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[Mod]Star Wars: Interregnum [3.21 Release, 7-8-16]

A new Star Wars experience built on the Enhanced 4X Mod

By on August 2, 2013 10:42:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

GoaFan77

Join Date 10/2008
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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.

Star Wars Interregnum Alpha 3.21 (Full Install)Mod of the Year 2014 FinalistMod of the Year 2015 Finalist

 

Features



4 new factions: Interregnum will feature 2 new races each with 2 subfactions like vanilla Sins races...

  • The Galactic Empire is the remains of Palpatine's Empire now headed by Darth Vader, and enjoys a powerful industrial base and perhaps the most powerful fleet of all factions. However Vader's poor political skills and the feeling that the Empire is being crushed from all sides has left the Empire with extremely poor morale, and further defeats may start damaging the Empire's war effort. 
  • The Imperial Warlords are an umbrella faction that represents the various Empire factions that have operational independence, whether they've gone Rogue to serve their own agenda or are acting under orders in special circumstances. While lacking the legitimacy and infrastructure of the Galactic Empire, this has forced the warlords to use their forces more wisely than the sometimes brutish Imperial war machine. And the Emperor's fondness for conducting research in remote locations, along with Vader lack of interest in major R&D projects has allowed the Warlords to get access to many powerful technologies that might more than make up for their shortcomings. The player will also be able to choose to ally with one of the Major warlords for additional bonuses, mainly Grand Admiral Thrawn, Grand Moff Ardus Kaine, Warlord Zsinj, and Director Yasanne Isard.
  • The Rebel Alliance is the original military branch of the Alliance to Restore the Republic and continues to fight the Empire much as it did in the Galactic Civil war. Preferring hit and run attacks and strikecraft superiority along with some innovative and dirty tricks, the Rebels are one of the most unique factions and are extremely difficult to stamp out.
  • The New Republic (unreleased) was created by Rebel sympathizing planets after the Empire was forced to abandoned the Outer Rim following the emergence of the Sins races. Fearing that the Rebels would not be strong enough to protect them if the Empire tried to conquer them again, the New Republic has decided to create its own conventional armed forces from scratch. While this focus on new institutions leaves the New Republic vulnerable and disinclined to attack early on, once it gets going its powerful new warship designs along with its substantial economic and cultural strengths make the New Republic an extremely competent and well rounded faction with few weaknesses.

Superior Gameplay: As a successor mod to the Enhanced 4X Mod, Interregnum will support all the gameplay enhancements found in that mod, including...

  • Hero Units: Both Sins and Star Wars factions can call in their most powerful champions to turn the tide of battle.
  • New Planets and Random Encounters: Truly Explore the Galaxy far, far away with an expanded array of planet types, some of which will be populated with everything from Rogue Imperial Moffs to abandoned Republic era fleets to Mandalorian raiders.
  • Improved Civics, Economy, Diplomacy and Espionoge: Don't feel like just blasting your opponent? The Enhanced 4X substantially fleshes out the noncombat side of Gameplay with things like improved culture, embassies and spying.
  • Customization: From adding upgrades to your favorite capitalships and titan to a library of minimods to customize your gameplay experience, 
  • Upgrades to existing factions: Players totally new to the Enhanced 4X series of mods will find the familiar Vanilla races they know have all gotten an upgraded. All factions of received new techs, faction and racial bonuses, new starting units and other alterations that encourages more diverse gameplay.

 

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.

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February 12, 2015 9:46:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Well, the one I'm referring to I think was first figured out last year, and I think I told you about it soon after.

I could have sworn I mentioned to you, or maybe vice-versa, how do to it during a "let's put a Death Star in Sins!" joke conversations, or during a conversation regarding the Galaxy Gun, namely as how while technically it was possible in Trinity, it was only Rebellion that made it look like the destruction has happened.

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February 12, 2015 6:58:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,


I could have sworn I mentioned to you, or maybe vice-versa, how do to it during a "let's put a Death Star in Sins!" joke conversations, or during a conversation regarding the Galaxy Gun, namely as how while technically it was possible in Trinity, it was only Rebellion that made it look like the destruction has happened.

