Description

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.90. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.83 is 156995455. WARNING: Do not apply Large Address Aware to this mod. It is now enabled by default with Rebellion 1.90. See the technical forum for detailed installation instructions. See the full description for the changelog.

Preview
Star Wars Interregnum Alpha 3.31
Post comment Comments  (0 - 50 of 87)
george76
george76 - - 1,283 comments

I am looking forward to playing this next release, I take it the add-ons will be up in the following weeks. However, will you be including the more tactile slots mini mod to the main mini mod release for this next version?

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Yes, though the one already on the E4X page will still work.

Reply Good karma+1 vote
tunegritosancho
tunegritosancho - - 6 comments

Question&statement;:First luv your mod overall on of the best available for sins.2.Why no death star,&to; be honest the bases currently in this mod need work.I realize the game is all bout building large fleets and killin everyone but planetary defenses are weak at best.

Reply Good karma Bad karma+2 votes
GoaFan77 Author
GoaFan77 - - 3,864 comments

This mod is technically set after the Battle of Endor in its own timeline, so both Death Stars have been destroyed. I also think planet killers are not good for regular gameplay, though perhaps they will make an appearance in some sort of special map or something.

Fully upgraded starbases are quite powerful in my opinion, especially when supported by repair bays. If you desire even stronger defenses, there are two minimods that will let you improve you defenses: More Tactical Slots and Max Starbase Upgrades. :-)

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

Thanx for taking the time 2reply ill look those mods u mentioned.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,438 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,438 comments

i was just thinking about how a new interregnum mod would be great and would ya look at that

Reply Good karma Bad karma+2 votes
Tratosi
Tratosi - - 11 comments

is it intentional that some of the rebel ships dont want to fight enemies that get close enough. so they do 180 turn and run away and try to get back to max range

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

I've not seen this. Are you perhaps using the fleet feature? I personally prefer not to, as your ships tend to reform themselves at the worse possible times.

Reply Good karma+1 vote
Tratosi
Tratosi - - 11 comments

ships werent in fleet and only ships were doing it were corellian corvettes and mc80 command cruiser. and only against 1 computer, worked normally against everything else

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

I'd need to see a save game or video of it then, because I've been playing Sins for years and haven't seen this. In fact, I wish I could teach antimodule cruisers to do exactly that.

Reply Good karma+3 votes
centurin
centurin - - 51 comments

Are the mini-mods compatible with this release?

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

All should work, but a few like "All E4X Random Encounters" and "Deathmatch" will prevent a few of the improvements of the new update from working (extra Rebel Starting ships and minor AI fix respectively). The mod should work just fine though if you can live without those changes for a little bit until the updated minimods are released.

Reply Good karma+1 vote
centurin
centurin - - 51 comments

That's fine. I can live without E4X random encounters. :)

Reply Good karma Bad karma+1 vote
jordanthejq12
jordanthejq12 - - 304 comments

NO SUPERWEAPONS WORKS. IT FINALLY WORKS! I cannot even begin to tell you how much that means to me--I've been struggling to get that one to do its job since I first began playing, and that was years ago. Thank you guys so much for finally allowing us to play a game without those stupid cannons all the time!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,438 comments

Where do you see no superweapons? or is it another mod you've added to run?

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77 - - 3,864 comments

He's talking about the Enhanced 4X/Interregnum optional minimods you can use to customize your game. A new version will be out shortly, but he's referring to these.

Moddb.com

Reply Good karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Strange, I can't think of anything in this patch that would suddenly change how the old minimod worked. Oh well. The next minimod version should have yet another safe guard to ensure the AI can't cheat their way into getting them as well. :-)

Reply Good karma+1 vote
ObiWiseKenobi64
ObiWiseKenobi64 - - 1 comments

I have installed the mod but the game is not recognizing it.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Is your checksum zero? That means the game cannot find the mod files, usually because your extraction software created an extra folder when handling the zip. Note you should see two mods in your list, Enhanced 4X 1.83 and Star Wars Interregnum Alpha 3.31.

