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.
They look about the same to me. I think the biggest difference you're seeing is that most mods using sins plus and celestial bodies are for entrenchment and diplomacy and have you reducing the graphics so you don't hit the 2gig limit and crash 10 minutes into your game, whereas this was in original Sins (no expansions) and I turned all of the graphics up to highest, turned on the skyboxes and bloom and everything else to produce the best images I could and ran the system with a dozen scouts real quick snapping pictures of different things as I went. I'm not going to post bad pictures for somebody, I'll do it as high quality as I can get them.
At your suggestion I've started to include some pictures on the Maelstrom website. Expect more over the next couple of days.
Thanks again!
Wow, this is an awesome mod, 3 new factions with totally new stuff -no ripped off standard ships with a different colour etc. Very-very nice work.
Now i just want this for entrencment or diplomacy and my day is made.
Great work, thank you very much for this very nice mod.
Hi Unneta,
As requested the Maelstrom website has been updated with a number of picture sets.
So i spent like 12 hours on the mod yesterday trying out the various factions, and i like it alot.
very nice stuff, but the no speed-up-time button with regular sins is killing me. Please give a entrenchment or diplomacy version.
Also i am very keen on seeing the dreadnaughts.
Yeah, about those Dreadnoughts.... Did the Marza Dreadnought get renamed?
Malanthor, am I missing something ... "no speed-up-time button with regular sins is killing me"?
With regular SoaSE I use -
Keyboard button +: increases "Game update rate" x2 each time its depressed, up to x8
Keyboard button -: decreases "Game update rate" /2 each time its depressed, down to x1
as described in the Menu/Key Bindings section in SoaSE.
Glad you like the new factions ... stay tuned for updates.
Hi Stant123,
The Dreadnoughts for the three original factions are the models/textures of the Starbases ported from Entrenchment. It's fun to see a 'Starbase' go travelling down phase lanes.
The Dreadnoughts abilities are completely different (and require research) and not as extensive as the Entrenchment Starbases but once the Dreadnought (which is a Capital ship) has reached level 5 in experience (and the research has been done) it can convert to a "Starbase" i.e it dumps its phase engines (cannot leave the gravity well as a "Starbase") but doubles its firepower, hulls, shields ...
Can I use it with v.1.191.
Hi loooseer,
With reference to "Reply #10" from ZombiesRus5, the answer appears to be so, though we have not tested it in that combination.
A release for v.1.191 is imminent, which is rebalancing and improving two abilities.
Gravity Attractors (Replicators: Darkstar Cruiser and Tractor Defense) and Self Destruct (Trade Alliance: Beam Defenses) don't work properly in v1.182.
Can I play the TEC in this Mod?
Wouldn't touch the original players if my life depended on it! Their too good!!
Yes, the original factions will be there in all Maelstrom mods. They are the reference/standard for this mod.
Yeah.... Not exactly what I meant. The Marza is already classified by the TEC as a Dreadnought, hence it's name the Marza Dreadnought. When you guys added the new ships, classifying them as Dreadnoughts, did you by chance reclassify the Marza and rename it so that the TEC doesn't end up having two dreadnoughts? (Albeit, different in function.) I guess I could do it the easy way and just play the game, but it's just more fun to troll. =]
Check out the DS pirates if you have Diplomacy. The pirate starbase looks like a TEC starbase and moves like a Vasari starbase. =] Always send a scout ahead to run the well and draw the base away from your fleet.
Removing/changing/updating a few files from any mod that works on 1.18 will make it work on 1.191. Can't remember the 4 files off the top of my head, but that's what I get for spending my entire night updating the UI for Distant Stars and playing on the internet instead of sleeping. =]
Thanks
With regards the TEC Marza Dreadnought, I wasn't aware of the subtly between Dreadnought and the Regular TEC Capital. All the new Dreadnoughts (in Maelstrom mod) are regular Capitals, no sub-classification that I am aware of.
Have to checkout DS Diplomacy ... thanks!
I'm just being nit picky and giving you a hard time. I love it when games use the words Battleship, Battlecruiser, and Dreadnought... Especially at the same time to describe different ships and make them radically different. After all, the Battlecruiser and Dreadnought are both Battleships. Just the Battlecruiser traded off armor to get more speed over a typical Battleship and the Dreadnought was a name of a specific Battleship that all others built after it based on it's design got referred to as. God forbid they toss in a Super-Dreadnought too and try to make it different as well... I'd have to walk away from a game and never speak it's name again if that happened. =]
Nothing wrong with "a hard time" when you learn something from it. Must admit that for this mod the classifications are used quite freely - might need to tighten them up in the future.
I believe on your website that the Trade Alliance's capital ship "Excelseor" should be spelled "Excelsior." Was that intentional?
I have activate the Mod and by the 3 New races is on all ships STRING NOT FOUND
BUG
Hi chico87,
Yes, Excelceor was the intentional spelling in the mod and on the website. Sorry to the Treky fans!
Not sure what's going on?
Have had very few problems with the english.str file, in fact the mod has been tested for sometime now and has been very robust. Bugs on abilities used were the hardest to find. Looking at the website stats there has been well over 50 downloads of the mod without a similar report to yours.
My questions to you are
1. what version of SoaSE are you playing? v.1.191?
2. what map where you playing?
3. did you have any problems with the download? Was it the zip or 7z archive you downloaded?
Any additional info you can give me would be helpful.
Dammit, its been to long since i played regular sins, i had forgotten that. thanks for the update hehe.
So each race has a dreadnaught and the dread for the normal races are just the standard starbases while the three new races have new stuff?
Any eta on entrenchment version?
Hi Malanthor,
Just a point of clarification ... the mod you are playing is the regular "SoaSE Maelstrom v1.182", right. Ok, now, we have an expansion for the regular SoaSE called "SoaSE Maelstrom Expansion" (for v1.191) which includes dreadnoughts. You haven't seen it yet and it will be released soon. Also we will be releasing the regular "SoaSE Maelstrom v1.191" soon too.
Now specifically regarding your questions,
1. "So each race has a Dreadnaught and the dread for the normal races are just the standard Starbases while the three new races have new stuff"
Yes, just bear in mind that the Dreadnought/Starbase in regular SoaSE (Maelstrom) is nowhere as versatile as the Starbase in Entrenchment i.e 4 abilities in SoaSE/ 8 abilities in Entrenchment, nor are the abilities themselves as versatile (no new Research screen)! However, the dreadnoughts certainly changes game play!! So, all the Dreadnoughts have new abilities for all 6 races (i.e 24 new abilities) only the models/textures of the original 3 races are the same as in Entrenchment, also, there are all new models/textures for the 3 new races in "SoaSE Maelstrom Expansion".
2. SoaSE Maelstrom Entrenchment v1.051 is mostly complete and undergoing testing. The problem is game "slow down", which I mentioned in the forum previously, the solution of which will impact ETA. So, hopefully in about a month. I could release a beta version to wet your appetite (or for testing)? But be warned we are not satisfied with it, for the above reason!
I have downloaded .zip.
I have played Systems of War.
I have v1.191.
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