Intro
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.
Features4 new factions: Interregnum will feature 2 new races each with 2 subfactions like vanilla Sins races...
Superior Gameplay: As a successor mod to the Enhanced 4X Mod, Interregnum will support all the gameplay enhancements found in that mod, including...
Unit and Character List
See this post
Story
Progress
With the third alpha release, the Rebel Alliance has been added, meaning this mod can now be used to relive the Galactic Civil War as well as the current war with the Sins factions. The militia and pirates have also been replaced with Star Wars versions; now the vast majority of material on the game map is clearly from a galaxy far, far away.
What originally drew my attention to it was seeing a venator disengage a target that was far away in favour of using its beam on a neutral metal extractor lol. Hopefully the other abilities that need the constraint will make it as obvious and easy for me to spot as that one.
Seeing as you set it up with different levels of buffs, I'm assuming you didn't intend to set warlord Zsinj's "Danger Sense" ability to only have one level?
It's supposed to be one level. The main part of that ability is making the fleet jump blocker immune, along with Detecting incoming enemies. Those are boolean benefits that gain no benefit from scaling, so having multiple levels of this ability is a bit pointless.
Yeah there is the speed bonus, but that's more a little something extra to make this ability more worth of a titan ultimate slot, not the core of the ability. You put far too much faith (or too little) in what a put in the entity files; a lot of times I just copy/paste sections from other files that might have more than one level, then never change the other levels because they are not attainable, so why bother.
Also new page, so needs new screenshots. Here's the upcoming Raider Corvette, the first Warlord exclusive Frigate (excluding the Enforcer).
The thing is is that, as a titan ability D(?), it seems as though it is hardcoded that one can put 2 points into the ability no matter what you set its max levels at. Therefore, limiting the level to one means that no improvement to the speed or hyperspace charge-up (despite being present in the entity file) will show up for the person looking to spend the second point on the ability. I think that will just lead to confusion as to what the benefits of giving it a second point will be; as of right now, literally nothing.
Basically, I think you need to just set its max level at two, so as people can see that the only improvement that will occur is to the speed and hyperspace charge-up, and will probably just spend the point somewhere else considering the lack of scaling to the main boolean benefits of the ability that you mentioned.
Btw is the new warlord ship going to be called a corvette, whilst behaving like a frigate?
Oh, well that is a problem. I'm pretty sure I know what's causing that though, so I should be able to make it so you can only put one level into it.
Yes. Just like the Corellian Corvette, this ship is named the Raider Corvette, but it doesn't mean it has the Sins corvette roll type.
Sins and Star Wars scale is close, but there are some differences, as almost any ship called a Corvette in Star Wars is a small frigate in Sins terms.
Anyway, my petty nitpicking for today will be a request to change the name of the leftmost Victory II-class ability from "Doubled Efforts" to "Redoubled Efforts".
A Timeline of Star Wars: Interregnum, Part 7 – Deadly Dealings
Two Years After Endor (6ABY)
Overlord Jarthulak, a core member of the Vasari Central Command, rose slightly in his chair in the conference room on his personal Vorastra titan as the results of the vote were counted. It had been a year since the wormhole P-38c, the gateway that had brought his people to this new galaxy, had collapsed. From the moment Jarthulak had traveled through the wormhole, he could somehow feel within every fiber of his exoskeleton that they had finally escaped the unknown terror that had pursued his people for over 10,000 years. But the other members of the Central Command were not as convinced; they still had the subtle paranoia that a species inevitably developed after being hunted for millennia. He hoped the trait would not be too much of a liability now that the rules of their existence had changed.
The phantom terror had never been late about destroying Vasari probes, scouts or even fleets before. By all accounts whatever THEY were would have reached the location of P-38c in their old galaxy by now. Yet the numerous probes and a handful of scouts the they had left on this side of the wormhole were all still reporting in. Even the most passionate of skeptics among the Vasari were now beginning to accept that for the first time in known memory, they were safe. “Such an odd feeling for a species to experience together for the first time”, Jarthulak thought.
