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.

Faction List

  • Galactic Empire - The once galaxy spanning Empire founded by Palpatine, now ruled by Darth Vader since the Emperor's demise.
  • Imperial Warlords - Ambitious Imperial Leaders from the Expanded Universe seeking to rule their own part of the galaxy.
  • Rebel Alliance - The resourceful Rebels from the Galactic Civil War continue their struggle against the Empire.
  • New Republic (Unreleased) - A new government of planets seeking to preserve their new found freedom in a chaotic galaxy.

Unit and Character ListTechnical SupportFeedbackLoreCustomizeCredits

Key Features

  • Hero Units - Fight with the most renown characters in the Star Wars Universe.
  • New Planets and Random Encounters - Feel like you are in a Galaxy Far, Far Away.
  • Improved Balance and Gameplay - Pull off brilliant strategies to crush your opponents.
  • Customization - Full compatibility with E4X's minimod system lets you play the game the way you like it.

Star Wars Interregnum Alpha 3.4Mod of the Year 2014 Finalist Mod of the Year 2015 FinalistMod of the Year 2016 Top 100 Mod of the Year 2017 Top 100Mod of the Year AwardsDiscord Server

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Hello everyone,

It has been a few months since Stardock and Ironclad games surprised us with the Minor Factions DLC and the version 1.93 update. Since then, we've been working hard to figure out all the possibilities with these new features, and are now pleased to give you a highlight of what is in store, with the goal of releasing updates soon after Rebellion is updated to version 1.94.

Why 1.94 you ask? Well while both the Enhanced 4X mod and Star Wars: Interregnum technically run on the current 1.93 version, the new DLC had a bigger effect on the behind the scenes code than previous updates or DLC. As a result, a number of mod features were broken in 1.93, and it was beyond the power of us modders to restore them. These issues are thankfully rectified with the 1.94 update, which you can now access via a public beta on steam. For the best experience, I highly recommend playing the mods right now on Rebellion version 1.92, until the next update is released.

Also, if you did not purchase the Minor Factions DLC, no worries, while most of these changes won't affect you, no features are being removed and a few quality of life improvements will still benefit you.

General Minor Faction Updates

A big goal of my work in modding has been to make the galaxies of Sins of a Solar Empire feel more alive with interesting things to explore and even "random encounter" NPCs to deal with. The new Minor Factions feature is an extremely powerful tool to accomplish this living galaxy, and one this update is largely based on.

One big benefit is that the embassy system in these mods adapts perfectly to the new mechanic of getting Minor Factions to join you via envoy ships. Rather than needing to spam even more envoys, you can just build an embassy at the minor faction world and let it capture the faction for you. This saves fleet supply and makes managing all those worlds a tiny bit easier.

Second, minor factions worlds have been made a bit more substantial compared to vanilla. Each Minor Faction now controls a capitalship or similarly powerful defenders, as well as more tactical structures. This ensures they can better defend your embassy from rival powers, as well as discourage more aggressive players from destroying the minor faction completely. Minor factions also have a greater array of helpful civic structures should you capture them. Each minor faction has at least 2 logistical structures, 1 trade port as well as research labs, culture centers, and refineries that can all help them serve your empire.

Third but most importantly, all minor factions now have at least one unique special ability. The special abilities are the Minor Faction's most interesting feature, and a few of the more boring minor factions now boast the ability to permanently boost mining income at a given planet, build planetary defense weapons on your planets, increase hull regeneration rates, and more. A number of wider ranging balancing changes were also discussed, but since minor factions are so new we ultimately decided to wait for a bit more feedback before implementing more radical changes. However, I'm confident these changes will make each minor faction feel more polished, useful and consistent.

