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.

Add file Report Star Wars: Interregnum Alpha 3.1 (Full Install)
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Star_Wars_Interregnum_3.1_Full_Release.zip
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Full Version
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GoaFan77
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602.51mb (631,772,424 bytes)
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23,053 (1 today)
MD5 Hash
c1b66e140e103e9362b6e4cdaea90c7c
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Description

A balance and immersion update to Star Wars Interregnum. This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.8 is 178163718. For Sins of a Solar Empire Rebellion version 1.82. Large Address Aware also now comes bundled with the mod. It is HIGHLY recommended you apply it to your game if you have at least 4GB of RAM. If you do not, you will likely need to reduce your graphics settings. See the technical forum for detailed installation instructions. See the full description for the changelog.

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Star Wars: Interregnum Alpha 3.1 (Full Install)
Comments  (0 - 50 of 117)
GoaFan77 Author
GoaFan77

Thanks you all your support, we've made the top 100 mods! :-) If you enjoy the changes added in 3.1, please consider voting for us in the final round. Some cool things might happen if we make it! Moddb.com

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TheOtherOtherGuy
TheOtherOtherGuy

Hello GoaFan77

I've been experiencing a crash in my game, and since I never noticed it before updating to 3.1, i assume its related some how to the update.

I'm not sure, your the genius, I'm just the lonely player. This is what is happening, and it happens at the same point every time I reload the autosave.

I send a fleet into a gravity well to take care of an enemy titan. This fleet has 4 star destroyers and 10 vindicator class cruisers. I engage the enemy titan, and already have my second fleet on the way. My second fleet arrives and attacks the titan. All is going well, and I'm about to destroy the titan, but every time the titan destroys my designated fleet flagship the game crashes.

I've even tried reloading the autosave, and not attacking the titan and sitting around waiting to see if it crashed, but it didn't... so after 20 minutes of sitting around doing nothing I decided it was time to send my fleet to attack the titan, and once again, a short while into the engagement the game crashes.

I've never had any problems like this before, and have used and killed many titans in the game with no issue. I don't know whats causing this, or if there is any way I can help you narrow down the issue.

If there is anything I can do to help solve the problem, let me know, ill be checking back frequently.

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GoaFan77 Author
GoaFan77

Hmm. Do you happen to be using a game language other than English? I know the mod will change the text to English, but I did see this recently, sounds like it could be the same issue. Forums.sinsofasolarempire.com

Otherwise, make a save game once all your ships get into the battle, and send me the save. Also tell me the name of the ship that its crashing on. In the off chance it has something to do with the mod, I should be able to get some idea what is going on.

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TheOtherOtherGuy
TheOtherOtherGuy

My ships where all Imperial II Star Destroyers. They where attacking one of the Advent's titans.

I started a new game and am about to attack an enemy titan in the new game, will see if it still occurs or not. I'll post what I find within the next 24 hours.

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TheOtherOtherGuy
TheOtherOtherGuy

Also, this may or may not help. I found two "MDMP" files. They are named Crash (Date and Time).mdmp, so I am assuming those are crash reports. will those help at all?

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GoaFan77 Author
GoaFan77

They are crash reports, but the game devs are the only ones that can make sense out of the data they contain. Save games where the issue reliably occurs a few minutes later are what is most useful to me, since I can use some tools in the Developer tool to get some idea of what may be going on.

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TheOtherOtherGuy
TheOtherOtherGuy

SOrry GoaFan, I messed up. Started a new game because I got annoyed with the crashes and as a result lost the old saved game where the crashes where occurring.

On another note tho. I have destroyed several titans in my newly started game with no crashes, so it seams to have been limited to that one match I was playing.

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Really_Quite_Nice
Really_Quite_Nice

I can't get Interregnum to run. :/
E4X seems to be fine (the logo appears when the game loads).
I've applied LAA to "Sins of a Solar Empire Rebellion.exe"
Interregnum is above E4X on the mod list--the checksum is at 70,778,696.
The mod folders are "Enhanced 4X Mod 1.8" and "Star_Wars_Interregnum_3.1_Full_Release".
I'm using 1.82, bought the game via Steam.

The immense effort put into Interregnum is fantastic, and I'm grateful to all involved! I'm quite glad to have more Star Wars funstuffs.

