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 relesase patch feedback. (Games : Sins of a Solar Empire: Rebellion : Mods : Star Wars: Interregnum : Forum : Feedback : New Republic relesase patch feedback.) Locked
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May 8 2020 Anchor

This are some first thougs, if necesary will edit or reply woth some more, hope this is of your interest. (sorry for any bad english on advance)

Nebula Star Defender: On theory this should be a pocket and better (somehow acord to legends) ISD2, but more powerfull because accurate weapons and mon-cala shield, the first skill: “Pride of the fleet” is…werid, is good when you can use them manually one after other (probably stack of 3 nebulas) but single one is…kinda average/bad, 130 A.M cost for an average 30 antimatter win (thats the usually proc for lvl 1, and max 3 procs for lvl2, and so on), The problem with this is that made the 2nd skill less usefull since consume A.M that youre not going to recover that easy, compared with the rebel/imperial skill that give a low but constant A.M per second, and that by cd/active time you can cordinate to have almost 100% up, unlike this one

The 3rd skill i really do not see any use since NR does not seem like the kind of faction to make hit and run (and is also slow to play that way) and you actually need that the nebula get first into the system to give the effect (unlike the Imperial hero that give bonus when he arrive or other ship does).

The Ultimate skill seems decent but after using them on some insolated targets and other grouped targets , can see they take 0 hull damage damage, instead only take shield damage and even with 0 shields the hull is untouched (and the skill aparently does not activate on automatic)


Extra: is was hopping to see a new effect/color on his attack lasers/turbolasers/torpedos (i remember on other game, think was EaW, when they modded to include this ship his particle effects were some nice purple more fancy lasers)

Endurace Star Carrier: First skill is the usual one that carriers have, but combined with NSD first skill can be used frequenly.

I really dont get what the second skill is about, the figther increased damage is..ok i guess, would prefer a passive one but is ok, but the shield mitigation is oh…figthers dont have any shield so…what is this supposed to be for?.

3rd Skill is ok, an anti figther skill, the only detail is about the range thing, i wanted to check on the mod files the range of the ship weapons type, idk if your guys used any special code but when tried to see on a note displays in a werid way, but thats aside a overall decent skill.

4rd Skill and the good one damage that this ship needs, sadly is a “face to target” skill type, the worst tipe of target skill, for the way the game was make where some ships most weapons in front so the skill related to make damage, the ship should face the target make sense, but for a carrier (and other ships) were this is not the case is awfull to wait until the ship can turn…sloooooooooooowly turn and use the skill specially the skills that are use for a quick ship disable this is painful.

Now, there is a overall “problem” with the skills, you have mostly not choice about how get them, you only need 1 carrier to max up the AA cordination, one to max up Starfigther controllers, and every other skill point go to launch E-wings and the ultimate skill, any other left is just a filler.

Republic Star Destroyer: Average good ship, just the 3rd Skill Stunning Strike, damage is to low and effect is not that great, in special because aparently the skill is coded to only attack ships with shield up, and since is a other Face-Target Skill, make it unreliavle to be properly used to stop ships on retreat. The 2nd skill is a double edge sword, on low levels it put the ship into a risky position since will get down of shields really quick and focused later, can probably make that the damage split grow aside the damage reduction so dont suffer all the damage alone.


MC90: some good skills but the first one “Hold the line” is on autoactive that does not activate all the time, no idea what is the trigger for this, also idk if the value is correct but -20% bombard(red) defense for your planes is the oposite the skill tells (also probably need to change the text to say the damage/defense buff apply to the ships on range and not only the host)

Mag Pulse Strike could be great if acts around the ship (on a larger range, like 7000 or 8000 instead of be a target select skill because is a target skill and has low damage/effect acord.

The Botha Assaul Cruiser is a average/good ship on general, except the ultimate skill, Ar’krai, the fact that you need to be losing a important target (Capital,Titan,Planet,Starbase) to activate a ultimate skill is not that great really.

E-wing is not that great upgrade for the A.M cost/time to construct over the X wing (and the tech level that need), the only redem factor is the increseased stats and the proton torpedos.
K-wing seems ok but wonder how high the stats are, i allow 6 of them to engage a upgraded Space station and they do some good amount of damage, probably more that many capital should be able to do on the same time to the same target, probably is overpowered against structures, (and somehow more weak against ships).
A-wing for some reason the damage is lower that X wing, so i dont see why is a good trade some extra speed (that actually make it some more…”unreliable” in combat) for less hp/armor/damage

Titans: Mediator Class Battlecruiser. This has 3 potential problems for good and bad, the bad first, the Ion Bombardment skill, since aparently has not limit targets the effect/damage is good enough, en problem is the range, since the attack range is higher that the usual capitals (around 6k) even at max level you need to manually move it close to the enemy fleet most of the times to make good use of it, and at the first levels (1-2) the lack of range make it mostly efectiveless.
The skill “Invinsible superstructure” a “better” version that the skill on the Tector Class, is good but the “cannot be disable”, idk how actually or against what is suposed to work, for example, the Advant Starbase can still make your ships turn around like crazy even inside the aura.

