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.
That is correct. Vanilla Sins, E4X and Interregnum all have different functionality for truce amongst rogues, due to gameplay or lore reasons. In Interregnum, it lets you build the Sins pirate ships. Since Interregnum takes place in the Star Wars galaxy the TEC Rebels don't have any real ties to the Star Wars pirates or the Mandalorians.
Thanks, Goa, that's certainly understandable, though I did not have Interregnum active at the time. I'm guessing though that for E4X you did change the way it works anyway? Just want to be sure.
Ah yes, but it is different from Interregnum. I gave the Interregnum answer because well, you asked this in Interregnum and not the E4X thread.
Still Sins universe in E4X, but the original functionality of Truce Amongst Rogues allied with the militia as well the pirates. This ruined E4X random encounters, so instead I gave the TEC colony frigate the ability to capture any TEC militia ships. Also very good and great for rapid expansion early on, but different.
Technically we could go back and give E4X just ally with pirates as vanilla Sins does now, but honestly this version might be better.
Yeah, sorry, I asked here cause I downloaded it as part of SWI and (as of when I downloaded it) E4X stand-alone was still 1.811. Sorry for the confusion.
I don't think it needs to go completely back to the way Sins does it. I saw the ability on the Colony Frigate and thought that was a cool extra. I think just simply making TAR allow ally with Pirates would be enough. But if you don't want to do that, that's fine. I can always create a plugin mod for my preferences.
EDIT: You know, actually, I thought about it some more last night and think the way you have it works just fine, too. In a way it does kind of make some logical sense, even for the vanilla Sins. Pirates are so varied. Try as hard as you may, there are bound to be plenty of Pirates that wouldn't give two blips about politics and would remain hostile and raid all, while you could certainly convince a few here and there (for the right price) to fight along side you.
have send you a PM, have a savegame with a crash. It is with 1.87 Beta.
I have not tested Interregnum on the 1.87 release myself, so I offer no guarantees it works for it. However it sounds like you were able to play for a while?
Also everyone, the optional minimods for E4X and Interregnum have been updated.
You can also find a new map, Mandalorian Space, to download, perfect for everyone wanting to find everything the Mandalorian Raiders have to offer.
Thank you for the updates. Quick Galaxy Forge question: I need to update my compstomp map. One of its gimmicks is a large number of pirate bases to generate large raid waves. Do all of the Mandalorian worlds on the list generate a raid fleet, or only some of them?List of suspected related planet classes:OccupiedPlanet, PirateBase, MandaloreOrBase, OriginalPirateBase, VanillaPirateBase, Mandalore, MandaloreBase...asking partly because using a hex cluster of 10 Mandalores might be amusing, and partly because if most of them generate the raid fleets, I can use them to incorporate some variety in the cluster, instead of how I originally just had a bunch of generic vanilla Pirate Bases. Thanks!
Huh, is there really both Vanilla and Original pirate base? lol.
Any Mandalorian owned planet can spawn the raid I believe. Mandalore is always the special planet, MandaloreBase is always the standard Raider base, and MandaloreOrBase has a 25% chance to the Mandalore, 75% base.
I'm honestly not sure how the original pirate base will work in Interregnum, since it will be owned by the old pirates. Raids may not work for them unless you disable the default template and give them the Mandalorian template.
If you look at the Mandalorian Space map, you can see how any planet can be turned into a pirate/mando base with templates.
The occupied planet is the Vanilla Sins special planet for the occupation victory. It has nothing to do with Mandalorians. Coruscant does its old job in Interregnum.
Yeah, there's really both in the current GalaxyForge version. Puzzled me too. Thanks for the info. Gives me a starting point to mess with the map update.
ok, np if you don't support 1.87 yet. Just fyi:
It woks up to "Random-Medium-Large" Maps without issue. I don't play competitive but rather role play. So I let the AI spread, which results in large battles. I'm also sometimes using my own "Minimod", which gives the AI more income and larger fleets. No issues.