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GoaFan77 Author
GoaFan77

Hmm, that checksum doesn't seem right. It should be 178163718.

The name of the Interregnum folder should be called "Star Wars Interregnum Alpha 3.1" unless you changed it yourself. That looks like the full name of the .zip file. It is quite likely your extraction archive may have created an extra folder when you unzipped the mod.

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Really_Quite_Nice
Really_Quite_Nice

That did it! Many thanks!

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privateponage
privateponage

what is the checksum... i know, i know...

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Guest
Guest

Super excited for this update. I just discovered the Interregnum mod 2 weeks ago and have been hooked ever since.

Quick question related to the game, hoping somebody here can answer if they know. Every faction has a Command station in orbit of their home world. What do you do with this station?? I just defeated an enemy and took over their home world, but the station is still sitting there and I don't know what to do with it. It can't be destroyed, and I attempted to take it over with no luck. Am I missing something? or does it just sit there forever?

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Donós_ Creator
Donós_

Because of the way we had to build our hero system for the game, that structure is invulnerable and unconquerable. So, yes, it will just sit there forever after you eliminate another faction, but it won't (shouldn't?) do anything.

Reply Good karma+2 votes
GoaFan77 Author
GoaFan77

The command station is used to summon hero units. It cannot be captured or destroyed, but the AI will not use if you capture the planet it is orbiting.

If you are playing multiplayer, humans will be able to summon heroes to any planet they control. Really I wanted heroes to be a sort of global ability you can use anywhere, but Sins doesn't support that so the invincible hero structures were the next best thing.

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Guest
Guest

Thank-you both for your quick and great answers. Its not a big deal, I just wanted to make sure I wasn't doing anything wrong.

You guys rock!

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Ancalagon1421
Ancalagon1421

I had to reinstalled my OS a wile ago, looks like its time to reinstall Sins just so i can play this mod. keep up the good work; this is one of the best mods for Sins i have ever seen!

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Drexder
Drexder

nice...........

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Jumps244
Jumps244

Assuming old Interregnum mini mods won't work?

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GoaFan77 Author
GoaFan77

Many will work but a few like Deathmatch or All E4X Random Encounters won't (or at least might cause potential issues when used). We'll try to get an updated set of them out to you guys in the next few days.

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Kenny_The_Klever
Kenny_The_Klever

Why is the ING_Deathmatch minimod an issue with the updates?

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GoaFan77 Author
GoaFan77

Because the Deathmatch minimod changes a file that was also changed in 3.1. So if you use the old minimod, you will be playing with old 3.0 information that won't reflect the 3.1 changes.

Reply Good karma+1 vote
Norean
Norean

I have expanded research and double supply minimods installed on the new version. But they only work for the standard sins factions. If I go to play the alliance or empire they are stuck with standard fleet numbers and research options. Looking forward to the new versions of them as well.

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GoaFan77 Author
GoaFan77

I'm not sure how that is possible, unless you had the minimod in the wrong mod order. Remember the minimods need to go above the main mods. If you had them below, that would happen.

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Norean
Norean

I have them placed above the E4X but under interregnum. That might be the reason. I thought if I put the two above interregnum, it'd crash the game. I'll go switch it around and see.

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Kenny_The_Klever
Kenny_The_Klever

I'm delighted to see the mention of some AI tweaks in the changelog among the many other additions. Sins has always had a problem with passive AI that never really goes on a proper conquest. Hopefully this update fixes that a wee bit ;)

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GoaFan77 Author
GoaFan77

I'm afraid this particular bug was unique to Interregnum rather than a fix to the standard Sins AI. But at least it should now be no more passive than the standard AI. Which seems good enough to me, and I think at least two YouTubers agree with me. :p Youtube.com

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TheOtherOtherGuy
TheOtherOtherGuy

I'm currently playing a large map with 8 AI's and its a 2v2v2v2 type of match.

My AI partner doesn't do anything. It started out with him taking over a small handful of planets, and then by mid game he lost most of his planets, and doesn't do anything about it.

He has a titan and several star destroyers at his home world, but he doesn't move them, they just sit at the homeworld while he loses planets.

I have to physically tell him to defend his planet for him to move his ships. Is this an AI bug? I have this match saved separately should you wish to take a look at the game.