The good one: at max level this titan make the NR completily OP mostly because with only 2 upgrades to power systems you can make the 3rd Defensive skill and the Ultimate Skill permanent on your fleet, the former give your ships up to 91% shield mitigation, totally broken, now lets apply the 30% from the Ultimate, and if ou have the MC90 with 50% frontal reduction, well i think after getting over lvl 6-7 all my ships, never see any ship fall under 50-60% shield even against the lvl 10 Advant Titan spaming his laser, now at max level all the fleet… well, 85-90% shields up all the time.

Viscount Class Star Defender: Is…weird, The Aegis of the alliance seems out of place, the only good use for this is if you rush to get the Viscount and you’re on a weakspot against the enemys so that you can barely stand against them, outside of that is not that great, mostly because ships that have this kind of repair skills are early ships while this came really late, probably a split to half hp half shield regen could be better instead (and more powerful actually to fleet support), the other skills seems really focused to take titan down, and outside a few high level titans (that on my case never go over lvl 5 because i kill them with the reset titan level mini-mod up) or some important target are just overkill.

Heroes

The new one first heroe has some interesting skills, the first one is…idk how exactly work over time but will just say: “Meh”, the second same (i’m not a big fan of sumoned units) while the 3rd and 4rd seems really good but wonder if is enough 10 secs while if is not to much if the ships actually cordinate to hit all during that time.

The “Shared” units, i know that just like Imperial/warlords has to use almost the same roster, but here is a small diference, that unlike the other 2, the Rebels are suposed to be weak combat capitals with a better focus with figthers, while the NR is more about “new modern ship”, the MC80B, the Hero Kre’ Fey and Han Solo at not really a exceptional addition to the roster specially when they came that later into the game because the tech requeriments , while the Nebulon B should be great, but it lacks the Hp/shields to be on the fleet and not die on 3 secs after the combat begin, on the rebels work because the “Credibility” skill to raise up that Hp, also that the skills on automatic are not always used.

Now, at the same time the new ships added are not exaclty “great”.

Carriers: the Defender carrier is ok while the liberator cruiser, a mix of carrier/ship is not really that great. Came to late into the game to be usefull while also have low damage/hp/shields while dont have access to the new figthers models and the skill A.M consume+ figther A.M consume make this a bad combination could have prefered the Liberator cruiser like a Capital ship instead of the MC80B or the BAC, a detail about the Defender is, how they are suposed to bombard planets? If you make the intruction to attack a planet is taked like a movement action, and they will only bombard on his own (kinda never use carriers, just this time because free fleet supply)

Hajeen Fleet tender is a really nice support ship, really good except but one detail: too high Antimatter consume for not “allways” usefull skills at all. Let me explain this, the skills are good but the fact that have double buffs that are not allways needed at the same time, for a low duration and low cd make that in the first minute of the combat the ship have run out of A.M and since has 0 weapons cannot benefint from the “Pride of the fleet” skill chance of regen. Probably could be better if the skills could be split from 2 on 4 with an adjust of cd/duration/cost, about that buff are not “allways” usefull is like this: you only need the regen HP on a ship with hull damage, but is wasted to only give A.M, the 2nd skill the same, a ship that is not under attack do not need a shield regen buff, also the same problem that skills are not allways used, unlike the resuply on rebel/imperial support ships that are lost if get any damage (and that also are not allways used) the skill has not that downside but is not usually used on combat to repair, and even outside combat the ships tend to group around a single damage ship and focus one at time until that is repaired and then jump to the next one.

Corona is..decent enough i guess since is a AA ship with extra figthers, the Proeficient light cruiser is..odd, i dont see any reason (except cost) to build it over the Majestic cruiser while the Champion heavy cruiser seems to be just a glass cannon

On every capital ship, almost the same problem that Imperial/warlords, the no access to new figther models to earlier/mid Capital Ships, some examples, MC90 cant have E-wings but can build K-wings, the Liberator Cruiser, i think the 2 NR heroes i talk earlier about the same. On the Imperial side, is really a shame that the Venator does not have access to new models (at least tie-interceptor) when is a ship designed to be a Carrier, if is a balance concern, the A.M cost is suposed to solve that.

