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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wookkeels
wookkeels - - 551 comments

I like the rampant militia's very much because it adds more life to the game. Its no longer 1 to 3 fleets per player moving around and once in a while engage each other but also alot of smaller fleets raiding and defending planets. It makes it more important to build defence platforms wich otherwise wee not really used too much.

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gundam_pheonix
gundam_pheonix - - 48 comments

to me it symbolizes the un-united freedom fighters, gangs, pirates, and mercenaries lashing out either in attack or defense of their worlds. as you conquer worlds i could imagine these vessels as joining your side or possibly being captured vessels being used by irregular forces. or you know like minions in MOBAs.

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george76
george76 - - 1,283 comments

I actually enjoy the idea of the rampaging Militia,and the best part is they actually can make a difference. They make for useful distractions, they can be a deterrent in some cases, and they make a great force recon. so i would have to say this is probably the best dlc for sins this far.

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LucianoStarKiller
LucianoStarKiller - - 2,399 comments

I liked it, it forced me to change a bit my playstyle even if not by much.
Brings something new to a game I played well over a 1000 hours since the original

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Power_is_Seven
Power_is_Seven - - 18 comments

I agree. Really makes the game more "lively." A part of me always was like "why am I the only Rebel Alliance leader." or "Shouldn't there be other commands of _____ faction?" So instead of having multiple players being the same team and calling themselves together as a collective the Rebel Alliance. Now each could be their own and have an AI force which feed into the overall military structure. Make "Role-playing" a lot easier for this group of nerds. :)

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Service_Disconnect
Service_Disconnect - - 299 comments

It will definitely make playing as the empire interesting if the militia is able to bomb out your planets

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MrPerson
MrPerson - - 1,801 comments

I really like the militia features, I just wish that it would make the militia whatever faction you are instead of always TEC. The TEC in vanilla always have the advantage that their militia will get all the weapon upgrades and abilities while the other factions wont.

Will there be a way in this mod (or any mod really) to make the militia be the faction you are playing as? or does it only use 1 group of units overall?

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GoaFan77 Author
GoaFan77 - - 3,864 comments

Looks like its only one group. For Interregnum everyone would get the same ships the militia/pirates are currently using instead of TEC.

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MrPerson
MrPerson - - 1,801 comments

Well at least you can change this ships, gonna be weird if you play vanilla races and get Star Wars Militia lol.

Wish they had made it more flexible.

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Power_is_Seven
Power_is_Seven - - 18 comments

Well if you think about it from a "LORE" standpoint it makes perfect sense. The war in Sins is taking place in TEC space. The pirates sure weren't just given their ships they modified by the TEC. Rather they were able to be acquired by other means. For Interregnum it makes sense to have them be the militia/pirates or independents because those are the ships available to buy on the open market. Militia of Advent wouldn't be flying Advent ships because then they would just be the military. Just throwing it out there if it helps you cope with the way they made it. (It does for me.) ;)

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MrPerson
MrPerson - - 1,801 comments

Well I mean I understand that, Just from a balance (and aesthetic) perspective, the TEC militia forces will always beat the other faction's militia because they have upgrades to the weapon types they use, and access to research the special abilities for the ships the militia use (and they do use them, I can tell) while the other factions only get their defensive upgrades.

For the mod I actually fear the opposite now, if the vanilla races use Star Wars ships, they have no upgrades to turbolasers or anything, so their weapons won't be as strong as an actual Star Wars race's ships will.

Plus just to me, it seems like if an empire is going to produce a militia force, it would be of their own ship designs. I mean, you aren't using leftover ships, when you take a militia planet or just get militia forces, they just kinda spawn like they were built. Which means they should be your faction's ships.

I am nitpicking though, it would be nice to be able to have it change to your faction, but the advantage is really only in the early game, late game militia means very little.

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GoaFan77 Author
GoaFan77 - - 3,864 comments

I agree, its just for now there's no real alternative other than disabling this feature, and from the feedback here I don't think that's appropriate.

Even under the Empire though some planets kept Local Defense Forces with more common market ships like CR90s, Dreadnaughts and Z-95s. So again it works in the lore, even if gameplay wise faction specific ships would be better.

And technically Star Wars "Lasers" and "Missiles" are the same as the TEC versions under the hood, so Star Wars ships with those weapons would benefit from TEC research for those weapons. Advent and Vasari are just screwed though. :p

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GoaFan77 Author
GoaFan77 - - 3,864 comments

Yeah its a shame. In the mod lore though as Power mentions the Sins races are in the Star Wars universe, therefore if they hired /conscripted any locals to their side they'd be using the widely available Star Wars ships the militia has.

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D0gbert
D0gbert - - 31 comments

I like the new militia. While obviously no match for principle fleets, they keep you on your toes, as can make short work of poorly defended worlds. The performance tweaks is quite noticeable on my crappy laptop as well.

I guess the modded militia will be a bigger effect on early expansion, considering how hilariously tough the Dreadnought cruiser is...

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ERock72 Creator
ERock72 - - 5 comments

Noticed something too, if you mod in a ship with fighters it refuses to build any when under player control (but uses them fine under rebel player AI).

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GoaFan77 Author
GoaFan77 - - 3,864 comments

Dev's have been told about that issue, sounds like they will fix it. :-)

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D0gbert
D0gbert - - 31 comments

Oh, also vanilla carriers have one more squad now...?
Anyone else notice that?

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GoaFan77 Author
GoaFan77 - - 3,864 comments

Are you sure? Advent have 3, all other should have 2.

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D0gbert
D0gbert - - 31 comments

Just booted up the game. Yes, both TEC and Vasari have an extra squad now.

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ERock72 Creator
ERock72 - - 5 comments

Launching fighters after using a docking command seems bugged. The fighters stay in an eternal launching state and won't attack even when commanded. Is this a known bug and is anyone else experiencing this?

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New DLC content is progressing in the Interregnum World. What are your thoughts on the Outlaw Sectors DLC?