The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.94/1.95. This update adds the New Republic faction to the mod. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.86 is 200425996.
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.
Changelog
- Added New Republic faction!
- New Minor Factions!
- Black Sun
- Clan Skirata
- Duskhan League (AKA Yevetha)
- Hapes Consortium
- Partisans
- Sullustan Home Guard
- Zann Consortium
- Some vanilla minor factions were removed. These can be readded with the "All E4X Random Encounters" minimod.
- Rebel Alliance Balance Changes
- Reduced Rebel Alliance tax income penalty from 20% to 15%.
- Rebel Trade Ports are now called "Free Ports". They host both Rebel Cargo ships and those of certain smuggling operations.
- Rebel Alliance can now build trade ports at the start of the game, but these generate a small amount of credits rather than trade. After researching a tier 2 tech, they activate as trade ports.
- The Rebel Alliance now starts with a trade port structure on their homeworld instead of a repair station. It does not use logistics slots.
- Rebel Alliance Deep Space Development tech now only requires 5 civic labs.
- Rebel Alliance Smuggler Contact's tech now gives a 25% price reduction to Smuggler Specialization upgrades (Outlaw Sectors DLC).
- New Rebel Alliance Tech - Rebel Tactics, gives a bonus to attacking enemy infrustructure when first entering a planet for a few minutes.
- Rebel Secondary Armament tech now gives extra ion weapons to B-wing and Y-wing fighters.
- Alliance Refineries no longer require metal techs to be researched.
- A number of Rebel Alliance Enterprise tree techs have been moved around.
- Rebel/New Republic starbase now can use the Scramble Starfighers ability immediately after research. Gets more powerful with every hangar upgrade.
- Mon Cala planet captureable shipyards can now build a Mediator Battlecruiser titan. Planet defenders have been strengthened.
- Adjusted the damage different ship types do to Corvettes. Antifigher deals more damage, long range less.
- Empire and Rebel's Shield Generator is now a Shield Gate. New model, is more expensive, but supports a fighter squad.
- New model for Star Wars factions culture station.
- New/Revised Dialog for the Carrack Cruiser, Vindicator/Enforcer Cruiser, Lancer Frigate, Gladiator Star Destroyer, and Dreadnaught Heavy Cruiser.
- New Dialog for Alliance hero Traest Kre'fey.
- The Galactic Empire's Morale Penalty on planets have been changed to be less severe, but can stack more times if multiple planets are lost.
- Grand Moff Ardus Kaine's Logistics Ability now increases Max Hull Points, provides larger hull repair bonus.
- Grand Moff Ardus Kaine's New Order Enforcer ability now heals hull for the duration of the ability.
- Warlord Zsinj's Iron Aura is no longer triggered by Corvettes.
- Increased the damage of TIE Intercetors and A-wings.
- Fixed an issue with Teren Rogriss' Reverse Gravity Generators ability.
- Fixed many Star Wars Titans using Capitalship damage instead of Titan damage for some of their weapons.
- Fixed an issue with Nebulon-B Frigates and Bulk Cruisers using the wrong damage type.
- Fixed a crash that could occur when an Imperial player experienced the Partisans random event on one of their planets.
- Fixed an audio problem with another Mandalorian Turbolaser sound.
- Added a missing Dwarf Planet spawn near Dathomir on the New Territories map.
- Removed random artifacts and planet bonuses from Competitive maps, to have less RNG as they are in vanilla.
Looking forward to play this. From downloader 2
One good thing with the global situation is all the mods get major updates:) been looking forward to this for .... well since the first images were posted i think , thanks for all your hard work guys.
Been looking forward to this for such a long time, may the Force be with you all! For the Republic!
good to see a new faction , this mod is really good i play it for years now and i just whant to tell, you made good work guys , just a big thx
Already jumped in and wooo boy..... the new republic has some amazing stuff in their arsenal, aside from the fact that they may also be some of the most beautiful designed ships ever. Thanks again for all the hard work you guys do!
Has something happened to the militia forces? It might be all the mini mods I am using, but they are all advent or vasari ships.
Edit: Ignore me. It seems I may not have used the right launch order, as I didn't even start with any structures or units either, just gonna see what I can get working before trying the mini mods again.
As usual, the gameplay minimods need to be updated for the new version. They should be released in the next couple of days.
The graphics minimods are now available however. Moddb.com
Wooo, congrats on full beta!
downloading now, and congrats on reaching this milestone.
YAAAAY!!! So Hyped!
how to install?
A little out of date, but just change the version numbers and it should be the same. Youtube.com
If you extract the zip file into the mod folder, you should get 2 Folders and an EnabledMods.txt file. That's all you need.
Thanks
Been playing for a few hours now, really loving the New Republic. The model detail is phenomenal.
