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
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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.
I think it may have been the pirate trading outpost encounter, but I could be wrong.
Well yes, it only spawns during that encounter (and at pirate bases). If you think one of the planets it spawns at it not set up correctly, preventing players from building their own starbase, I'll need to know what planet type it is.
Again, this was a while ago and I cannot locate the save, but I am almost certain that the encounter was at a hydrocarbon planet.
Uh what? The captureable trade ports should only be spawning on uncolonizeable gravity wells. Or the pirate base. Their whole point was to give trade to planets that could only get it by Starbase otherwise.
This only happened to me once, but it was definitely at a colonisable planet. There were also a handful of Pirate ships in the gravity well. It was basically a 'neutral' pirate colony, which I assumed was a new E4X encounter at the time.
It happened on a random map, and judging by how I almost always play on random maps, and how it has happened to me only once, it oughtn't cause too much alarm. But yeah, if this is an unintentional occurrence, then it is a weird one...
Found a bug in 3.1. Have 1.75 minimods for no super weapons and double fleet cap active, if it might matter. Playing as Rebel Alliance, relatively late game. Any Empire Immobilizer cruisers I capture through Garm Iblis' ability has permanent 700% phase jump inhibitor up on both themselves and the entire fleet, even with the inhibitor immunity from the Bothan Cruiser Hero, which is the only one that does not take the penalty onto his unit card. Other units say both 700% jump penalty and jump interference immune while the Bothan Hero is in range, but the game is not consistent in letting his ability kick in on them to let them immediately jump out. Autocast is disabled after capture. I assume the AI had the field activated when the ship was captured, but I can't be sure as I wasn't initially aware that something was misbehaving.While Warlords are also in my game, I've primarily been in combat and capturing ships from the Empire as it was next door and that is the version of the immobilizer cruisers I've taken. I don't know if the Warlord version of the cruiser would behave the same way.The penalty persists across multiple system jumps as long as the captured Immobilizers are in the same gravity well and never turns off. This was over a maybe 1 1/2 hours of real time play, casually testing the issue while I was moving my main fleet from system invasion to system invasion. I eventually found out that if I separate them out, the jump penalty drops off the non-immobilizer ships as soon as I send them to a different gravity well without the Immobilizers.
The Immobilizers continue to apply the jump penalty to themselves and actively project the penalty onto any friendly ships I move through their gravity well. Toggling the gravity well ability does not reset the status. Even when I split them off individually to empty systems, the individual ships still jam themselves with the jump penalty. It's actually sort of funny. "I have a profound solution Captain. We should jam our own jump drives! None of our enemies will expect it!" Perhaps the Rebel technicians might need to read a few more manuals.
Do you know how you captured the Interdictors? I thought we had fixed this bug already. I just tried capturing a few Interdictors with the Rebel MC80B Tractor Beam Array, but the debuff disappeared for me after I had killed or destroyed all Interdictors.
The AI Interdictors work different than when a player uses them; you have to manually use them but totally stop jumping, while the AI gives a 700% debuff to all enemy ships all the time. As far as I can tell though the AI only effects should all stop once they are captured.
I'm primarily doing my captures through the passive Raider buff for ion cannons on the Garm Iblis dreadnought hero unit. I only have one MC80B. While I'm playing more at a macro blob level, I am getting captures too frequently for it to be just the Tractor Beam Array on the one capship. The captured Immobilizer contingent is currently 16 units, and I definitely was capturing them in 2s and 3s each engagement. I do also have a variety of Empire frigates and cruisers - I don't know if the hero capture buff extends to their ion weapons too.
Okay, it takes me a tiny bit longer to get hero units in to test so I was lazy and just tried the MC80B. I'll try it with Iblis, though I don't immediately see why that should matter.
Technically the Tractor Beam Array ability can capture multiple units per cast. 16 seems like a lot though. I would definitely scrap a lot of them even if they weren't bugged, that's a lot of fleet supply tied up in units that are only good against fighters in a fight.
If the ship has an "Ion Cannon" weapon on its info card, the Raider ability will work on it. Original player does not matter. So yeah, Vindicators and Strike Cruisers would be very useful for that.
Well, in explanation on the odd tactical choice of keeping that many:
1) My fleet is large enough the AI tends to have a low retreat threshold. The immobilizers keep them around longer for mop up if the AI actually briefly stands its ground. The bug with the interdiction field just impacts my fleet's travel speed efficiency as I roll up a line of systems.
2) My core fleet of Alliance ship classes actually isn't that large. I'm mostly bulking out the fleet's size with boarded vessels. Keeping them in my escort screen gives the AI more target decoys away from the cap ships and they benefit heavily from the overlapping Alliance capship buffs. By fleet composition I am actually weakest to swarms of fighter craft so every anti-fighter capable vessel helps.
3) Double Fleet cap minimod is active. Also, since I'm heavily using boarding, I can go heavily into the negatives on Fleet cap so long as there is nothing else I want to specifically build. The relative Fleet cap inefficiency of the Immobilizer class isn't at issue in those circumstances. For part of this campaign session I actually was running with over -500 ship cap with only half the fleet cap upgrades researched - less upkeep penalty. I only finished out researching with it later when I needed to be able to make constructors again for locking down territory with stations.