But this was no time for reflection or savoring the moment. The Vasari exodus had waited for nearly two years on the edge of wild space, making a meek existence out beyond the outer rim while their traitorous kin in the Triple Alliance and their other rivals waged war in the new galaxy. Jarthulak had wanted to join them, but the rest of the Central Command refused to agree until they knew for sure the flight through P-38c had worked. Finally that day had come.
“Fight!” - the vote of the last commander made Jarthulak give a subconscious, sinister grin. He stood up from his chair.
“The motion passes nine to six. Send word to your forces - the time of the Vasari being nomads are over. It is time for our people to return to being warriors and conquerors above all else!”
Right as some of the more impatient central command members were about to get up, Jarthulak raised a finger. “There is one last item on the agenda”, he asserted. “I have arranged a briefing from a senior member of our diplomatic forces. It seems our presence here has come to the attention of one of the minor powers of this new galaxy. They call themselves the... Hutts”.
The name left a slimy aftertaste on Jarthulak's tongue. “It seems the more cowardly among you who kept us here this long may have accidentally given us an advantage. The fighting among our former and future enemies have rather unnerved these Hutts, and they have offered to give us some worlds in their territory in exchange for “protection. These planets of course are near worthless, but I believe the other worlds in their enclave will provide an excellent and easily occupied start for our invasion.”
Two and a half years After Endor (6.5 ABY)
It was an exceptionally rare thing for anyone in the galaxy to feel a sense of pity for the Hutts. By that standard it is quite impressive that many came close when the Vasari occupied Hutt Space in a matter of weeks. Increasingly unnerved by the heavy fighting between the Empire and New Republic on one side of their territory and collapsing forces of Warlord Zsinj and the advancing Advent on the other, the Hutts began to feel boxed in. Some began to wonder which of the many powers around them might invade them first, if only to ensure their enemies didn't beat them to it.
That's when by chance a stray Hutt smuggling ship trying to evade a New Republic patrol stumbled on part of the massing Vasari forces on the edge of the galaxy. Hutt intelligence on the new arrivals was spotty at best, but what was known was that there were six groups at war in the outsiders galaxy. They also knew that the Vasari had been running for thousands of years, and if Hutts know anything, it is how to exploit a desperate refugee population. Nar Shaddaa was a planetary testament to that.
Unfortunately for the Hutts, they vastly underestimated how strong the Vasari military was. The Star Wars galaxy had never seen a nomadic society survive almost entirely without planets, and especially to the Hutts it was incomprehensible that a civilization without a traditional economic base could have real power. Thus the Hutts thought they could hire the outsiders hiding in wild space for cheap protection, and exploit them once they settled like the Evocii and the numerous other victims of Hutt schemes over the years.
But what the Hutts least anticipated was that the Vasari were just as cunning and ruthless as the themselves. Claiming they were accepting the Hutt offer, the Vasari simply flew into Hutt space, then turned around and overwhelmed the Hutt military forces and demanded the Hutts surrender or be obliterated from orbit. With the exception of Nar Shaddaa, every planet in Hutt Space, including Nal Hutta, was locked down as the Vasari began to rule the first worlds of a new Empire, in the proud tradition of their ancestors thousands of years ago.
“I will not tolerate a delay in the arrival of our share of new clones”, Boba Fett asserted to a typically smug hologram of Yasanne Isard.
“Be reasonable Manda'lore. You'll get your fair share. Just a little later than expected. After all, you wanted your clones to protect your world from Zsinj. That now seems rather unnecessary, while the latest invaders to our galaxy are on my doorstep” Isard countered.
Fett was unmoved. “You exaggerate. I don't intend to accept any delays caused by your attempts to strengthen your position. If you want Mandalorian trained clones, you will delivery precisely what you agreed.”
