i do believe that the vasari are in the perfect place in this regards). I thought of a few upgrades for all factions (except rebels/republic as I don't know them well enough to make any suggestions) that might help define who they are.

Advent: the advent seems like force adepts who went a different way than Jedi/sith who use small fleets of powerful ships in a hit and run campaigns, so these are meant to reflect that

-at the end of the armor line upgrade add a new upgrade: +turn rate,+ speed, -mass

- somewhere in the diplomacy add a new upgrade: +captical capacity, - fleet capacity, + capital build time (takes longer nerf)

- add the end of eyes of the converted/acute premonitions: visual sight on all sentient beings

- one more shield upgrade that gives phase Missle block chance

TEC: they are industrial, conventional and use massive numbers, shield wall style tactics (make a line and wrap around the enemy to hit their flanks)

- in civilian somewhere add: +fleet capacity

-in the military: an upgrade that makes it so enemies take more damage from the rear/flanks

- a retrofit for the cobalt making it a little stronger in all areas (late military)

-when on a trade route faster warp speeds (as they know the area)

Vasari: considering how advanced they are, humans must look like bugs to them so a direct brutish attack style seems appropriate, they remind me of the rakatan

Vader: so this one I think there will be some controversy. as Vader never survived endor, and never had a chance to rule without Sidious I think it would be hard to predict what he would do. a few questions that need to be answered are, did luke and Leia survive? what is his motivation to rule the empire (or what's left of it)? will he accept council from the grand Moffs, the grand admirals, luke, and what will he think about these new and powerful factions that have suddenly appeared. so from what I know of the lore and what I have seen on your mod grand admiral Thrawn is part of the Vader faction, personally, I can see him being loyal to Vader ( Starwarsrebels.fandom.com ) as they respected each other. there are 13 (with Thrawn) grand admirals, and they divide up in skills from strategy, technology (one oversaw the creation of the tie defender), and politics (one defected to khaine) where are they and what are they doing. if even half remained loyal to Vader and he listens to their advice in the areas he is weak in (politics) then his faction should still be a well-oiled machine. it is also worth a mention that Vader was one of the greatest generals in the clone wars, good with technology, good with people (rex,Ashoka), and disliked Sidious and many of his decisions like slavery. lastly, what planets does Vader still control coruscant, Kuat and the maw give him huge power and technology. so these ideas come from an assumption that Thrawn, the grand Moff (some anyway), and at least half the grand admirals remain loyal and helpful, as well as the 3 planets I mentioned, are in Vaders control and he is not xenophobic. so the direction I'm going is vador uses force in the beginning till his command structure helps him get everything back up to spec. I don't think he would cancel all R&D but I also don't think he would oversee it so it would take longer to get. also as he is not truly xenophobic it's the perfect time for species like the chiss or other races who want to improve their position in the empire...

-chiss designs: cost decrease, shield mitigation up (all ships)

- chiss architecture: mass reduction, turn rate increased (all ships)

-gifts of the maw: an overhaul of both victory and venator classes. option 1 is just a stat increase and ability change to reflect new tech. option 2 full replacement with completely new designs (ex secutor replaces victory 1)

- loyalty of command: all capital ships get 1 extra point for skills

warlords: these guys are a little tougher to figure out. the way they are built small elite forces. but when you consider the environment which is a massive factor in this mod, star wars merged with soase so there are new factions and borders would have changed. of all the factions I would think the warlords are the most hated. empire, republic, rebels should hate them cause they are enemies. from a landmass perspective, I would imagine they are the smallest empires by a large margin.

I see two different ways this works out for the warlords

1. they make an alliance "an enemy of my enemy is my friend" so unlocking multiple warlords at various stages. doing this would invariably take away the special feel of the warlords so I'm not sure it's the greatest way to make them more unique.

option 2. have them steal and get tech from the soase factions ex phase proton torpedos.


**** after all your star wars races are dont any chance you could add the yuuzon vong guys (spelt wrong)? and if yes any chance its the vong that are destroying the vasari?

****would you be able to make a submod that lets all factions have access to the tie defender?

****do original soase faction upgrades work on the kuat and mon cala titans?


I'm tired so il leave it at that.

thanks again for the amazing mod and I look forward to your next beta release.

kind regards

Edited by: Tanis_Eversight

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