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.
The first alpha for Star Wars: Interregnum, which adds the Galactic Empire. Intended for first time players, it comes both with Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.73 is 107265183. For Sins of a Solar Empire Rebellion version 1.82.
Looks like you just made my weekend, I guess I'm staying in tonight!
A glorious day for the empire.
I played the mod for 2 hours now and all I have to say is : WOW!
It's the fourth starwars mod for sins I played and in my opinion it is the best.
Splendid! A tad slow downloading atm though, but better not complain...!
Congrats Goa :)
Congrats Goa :)
Excellent. Everything is proceeding as I have forseen...
Hey great stuff, definitely the best Star Wars sins mod so far in my opinion... One question though, is the New Republic going to be added at a later date, is it a bug that it's not included or was it left out intentionally? I'm not complaining that it's not there because the game is great either way, I just saw it on the map you drew up a while ago and expected it, that's all.
Yes, this alpha is just for the Galactic Empire. The other 3 factions will be rolled out one at a time.
Great mod, keep up the good work :)
Looking forward to more :)
For some reason I can't construct my titan. It always builds fine until it reaches 75% complete, then freezes.
So what am I doing wrong?
Did you research all 4 of the Titan research? Just like Rebellion each one lets you build 25% of the titan, so all 4 are needed to complete it.
Yes, I have researched everything everything at this point.
Do you still have the six military research labs needed for the last tech? IIRC they need to be alive while the titan is constructing. Also there are some abilities and superweapons that can temporarily halt ship construction on planets.
If you're sure none of these are the cause make a post on the forums and upload a save so I can check what's going on. :-)
Quick question, does the ai not work with Empire yet? First game I started had ai on random. When I found them they had nothing and were not doing anything. Ended up restarting and picking a vanilla faction just in case
It can be a little slower than the vanilla factions yeah. But honestly I've seen vanilla AIs occasionally doing nothing as well.
Well I meant literally nothing! Had no structures or ships. Just two space tugs. My scouts reached them right after first pirate wave and they had not arrived yet. Only had their home planet with nothing.
Ah. Sounds like the pirates destroyed them but lost their planet bombing ships. So they left the planet after they killed everyone then the constructors respawned.
I have to say I enjoy what've you've added by releasing the galactic empire. very fun race and O man those hero cap ships... WOW! I've had a few crashes after two hours and thirty minutes, but I'm trying to see if lowering some settings will help. I know activating and deactivating terren rogress's gravity field generators and then doing so with the interdictor star star destroyer caused one crash to happen. 90% positive.
Either way it's an Alpha and it looks and feels Very well done sir. Thank you for this mod!
That means a lot coming from you, Mr. Rommel. :p Thank you.
Yeah, some random crashes may be hard to avoid if the RAM use spikes, though you may want to check out Large Address Aware (LAA). It has been reported to improve stability for some people with 64 bit operating system and 4+ GB of RAM.
If you run into that Rogriss/Interdictor issue again and it crashes please upload a save and make a thread in the forums about it so I can take a look myself.
I actually used LAA that and had to reuse it when the game patched to it's latest patch. And thank you I'll see if that happens again!
I do have a seperate not a problem with mod question. Is the Imperial Star destroyer II's Induce terror ability really supposed to lower the enemy antimatter rate by 100000% ? It shows so on the ability. I've not been unlocking for fear that it may be a crash inducer as soon as it's used.
Yes. The ability is supposed to freeze antimatter regeneration, but the only way to do that was to use a very large negative number. :p
Ah! So it is intended thank you sir! I'll be more liberal in its use then. BTW no repeat of said earlier problems even on max settings. A stable alpha has been achieved yay!
Anyone else having stutter/jerking after few hours of play? 2 seconds of gameplay, 10 sec pause and so on. Medium map, 50 planets, 4 players (2 AI), normal fleet size. Graphical settings adjusted to levels where those have worked well, and both players have high-end computers. I thought it might be because of 'fighter spam'...