And that was last year, no? 

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February 12, 2015 7:39:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sounds like I don't remember it at all, the one floating around in my brain works just fine pre-rebellion.  You just replace planet graphics with effects spawned from buffs, then switch them out for different ones when you blow them up.

 

The problem I have with it is that you'd either have an invisible planet that things have to travel around, or a visible planet that things travel through.  Other than that it should work fine.

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February 18, 2015 11:06:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How about instead of having the Death star fly around destroying planets. Make it a capturable planet with and inbuilt galaxy gun and the tec loyalist planetary defences research ability?

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February 20, 2015 8:13:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting xKBLx-Doomeagle,

How about instead of having the Death star fly around destroying planets. Make it a capturable planet with and inbuilt galaxy gun and the tec loyalist planetary defences research ability?

While this mod is set after Endor so a full blown Death Star is probably out of the question, I have occasionally thought about replacing one of the moon meshes (now called Dwarf planets) with a Death Star and see if anyone notices.

"That's no moon!... Oh wait, it is." 

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February 21, 2015 10:01:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

LOL

Quoting GoaFan77,

"That's no moon!... Oh wait, it is."

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February 22, 2015 3:13:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is there a map where I can play against only Star Wars ships?  I assume you haven't reached the point where you can do this due to having only two factions.  It would be nice if planetary defense ships and pirates were made up of Star Wars ships though.

Maybe I'm playing on the wrong kind of map.

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February 22, 2015 3:19:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sausage_Carius,

Is there a map where I can play against only Star Wars ships?  I assume you haven't reached the point where you can do this due to having only two factions.  It would be nice if planetary defense ships and pirates were made up of Star Wars ships though.

Maybe I'm playing on the wrong kind of map.

All of that is coming in the next release, alpha 3. We'll be adding the Rebel Alliance, a new minimod to only allow Star Wars factions, and team member Ahobgoblin has just worked on a replacement for the militia, whose ships will temporarily be used by the pirates until the permanent solution, Mandalorian Mercenaries, are added.

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February 22, 2015 3:21:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you for the update.

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March 24, 2015 1:20:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Guess I've been neglecting the Sins forum here with update. Check out one of the Alliance's new features, a planetary ion cannon like the ones used during the Battle of Hoth. Even an Imperial Star Destroyer will be left dead in space for a short while after a direct hit from this thing.

 

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March 24, 2015 5:07:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Where have you been updating if not here

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March 24, 2015 9:30:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting upsurper,

Where have you been updating if not here

Moddb. Since that's where I put the screenshots for hosting. There's a lot more stuff on there that I forgot to put here.

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April 13, 2015 6:43:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

New model time. This time with a beautiful new Victory-II Star Destroyer mesh by Maxleof.

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April 14, 2015 12:32:52 AM from Galactic Civilizations III Forums Galactic Civilizations III Forums

Awesome. Goes great with the skybox.

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April 14, 2015 3:32:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow! Looking forward to trying out the Rebels.

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May 17, 2015 4:20:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello Interregnum Fans,

For those of you eager for news of the Rebel Alliance, we are hard at work in our testing and polish phase. However, Captain Shack of the XP Gamers recently an early look at the upcoming Rebels, and got to play a full game with them. As an early access build there are some work in progress features and things that need more polish, but it is a great introduction of what you can expect from the Alliance.

If all goes well, you can expect some more, probably multiplayer games featuring the Alliance from YouTubers who are friends of the mod, with Interregnum team members possibly making guest appearances in them.

 

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May 17, 2015 6:16:50 PM from Galactic Civilizations III Forums Galactic Civilizations III Forums

I may come to Sins for a time to see this work. 

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May 26, 2015 8:47:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Can't Wait for the Republic!.. Keep up the good work...

