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.

You can now download the features discussed in this article in Alpha 3.4 for Rebellion 1.94.

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

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Star Wars Interregnum Alpha 3.4

Star Wars Interregnum Alpha 3.4

Full Version 78 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 4,316)
Angel71090
Angel71090

Okay, so I'm curious. Am I the only one that seems to have the issue that, sometimes when you warp into a system, your capital ships go to town while all your smaller ships just sit around twiddling their thumbs doing nothing? This keeps happening, and it's honestly quite annoying. I have to forcefully order them to attack EVERY SINGLE UNIT or they just sit there doing nothing. Not even moving.

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GoaFan77 Creator
GoaFan77

Auto attack is known to lag a bit once you start having very large battles. A general issue with Sins.

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Angel71090
Angel71090

Ah...well ****. Thanks for the info. Guess it's to be expected.
Any work arounds?

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ConstantinoP.
ConstantinoP.

Hi, is there a way to remove the base game militias and minor factions from spawning? I would like to just have Star Wars units. Are there any global files I can modify or delete? I like to just play the random maps, and would rather not have to modify individual galaxies. Thanks for any help.

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GoaFan77 Creator
GoaFan77

Eventually we will probably do this as part of the standard mod, and allow those who like the vanilla minor factions/militias to add them back as a minimod if they like. However we want to add more Star Wars minor factions before getting rid of the vanilla ones.

The GalaxyScenarioDef and Gameplay.Constants files are what you'd need to modify. Unfortunately they are rather complex files, so it may take some time to figure out if you are new to Sins modding.

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ConstantinoP.
ConstantinoP.

Thank you; I'm looking forward to the next release!

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jk_bonn
jk_bonn

What was updated 12 hrs ago?
Couldn't find it.

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GoaFan77 Creator
GoaFan77

Just updated some links.

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PUMPKING
PUMPKING

Will the death star be rebuildable?

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RADIALTHRONE1
RADIALTHRONE1

@GoaFan77
Any chance you could tell what the names of all the factions are? Or where to find that info?

I'm messing around in the Forge, and I'm trying to see if i can assign factions to specific planets, like you did in the "Hutt Space" map.

To maybe clarify what I'm looking for, it's the name of the 'faction' that you see when hovering over units, even the random/neutral ones that just spawn. They always have a faction name, like "Atzerri Cartel" for example.

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GoaFan77 Creator
GoaFan77

All text in game is defined in the "English.str" file. The ID of the entry is your best bet for finding what that might be called in the code.

Unfortunately the Galaxy Forge itself does not really support setting NPC factions. To do what I do with Hutt Space etc, you need to open the map in a text editor (Notepad++ etc). Really the Galaxy Forge is just a tool to help automate making the map code by hand. What I typically do is use the Forge to set up the map layout, then save it and begin setting the NPC factions by hand.

Reply Good karma+1 vote
RADIALTHRONE1
RADIALTHRONE1

Unfortunately I don't think that what I wanted is possible, without making changes to the mod myself, which isn't something I want to do.
However in testing things out, I can't seem to replicate what you did with Hutt Space, which is setting the Hutts as the NPC and owner of the planets/ships. Even copy/pasting line for line (disregarding planet number and pos) can't reproduce the result in a different map. And idea why that is?

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GoaFan77 Creator
GoaFan77

You are likely missing some changes. Including the player def section at the end.

Reply Good karma+2 votes
RADIALTHRONE1
RADIALTHRONE1

I don't think I am though. I have a fresh download of 3.4 and the most recent Forge after installing Sins a few days ago on my new pc.
Both the def file from the Forge and INT downloads match, and playing the Hutt Space map works (I assume) correctly, in that all of the specified worlds are controlled by an npc faction called "Hutt Core Worlds".
My def file states that there should be 35 npc factions.

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GoaFan77 Creator
GoaFan77

That sounds like the def in the GalaxyScenarioDef file, not the .galaxy map file.

Reply Good karma+4 votes
RADIALTHRONE1
RADIALTHRONE1

You magnificent bastard! You've literally just solved all of the problems I had. I didn't even think of defining 'players' in the .galaxy file itself, I just assumed that it was all done with the .galaxyScenarioDef file.
Oh I've got so much coding to do now

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