I'll try to do an installation video soon now that the process shouldn't be changing anymore with 1.90 release.

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,438 comments

One question I have is how do you activate the Star Forge?
If it requires an artifact then how do you get it if its not random?
Its just that I have never really been able to use it and would love to but figuring out how to get it working is a challenge. I know how it worked it Kotor but i dont know if that holds true here.

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77 - - 3,864 comments

It does require an artifact, the Infinite Engine. Starwars.wikia.com

Like all artifacts, it does spawn randomly. So there is a chance, especially if you play smaller maps, that you may not be able to use it. Artifacts are more common in Interregnum than vanilla Sins however, so most larger maps you can probably get both the Star Forge and the Infinite Engine.

This feature is intended to encourage you to explore your planets looking for the right artifact. Many games you may not get to use it, but when you do get it, it will be very memorable as it basically lets you get infinite ships (clones any normal frigate/cruiser you own).

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

Thank you for the response. I think its better that way so that you wont just jump to the planet with the infinite engine on it.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

That's the other thing. For balance purposes, we'd have to station a massive fleet to protect the Star Forge if the artifact was always found with it. Planets like Kuat are already like this though, so this approach adds more diversity.

Reply Good karma+1 vote
General_Green
General_Green - - 168 comments

Noting like making the Katana Fleet!

Reply Good karma Bad karma+2 votes
Titanida
Titanida - - 10 comments

Hi GoaFan77
The only problem now is the Executor class titan ship for the AI. For the others titans the AI can manage very well the research and the build but not for the Executor.
Why you don't do only 4 techs like other titan or maybe a spam like heroes and the possibility to chose from the beginning ( the first tech or something like this) the faction which you play for Warlords.( this will help a lot the AI)
Or make a mini-mod that disable the research for executor for AI and keep only the star dreadnought and maybe the player.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

I don't think it's really the research that makes the AI less likely to build Titans, but I guess it's worth testing.

Reply Good karma+1 vote
Titanida
Titanida - - 10 comments

If it will help you I run some test.
Large comp map 5 players me and 4 AI ( aggressive, fortifier, researcher and economist) all the same race. Difficulty level from unfair to vicious. I kill myself at the beginning to have the possibility to watch the AI movement
Results after 30 min at 8x speed for empire : only the economist AI was able to build the Bellator class
For the Warlords the same thing only Bellator for the economist.
Hmmmm something its not random :P I think :))))
If you want you can do the some thing.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Actually initially we only had the Executor in the mod. The Imperial AI still never built a titan. That was part of the reason the Bellator was added, so it would be easier for the AI to deploy them.

That said, I'll see if there's anything about the economist AI that helps it get titans (other than it perhaps having more money to throw around eventually).

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

I exclusively play your 130 planet map with the AI on the second hardest and random strategy Usually 6 to 7 comps - double fleet supply and cap ship. I have had warlord comps choose a faction and build an SSD - in the instance I can think of it was Isard...

I am sure it's not news to you, but just in case Kuat is pumping more SSDs than it should. Last game I played the Rebel AI got Kuat and had multiple SSD. In the current game I am playing I have one hero SSD and two from Kuat - under the impression it was supposed to be only one. Second one did not cost supply.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Kuat lets you build as many SSDs as you can afford. However they should require you have the fleet supply available.

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

Reached fleet supply cap...still pumping out SSD. Same with Neb B and with the Mando outpost. Basically working like a another Star Forge for SSD.

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77 - - 3,864 comments

Can you send me a saved game with this happening?

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

I entered back in the game and it appeared to stop working once I hit negative supply, but up until then it kept going... I'll send it later today.

Reply Good karma Bad karma+1 vote
Titanida
Titanida - - 10 comments

I think its more than that.
From what I have seen so far the problem it's not the Titan but the titan factory.
The AI its not building the titan factory and one reason its because the AI doesn't have enough tactical slots. And the Economist AI its more prone to develop the planet slots that other AIs. Maybe this is one problem
The second problem probably its the Golan platform because the AI spam a lot of Golan platform and the the planets don't have enough tactical slots to build a Titan factory.
This maybe be one way to be investigated in the future.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

That should be easy to test then. Just make a map with galaxy forge that gives all players a titan factory.