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May 31, 2015 8:16:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A Timeline of Star Wars: Interregnum, Part 6 - The Dawn of Crusades



Two Years After Endor (6 ABY)


With the battles of Thyferra and Rodia taking the momentum out of the Triple Alliance and New Republic, the Human Trader State (HTS) had been rapidly settling and rebuilding in their recently conquered slice of the Galaxy. However, the HTS regime soon ran into a surprisingly difficult problem; what should be done about all the alien species that populated the new territory of the fiercely xenophobic humans? In the end it was decided that some species, like the Rattataki were human enough to tolerate their continued existence. Others, like the Ewoks, were so primitive they were categorized as animals and thus did not have to be exterminated.


But for species that these rules did not apply to, the year 6 ABY was a year of unrivaled tragedy and genocide. Throughout the year, HTS soldiers and colonists alike began a campaign of extermination unlike any ever seen. Fertile worlds with alien populations had their militaries destroyed from space, while the civilian populations were gathered up and slaughtered with a mix of small arms, biological weapons and starvation. More desolate planets were simply nuked from orbit, leaving sterile, radioactive rocks behind for future exploitation. The few space faring species in the sector like the Aryou attempted to flee their homeworlds and convince the other powers to intervene. But the New Republic was too far away to assist, the Empire did not want to aggravate their new allies, and the Triple Alliance had trillions of their own refugees to resettle. Help did not come, and in the years that followed the immigrants and refugees scattered elsewhere in the galaxy had to come to terms that they were all that remained of their people.


But the largest victims of the HTS massacres were species that had not yet developed space travel. For them, such as the natives of the new HTS capital of Hesperides, there was no escape. Only extinction. The traders did not even bother to learn their name before annihilating them and building new sprawling, prefabricated cities on the ashes of their civilization.

 



----------


Despite the massive slaughter in the Human Trader State, in the rest of the galaxy there was something of a lull in the fighting. Warlord Zsinj was the only major player to initiate a new offensive, hoping to take advantage of a the New Republic's defeat at Rodia, but thanks to a task force under the command of the newly (and controversially) appointed Commodore Han Solo, it failed to acquire any meaningful new territory.


Zsinj's continued activity however did however prove to be a major concern of the Mandalorains. While the rest of the galaxy had been distracted by the fighting, millions of Mandalorains, whether they be immigrants, mercenaries or retired Clone Troopers, had quietly returned to their (often adoptive) homeworld. Throughout the streets of Keldabe, there was a sense of expectation; a sense that something great and terrible was about to happen. A sense that in a galaxy engulfed in war, it was time for the Mandalorians to once again be at the forefront of history.


The atmosphere was similarly charged in Mandalore's plains and deserts, where the now aged former Clone Troopers were teaching the new generation the ways of war. Among the most persistent stories in the camps was that Boba Fett, the new Mand'alor, had secretly made a deal with Ysanne Isard on the planet of their birth, Kamino. The story had no facts to back it up of course, other than the fact Boba Fett did not make any public appearances for a few weeks prior, and the few offworlders who heard it dismissed it as wild soldier tales. None the less, the same offworlders could not ignore the frantic pace of the factories and shipyards of MandalMotors, some of which were producing vehicles of designs that neither Imperial Intelligence or the Bothan Spynet could identify.


----------


"Now is the time" the high missionary of Hapes said to the Unity.


The arrival of the Triple Alliance two years ago had brought all sorts of new ideas and religions into the galaxy. Even far away from Triple Alliance and Human Trader State, refugees from the other galaxy had begun to spread and settle in almost all the major population centers. It was the perfect cover for the missionaries of the Orthodox Advent to do their work. The Unity had waited 1,000 years to begin their revenge against the narrow minded traders that had exiled them. Unlike the Triple Alliance, The Unity could also wait until they knew something about this new galaxy it found itself in.