Game crashes after a few minutes. My mod order is the same from the previous version (SinRe and E4X graphic were updated at well), only Int fast combat, Int Infinite Research, Int Max Starbase is the same. Here is my mod order:
INT SinsRe
E4X SinsRE
E4X Infinite Research
E4X Max Starbase Upgrades
E4X BGM Enhanced Graphic
INT Faster Combat
Star Wars Interregnum
Enhanced 4X Mod
SinsRemasted
The gameplay mini mods are not updated and are not compatible.
You cannot use the old gameplay minimods with the new release. Remove Infinite Research, Max Starbase Upgrades and Faster Combat and it will likely be fine.
That minimod pack hasn't been updated yet but will hopefully be in the coming days.
It still keeps crashing after removing the old minimods.
Whats your mod order? Is your checksum 200425996?
MD5:
06ee44319c5bb90678d42e71b44ef0cb Star_Wars_Interregnum_Beta_1.zip
324014921eb0cbee38909616ef51a5d9 E4XInterregnum_Graphics_Minimods_1.86.89.zip
478ec05dfd1473d724a5cd3358f7e5f1 SinsRemastered-v0.94b.zip
Mod Order:
Int SinsRe
E4X BGM Enhanced Graphics
E4x SinsRe
Star Wars Interegnum Bata 1
Enhanced 4x Mod 1.86
SinsRemasered-v0.94b
Try this mod order.
enabledModName "INT SinsRe"
enabledModName "E4X SinsRe"
enabledModName "E4X BGM Enhanced Graphics"
enabledModName "Star Wars Interregnum Beta 1"
enabledModName "Enhanced 4X Mod 1.86"
enabledModName "SinsRemastered-v0.94b"
Still crashes.
Well to start, does it work with just E4X/Interregnum?
Star Wars Interegnum Bata 1
Enhanced 4x Mod 1.86
It crashes with just those two mods active. I played a game without any mods active just to check and it played fine so the problem is definitely one of those two mods.
What is your checksum with those two on the Mods tab of the Main Menu options?
Also just to make sure, are you running Rebellion 1.94 or 1.95?
Individual Checksum
Star Wars Interegnum Bata 1 - 125747808
Enhanced 4x Mod 1.86 - 37339094
Both enabled checksum - 200425996
Rebellion v1.94
Mhhh bei mir läuft es Stabiel. Nur bei der "New Rebuplic" kann ich die Sternbasen nicht komplett ausbauen aber hab keine Abstürzte.
ich verwende es so:
TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 13
enabledModName "Interregnum Galaxy Forge 3.4"
enabledModName "E4X BGM Enhanced Graphics"
enabledModName "INT SinsRe Powderpuff Aggressor"
enabledModName "INT SinsRe"
enabledModName "E4X SinsRe"
enabledModName "INT Beskar"
enabledModName "E4X Enhanced AI"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "Star Wars Interregnum Beta 1"
enabledModName "Enhanced 4X Mod 1.86"
enabledModName "SinsRemastered-v0.94b"
MFG Arlenor
downloaded new mod. keeps crashing from the start. Am i doing something wrong?
Perhaps. Is your checksum 200425996?
Hey. Thanks for all the work! I downloaded the mod but it is not applying the updates. I have the older full version without the New Republic. I extracted the newer mod file into where I put the last one, but even after manually changing mods within the game menu, it still won't show me as being able to play the new republic
Addendum, I just didn't see the icons as changing. I can play just fine!! Thanks!
I've finished my first game as the New Republic and had a blast. I did want to bring up something about the Empire/Warlords though. This isn't really an issue with this version of the mod but a general thing and maybe I'm the one who's supposed to be trying another tactic.
But I can't help but feel the Imps/WL's Galaxy Gun is kinda worthless? An enemy starbase with the correct upgrade renders the superweapon limp. Conversely, the Rebs/NR's Insurrection seems annoyingly good. In the late mid-game onwards they have so many that it doesn't feel like I'm playing the game anymore but trying to keep on top of my worlds being constantly bombarded with an endless enemy fleet. (not to mention the performance drops from there being so many ships)
Too add to that, the Rebs/NR's tactical defenses are far and a ways better than the Imps/WR's. I can stick a fully upgraded Starbase next to a planet and just swarm the entire gravity well with Proton Torpedo launchers.
Whereas the Imps/WR's have the Golan III which is just...not good for lack of a better term. I uses a lot of slots so you can't build that many and they can't properly defend themselves from the Insurrection Centres, usually leading to the loss of multiple Golan's and the Starbase itself.
Huh, you should talk to the guys on the mod Discord. They love the Golans and say the Insurrection center is useless. :)
The Galaxy Gun is noteable for (essentially) killing the entire population of a planet. This deprives the tax benefits of high population worlds to your enemy, and makes social specialization in particular pointless. It's similar to the Novalith, but hurts tax income even more, while the Novalith hurts tax and trade to some extent.