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Norean
Norean

Do you think we could get a new set of Victory models? In particular the Victory II with the Imperator engine layout.

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SeraphimD_Kiryu
SeraphimD_Kiryu

Why? one of the biggest drawbacks of the Victory class is it looks TOO much like the Imperial. These Victory class models are of the Harrow sub-type which only has two main engines rather than three.

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SpikeIRL
SpikeIRL

Can someone post a link for installation of this mod or give me a quick tutorial?

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GoaFan77 Author
GoaFan77 Reply Good karma+1 vote
Guest
Guest

Will this work with the Sins of a Solar Empire Rebellion version 1.83? I haven't gotten this mod to work because of that I believe.

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GoaFan77 Author
GoaFan77

Hmm, I didn't realize Rebellion 1.83 was out yet. Do you happen to have the GOG version that came out recently? I think steam (certainly my game) is still on 1.82.

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Guest
Guest

Yes it is GOG, I figured that must have been the case.

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GoaFan77 Author
GoaFan77

Strange, I knew there was a chance there might be a new patch soon, but I didn't think they would have different versions on Steam and GOG.

Well there's not much I can do until Steam gets updated to 1.83 as well, which will hopefully be soon. I guess I'll be putting out "Another" update soon to deal with that. xD From the sounds of it there are a few other clinks the devs are working out with the GOG release, so hopefully it will happen quickly and keep your eyes out for an update for 1.83 from us.

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Guest
Guest

Thanks, appreciate it! This mod sounds amazing so I'll just have to wait a little longer! :D

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Frenchiie
Frenchiie

yea i confirm this, just bought the gog ultimate version and interegum will untimately crash on loading, no matter what has been done.
So for anyone with GoG version brace yourself :(

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Guest
Guest

Version 1.83 is released on Steam. You have to go under properties of the game and over to the beta tab and select "opt in Version 1.83"

Otherwise, I believe I read that everybody on steam gets updated automatically at the end of January.

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Frenchiie
Frenchiie

omg omg goafan77 i hope u saw this lol

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dyaker
dyaker

This is it :'c
Imma crying, thanks to you. Best, Really best.
And return to old question. superwep disable mod ready?

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GoaFan77 Author
GoaFan77

The old 3.0 Disable Superweapons minimod should work for now, until the new 3.1 minimods are ready.

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Shadow188
Shadow188

Will Theres be a patch for the gog Version of sins 1.83

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GoaFan77 Author
GoaFan77

Yup, as soon as they update steam to 1.83. We are still on 1.82 for some reason, and I can't really update the mod to a version I don't have yet. :p

Rest assured though I'm looking forward to having GOGamers joining us in playing the mod. :-)

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Guest
Guest

I see they added the optional 1.83 update on steam, will you be updating the mod for that, I use GOG and the mods don't seem to work. Thanks for the great work!

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Sir_Redwing
Sir_Redwing

I cant seem to open the download at all. I download it, but then my computer says it is an invalid archive and refuses to open it. I tried multiple mirrors, windows built in archive tool, and 7zip. Nothing works.

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GoaFan77 Author
GoaFan77

I use 7zip for all my archiving needs. If its not working for you, it is probably a corrupted download. Please try again. :-)

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Sir_Redwing
Sir_Redwing

I think I found the issue. As I downloaded it again, as soon as it downloaded 1 mb it just pretended it downloaded the other 308 mb. I don't know how to fix it.

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Sir_Redwing
Sir_Redwing

I got a download manager to do it for me. It's downloading now.

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Guest
Guest

hope the weird address something exe file that was in the folder was important as i deleted it because weird exe from out of nowhere is not to be trusted :)

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Sir_Redwing
Sir_Redwing

That weird .exe was address aware. It allows your game to use more than 2gb of ram. So you basically cant play the mod at full settings without it.

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GoaFan77 Author
GoaFan77

Yup. Large Address Aware is commonly used by large Sins mods to increase the amount of RAM that game can use on 64 bit, 4GB+ RAM machines that many users have. If you do not use Large Address Aware, you will need to reduce your ship/planet/structure detail settings.

Moddb.com

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wheelmandan
wheelmandan

are you going to updated your mod for steam mod they just updated there folder to 3.4 or whatever it is.

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