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.

Forum Thread
Poll: Would you guys want these two mini-mods? (5 votes)
  Posts  
Minimod add-on suggestion for interrugnum (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : Minimod add-on suggestion for interrugnum) Locked
Thread Options
Dec 22 2020 Anchor



Wanted to post this for two ideas I had for Star Wars Interregnum, and I wanted to get feedback since I am already potentially tweaking it to fit my playstyle

One stems from performance optimization for larger maps. Granted we are limited due to single-core use for rebellion, but I think there are a few things specifically with units (namely, removing them) that we can do to limit how hard we pound the CPU's:

  • Remove all cargo and transport ships that trade stations and refineries make and replace with either an ability, or a timed resource generation equivalent to planet bonuses. The former has a con that probably wouldn't benefit from research upgrades unless I am mistaken.
  • limit all fighters to 3 per squad max, and further limit them by two or one depending on function. I suggest to offset the negative mitigation by adding health, shields, and power to weapons.

These are the only two points that I have for right now. I currently have edited entities to somewhat facilitate that by limiting the amount of trade ships down to one created per facility (trade/refinery/starbase, etc). I mean, I dont really look at them that much anyways. I am in the process of researching the time resource generation portion of it. The fighters I think I found a happy medium since NR and rebel rely heavily on good fighter performance, so balancing it was tricky.

The second mini-mod suggestion is the core of my desire, which is capital-ships, and titans only game-play. Just some thoughts right now on what it would include:

  • Scouts, envoys, colony ships, and starbase constructors would be the only frigate/cruiser exception
  • balancing regarding planet bombardment would have to take place, and potentially health-pools for titans and starbases
  • increase the limit of capital ships. I would suggest to triple the limit.
  • abilities that call reinforcements will have to be tweaked accordingly

I currently have a close semblance of this by making every frigate and cruisers slot count to something insane like 50,000. However what I do not know how to do is edit the AI to create and utilize capital ships more as a result. The AI utilizing only capital-ships is my biggest point of contention that I do not know how to mod.

What do you guys think?

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.