Greetings mod players!
First of all, I would like to apologize for the lack of detailed updates in 2023. Rest assured, the mod team has been very hard at work, even if it's been a little while since we’ve shown major features off.
The good news is we will have an update for you all this month! The bad news is that it will not be the final major update we planned for but a smaller update with the features that are currently ready for you to enjoy. A few things, like the Yuuzhan Vong Invasion event, simply needed more time and experimentation to reach the level of quality you expect from us. Also, to be perfectly honest, we got side tracked on a lot of nice smaller changes and polish that you will soon see. 🙂Keep reading for more details of what will be included in the Interregnum 2.5 update
Of course, we have to point out that it is Mod of the Year season once again. If you’ve enjoyed playing Interregnum over the years, we really appreciate your support and votes. It means a lot to know you’re enjoying what we’re doing, and helps us stay motivated to keep working hard.
2023 Mod of the Year Awards via ModDB
First of all, I need to give major thanks to the Interregnum Tester group for all the wonderful feedback they’ve given this year! Interregnum Beta 2.5 features another absolutely massive set of balance changes and bug fixes. A large number of problems and unimpressive features, many of which have not been changed since the first few versions of the mod almost 10 years ago, have gotten some nice TLC to make them do whatever they do better. You may not notice it at first glance, but hopefully you’ll eventually notice a lot more strategies are now viable to you.
The biggest feature of Interregnum 2.5 is a rework of the Pact system. We’ve held off doing much with pacts until all the main factions were completed. Previously, the Empire shared pacts with the TEC and Alliance shared with the Advent. While sadly Sins only allows a hard limit of 18 unique pacts, we have reworked them so that every faction now has their own unique combination of pacts. Galactic Empire and Warlords for example now have some different pacts suited to their unique play styles. As a result, you can always get some unique bonuses your faction doesn’t have by allying with any other subfaction.
A number of weaker pacts were also reworked to be more interesting, with some being essentially entirely new Pacts, like the Recovery and Underworld Pacts.
To try and make less populated planets more rewarding, the number of resource extractors has been increased at most lower tier planets. Volcanics and other full planets with under 100 population now generally have 6 extractors instead of 4, and Ice like planets with populations between 100-200 now have 4 asteroids instead of 3. The exact distribution and types of resources on planets have been recalibrated to maximize variety and give each planet type its own niche. The hope is this will improve the pacing of the game, and make refineries more viable to build.
In no particular order, here are some other things you can look forward to in Interregnum 2.5.
Mainly the Yuuzhan Vong Invasion random event and Campaign. There is also an absolutely huge overhaul to the mod’s particle effects that will really take the polish to the next level. Plus I’m sure the Tester group will probably somehow find a ton more bugs and balance changes to make as well.
If there is anything else you want to see, please let us know in the comments. This is the time to make requests, big or small.
Have a great holiday season, and we hope to have the really big new for you in 2024!
-GoaFan77
Like the classic Christmas Carol story, this news article looks at the Mod of the Year of the past, present, and future plans for the mod.
Find out more about the brand new Campaign Feature coming to Interregnum in the Beta 2 update.
We take a look at some of the most important balance changes coming to the mod in the upcoming Beta 2 update.
The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.98. This update fixes some bugs with the Beta 2.5 release along with...
A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Recommended to use our web based...
A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...
The full release version of Sins: Remastered v1.01 for Sins of a Solar Empire: Rebellion.
A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Recommended to use our web based...
A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...
In the random arena maps the stars invisible. I can't see the systems. When i zoom out my star system i can hardly find anything. Any ideas?
Please post your checksum and mod order so I know what you're working with an verify the installation.
Lot's of CTD now. Not even a DUMP file :(
I'm not sure why you've been having consistent issues. We may be able to provide more assistance with the Beta 2.51 version on our discord server, as this might take some back and forward to resolve. Discord.gg
Hey there! First of all, thank you wholeheartedly for the updates! Jumped back into INT and tried out the latest versions of Interregnum, Sins:Re and E4X last night and I noticed that the firing/muzzleflash particles on the x-wing models are misaligned (they originate from midwing rather than the cannons themselves). Have the ship models themselves been changed recently? I remember them being too large (significantly larger than other fighter/bomber-models) in the versions before while using Remastered.
You're using all 5 mods needed to use Interregnum and Sins Remastered together right?
Does this happen without remastered?
Yep, of course! Apart from that I'm using the Enhanced Graphics, Enhanced AI, Expanded Research and Exploding Mines submods, all set in proper load order.
I will check later and let you know.
Hello.
Can you write down sins modding limits? Max fleet supply, max research number etc. I made some modding myself with interregnum and often come a mini dump bug. I think this is the best star wars game:D I love empire at war but sins better. More complex gameplay.
Thanks
That is a better question for the Official Sins of a Solar Empire discord. The official forums also had a DEV post with modding limits.
Is there a way to add individual metal/Crystal extractors in the galaxy forge ? Thank you.
There is, some of the campaign maps do this on Mon Cala as an example.