New Minor Factions for Interregnum

While E4X will not be receiving new minor factions (yet), the potential impact of this feature for Interregnum was too great to ignore without jumping in immediately. A number of Star Wars minor factions ranging from resistance fighters from Corellia to a group of Mandalorian Mercenaries trained on Dxun now await you in Interregnum. For now they will coexist with the default minor factions, but once we have an equivalent number of Star Wars minor factions we may remove the original minor factions to make it truly feel that you are in the Star Wars universe. We hope to have 6-10 minor factions done for the next release, and will probably continue to add 1-2 more with each update.

New Models and New Republic Previews

Despite all the Minor Faction excitement, we are continuing our efforts to update the graphical quality of the mod as well as incorporate new models for the New Republic and perhaps a few commonly requested additions to existing factions. The next Interregnum update will feature new and updated models from the likes of such modelers as Maxloef, Jeroenimo, Warb_null, and Dolynick. Dolynick in particular has been a fantastic help of late, and his visual work will be rolling out for many updates to come. In fact he's now making the first new dedicated graphics mod for Sins in years, and is definitely worth checking out.

I hope you as are excited for this update as we are, and we hope to release it to you soon after update 1.94 is released for Sins of a Solar Empire: Rebellion.

-GoaFan77

Mod Updates, Community Discord, Bug Fixes, and Mod Page Update

Mod Updates, Community Discord, Bug Fixes, and Mod Page Update

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Find out what's new in the new Enhanced 4X Mod and Star Wars: Interregnum updates, join the new community discord channel, learn more about one of the...

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The three types of Sins mods

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GoaFan77 shares his thoughts on the three different types of Sins mods.

State of the Mod 2017

State of the Mod 2017

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Find out about upcoming changes for the Star Wars Interregnum mod.

We have a winner: Interregnum's Lore Time Period Contest

We have a winner: Interregnum's Lore Time Period Contest

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Someone has figured out the historical era Interregnum's lore is based on. Read on to find out more about it.

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Star Wars Interregnum Alpha 3.4

Star Wars Interregnum Alpha 3.4

Full Version 71 comments

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.94. Now fully compatible with Minor Factions DLC. This download comes...

Interregnum Galaxy Forge 3.4

Interregnum Galaxy Forge 3.4

Mapping Tool

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Updated for Alpha 3.4/Rebellion 1.94.

Sins:  Remastered v0.93 Beta

Sins: Remastered v0.93 Beta

Full Version 10 comments

The full version of the Sins: Remastered v0.93 Beta mod for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.92 Beta

Sins: Remastered v0.92 Beta

Full Version 6 comments

Full release version of Sins: Remastered v0.92 Beta for Sins of a Solar Empire: Rebellion v1.94.

E4X & Interregnum Graphics Minimods 1.85

E4X & Interregnum Graphics Minimods 1.85

Script 22 comments

A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...

E4X & Interregnum Optional Minimods 1.85

E4X & Interregnum Optional Minimods 1.85

Script 9 comments

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description...

Comments  (0 - 10 of 4,291)
whinterrasmus
whinterrasmus

Hey, big fan of this mod.
Any chance we could get a sense of when the next big patch will arrive?

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GoaFan77 Creator
GoaFan77

I would tell you if I knew. ;)

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Guest
Guest

This Mod has issues - laser animation stutter early game. Only getting it on this Mod. Im using a i7 9700k, 32GB, 2070.

Just thought i would report it.

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jk_bonn
jk_bonn

Never had such issues in all the years i play this mod.
Maybe the problem is at your pc, maybe other software which is running?

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GoaFan77 Creator
GoaFan77

Framerate is quite good for me early game. Can you post the map and your mod list in the forums?

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Angel71090
Angel71090

Hey there. So was just wondering. Any chance we might be seeing more heroes in the future? Not that I feel like we are lacking right now, ya'll have done a great job on that end, was just curious. Also will we be seeing other big super ships/super weapons other than the Eclipse? There are so many options for nasty surprises to throw at the enemy I just felt I had to ask.

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GoaFan77 Creator
GoaFan77

Maybe a handful. Currently there's no plans for more/different heroes for the existing factions though. Besides, we really can't give much more than 3-4 the standard way since the spawning structure only has so many ability slots.

