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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Enhanced Flagships For E4X & Interregnum (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Requests : Enhanced Flagships For E4X & Interregnum) Locked
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Jul 12 2018 Anchor

Also regarding Interregnum, i had a few ideas about changing and upgrading SINS current flagships

1st Part: Flagships

What do you think guys?? Playing Current Flagship Victory Mode does feel boring as it's no different than cap ships with guns right.. WHAT IF Flagship in these E4X and Interregnum used different version than current ones..

1st of All.. Purge Abilities are now Passive Ability with Flagship Symbol and possess certain enhanced defensive stats right from the start of the game instead usual..

Like ----

TEC - Original Kol Battleship but armed with Gauss Rail Gun ability except modified into Gauss Rail Gun Barrage which fires multiple Hi-Powered Gauss Shot which also reduces targeted armor for a brief of time into a single target as it's Special Abilities and enhanced Finest Hour versions for Ultimate Abilities.. It's the only flagships in TEC factions that use Rail Gun as it's main weapons other than Ragnarov Titan..

HTS - Changed to Marza Dreadnought which use Radiation version of Incendiary Shell and Area-of-Effect High Explosive version of Radiation Bomb as it's Ultimate Abilities.. Can fire anti-capital ship torpedo straight from it's planetary bombardment tube which also works as anti-structure version of Raze Planets Ability..

Orthodox - Changed to Discord Battleship which use enhanced Fracture abilities that can affects structures as well and enhanced Psionic Scream into Psionic Roar which greatly damages nearby targeted units within range if destroyed, much similar to using Volatile Nanites on almost dead frigates and destroying it causes nearby AoE Damage... Capable of converting enemy frigates/cruisers into it's own when destroyed in it's owned Gravity Well as long as it has fleet supply.

Ascended - Original Radiance Battleship armed with Psionic Surge that also gives abilities similar to Psintegrat Ayana using her Soul Strike and has greater Cleansing Brilliance version which has higher range and damage which affects nearby units caught in it's blast..

VCC - Original Kortul Devastator armed with Phase Cannon, giving it the ability to fire it's overcharged version of Phase Cannon shot that can causes AoE damage to nearby targeted units unlike Vorastra's Stun Shot that disabled enemy for a short time and Nano Dissolver version of Volatile Nanite that instead of causing additional damage when fired, it also disabled it's repair capability and weakens armor alongside damaging it directly for a short time.. It became even deadlier when units with Phase Missile and/or Phase Cannon fired upon which causes nanite dispersion into the other side of the affected ship or dispersed into nearby ships when destroyed, temporarily affecting them and further weakening them...

VIR - Changed to Vulkoras Desolator armed with Plasma Beam used to fires planetary beam cannon to directly damages large ship such as capital ships, titans and star base as smaller ships are harder to hit.. It uses Torpedo version of Phase Missile Swarm toward a single large target, barraging it with anti-capital ship phase missile in the form of mid-range Torpedo and capable of leeching directly from nearby enemy with it's enhanced Disintegration ability..

2nd Part: Star Wars Faction's Flagship

--- Imperial Remnant use Praetor-class Battlecruiser as flagships which powerful against large ships but weak against small, fast ships and strike craft

--- Imperial Warlord use Allegiance-class Battlecruiser instead as flagships which can survive against small fleet assault but weak against stronger, large ships

--- Rebel Alliance use Original Liberty-type.. Originally i plan on adding MC80 Home One-type Defiance commanded by Admiral Nammo but it seems that it's better to put him as Rebel Alliance's 4th Heroes which he also survives the Battle of Endor in these Sins Canon version of Star Wars..

------ Admiral Ackbar serves as Rebel Alliance's Titan in these Interregnum mod and that's why i'm suggesting Admiral Nammo instead as Admiral Raddus are long gone since Battle Of Scariff... I don't know other Rebellion's hero in Star Wars Storyline... SORRY...

--- New Republic is unknown for now but if i'm allowed to suggest, i suggest using MC90 Star Cruisers as Admiral Ackbar once use it as flagships during the Battle of Kashyikk.. Or use Nebula-class Star Destroyer... Just not MC 80 Liberty-type for this New Republic factions.. PLEASE..

