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.
Thanks for releasing this alpha. Ex4 with empire. dream combo
Also, Is the envoy broken in the current build of the game? My envoys cant make embassies I have only played as empire at the moment.
Are you unable to see the Create Embassy ability, or does the envoy have its abilities disabled? If the latter, Envoys disable their own abilities after creating an embassy to prevent the autocast from building tons of them at the same planet (which you generally don't want to do). Jumping to another planet get rid of this, so just tell your envoy to jump to the planets you want embassies at and let autocast handle the rest.
hi
thx again for this mod.
i want to make a map with an executor right from the start.
(my second map ever)
i tried to copy the GalaxyScenarioDef from your mod to galaxy forge. now i can place empire frigates but no empire titan.
is it possible? im doing something wrong?
I forgot to add the titan to the GalaxyScenarioDef file for the alpha released. You did the right thing, and this will be fixed in the next update, but for now this is not possible without editing the GalaxyScenarioDef file yourself.
thx for the quick answer...
i tried to edit the GalaxyScenarioDef (without a clue what to do), but i cant get it to work.
i increased the planetItemTypeCount by 1 and added a line like
planetItemType designName "Emp:Titan" entityDefName "TITAN_ING_EmpExecutor1"
now the executor shows in the forge, and i can place it, but it doesnt show up in the game
seems as i have to be patient and wait for the next release
It should just be "TITAN_ING_EmpExecutor", not "TITAN_ING_EmpExecutor1". Make sure you make that change both in the mod folder and in the galaxy forge and that sounds right. Not bad for not knowing what to do.
YAY!!!
that helped, now the executor shows up. you saved my day, AGAIN.
if i only could do something in return, but im no modder. i only look how the expert guys done it and take that as an example.
now i have to check if your new optional fix helps with the weak ai on my selfmade maps. (im using your mod, and your ai mod.) until now vicious is more like normal or hard. occurs only on my maps or when i alter existing ones too much. havent tried with other mods or vanilla yet. your mod is waaay to addictive. i tried a few things from this forum, i.e. galaxy not to much spread out, no wormholes etc. the ai builds, explores and so on; but i have a titan before them....
There is a few kinks left to work out of the AI, but the hotfix should deal with the main cause of it just sitting around and doing nothing.
One thing that I probably won't be able to fix is the AI's lackluster performance on multistar maps, especially ones where it gets its own star to itself (sadly like my Fiefdom maps). The AI tends to expand faster when it can find an enemy fairly early on for some reason.
so, i played my selfmade map. i seem to have another problem. still that strange ai behavior. it colonizes, develops its planets and has an sb on all planets. but its fleet is weak, and its expansion slow. way too slow for vicious aggressive.
i think i already tried it with and without ai mod, with and without no superweapon mod. and it is a single star system. i even tried with a connected star and a loose one. wormhole or not doesnt matter.
strange, that it only occurs when i alter existing maps too much (when i make new phase lanes. or change the size of the star.) or on entirely selfmade maps. on vanilla maps or when i only delete a few things on existing maps everything is fine. i never encountered an sitting ai there
seems as im doing something wrong. it cant be player related, cause it occurs on existing maps also, when i alter them too much. and the ai colonizes worlds, so it can reach them technically. so it shouldnt be planet connection related. i cant pin the error; yet. have to look into this further.
EDIT: and yes on "the titan for all for free map" all had colony ships...
Maybe try setting it to specifically be an aggressor AI? That way it will spend less on defenses and more on fleet.
i did that allready
and i know the ai doesnt care sometimes.
the ai behaves completely different on vanilla or my selfmade maps...
EDIT: short offtopic: im playing sins since years, but now i start to really appreciate the modable nature of this game.
in your mod i just modded the mines on the pirate bases out, and im without a real clue. (in my own preference, the mines stop the ai too much.)
update: i have tried my map with another mod. the ai is aggressive like ever. i got stomped fast.
so it must be the combination of my map and your mod. i will look into this further.
i hope its ok, when i alter existing content like maps and mods. its only for my personal use.
damn, i havent yet solved my old problem and a new arises....
on an existing map i added titans for all. but the ai only grades them up, but dont move em
all titans are with the correct races and startpoints.
EDIT: is it possible, that i have a wrong galaxy forge version?
Not if you use the GalaxyForge in your installation path. That should be the most recent version (EDIT: assuming you keep your game up to date but seeing's how you're running the mod that's likely not a concern).
default: C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Galaxy Forge
thx a lot for answering.
i use the steamapps galaxy forge. havent found a version number.
i edit the homeplanet, and add via groupmanager a titan and colony frigate. is that wrong?
the ai recognises the titans, cause its grading em up. but it doesnt move em. i can use my titan normally.
havent checked with other mods yet. cant let my star destroyers wait today
(mods in use: e4x, interregnum, and the optional ai, no superweapons and research)
btw GREAT combination of mods, by far my favorite, strongly recommended. many thx to GoaFan77
As long as its only on your personal computer I don't care what you do, though I obviously can't hep you as much, because as soon as you make changes I don't know about we are no longer playing the exact same game.
Sharing your changes with others is when it becomes complicated.
Maps should not have an effect on how the AI uses a unit. Are you sure you didn't add in the cosmetic titans? Those can't move for whatever reason.
I have not had the time to play the mod yet, but are the goals for each faction?
So basically in terms of raw firepower, they are the top?
But their challenge is empire management? So late game their faction, if they get themselves together would be the top end faction, assuming empire management.
Certain things like Tie Defenders and other cool abilities from the Star Wars lore?