There are no current plans for additional planet killers besides the Eclipse at this time.

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Grafikmoster
Grafikmoster

***** grafig with re. but the balance under the franctions not so good pirates way too strong so no fun

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GoaFan77 Creator
GoaFan77

If you're not using Beskar they should be just be somewhat harder than vanilla pirates (they are Mandalorians after all). But you can turn pirates off for that reason. :-)

Pro-tip, the best way to handle pirates is just to not get in a bidding war. Better to eat a weak raid sent your way that you can farm for capitalship XP than to get people spending lots of bounty and getting a powerful raid sent at you.

Reply Good karma+2 votes
KuchenEsser
KuchenEsser

Hello! Could you tone back the Katana fleet dreadnoughts in the next release? They are too much of an advantage in the early game, especially for factions with scouts that can capture.

On large maps there are usually several spawns, and I typically always find some only a few jumps from my capital, and the AI just don't understand how valuable they are. They capture them eventually, but if the player sees them before that, it's easy to steal them. It wouldn't be too much of an issue if there was only like 4-5 dreadnoughts per spawn, but usually there are about 12. That's a huge early-game power advantage for how easy you can get them.

Against other players I'm sure it's not that easy to snowball with them, but against the AI it's basically an easy early-game win.

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GoaFan77 Creator
GoaFan77

The Katana Fleet is meant to be quite lucrative early game. It was certainly so in the Thrawn Trilogy where it appeared. Ideally we'd like players to fight over them, again as in the novel.

The AI will actually capture some of them but you're right, they don't properly understand their importance. That said the AI doesn't understand a lot of things, including upgraded Starbases, some of the vanilla factions signature abilities, and many other things. Since they will capture Katana fleet dreadnaughts I'd say its doing better than a lot of other things here. I try to avoid features the AI cannot use entirely, but I don't think that is quite the case here.

I could perhaps reduce the spawn rate a bit if it seems like it spawns too frequently, but I do personally like the large number. If you feel like it gives too much of an advantage to the AI, you are of course free not to capture them, or any other cheesy strategy that the AI struggles against.

Reply Good karma+2 votes
KuchenEsser
KuchenEsser

Yeah, that's a good point. I just have a compulsion to capture every one I see :P. Maybe next time I feel like I have too many I'll just start chucking them at the Mandalorians. I've found that's a great way to lose ships in the early game XD. Love the mod by the way! It's awesome that you guys managed to fit the vanilla races into the Star Wars lore so well!

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jk_bonn
jk_bonn

If you find Katana Dreadnaughts in your space and its save from capturing of an enemy then let some uncaptured as replacements for losses.
As i mostly play Empire its easy to simply have a scout in system to capture a dreadnought when you need it.

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KuchenEsser
KuchenEsser

Also, I was watching my Bellator fight, and I noticed that the turbolasers it was firing were really really faint, like, almost impossible to see. The turbolasers from smaller ships like Venators and ISDs are much easier to see. I was wondering if perhaps it was firing the wrong particle effect, like a point defence laser effect or something like that.

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GoaFan77 Creator
GoaFan77

The Bellator seems to be using the same large turbolasers as other Imperial ships. That said Titans do have antifighter lasers as well, which are far smaller, so perhaps that is what you saw.

Reply Good karma+1 vote
dolynick
dolynick

Might be just a zoom issue. The Bellator is considerably larger than the Venator or ISDs, so you're typically just scaled out a farther to frame it in screen naturally. That would make all particles just smaller and fainter by default.

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KuchenEsser
KuchenEsser

Yeah, I decided to go tinkering and looked at the file. The majority of the weapon effects from the Bellator seem to be from it's medium turbolasers, which are harder to see since the camera is zoomed out so much due to the size of the ship. My vision's also not the best :(. I just changed the medium turbolaser effects to heavy turbolaser effects, and the heavy turbolasers to the double turbolasers from the Venator. It's much more noticeable now. I have a weakness for the dakka. ;P

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