A minor gripe I have always had is with the audio in this mod. While big improvements have been made in the last few months - especially with Vader's voice - I still feel that the weapon fire sounds for the Star Wars factions desperately need to be lowered in volume for the beta release.
They overpower the sound volume of all of the vanilla weapon sfx, and also do not seem to fade properly as the player scrolls out, so as from a particular distance from a battle you can hear absolutely nothing but the weapon sounds from the Empire/Alliance, with all other sounds completely absent.
Lowering/equalizing the volume of the the mod's weapon sfx, along with improving their sound fade so as to resemble how the vanilla sounds fade out would be a huge improvement for the beta release.
We're working on it.
...Not sure why the last time I posted it gave my actual name over my username; I signed in with the exact same name & pw as usual.
And this ghost account was made in 2010, apparently...and I got this game summer 2011!
There's been a bit of debate on the ship shields in this thread. So here's a proof of concept of what we could be doing with shield effects, and it saves us a lot of memory.
Due to all of the other things that I have previously wanted to ask/annoy you about, I didn't really let on how much I thought you were mistaken in sacrificing RAM in order to render the shields 'invisible' in Interregnum. You know better than I do that shields are referred to one way or the other in the original trilogy, through ship design and certain dialogue, and so on. The lack of visible shields were likely due to how difficult such an effect would have been to pull off back in ye olden times in Hollywood.
That said, I didn't realise the sheer amount of memory that this was taking up. If you really can save "hundreds of megabytes of RAM", then it seems like a no-brainer with the upcoming addition of more factions.
Go for it, I say.
Not only i can use highter quality settings for this mod. It is good to have the visual feedback that the shields of a big ship are down.
I like the change on several levels. I prefer bubble shields visually. While invisible shields are more canon with the movie presentation, for Sins it just felt like an extra layer of armor HP with how it worked out. It was not something I felt the need to give negative feedback about before, but I like the new direction. I like how the bubble popping is a visual cue for the shields falling. I like that the memory savings create room for other potential features. On a more selfish note, the memory savings will support greater stability in my attempts to do 10 AI compstomps with DeathMatch and Double Cap enabled.Really hoping 1.83 is finalized soon with no more surprise bugs. I recognize that isn't under the team's control, but I've been looking forward to New Republic for a while now. I can only imagine how frustrating trying to manage user confusion over the 1.82/1.83 beta fork has been for you. Best wishes.
While you're changing meshes, do you think the starforge and (especially) the centrepoint station meshes should be reduced?
I think they do; they are obscenely large in comparison to any planet.
Also, I only just realised that you have reduced the mesh size of corvettes in E4X, but not their shield meshes. I know it's only a minor visual problem, but I think that the large fitted shield bubble looks a wee bit silly and could do with the adjustment.
Dunno if I said it before, but I think the E4X "Resolve" ability should - considering its buffs - be set to cast "OnlyInCombat" rather than "Anytime", with the constraint "HasWeapons", so as Kol isn't going around applying damage buffs to civic labs etc
Planets and ships are sadly not to scale at all in Sins. When you get to the largest units in the mod, scale becomes incredibly awkward. They are actually at a bit of a compromise size; if I scaled them to the size of ships they would be larger than most gravity wells, if I scaled them to planets, they'd be so small you wouldn't think were anything special. The current size I think makes them seem impressive, even if it takes away from the planets somewhat.
Really you just have to not compare things to the size of planets with this game, just think of planets as a background layer of sorts.
I'll take a look on the shields.
I set resolve to require the target to have weapons. Since it can heal I don't think its completely improper for it to be used even out of combat.
Anyway, have you decided on definitely implementing the shields?
I get weird overlaps or spacing issues depending on the size of the models. There also seems to be some predefined spacing for certain units when it comes to fleet alignment or during battles. If certain models are too large compared to the original Sins models then you get more bumping or sitting right on top of each other perspective wise. Structures definately can get some weird placements depending on the size too.
The placementRadius might be a place to look for structures. It seems vanilla sins makes this ~150 larger than the mesh bounding radius.
Vanilla corvette shields will be the proper size in the next version.
Also, new models for the Vindicator and Immobolizer cruisers. Made by Maxloef.
I actually prefer the older ones...
Maybe have the new model for either one of the enforcer or vindicator class, and keep the older model on the other for greater Imperial faction diversity...?
The complete loss of the current immobilizer model makes me sad :'(
Tell Max to stop traumatizing me with these new models, and instead update the unfinished textures on the Bellator and MC80A!
Max has his own reasons for making these, not necessarily just for this mod. He does whatever ships he pleases, and I doubt he'll ever do a Bellator. I am eagerly looking forward to more Mon Calamari ships in the style of his liberty.
As for why I prefer the old models...I can't really point out many specifics. I think whoever did the previous models nailed the texture on the very edge of the ship, whereas this model, along with the IS-I, IS-II, and Tector-class models in Interregnum, tries to create a shadow effect on the edge of the ship by relying on the darkening of the textures and, I feel, ultimately obscuring the really intricate architecture seen on the edge of the imperial ships that could be portrayed through brighter textures. Obviously, this is just preference, there's certainly nothing wrong with his work - it's really high quality stuff
Ok, it's 2am; I need to stop this and sleep...
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