Compatibility
Maelstrom is currently compatible with
Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.94
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Credits
For contributions in testing and concepts ICEman, Quiet_Man, Malanthor, UncleJ and many others _________________________________________________________________________________________________
Introduction
The Maelstrom Mod introduces four new races to the SoaSE Universe.
It keeps the original races, the TEC, Advent and Vasari who are still to be found building and battling as usual.
All of the new races are independent of the original races and have unique strengths and weaknesses.
Learn more and download the Maelstrom Mod at ...
ModDB Website
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Please note that for all mods the 'Installation and Change notes' are included in the download.
Use the recommended 'Graphics Effects Setting' as stated in the Installation notes of the mod.
Hey nice work a lot more stable and smoother good job!
I'll look into it further. Thanks
Glad you like it.
Huge balance issue for Norlamins that makes the game almost unplayable with them late game. Their shield mitigation can get up to 105%....which basically makes them invunerable...
Maybe a hotfix for this is possible?
When they are in their culture.
Yes and that is huge , it means its impossible to attack Norlamins in their planet. And by going heavy culture , its not hard to have culture in enemy planets too.
If you play as the Replicators their battle cap has a shield attack ability which is very effective against the Norlamins
But in any game , you can't have a race that can only be attacked by 2 other races namely Vasari and Replicator. What are Tec , Advent , Trade alliance and even Norlamins going to do with Norlamins?
If Norlamins vs Norlamins , their ships can sit there all day looking at each other.
I dont think its that bad really.
How is it not that bad when 4 out of 6 races has 0 chance of attacking Norlamins?
Can you clarify the scenario, in particular was it a sustained 105%, which cap, etc.
Both the reps and TA have shield mitigation that can go very high over a short period - but this is ability related.
It is not something I have seen. In testing I have had no serious trouble defeating the Norlamins ... unless it was something I changed at the end of testing and it slipped through.
I havent noticed it either and i have played several times versus the norlamins, but then that was vs ai so maybe they didnt tech up completely. /shrugs. I know they had culture though.
By the way soase, this was a nice patch, it added some needed stuff and some cool stuff, so thank you for the uppdate.
By the way the 64 bit patch.. what exactly does it do? i didnt find anything abouth it in the install notes. But maybe im just half blind. Should everyone with 64 bit windows run it or...
What I am thinking of doing is adding the Dreadnoughts as a mini-mod for E & D. The abilities of the Dreadnoughts will not have to be researched and as in 'Maelstrom Expansion' there is a separate and one-of Dreadnought factory which runs on automatic (30mins). Any thoughts?
If you what to run all the graphics effects on highest, and have a 64Bit OS and have 4GB RAM or more. It extends the 2GB RAM limitation of Sins (32bit)
Its a sustained 105%. cap at lvl 10 in unmod sins can reach 75% after taking about 500 shield damage. Adding 20% from culture and 10% from other research , it gives 105%.
Well , maybe the AI didn't research the culture tech? I tested it with my friend and Norlamins shields in their culture was invincible.
Hi JustAnotherName,
Thanks for the feedback. I checked and from R1->R2 I have backed off shield mitigation by around 10%. Still not enough from what you have tested!
What I am thinking of doing is bringing out a mini-mod for the Dreadnoughts for E & D (stacked over Maelstrom). I will include a balancing fix in that.
Thanks again.
PS: by the way did you test over LAN?
great mod thanks
noticed a graphics error with the remote refineries where transitioningwhite blocks would appear where gas animation should be, is that solvable with the current version or will that be solved in future releases?
regards
Thanks soase. il be running the 64 bit then.
Also a mini mod for the dreads sounds nice. I didnt quite catch the rest, automated dread factory etc hehe.
You have added some new music right? Or is it just me that have forgotten what it used to sound like.
Yes, it is something Quiet_man and myself have been working on. It is implemented this way to balance AI players ... everyone gets Dreadnoughts at 1/2 Hr intervals.
Yes. Change is like a Holiday.
It sounds like a graphic's card rendering error.
Also, haven't looked closely at this effect so it could of been damaged in the R1-R2 transition.
I'll have a look. Thanks.
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