Reply Good karma+1 vote
Titanida
Titanida - - 10 comments

Done and it was as expected.
If you give them a titan factory to empire and warlords they will always spam at least the Bellator class but in some cases even the Executor class.
The conclusion is very clear the problem its with the Golan turrets.
I think the solution its either you will give a titan factory for empire and warlords or to reduce the cost for tactical slots for Golans.I prefer the second one because i really want to play your mod witch is the best mode for sin so far ( most balance in term of cap ship frigate defenses etc

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Huh. I kind of like the Golan-IIIs as they are, but we've had getting a cheaper defense for them on the to do list for a while. I'll try to bump that up the list and see if that helps.

Reply Good karma+1 vote
Titanida
Titanida - - 10 comments

The most logical solution will be to give the Empire and Warlords home planet a titan foundry but.... then they will build the Bellator in 15-25 min of game play :P if you play unfair AI or higher.
Hmmmmm
But again not so much the Executor class.( 1 time from 20 simulations)

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

If you're right giving them a more normal defense structure should suffice. But if that's what it takes that can be done.

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

Is it Just Me, or have the Economics gotten Better since last year? By The Way, thank you so much for making this mod, it has everything I wanted in a Sins Mod and then some, you sir, have my Undying gratitude.

Also, What maps actually have Kuat? i want to be able to have multiple Fleets, each being led by an Executor SSD

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Glad you're enjoying the mod, though I'm not sure what you mean exactly by economics (you're getting more income, its more balanced?)!

Kuat is guaranteed to appear on the Core Worlds and A Galaxy Far, Far Away maps. It has a chance to appear on any random map besides Tiny.

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

Greetings, I was referring to Having Superior income to other games when I was playing as Vader, about half my metal production was coming form Refineries, does Culture play a Huge Role in resource gathering? cuz I have the sneaky suspicion that it does, Thank you also for the Info on Kuat, I opened up and played a round on the Core worlds, Ended up with Vader and a Pair of Executors to boot, You also say that it will apear on the Galaxy Far Far away, (i'll play one of those next), But it's not guaranteed on any other Sytar Wars maps? thank you in advance, and Once again, Thank you so much for this mod!

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77 - - 3,864 comments

Ah yes. This mod includes all the changes from the Enhanced 4X Mod, which includes reworked culture and refinery mechanics/balanced so that they are more competitive with trade. Culture improves allegiance, which determines your base tax/mining income rates. Refineries give bonus metal and crystal depending on how many nearby resource asteroids (within one jump) there are.

At this time there are 7 Star Wars specific maps in the mod. Each is based on a different region of the Star Wars galaxy (or the whole thing, for A Galaxy Far Far Away). Kuat is part of the core worlds, so it shows up there. In the future, we may add for fun maps not based on the actual Star Wars galaxy that feature the special planets.

Reply Good karma+2 votes
Shadowl1980
Shadowl1980 - - 3 comments

My friend and I are trying to play a game online, it keep saying click checksum error. It then gives the mods folder path then a player.txt1 at the end. Both of our mod checksums are the same and it runs just fine on single player. Anyone know whats going on.

Reply Good karma Bad karma+1 vote
Shadowl1980
Shadowl1980 - - 3 comments

My steam name is Kingshadowl if the creator wants to hop on and i'll show him just send me a invite.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,438 comments

My Warlords Games go ok for about 2 hours 30 Minutes, and then they always Crash, and i if i reload they immediatly crash again.

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77 - - 3,864 comments

Please upload the save game somewhere and send me a link so I can take a look. :-)

Reply Good karma+1 vote
Guest
Guest - - 689,438 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Star Wars Interregnum Alpha 3.31 has not been tagged yet.