Technology:

Defector Amnisty: can you split the convert chance into other tech? The culture resist is good but i really dont want to manually dismantle every frigate that do a random skirmish against me

Reamament: the idea is good but feels that lack something, mostly because is a must tech instead of a “i want to” like the new Capital ship models on any faction that are most a option.

Inmersive shield is a good adition if you upgraded that one first under attack, can be a decisive part onthe combat.

Volunters probably could be more usefull at lower tech while you’re on the exploration and colonization time.


NR IA: i usually play on 6 or 8 ffa maps with unfair AI, now the far i see the NR get is not that much, they seems really weak overall, aparently they dont research the three to get rid of the outside of territory penalties or any Capital ship model except the Viscount.

Extras

Can we get the listening post on the NR Starbase like Rebelion?

Some AA weapons for Goland defense platform could be good since tie-figthers are not that great against other figthers.

The shield gate looks great but ingame has not impact at all, could you consider make it like a 2nd starbase option/other defensive structure and add some minor extra weapons a probably 1-2 more squadrons.

Find somehow awfull that carriers seems to be more damage resistance and since IA usually spam over 20 if allowed make the game is unpleseanty slow and the figthers are not a “good” counter.

from the patchnotes seems Titans have their weapons changed, idk if was because this, but i get on a akward spot where my Executor lvl 6 was on same terms vs Thwran and one ISD2 both lvl 9, first because they keep the Executor skills disabled but the executor itself seems to be doing less damage that before, just like other titans.

Dont know if possible, but can make minor faction planet’s habilities auto-usables on cd?

Can you change the Lucrehulk capital ship skills more combat/support usable? I get the theme with the tax steal and that but since one skill is already to colonize something that make it a waste skill since you usually get the first capital to be the one able to do. And to use the other 2 you need to send the ship to…harras i guess? Probably only good for earlier, earlier game but no after that since you would just conquer the planet.

Edited by: Merakas

May 10 2020 Anchor

First of all, thank you for the detailed notes.

Nebula: Keep in mind Pride of the Fleet is an AoE. The Nebula must pay the significant upfront cost, but your entire fleet largely doesn't need to worry about AM after using it. And of course, you can use the Hajen to keep the Nebula supplied.

I am thinking of updating these kind of entry effects like Rally so that it applies to incoming units in hyperspace as well, so they don't need to be the last ones to enter the battle.

You are absolutely right on the ultimate, good find. It's supposed to only deal hull damage, but right now its dealing only shields. This has been fixed internally for the next update.

Endurance: We have actually been doing some research that all units get some benefit from mitigation, even if they do not have shields. In particular, it seems everything gets at least the minimum mitigation. It doesn't display on the infocard, and it doesn't go up as the unit gets shot at unlike units with shields, but its there.

Not sure what you mean with AA Coordination, but the range bonus is to all weapons, not just antifighter weapons.

I'll look into if the K-wing attack can work without facing the target. Usually this is done so that the particle animation works without graphical glitches, but this one might work without it.

Fighters: I posted the detailed stats in the Interregnum discord channel. But in a nutshell the E-wing is faster than an X-wing, does more damage and is the most durable fighter. The K-wing does both bomber and antimodule damage, so its a bit like a B and Y-wing combined. You are not taking into account that the A-wing squad gets 4 fighters, compared with 3 for the X-wing. Individual fighters are weaker (per canon), but the squad together has more damage and health.

Mediator: The ability that applies extra shield mitigation is the "Taunt" buff. It forces enemies to attack the Mediator, which DOES NOT get the buff. It is possible with micro to still attack other units though, so like the Radiance and Liberty, other allied ships get defense bonuses to encourage attacking the taunting/tank ship.

Defender Carrier: Apparently the Sins engine doesn't allow bombardment orders to be given to ships without regular weapons. No idea why, but I didn't even notice this for years with the Quasarfire. Without weapons, the ships will just autobomb right away anyways, nor does the AI seem to have any problems.

Proficient: Antishield ship that hits most units equally hard. Then debuffs units without shields, so having one or two in your fleet can make enemy titans, starbases etc. weaker once the shields are gone.

Advanced Fighters are quite limited on purpose. Victory/Venator don't get them because they are older ships that would not be given good fighters in lore. And yes, a Venator with 7 Defender squads would probably be over powered. Even with the severe antimatter cost, the Venator doesn't need more alpha damage.

NR Starbase: Gets resupply fleet instead of listening post.

No plans for extra AA guns on existing units.