Isard didn't even move an eyelash. “Don't forget I control Kamino Manda'lore. We both lose if I am unable to hold my territory. And I believe you still need several shipments of anti-aging formula from me for your fellow Clone War veterans who are training your army. I don't really think you are in a position to bargain.”
“If you'd like to find someone else to train your army, be my guest. I certainly wouldn't trust your stormtroopers though. And if there's anyone in the galaxy as good as the trainers I've lent you, I'd bet they're dead or dying right now” Fett retorted.
Isard gave a slight smile. “I suppose I shouldn't be surprised that you know how to bargain the skills of the best Fett. Perhaps the people of Mandalore did need a Bounty Hunter to lead them. Still, at the end of the day I have what you need and you only have what I want.”
Fett paused a moment, then asked “What if I added a little something extra? I know you're really supplying us so we can help keep your rivals busy. The more the galaxy disintegrates and fights itself, the less attention people are going to give Yasanne Isard.”
“Spies do their best to avoid the center of attention... until they're ready to make a statement anyways.” Isard responded cryptically.
“What if I gave Vader yet another security concern to worry about? Perhaps even another front?” Fett continued.
Isard perked up “That's ambitious even for you Manda'lore. Are you sure your forces are ready for the task? It would have to be a rather big distraction to be worth what your asking for.”
Underneath his helmet, Fett smiled. “It's so big, in fact, I'm going to charge you extra. I'll fill you in next time I'm in the area.”
As he terminated the transmission before Isard could reply, one of Fett's personal guardsmen spoke up. “You know she's trying to play us sir. Why are we working with her?”
Fett turned around and walked past the soldier. “Isard doesn't know how to do anything but play people. We're also playing her. Unlike her however, we also know how to fight. Now get the minister of war in here. We need to send all available repair and scavenging teams to the Raxus expedition. And tell all regiments that they are to only practice boarding exercises until ordered otherwise...”
I just downloaded the mod and followed the install instructions but I get a runtime error on starting the game...
I tried both with and without the large adresses aware exe.
Can it be because of the 1.84 update?
Wow, I have to say I'm impressed that this is still going on. When I came back from my long hiatus (gotta hate life at times...), I was fully expecting to find a dead project. Glad to see it is alive and well.
Yup. I'm putting out an update today (hopefully) to update it, and add lots of cool new features. See the next post for details.
I expect we'll keep trucking until either Sins 2 is released, we hit the absolute limit of stuff we can add in the game engine, or I die. Hopefully its not the latter that comes first...
Greetings conquerors, liberators and immigrants of the Galaxy Far, Far Away.
At long last, the next official version of Rebellion, version 1.84, has been released on steam (hopefully GOG will follow shortly). The delay was a lot longer than we expected, but it offers a lot of good improvements for mods over the 1.82 version. Needless to say, Interregnum also got an update, and will include a lot of the other goodies we've been working on the last six months.
So strap yourselves in, remember to reapply large address aware after the update, and look forward to the following new features and many more improvements in Interregnum Alpha 3.2.
Prior to Interregnum Alpha 3.2, Star Wars ships did not have any visual display of shields. The reason for this was simply that there were none in the Star Wars films. You might expect that not having shield effects would improve the performance of the mod, but in fact the opposite is true. The game engine expects ships with shields to have shield effects, and "faking" the missing shields was actually almost doubling our model memory usage. Naturally, this began to be a problem as we added more units and a new faction, the Rebel Alliance.
With this in mind, we made the difficult decision to give all ships new, efficient projected shield effects. We understand this may not be ideal for all players, but we are quite happy with the end result, and we are happy to report that our testers have reported that this change has noticeably improve performance. If you do like this new bit of visual flair, well this is a double win for you!
The following developer journal discusses this change more in depth. Do note however the shield effect has been refined significantly since the video was created, and is now quite a bit more subtle!
