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.

Report Which faction in Star Wars: Interregnum do you think is the strongest?

Poll started by GoaFan77 with 970 votes and 14 comments. Browse the poll archive.

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LucianoStarKiller
LucianoStarKiller - - 2,399 comments

That's bait, I'm not giving you a chance to nerf it =P

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GoaFan77 Creator
GoaFan77 - - 3,867 comments

Then vote for the second strongest, so we'll get the competition. ;)

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deathtrooper900
deathtrooper900 - - 780 comments

Now I'll be the first to admit I'm not the best player, but I never thought any faction was too powerful till my most recent game on full SW galaxy. I spent nearly 12 hours in a constant war with the orthodox advent... 500 capital ships dead, and nearly 4,000 frigates and cruisers lost. I was playing as warlords and couldn't make any ground for the longest time- even with the knight hammer deleting whole fleets and mon cala providing mediators for frontline combat. they are scary on the defensive with a fully leveled titan.

Also- mad props for NEVER crashing despite that conflict and 7 other AI having their own conflicts with the beskar mod to make it worse.

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Guest
Guest - - 691,123 comments

Galaxy guns everywhere

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Guest
Guest - - 691,123 comments

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tobr123
tobr123 - - 20 comments

A unknown weapon has been activated!

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tobr123
tobr123 - - 20 comments

I don't understand the ability of the Interdictor- class cruiser...
No matter what I do, the enemy can always jumping into lightspeed. When I activate the ability manually they jump. When I set it to Auto, they jump. And then there are those stupid upgrades which let you jump even with an Indertictor active. It#s by far one of the most unnessecary ships in the entire mod. It would be cool if the ability would be active the whole time or the decription tells you what to do. I hope you change it in the next update but anyways it's a very good mod!!

P.S: A Death Star would be awesome but I don't even know how to do that lol

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GoaFan77 Creator
GoaFan77 - - 3,867 comments

Interdictors are very powerful but they are implemented in the mod with all the substantial limitations that existed in Star Wars lore, which gives the enemy a chance to escape.

1. It takes a few seconds for the gravity well generators to turn on. An Interdictor should be in place and begin to use the ability immediately before the enemy begins the jump to hyperspace. If you get impatient, you may accidentally countermand the order to Interdict the enemy.

2. While the gravity generators are active, most Interdictors suffer a penalty to the performance of the ship. Shield, weapons, and movement are not available while in use, or to a limited degree, depending on the Interdictor.

3. Interdictors will stop their gravity well generators when they take enough damage, either due to disruption to systems or their Captains wanting to preserve their very expensive ships. More powerful Interdictors like the Interdictor Star Destroyer can take more damage.

4. Interdictors use antimatter to power their ability. This will slowly drain over time, and makes them vulnerable to antimatter draining abilities.

5. Interdictor abilities are sufficiently complex that auto cast won't work for them. Players must manually use this ability.

While it does take some practice to use them correctly, the ability to stop a fleet from retreating lets the Empire turn minor tactical victories to complete destruction of enemy forces. If you find that the enemy is disrupting your interdictors due to #3 or 4, it may be good to bring multiple to make their job more difficult.

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Guest
Guest - - 691,123 comments

The issue with this is that in a small game or maybe competitive this is a cool idea. However, at least against computers with their difficulty set at max this is useless unless maybe playing with LN2 or something. The lag and performance issues in a large battle combined with the micro needed to preform this is not a fun experience. The result is that it is best to completely ignore the existence of these ships. Not worth it to research or to build.

Now it is cool that they work just like they do in the lor but is this a game or a simulator? At the end of the day they should function in such a way that the autocast does actually work not just for players but also so computers can actually use these against you as well.

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GoaFan77 Creator
GoaFan77 - - 3,867 comments

The AI Interdictors do work differently. They just give a penalty to jump charge time like phase jump inhibitors. So we can get the best of both worlds here. Players get the more realistic, and potentially powerful effect, but it requires more skill to use. While the AI gets a passive but weaker effect.

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jejeman
jejeman - - 22 comments

Please don't nerf to balance. I still want realism. If you want to balance it then adjust it in the cost of the ships/structures :)

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GoaFan77 Creator
GoaFan77 - - 3,867 comments

All units are balanced according to fleet supply/size and their unit type. Balance changes are usually more to research and special abilities, which are much more subjective than hard stats.

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andrewempowered
andrewempowered - - 107 comments

"25% Empire" That surprises me because I have always beat the crap out of the empire. Overall though I do agree that it is well balanced as is. Please don't nerf any of them!

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Guest
Guest - - 691,123 comments

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