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 3.321Mod of the Year 2014 Finalist Mod of the Year 2015 FinalistMod of the Year 2016 Top 100 Mod of the Year 2017 Top 100

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Hello all,

It has been a while, but I'm please to announce today that version 1.84 of the Enhanced 4X Mod and Star Wars Interregnum Alpha 3.32 (For those reading this today, use Alpha 3.321)have been released today. While both focus bug fixes, one of them, the infamous "Advent Freeze" bug, was slowing development on new features because of how game breaking it was, as well as how difficult it was to solve. Despite this, Interregnum features one exciting new piece of content, the mining colony of Kessel, as recently seen in Solo: A Star Wars Story.

We also have some good improvements to the mod's public infrastructure. Most importantly, we have a new community discord for players of E4X and Interregnum to meet each other and hopefully arrange some multiplayer games! If you're reading this article from the Interregnum page, you may also have noticed the new design of the mod page.

Enhanced 4X Mod 1.84 - End of the Freeze Bug

The reason a mod update is happening now is pretty much for a single reason, the dreaded "Advent Freeze" bug has finally been figured out and solved. If you have not experienced this bug yourself, this was a somewhat uncommon bug that could cause the game to almost completely lock up. In some cases the game would be unresponsive for 30 seconds or more before finally progressing a few seconds, only to be locked up again. In effect, this bug was preventing games from being completed as completely as any crash, yet unlike crashes all my debugging tools and methods were having no success in tracking down the cause.

That all changed thanks to a single user, In_dy, who sent in a save and observation that killing the Advent hero unit Anima Kreia resolved the freeze. With this critical bit of information, it was determined that the reflect damage part of the Reflective Aura ability was somehow bringing the game to its knees. I am guessing that deep down in Sins' code, this function is not optimized very well and was overwhelming the CPU, causing the freeze. This ability has now been reworked and should ensure E4X runs even better than unmodded Sins, as is one of its goals.

This update also includes many smaller bug fixes reported by users, as well as an abundance of minor fixes to the vanilla game by user BigBantha. It is no exaggeration to say he has made hundreds of icon and text fixes that should make your game experience more polished than it has ever been, even if you never noticed the deficiencies in the first place.

Star Wars Interregnum 3.32 - Making the Kessel Run

The main purpose of this July release for Interregnum is the same as for E4X, to get the Advent Freeze bug fix out as soon as possible. However, we do have a bit of exciting new content to add this release, though the New Republic is not yet ready for the public to use. However, with our last and greatest game breaking bug out of the way, I can how focus the entirety of my modding time on finishing Interregnum's final faction, which will speed things up tremendously (seriously, many weeks the only thing I did was try to figure out this bug).

With that out of the way, the biggest feature of Interregnum 3.32 is the addition of the planet Kessel. While often mentioned in passing, Kessel had not been seen in a Star Wars film before until Solo: A Star Wars story, and the new Disney canon made some significant changes to the planet. For the most part Interregnum follows the old Legends canon, by which Kessel is normally an asteroid, however I thought the planet and the new Nebula/Maelstrom surrounding it was so well done, it was too cool not to do it this way.

In the mod, Kessel is potentially the richest planet with a massive +500% bonus to trade income. However, the Nebula surrounding it reduces the speed and weapon range of larger ships fighting in it, making it a difficult battleground to fight in. And fight you will - with the Empire's withdrawal from the outer rim, Kessel is now operated by the crime cartels of the Star Wars universe, and they have sizeable defenses around their investment, including Providence class Destroyers and Venator Star Destroyers.

A number of balance changes have also been made to the Rebel Alliance faction, focusing on improving their lacking offense while reducing their excessive late game defense. In particular, the intended main strength of the Rebels, their Star Fighters, have received several buffs. Nebulon-B Hospital Frigates can now carry X-wings into battle, and a new research has been added to give X-wing and A-wing starfighters access to Proton Torpedoes, giving them greater damage against a wider variety of ship types.

The Mandalorians will also get a bit of an update with a new warship, the Vengeance class frigate, which will make their higher level raids much more effective against well defended planets.

Enhanced 4X Mod and Interregnum Community Discord

While Sins remains a remarkably successfully RTS game, finding games to play with other people has always been a challenge, and especially so if you prefer to play with mods. To attempt to fix that, we have created a new discord channel, where you can arrange games, discuss strategies, or perhaps even chat with us, the devs! I hope to chat with some of you there soon.

