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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New Republic (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : General : New Republic) Locked
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Aug 27 2021 Anchor

Reading about the New Republic, the intended design stated they were to be a late game powerhouse. However, I've found they are by far the weakest faction in the game in the late game. Every faction steam rolls them. Coincidently, I've found the Rebel Alliance to be the late game powerhouse. Once that faction gets their starfighter upgrades and swarms of them rolling, everything is obliterated in seconds.

Is the New Republic faction still needing a balance pass or is its late game power purely just to constantly manufacturer new ships until they win by attrition?

Even though they felt very weak, I kept at it playing as the New Republic when I discovered the issue. They felt weak because I kept one or two sins races as an opponent. When I play with only the Star Wars factions, the New Republic becomes a late game power house. Weak at the start but able to decimate all by the end game.

The issue is there is something wrong in the damage calculations between the Sins races and Star Wars races. Within each group they are balanced, but when mixed, the Sins races deal far more damage and take less damage against the Star Wars races. In a few matches, I observed the Sins races hull and shields health started rubber banding when receiving damage from a Star Wars race. In those same matches, the effect was not noticed when Sins fought a Sins.

This effect also only seems to occur with ship weapons. Strikecraft is not affected. This is why in my original post I stated the Rebel Alliance seemed to be the strongest. Being a strikecraft focused Star Wars faction, they were dealing maximum damage to the Sins races.

Sep 11 2021 Anchor
phaedris wrote:

Reading about the New Republic, the intended design stated they were to be a late game powerhouse. However, I've found they are by far the weakest faction in the game in the late game. Every faction steam rolls them. Coincidently, I've found the Rebel Alliance to be the late game powerhouse. Once that faction gets their starfighter upgrades and swarms of them rolling, everything is obliterated in seconds.

Is the New Republic faction still needing a balance pass or is its late game power purely just to constantly manufacturer new ships until they win by attrition?

The New Republic is our newest faction. They've yet to have any balance changes since their release. They will be getting a lot of balance changes in Beta 2 to try and help with this.

Oct 11 2021 Anchor

I just read your post on the main page. Thank you. TBH, my games went A LOT smoother when I started banning Advent from the games. TEC and Vasari are still challenging but manageable and not frustrating like the Advent were.

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