Could be. I don't usually build carrier cruisers myself but in Vanilla Sins I get that if I build too many.
AI makes hordes of corvettes and fighters, Which naturally affects to performance. Leaving fighters out is a disadvantage though... The amount of fighter squads capital ships and def carry is ok, but how about making smaller fighter squads and buffing?
-Kuikka
This was actually already done in E4X. Advent fighter squadron size was halved for example from 12 to 6. A side effect of these buffed individual fighers however is that flak take longer to clear them, and I think reducing them further would have serious gameplay consequences.
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where would i put the mod into the game so that is will work? like may i have any type of info of how to get the mod running?
Extract this download right to your mod folder and it should work if your PC prompts you to replace your Enabled-Mods.txt file. If you don't know where that is, see Steamcommunity.com.
The ai is not doing anything he's on hard difficulty and with aggressive build and he has done nothing completely nothing
Yeah, sometimes the AI is pretty inactive. Sometimes its relatively busy and some times it is not. It is something that is being worked on for future versions, but it didn't seem that it was worth delaying the alpha because of it.
Now I love these mods, so keep up the great work, I just need to figure out how to make it work, since I barely got started and got a mini dump so fast
Probably the RAM limit. "It is also recommended you reduce your graphics settings (ship/structure/planet quality) or enable Large Address Aware (LAA) to improve stability when playing this large pair of mods."
Right, With a different mod that was also giving me a mini dump, I managed to enable LAA, now that mod works but is a bit laggy
Well I can't comment since I've probably not played that mod, but you can always try reducing the graphic settings first just to see if it solves the problem. Then if you really don't want to play with them lower try LAA.
well the other mod, is a star wars one like this, but you can just swarm the enemy with star destroyers and supcap and win, but I like it
Wow , gread work ! Realy like the models , sound , ect . but there is one thing . it feels like star destroyers suck at one v.s. one . the executer seams week , too . the executer gets killed by other titans constandly. i dont know... this is how it feelt to me.
Only Admiral Piett and the Executor can fire on more than one target by default, the rest should have more than equal DPS to other capitalships. The infocards really underestimate the firepower of some units that can fire at multiple targets so don't just go by those. Against single targets the Executor should be just as good as most of the other titans, save maybe the Ragnorav, since frontal damage is really only what its good for. :p
Still, I'll look into it, but it may just be you not using their abilities properly. Several ISD-IIs can cause an entire fleet to run out of antimatter for example. Very hard to win fights when you can't use any of your special abilities.
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Some countries may have problems downloading from the default download link. Try Moddb.com to select a different mirror to download from.
this mod does not work for me the file is wrong when i try and open it
C : \User \racpc \Downloads \Star_Wars_Interregnum_Alpha_Full_Install.zip is invalid please help
Sounds like the download got corrupted. Try again, or perhaps try a different extraction program.
Hey man! Awesome mod! Looking forward to more of your work!
One quick suggestion. If you could, please release the mod with the entity files already converted? I wanted to add more fighters/bombers to the SSD, but the convertBintoTXT program seems to corrupt the GameInfo files. I had to re-download the mod to have up and running again.
Thanks!
Make sure you are using the ConvertData program found in your install directory, not one found somewhere else like the forge tools. The devs keep it updated for us there. Using an outdated converter can indeed cause that problem.
When i use the 5th Imperial capital ship, i repeatedly get an error saying i cannot use it's 4th ability. I also get something similar from hero units. And on top of that, some colonization upgrades are missing.
The mod is not intended to be played with show errors on. If you are using the developer.exe, turn of the error showing in your settings file before playing.
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Where is that? I can't seem to find it.
In the "Sins of a Solar Empire Rebellion" folder (where the mod folder is located), there is a folder called "Setting". In that folder, open the "rebellion.user.setting" file with notepad, and set the line "ShowErrors" to "FALSE".
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