Interregnum Mod Page Redesign

Last but not least, Interregnum finally has its own custom Moddb page design. A few of the details are still a work in progress, so please leave your thoughts in the comments, but it should add a layer of immersion to the page and help attract new players.

That's it for this month. The next bit of content will be the updated set of minimods, which will include several new additions to help customize exactly what you want in your game. Heroes, titans, and even specific factions will be able to be turned on and off. The Beskar minimod will also be revised to resolve issues encountered in the first release, mainly that the AI sucks at attacking the strengthened Mandalorians.

The three types of Sins mods

The three types of Sins mods

News 8 comments

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

State of the Mod 2017

State of the Mod 2017

News 12 comments

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

News 6 comments

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

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

News 14 comments

The Enhanced 4X Mod and Star Wars Interregnum have been updated again for the Sins of a Solar Empire Rebellion 1.90 update. Major new changes to balance...

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Star Wars Interregnum Alpha 3.321

Star Wars Interregnum Alpha 3.321

Full Version 35 comments

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.92. This download comes with both Interregnum and the Enhanced 4X Mod...

Interregnum Galaxy Forge 3.321

Interregnum Galaxy Forge 3.321

Mapping Tool

A modified version of the map making Galaxy Forge tool designed for Star Wars: Interregnum. Complete with icons for most new planets and custom star background...

E4X & Interregnum Optional Minimods 1.84

E4X & Interregnum Optional Minimods 1.84

Script 15 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...

Star Wars Interregnum Alpha 3.32

Star Wars Interregnum Alpha 3.32

Full Version 6 comments

The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.91. This download comes with both Interregnum and the Enhanced 4X Mod...

E4X & Interregnum Optional Minimods 1.83

E4X & Interregnum Optional Minimods 1.83

Script 42 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...

Star Wars Interregnum Alpha 3.31

Star Wars Interregnum Alpha 3.31

Full Version 87 comments

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...

Comments  (0 - 10 of 3,998)
Prioriel
Prioriel

*Sighs REEEEEEEEEEEEEEEAAAAAAAAAL patiently*

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mod_user2000
mod_user2000

maybey kuat could be there own minor faction :)

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GoaFan77 Creator
GoaFan77

Afraid not. Kuat is way too powerful to let you control it with just an envoy. ;-)

Reply Good karma+3 votes
malvex-pavak17
malvex-pavak17

GoaFan77, after we get an update for minor factions are you planing to maybe do a new lore post explaining how all these groups affects the star wars universe? Well, I would think some minor factions may be changed to star wars ones but still, it may be interesting to read about :)

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GoaFan77 Creator
GoaFan77

I don't know necessarily if all these minor factions made it to the Star Wars universe. We already have lots of Star Wars minor factions planned, and once we get a sufficient number of them we might remove the vanilla minor factions by default (there would be a minimod to add them back in). Though that's not likely to be any time soon.

Reply Good karma+2 votes
malvex-pavak17
malvex-pavak17

I noticed that you very carefully didn't mention a lore post, so I am going to take that as a maybe :P

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sillytrooper
sillytrooper

Hey man! Greatly enjoy your mod, thanks for all the amazing work :)

Quick question, tried to get to work your mod with this one Moddb.com (the link works, idk why its displayed only as moddb.com), it adds the stargate races, no overhaul, just an addon basicly, but i cant get both mods to work together

Is there a specific reason or is the game just not made to have 2 mods of this kind running at the same time?

Thanks in advance, and once again, AMAZING work <3

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Faceless_Wanderer
Faceless_Wanderer

Mods in Sins have to be built from the ground up to be compatible with each other - there are only two real examples of this out in the mod community, E4X/Star Wars Interregnum here, and the modular system used by the Sins of the Fallen/Kobol team for their mods. The discord for E4X/Interregnum has seen unofficial talk of some additional minimods for possibly integrating things like Bailknight's GFX, but they involve a lot more work to make compatible than just toggling them on in the mod loader list. By default, there will be a lot of conflicts by just trying to load them as is.

All other Sins mods are basically stand alone and incompatible with each other. The engine being 32 bit also means that the memory cap can also cause problems with trying to add a lot of races at once. Sins of the Fallen specifically manages that with their modular system, while most other teams tend to stop at either 6-10 sides with loyalists/rebels, or 3-5 races with unique model sets.

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SlaaneshFollower
SlaaneshFollower

when is the next release?

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Prioriel
Prioriel

Probably as soon as the mod(s) is/are compatible with the new DLC :D

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Prioriel
Prioriel

Papa Nurgle sends his regards.

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