The Insurrection Center is annoying to face, but is of limited utility late game once all the planets get fortified. Also if its not clear, the insurrection center ships are temporary, so the performance hit is limited.
The Golan is expensive, but easily has the capacities of a hangar defense and a few turrets combined once it gets all its upgrades.
I would disagree about the Golan, it doesn't have the defensive or offensive capacity to justify its 4 slot usage, regardless of its upgrade status. Maybe if it was 2 instead.
And as for the Insurrection Centre, yes the ships are temporary but when I was playing as the New Republic I had enough of them to destroy the defences of a few enemy worlds, which also meant the AI was sending their ships to those planets.
Had I left it that way the game would have either gone on forever, or I would have won without doing anything after a few (IRL) days. But the point is that the game was basically playing itself at that point.
An easy enough solution would be to turn off superweapons in the game options, but I would prefer to have the feature on.
Uh, with the upgrade it can get two fighter squadrons. That's the equivalent of a standard hangar defense which costs 4 tactical slots.
If the Insurrection Center ships are enough to defeat your enemy, you might need to increase the difficulty of the AI. They might be able to handle a turret or two, but not a starbase or properly layered defense with repair bays, defense platforms, and hangars.
Perhaps add an alternative low cost tactical structure for the Imps which serves as an equivalent to the Torpedo Launcher.
I still believe the ICs could do with some kind of nerf, be it longer recharge time, summoning a smaller fleet or just not being able to build as many overall.
I would like to add a cheaper structure, perhaps a Golan-I, but we do not have a model for it right now.
I'd welcome you to join some of our multiplayer matches we organized on the discord channel. I've both used and been the victim of the Insurrection Center. It's strength is its flexibility, but I would gladly trade it for a galaxy gun if I could. You are the first person I've talked to who has ever said the Insurrection Center is too powerful. Most say its too weak.
Howdy! Not to insert myself or detract from the topic, but as an experienced Rebel Alliance player, when I've got 7-8 I.Cs, they are a force to be reckoned with. I often use all of them at a single planet, coinciding with the arrival of my main attack fleet to create a fighting force that has no equal. I was able to overwhelm even the mightiest TEC defences. When used creatively, the rebel alliance dominates. Anyways, I've had loads of fun, keep up the good work!
Oh yes, the Insurrection Center scales better than most when you use multiple at once. But that's quite an investment and requires 30-40 planets to get that many. Usually that's enough to win the game already. xD
OK, you've updated to the point that I can't simply ignore anymore.
How the flying **** do I decompile BIN2 files? It refuses to work with my current Convertdata.exe and I cannot, for the life of me, find anyone else who's had issues migrating to the new format.
The latest convert data program is always in the Rebellion installation folder.
Thank you. I swear I tried that before, but I guess not.
You all have done amazing work on this MOD and i love the new faction!!
any update on the optional mods? I enjoy the challenges that those bring to the table!
in case anyone was wondering, inlcuding especially Mandogrievous, the minimod Enhanced AI does work. Tested over a few hours playing as the New Republic v 1x Rebels, 1x Empire, 2x Warlords on Hutt Space.
Hello! Really nice work mate but, my mod keeps crashing. I can play Star Wars Interrengum Alpha 3.4 with Enhanced 4X Mod 1.85 without any problem.
But when i try applying " SW Interregnum Beta 1" with "Enhanced 4X Mod 1.86" it crashes in the main loading screen. How can i make it work? im really looking forward to play with this update...
My Sins of a Solar Empire Version is Rebellion 1.94
What is your checksum on the mod tab of the main menu options?
Hey! Mi checksum is:
SW Interregnum Beta 1(alone): 1739163
Enhanced 4X 1.86 (Alone): 37339094
Both of them together: 76417351
Something seems wrong. Your order is correct, but with both of them together it should be 200425996.
Your checksum with just E4X 1.86 is correct, so perhaps something went wrong when extracting the Interregnum beta. Perhaps the extraction terminated early, or there was a corrupt download. I'd try re-extracting from the zip if you still have that, and if that doesn't work, maybe download the mod again.
Copy that! Actually, now that you said so, i checked the mod files and yes, some of them (most of them lol) are missing. Ill try to re-exract or re-downloading it. Thanks for the support! I'll be in touch.
Interregnum Beta 1 Files are just: Galaxy, Game info (folders) Brush.manifest, Credits, entity.manifest and galaxy.manifest.
I think something went wrong while downloading.
I tried re-extracting.
My SW Interregnum Beta 1 Checksum is now 125746600
With E4X: 200424788
What say you? Should i try re-downloading? Because it's still crashing in the main loading screen.
Done! Problem solved, i re-extracted the files a third time and it worked! Thanks GoaFann!