The mod's visuals will further be improved by a few new models for existing units, as well as a brand new unit, the Imperial Raider Corvette.
One bit of feedback we have received with the mod is that some players wanted more unit variety between our Imperial factions, the Galactic Empire and the Warlords. This was not initially done because in Star Wars lore, their conventional military units were basically identical; only the leadership, superweapons and to a lesser extent technology changed after the battle of Endor. Also the factions of the vanilla game had subfactions with only unique titans and research, so the Warlords didn't stand out in that regard.
Fortunately, we managed to find a few units without much operational history in the lore that could be added in for the Warlords without breaking the theme of the faction. The first of these is the Raider Corvette from the X-wing miniatures game. This sleek and efficient starship will be the new antifighter frigate for the Warlords, while the Galactic Empire will retain the classic Lancer frigate. As a smaller and a more modern, obscure and efficient ship, the Raider is a perfect fit for the Warlords' play style and I'm quite happy with how it turned out.
In addition, higher quality models for the Immobolizer 418 cruiser, Vindicator/Enforcer cruisers, TIE Defender and B-wing have been added to the mod.
Creating an interesting and engaging Star Wars inspired galaxy for players to explore is one of the main goals of Interregnum, and one in that we actively try to expand on in every release. Key exploration features in Alpha 3.2 include a whole set of new, lore friendly Star Wars artifacts, new random encounters and some more eye candy to distract you further from your battle plans!
First of all, the new artifacts. All twelve of the original artifacts in the game have been replaced with new Star Wars ones, from all eras and mediums of the lore. Many of them ended up having similar effects to existing artifacts, but a few of the weaker ones have been replaced with more interesting alternatives. So get ready to start hunting the galaxy for these rare bits of technology, or if you're a true Star Wars nerd, try to figure out what they all are with just the screenshot below!
Random encounters are the main way this mod tries to make the galaxy feel alive and immersive. Typical they take the form of minor factions randomly spawning on the map, and each provides its own unique challenge and rewards. This update adds special random encounters to Industrial and Ship Graveyard (Stellar Phenomenon DLC required) planets, and may allow you to acquire some widely requested retro ships for your faction of choice. Assuming you can defeat them of course! In addition, we took the opportunity to make ship graveyards fit in better with Star Wars; they're now populated by a fair share of Clone Wars era ships.
This update was fairly light on balance changes. However, we have improved the Rebel Alliance's economy a little bit by making a few trade related technologies available earlier. We also removed the Council of Moffs tech from the Imperial Warlords, as feedback suggest the Warlords are still a bit better than the Galactic Empire, and this tech helped shield them from the Warlord's main weakness - smaller fleets.
We also clarified some of the things new players to the mod struggled with. Ship infocards will now be a little more helpful telling what each unit does. Colony ships, capturing ships and other unique units are now explicitly labeled. We also slightly reworked the tech trees so that it would be more obvious how to unlock some units with unusual prerequisites, such as the Empire's Dreadnaught Heavy Cruiser.
Finally, after the update to the main mod is released, we intend to release new versions of the Enhanced 4X Mod/Interregnum minimods as well as the Interregnum Galaxy Forge tool. I would expect to see them in the next week or two.
We thank you for being patient with us during this unusually uncertain update period, and I hope many of you will get to enjoy the new version this weekend!
Goa, you might already be aware of this but figured I'd let you know, seems Sins doesn't like the whole 20 artifacts thing. It seems to bug out on a random 3 (which ones are different each time) where it will show the wrong planetary tool-tip and "losing" the planet does not update the research tree to show them as no longer owned. I do not know if the bonuses are properly removed. Tested via Galaxy Forge in creating 21 worlds owned by player from start with one of each artifact spread across the 20 non-homeworld planets. When I noticed the tool-tip glitch, I slowly abandoned each one and watched which artifacts updated in research window. The glitched worlds would not update their own artifact icon. I did this twice, the glitched artifacts being different each time. I also do not know at this time (11pm, going to bed...) if this only occurs if the player happens to reach over 17 artifacts.