In small groups, they had sent missionaries to new worlds, indistinguishable to others from the Ascended Advent who entered earlier with the Triple Alliance. Meanwhile the Orthodox evacuation fleet took the long way around the galaxy to avoid running into their old enemies. While the fleet traveled, The Unity learned what the missionaries learned. For The Unity, conversion was not just about faith. It was about knowledge. While the missionaries where often unsuccessful in converting the natives, the handful that did join The Unity brought with them uncountable pieces of information about their new home to be. They learned the best places to settle. They learned about the technology they would encounter, how to use it and how to counter it. And they learned about the planets most likely to join them and those most likely to resist them. With all that knowledge (and dwindling supplies), The Unity agreed the time for waiting was over. After learning so much about their new home, it was time for their new neighbors and future converts to learn about them.

 


Emerging from above the Corporate Sector, the Advent Orthodox fleet began its crusade with a three pronged attack along the Hydian Way Trade Route, attacking the holdings of Imperial Warlords Zsinj and Ardus Kaine. As the least legitimate governments with substantial territory and no allies, the two Warlords provided the Advent an opportunity to get a foothold in the galaxy without engaging the most powerful factions who were locked in stalemate on the complete other side of the map. It also allowed the Advent to claim they were working with the Galactic Empire to defeat its breakaway sectors. Officials on Coruscant believed that about as far as they could throw the Executor , but it none the less helped put the Advent invasion at the bottom of the Empire's concerns. Even if the Advent were only pretending to be friends, their battle with the Warlords would make the reconquest of the Galactic North that much easier. Perhaps they would even provide a more serious threat to the New Republic than Warlord Zsinj was.

Militarily, the campaign against Zsinj and Kaine could not have been more different. While Zsinj's more aggressive style allowed him to gain more territory than Kaine, it also left his forces more spread out as he skirmished with both Kaine and the New Republic. Several of the more important worlds in his territory, such as Hapes, Kashyyyk and Mandalore had yet to be subjugated, as Zsinj opted to expand his frontier with the plan to annex these independent worlds later. As such, the sudden arrival of the Advent created a third front for Zsinj that he was totally unprepared to deal with. The best that could be said for Zsinj is that while he lost every battle he engaged during the first part of the campaign, he none the less managed to give the retreat order before decisive damage could be inflicted on his fleet.


Grand Moff Ardus Kaine's more deliberate style and better organized Pentastar Alignment proved to be a much more difficult opponent for the Advent. While smaller, the Alignment had secured its borders far better than Zsinj and did not have to deal with more than one enemy at a time. As such, at the first reports of the Advent invasion, Kaine gathered his forces and engaged the invaders at the unimportant world of Bimmiel. While Kaine suffered substantial casualties, the Alignment was successful in beating off the Advent fleet. After facing such resistance on a barely developed planet, the Advent concluded that it would be far more productive to focus on seizing Zsinj's territory first, and rerouted most of their forces to Zsinj's front.

These reinforcements ended any chance Zsinj had of stalling the Advent advance. In a matter of months, the Advent had moved into the center of Zsinj's Empire, and while resistance became more fierce, it was still unsuccessful at driving the outsiders back. As the Advent fleet crossed the Perlemian Trade Route, the Advent prepared to unveil one final surprise that would complete Zsinj's decline from one of the strongest Imperial Warlords to the weakest...

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July 1, 2015 11:06:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great News Sinners,

 

Interregnum Alpha Three is now available to all. Check out the new Rebel Alliance faction, and finally get a feel of fighting for the light side of the force.

 

Star Wars: Interregnum Alpha 3 (Full Install)

 

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July 6, 2015 4:16:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Time to crush the "heroes" of the light side.

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July 6, 2015 6:28:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Indeed. Let them feel the might of the empire!

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July 8, 2015 6:11:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ahh nice, just saw Alpha 3 is out.   I've been playing the hell out of this last couple weeks.  

Star Wars geeks rejoice!

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July 9, 2015 12:41:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That Victory Class 2 looks great... but isn't it supposed to have three primary drives at the back over the Victory class 1's two?

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July 9, 2015 12:57:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello,

 

I've got a question concerning systems with only an asteroid and no planet. How can I build extractors on existing mines? There is no planet to conquer, so there are no options to built orbital structures at all. Even the construction of an star base in the system did not help.

 

Thanks!

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