Shield Gate: Has the cost and function of a planetary shield generator + 1/2 a hangar defense. It's not meant to be a serious defense platform, just a more flavorful shield generator.

Since minor faction abilities cost resources, there's no plans to make them autocast, even if that was possible.

Lucrehulk: At this point in the timeline the Lucrehulk is a pretty old ship, useful mainly because of its huge size. It's a colony ship, its not meant to stand out in combat, though the Starfighter damage buff does give it a niche late game.

May 14 2020 Anchor

Part 2

On theory the Warlods are a Quality over Quanty while Vader go more for numbers with high damage, could be possible the next:

Give the Warlods something similar to the NR where they increase their stats the more they research, and probably at one point trade Crew and fleet supply for massive bots of stats for each ship.

Meanwhile give to Vader the oposite, more crew/fleet supply, in exchange to make their Capital ships a bit worst (in this way the can have garrisons of capitals to defend some zones.

With a bit of this on mid but not exclusive to, the ISDI and ISDII are on a curious spot, ISDI fills the role of the carrier ship but with good offensive and defensive stats, the “problem” relies on the first two skills, on early game Tractor beam and boarding are goo for the extra damage while helping to win over some valuable frigates/cruisers but this skills have almost no place on late game where the Interdictor field have a good range, and where youre usually not in need of extra ships from other factions, this is specially reflected for Vader faction were their first hero is an Interdictor, and they have no much room for frigates, and for the Warlods, the “research” requirement to unlock is a bit to late to have a good use for those skills.
(I usually get first VSD1->1 Venator -> 2 ISD2->1 Venator/Tector but could be different for others)

About the ISDII they fill a support role with their skills, the problem maybe is that the 3rd skill have no many uses, the Simbols of empire can only be used over other ships with shield damage so they cant regen itself properly, and you need to put them on pairs on a fleet at least, and the Ion barrage is really good, but do not have an amazing place outside of goign against Capitals, Titans and Starbases, the suggest could be: Change Simbols of Empire to work on only one ship so can be applied to himself, and intead of the 3rd Skill (no idea of the name) Get the “oposite” to Ion Barrage, a “Turbolaser overloard”, that will deal more damage, no antimmatter remove, but also disable the ISDII abilities for a time, so cant be used with the Ion Barrage or the Shield regen, a choose to be more support or more offensive.

A change to the shield research option to have a normal one for the first 2-3 levels, and then split on exclusives btw them, one to grant the usual more shield stat, regen and mitigation, while the second one to be a more “dedicated” anti missile, a “Thermal Shield” tecnology, that increase the shield bypass resistance, reduce the physical damage taked and get less regen/stat that the other and no extra mitigation. This to could help to the rebellion wich is usually weak to shield bypass when there are Vasari factions in game (and probably the only ship that can effectibly counter this is the Providence)

Add more random events (think they are called that?) like Starforget or Katana fleet systems, something like a “small pirate base” or like that to multiple factions (small rebel base, renegade imperie base, NR outpost, etc) and that have a shipyard/special build that allow to build some or their ships or gain some of their “technologies”, for example the Planetarie Defenses of the TEC are one of the best skill that you can find on minor factions, could be good to have more options to get them, get some small bonus like “mini-artifacts”. Like “vasari missile’s tecnologie” that give extra damage or chance of bypass, etc, a TEC shipyard that allow to build a starbase builder and get a 2nd space station for non TECs (probably a weaker ver). A Pirate Shipyard that allow to get every Nonfaction Capital, the 3 from the pirates, Lucrehulk and probably have his own Hero and/or Titan(and that can be unlocked via some extra research three)


Talking about this one, more Heroes (exclusive btw them) on the Trees, some feel incredible strong while other more weak, (The Advant first hero that have a great heal) while the Vader’s empire is somehow weak in comparison (and probably the skill that give credits should be the first one).

A last one is more a question, The Ion cannon that can be "build" by the gr75 is "lost" after some time? i think they worked like the TEC defense buff to the planet but i find the Ion cannon not working after some time (because the "shadow" displayed over the planet is not longer there)

Extra: this is more related to the Discord, could you create a Channel where some mod “features” values can be displayed?, like how every type of weapon work against other (I know is a mess since the base game were you have same type of damage but related to ship type and that), for example the figthers spreed that show their stats (to be honest it take me some time to find it), every random event, artifact and minor faction (with their plane habilities).

That end the Part 2, will reply more feedback/ideas if i feel can be good. also, tell me if this is a better place to put this kind of "wall of text" over discord (i guess it is but just to know)

Edited by: Merakas

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