That is strange, we've had the 20 artifacts in E4X for a long time, probably over a year, and never noticed a problem with it. Of course I may not have had more than 17 at once...
I haven't had time to test further, but what I can tell you is on my first run only one obviously had the wrong tool-tip (it duplicated one of them). I didn't realize there were others wrong because they were swapped rather than duplicated. I noticed that during the second run and had to swap the names/benefits around (I had also taken note of what they were called in GF and which planets I put them on). The second run had 3 duplicated in the tool-tip (meaning mousing over all the worlds failed to show 3 of the artifacts), but the research window showed all 20 present. But then like I said, abandoning all 20 worlds left the research window as showing I still had the three that weren't showing properly.
I dunno if I'll be able to do more testing later... life is very different for me now. Considering the number 17, I'm almost wondering if Sins keeps track of known artifacts via something that's limited by a single hex digit? Going 0 to F would be 17 numbers....
They just released version 1.85 for Sins of a Solar Empire on Steam. Is this mod still compatible?
Doubtful. 1.85 and the DLC made massive changes. On the other hand, some of those changes will help mods in the future. I might just jump back into so modding myself.
Afraid not, but you can use the steam game properties -> Betas tab to go back to 1.84 so you can play the mod while we update.
I do not see massive changes, at least with the 1.84. I am sure how GoaFan77 will update the mod very fast, better and without problems.
"HorridWar", "CyborgAnalysis", and all of the Ion Barrage abilities could do with having the "NotInvulnerable" constraint added to them. There might be one or two more abilities that ought to have the constraint added, but I think all of the main culprits have now been caught...
Awesome! Thanks again.
Has anyone done a bit of triage to determine the scope of porting this mod forward to 1.85, and how much work would that be? I mean, is it just a matter of adding one or two new required properties to each entity file, or do the other assets need to be changed?
Is it something that a single person could knock out in a weekend, or are we talking a multi-month redesign?
Because I'm chomping at the bit to get a mod - ANY mod, but ideally this one, the one I want to play most - running with 1.85. Especially since 1.85 will be less likely to crash due to the improved memory management.
Please let me know if this is coming soon or if it's even worth trying to make it work myself (I only have a modest amount of experience modding). Thanks!
If you want to play the mod literally right now, I'm sure you know you can still roll back to 1.84 via the steam opt-in feature.
Otherwise, if you're willing to to be a nit-picking denizen like me, you can apply to be a tester for this mod, and if accepted, Goa will give you access to the preview builds of Interregnum which often come well before public release.
@Allquixotic: Several mods have already been updated for 1.85. You would be best served by making the effort to keep an eye on the Moddb page for Sins Rebellion mod updates (http://www.moddb.com/games/sins-of-a-solar-empire-rebellion). GoaFan already posted to Moddb that he is unavailable over the July 4th weekend, but Interregnum 1.85 will be Soon.Everything I have seen discussed between modders about 1.85 suggests that significant changes took place to how the mod files are set up. Impatiently trying to port it yourself probably is not worth the effort, especially since it sounds like Interregnum will be updated a week or less from now. For my part, I am just playing with one of the other mods until that happens. Maelstrom, Sacrifice of Angels, Sins of the Prophets, Ascendancy, and Sins of a Galactic Empire have all updated, so you have some options. If you really just can't wait, roll back to 1.84 and play Interregnum 3.2 like AKenny47 suggested. That is your only practical choice for immediate satisfaction.
It will be out soon (before the weekend). As mentioned I was unfortunately on vacation over the fourth of July, but now I'm back and we already have the mod running on 1.85. It just needed a little bit of polish before release (Interregnum pirates got comically overpowered with this DLC). We're now also sneaking in a little bit of extra eye candy, but it shouldn't add any delay to the release.
Thanks for your hard work.
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