On that note (I haven't uncompressed the game info files), how did the Tie Defender get incorporated? It'd be hard to balance. As a strikecraft, it would be both a fighter and a bomber. It would also have shields. Naturally, that would change balance for the faction.
Strong fighters (save maybe the Tie Defender), and guerilla warfare?
Seem like a late game faction, kind of like Vasari Rebel. How would their fleet stand up to top end Vasari or the Galactic Empire once they got themselves together?
Well, I can't really translate that into game objectives in the mod, but lore wise.
Empire - Rule all the Galaxy Again
Thrawn - Reunify the Empire under someone
Isard/Zsinj - Replace Darth Vader as ruler of the Empire
Kaine - Undecided, just wants to rule his own Empire for now.
Rebels/New Republic - Defeat the Empire
Triple Alliance - Secure a safe haven for their people to resettle.
Human Trader State - Same as triple Alliance, but allied with Empire and add exterminate all aliens in their territory.
Orthodox Advent - Get the entire galaxy to join the unity.
Vasari Central Command - Unknown, probably either conquer everyone or get enough resources to move to a less crowded galaxy.
They are certainly up there, yes.
I don't know if Empire management is there problem. Basically you have this good military force but you can't be super aggressive with it, since if you expand to fast then lose a planet thing can quickly spiral out of control. Basically they take a planet with overwhelming force, secure the area and fortify it to prevent if from being taken back, and repeat by attacking the next planet.
Defenders are one of their unique things yes, but all research is much cheaper and faster for them to get. Basically they're the tech up as fast as you can faction, among other things.
The base Galactic Empire can only get them from their first hero unit, so they can never have more than a dozen at one time. The Warlords can build them as a regular fighter squadrons but only on specific capitalships, titans and maybe starbase, like TIE Interceptors.
All Advanced Fighters like that will only be able to be built on such unit, and unlike normal fighters they cost antimatter to produce. TIE Defenders will just have the highest antimatter cost, so if you load a Star Destroyer with TIE Defenders and they start getting destroyed, you might find yourself without antimatter to use your special abilities. Hence you probably want to have some regular TIE Fighters and Bombers on each unit even if they can build TIE Defenders.
More or less.
Late game yes, but not quite like Vasari Rebels. I can't say much more than I already have since they're the last faction to be completed and thus not quite as planned out as the rest.
Thanks for the reply.
I think that at this point, it will be really difficult for me to judge balance and other things while the mod remains in alpha. I will install the mod in a couple of weeks (too busy at the moment to spend a lot of time on this right now in real life), and see for myself.
It will probably be impossible to see how the factions look then until its finished for the most part.
On fighters:
It might be interesting putting something in between the extreme of Tie Defender and Tie Bomber. Maybe say, Tie Scimitar? I guess a hero for that would be Tomax Bren?
So I guess on the Rebel side, same idea? Y Wing vs say, B Wing or Z-95 vs X-Wing? More anti-matter vs quality of fighter? I suppose the A-Wing would be a super high speed hot rod, but how would you balance that in? Would most shots against an A-Wing miss?
Sorry if my thoughts are a bit random.
TIE Defender is actually more closely related to the TIE Interceptor, just with some heavier weapons and shields added on. In effect they can kill anything but their primary role is a fighter. The Assault Gunboat is the Advanced Bomber for the Empire, though they are mainly deployed by ability from the ISD-I.
X-wing and the B-wing is the standard fighter/bomber. Y-wing is armed with proton bombs and is an antistructure bomber. A-wing is an Advanced Fighter. Z-95 goes on random ships that can fit a fighter squad but were not primarily carriers.
Sins does not have that kind of accuracy mechanic, and all fighters have the same chance to get hit. It is very fast though yes, and the entire squadron has superior stats to the X-wing even though individual X-wings are more durable.
Considering Sins doesn't have individual accuracy categories for the various kinds of strike craft, that seems like a necessary evil to "simulate" more firepower needed to take them down.
my minor changes are only for personal use, i wont share em. and its my own fault, i wanted a executor in the galaxy forge; before the next version is out. and you attempted to help
they were the real titans not the cosmetic ones... nwm, the ai always does strange things, even in vanilla.
quick question: the executor stays a bit behind the fray, does it use all weapons that way? or do i have to move it closer?
The Executor has interesting firing arcs. It deals the most damage to 3 targets in front of it, which is why it stays facing forwards, but it can fire at up to 5 different targets on each side (plus two at the back, but it's not terrible significant). If it is totally surrounded by enemies it can fire at 15 different targets at once, so I would have it close enough to the enemy that its side banks can fire on enemy ships.
15 targets without the 2 banktarget-tech?! wow
i have seen a "funny" thing. and perhaps you have an idea and something can be done.
with enhanced research mod, all is doubled. and i really like that. but there is a problem with the akkans armistice. with more antimatter, even 2 akkans can be invulnerable for eternity.
i have seen 2 huge ai-fleets locked in "eternal armistice, lets simply look at each other" for FIVE hours gametime over the same planet. (and yeah, i know the ai does strange things sometimes.)
To be honest, I'm not sure if titans benefit from that tech.
Yeah, actually this can happen in the vanilla game if they happen to be fighting at an antimatter fountain or a main sequence star. They already nerfed the cool down time on it, and I don't really feel like it needs to be hurt any further just because its annoying with one minimod. If you run into this, the AI will not activate this ability if it thinks it can win, so send just enough ships that you need to kill 1 of the Akkans, then warp in the rest of your fleet once it is dead.
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