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.

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Color Contrast, target discrimination (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : Color Contrast, target discrimination) Locked
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May 8 2020 Anchor

I did my first playthrough with a friend and love the mod. Apart from how well made it was with the sounds and graphics, it's quite an accomplishment. Still need more time to get a handle on balance and nuance of the factions.

The thing that stood out to me the most is the color contrast though. There's a lot of grey background buttons on research/build/upgrade that make it hard to distinguish whether something is greyed out unavailable or activated. Also Thrawns Executioner class is difficult to see... I know it's supposed to be stealthed, but if you're not zoomed way in or see it on the ship list, it's hard to see black on black space background.

Finally, I played as Empire Warlords and it's hard to tell the different types of Star Destroyers apart... they look the same, and without clicking on each of them to see which type it is, it's hard to quick-select something to use its abilities. Not sure if you just get used to it or not. I know it's pretty canon that they all look like triangles, and they're amazingly rendered. But it's hard to determine what's what in a big battle. In vanilla Sins I know I'm clicking on an Egg, or Rankulas, or Akkan and intuitively what they do. In this I'm clicking on each one trying to get to the one with the Ion shot.

Perhaps I need to learn how to Tab cycle through ships instead of clicking like a nub?

Anyway, hoping to have a lot of fun with this. Great work!

May 11 2020 Anchor

Yeah... the Empire is not a colorful or distinct faction, and that is quite by design in both Star Wars lore and this mod.

I do appreciate that it can make the icons difficult to see (disabled Empire icons are darker, but its more subtle than other factions). At some point we will likely try to add a little splash of color to them (maybe a blue Empire logo in the back or something), while keeping the overall aesthetic.

The Star Destroyer zoom out/Empire tree icons do have some slight differences. When the ships are too similar like the ISD1/ISD2/Tector, we added some symbols to tell them apart. But there's still going to be a lot of triangles in your fleet when zoomed in, and there's not much we can do about that. To learn how to tell them apart visually though.

  • The VSD-1 has open flaps.
  • The VSD-2 has closed flaps.
  • The ISD-1 has dual turrets and a larger com structure on top of the bridge.
  • The Tector has Octuple Turbolaser turrets and the ISD-1's bridge.
  • The ISD-2 has Octuple Ion Cannons and a minimized com structure on the bridge.


May 11 2020 Anchor

For Thrawn it might be cool to use his Rebel's ship design where it had the white Chimaera design on it, I know EaW had him in a very blue ship, which is also fine, but the Chimaera pattern was pretty nice.

Speaking of Rebels, what are the odds of any of the Rebels/Disney planets getting into the mod, like Lothal, Hosnian Prime, D'Qar etc.


May 12 2020 Anchor

We used the Disney version of Kessel because it was more interesting. But from what I know none of those planets are really unique enough from a gameplay perspective for Sins.

May 12 2020 Anchor

I don't know what plans there might be. But D'Qar could be used in the same way Mon Calamari is, where it has a hostile NPC faction and a capture-able Shipyard where you could purchase MC85s, Bunker Busters and Nebulon-C's. I guess Ilum could be used in the same way for a First Order, or maybe Exegol.

Hosnian Prime is basically Coruscant-Lite, make of that what you will XD and Lothal is one of the planets with a strong force presence and has one of the few secret, ancient Jedi Temples.

Which also reminds me of other planets, old and new. Like Malachor V, Telos, Bogano, Zeffo, Nur(the Mustafar water moon). Also Corellia (which I know already is in the mod), maybe that could have a capture-able shipyard, no idea what it could make for the Empire, but it might be a nice way of introducing buildable Sphyrna-class Hammerhead corvettes.

Edited by: TheAntiSocialFatMan

May 12 2020 Anchor
SpiritWarden wrote:

I don't know what plans there might be. But D'Qar could be used in the same way Mon Calamari is, where it has a hostile NPC faction and a capture-able Shipyard where you could purchase MC85s, Bunker Busters and Nebulon-C's. I guess Ilum could be used in the same way for a First Order, or maybe Exegol.

We won't be adding any ships from the Sequel Trilogy. It's too far in the future even if it didn't conflict with the Legends canon we are already using.


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