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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Full Power to Ion Cannons
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Larmy Feb 26 2014, 1:05am says:

Just one problem, I'm sure those guns in cannon were Octuple Turbolasers, not ion cannons like on the ISD-I

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Railgunner2160 Feb 26 2014, 1:23am replied:

They could be either Turbos or Ions according to the Wookieepedia....

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GoaFan77 Author
GoaFan77 Feb 26 2014, 1:58am replied:

Indeed. The ISD-II was famed for Octuple Turrets, but they could be either Ion Cannons or Turbolasers, depending on the individual Star Destroyer. In official media I have only ever seen versions with Ion Cannons fire, such as in the Rogue Squadron series video games, so I based the weapons on that.

Just to balance it out though, I've given the Tector class the 8 Turbolaser turrets, as we do not have any official list of its armament but I assume it to be similar to the ISD-II.

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emowomble Feb 26 2014, 1:23pm says:

How are you planning on implementing ion cannons Goa? They dont damage ships in star wars so a weapon doesnt seem a good fit. Shield damage and antimatter draining maybe?

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GoaFan77 Author
GoaFan77 Feb 26 2014, 3:03pm replied:

Well, that depends. For now they are regular weapons because otherwise most of the Star Destroyers would just be dealing turbolaser damage. However you'll notice on the Victory-II page in the capitalship ability list thread they have an ability that makes its ion cannons work properly, that is shield damage and if the shields are down they will reduce rate of fire. The problem is getting this to work requires an ability slot and I don't have room to do that on all capitalships.

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lightningcount Feb 27 2014, 5:00am replied:

Have you considered having 5 abilities per capital ship? if the 5th one is passive it doesn't need a button for it.

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GoaFan77 Author
GoaFan77 Feb 27 2014, 10:09pm replied:

It is a possibility, but the 5th ability slot is already being used on some ships for other things, so using it is a bit more complicated. Balancing a weapon that only deals shield damage would also be quite challenging so at first they'll be normal weapons.

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Rigged up the final details on the ISD-IIs weapon points today. A word of advice, try to avoid its primary Ion Cannon battery. It hurts.

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Feb 25th, 2014
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