LET ME KNOW WHAT DO YOU THINK... NO OFFENSE HERE AS THIS IS JUST A SUGGESTION TOWARD IMPROVED ENHANCED 4X SINS AND INTERREGNUM GAMEPLAY IN THE FUTURE..

Jul 30 2018 Anchor

I kind of agree with the basic premise while I am agnostic on the details. I have tried the flagship mode many times and found it to be dreadful. The flagships are nice to start but later in the game I find myself hiding them deep in my territory to avoid the auto-loss. The AI in my experience doesnt really do this so their flagships can fall quickly.

The flagship should not be some super offensive powerhouse though. I think flagships should be much more powerful defensively to the point where it takes a sustained effort more akin to taking out an upgraded TEC titan or an Executor and they should be stacked with defensive support abilities and maybe an offensive one or two. This would be befitting a ship that supposedly leads the fleet in command and controlAlso the get out of jail free abilities of invulnerability and ability to negate jump intereference.

I desperately would like to see a flagship mode that is much more fun and challenging than it is presently.


Jul 30 2018 Anchor
Sypher297 wrote:

I kind of agree with the basic premise while I am agnostic on the details. I have tried the flagship mode many times and found it to be dreadful. The flagships are nice to start but later in the game I find myself hiding them deep in my territory to avoid the auto-loss. The AI in my experience doesnt really do this so their flagships can fall quickly.

The flagship should not be some super offensive powerhouse though. I think flagships should be much more powerful defensively to the point where it takes a sustained effort more akin to taking out an upgraded TEC titan or an Executor and they should be stacked with defensive support abilities and maybe an offensive one or two. This would be befitting a ship that supposedly leads the fleet in command and controlAlso the get out of jail free abilities of invulnerability and ability to negate jump intereference.

I desperately would like to see a flagship mode that is much more fun and challenging than it is presently.


Sadly there is nothing I can do to make the AI actually use the flagship. So from that point of view I'm not sure it will ever be a viable mode in single player, since it usually ends up being very similar to capital victory.

Jul 30 2018 Anchor

NOT MUCH you guys can do about it but at least you guys can make factions flagship becomes powerful enough to fight defensive line near it's recently colonized planet...

For Flagships, they gains stronger firepower and longer weapon range, added CANNOT BE DISABLED into Flagships symbol as passive when playing Flagship Victory Mode..

I agree to a certain point that whether it'll be a viable mode which it usually ends up being very similar to capital victory mode but at least you and your team could made it better which like AI that quickly relocated it's capital planets when it's original capital got bombarded totally..

---- When AI factions gains foothold on newly colonized planets, they'll fortify it with decent defenses like adding at least 6 turrets, 2 hangars, 1 repair bay and 1 star base for AI factions..

---- Later on, if AI survives 1st hour gameplay and their planets near it's original Homeworld got attacked, it'll send it's flagship for suppression assault while it's main fleet are on it's way toward the attacked planets.. If all hope is lost in such situation, it'll send flagships far away to a safer planets with very small numbers of frigates at most or uncolonized area..

Which means that AI's flagship it's active ability like Overload Engines gains massive speed boost unlike current version for quick get-away situation while it's defensive ability like Kol's Flak Burst for example but different ones instead..

For Star Wars part, i hope to see Imperial and Rebel use different ship as flagships for each sub-factions including future added factions, New Republic which i mentioned earlier in your Interregnum forum..

For Star Wars details, read the 1st post part..

For Rebel Alliance, Honestly i was hoping that Leia Organa should be added as Rebel Alliance's 4th Hero who use heavily modified MC80 Liberty-type Star Cruiser which plays major role on future part which leads to New Republic formations and even becomes it's Chancellor shortly before Yuuzhan Vong War..

THE REASON, because Rebel Alliance lack it's heavy, powerful warships like it's Home One-type used by Admiral Gial Ackbar and such, they are more reliant on it's hero on many occasions.. Also, the one i suggest before, Admiral Nammo using Home One-type ship called Defiance seems too much for it's role as there's almost none of it shows it's capability unlike Leia Organa leading the Resistance later on against FIRST ORDER..

Edited by: Nikzzz

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