The problems start with "Random-Large" or bigger Maps. Here the game crashes quite reliable 30 minutes to 2 hours into the game (with or without my own mod). Curiously sometimes before large fleets are build. I could mitigate some crashes by reducing effect detail level. But still couldn't play through a game on a "Random Large" map.
I just had a small Map crash. It seams to be the Galactic Empire who crashes the game (at least 1.87). I started a large Map with all other races than Galactic Empire and it worked so far.
I can tell now that I'm absolute surely have no clue. Did some games with Empire without issues.
The dark force is good on hiding.
I really like your mod. Great work! Thank you.
I used the latest minimods and started a large map with all races. I had one crash where I had to go back two autosaves but other than this it worked. The game went slow motion for the many ships but no other issues. I think the crash was from the 1.87 engine and not your mod.
Good to know, I'll look into it more when we get a fix on when 1.87 will hit.
Lots of exciting developments with our last faction, the New Republic, lately. Here's some of the early screenshots.
MC90 Star Cruiser
[author wants to delete their post but can't]
New release of Star Wars Interregnum for Rebellion 1.90 has been released. Warning: Do not apply Large Address Aware anymore. It comes enabled by default and will screw up your game if you do so again.
I think I found a bug with the darth vader unit, going through wormholes he got stuck in the jump area, and kept popping back and forth between the two wormholes getting stuck, had to scuttle after a few minutes.
Well, I've certainly haven't heard of that one before. Sounds like it could be a rare bug with the base game, as I can't imagine what would be unique about Darth Vader to cause that.
Would you like the save file just to see it and laugh
Sure, and to make sure there really isn't anything else strange going on.
Just E4X, Int, and no supers mini mod btw. Mod Order follows the correct load order from http://www.moddb.com/mods/star-wars-interregnum/downloads/e4x-interregnum-optional-minimods-183
Link to savefile
I didn't want to make a Moddb account just to make one comment, so I'm posting it here instead:
Regarding the MC75: Understanding that it would only go in if the model is available, my suggestion would be to make the Dauntless only available to New Republic and give its Rebel Alliance capship slot to the MC75. The MC75 would be suited to the same tier of access as the Dauntless due to being an early war capship design.
While a conversion from a civilian ship, the Dauntless was canonically also available to the New Republic, and this would thematically match up with how the New Republic also has the Liberator as another Sullustan/Sorosuub designed combat ship. Being a holdover from the Rebel Alliance, in my opinion it makes sense to have it as a MC75 equivalent for an early New Republic capship design, but reflecting the greater multi-species theme of the New Republic.Might be a place for a Bulwark Mark III somewhere between the two factions, too.Just a thought. Hope a model becomes available, thanks for reading.
While it may be thematically nice to have all the Sorosuub ships in one faction, the Liberator was given to the New Republic just because it seems like a sleeker/purpose built warship to me. The Dauntless as you say was one of the conversion ships, and if possible we want to the Rebels to have all of these while the New Republic gets the newer ships.
Also, the Sullustans were a supporter of the Rebels and New Republic throughout, so having different ships available to both factions makes sense.
I have a pretty good idea of what the MC75 will do if we get one.
Your reasoning makes sense. I wasn't looking at it in those terms. Thank you for taking the time to respond!
I downloaded the latest alpha with the E4X extra minimods.
But i struggle to get them working in the old 3.3 they worked for a while perfect but when the updates came all of a sudden many of the E4X minimods no longer were functioning
I enabled a lot of them and as i read the small txt's it only shows place the mods above the E4X main mod.
According to the main post they should work, but for instance i see no double ships and the more learning mods do not show up at all.
I currently have made the load order as provided before the problems started with the sins updates.
Except those totally new mini mods:
enabledModName "Star Wars Interregnum Alpha 3.31"
enabledModName "E4X No Superweapons"
enabledModName "E4X Expanded Research"
enabledModName "E4X Exploding Mines"
enabledModName "E4X Infinite Research"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "E4X Alternate Main Menu Music"
enabledModName "Enhanced 4X Mod 1.83"
Your mod order is wrong. All minimods must go above both the main E4X and Interregnum mods. You can always refer to the screenshot on the minimod download page for a reference.
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