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.
Everyone gets dreads, i hope that only applies to AI. Taking the choise of whether to build them or not out of the players hand cant be good?
Would not simply balancing their power with huge cap cost, money cost and time to build balance it out.
Maybe to some degree but not fully.. i see that, i was going to say what abouth spawning a dread for the ai when the player builds one, but that just sounded silly.
Hmmm, maybe it will work out fine, it just sounds very strange that each player automatically gets one every 30 min. Very un-sin-like hehe.
Could you give a more detailed explenation regarding how it will work?
Hi Malanthor,
Quiet_man has done a lot of testing regarding the AI and in particular how/when the AI builds capitals (he has posted many time in the Maelstrom forums)
The bottom line is that it spends most of it logistics on frigates with a few caps. You just can't give it an incentive or push it in the right direction. So the bottom line is that a human play builds Dreads and has a advantage (that is if the Dread is interesting). The Dread is a cap, with 6 caps to build the AI might build one ...
As far as I know it can't be done.
Yes and Sins is perfect ... it certainly has its limitations in some areas.
It is already working in the 'Maelstrom Expansion' mod ... give it a go.
I think it works well ... let me know what you think.
Hello, the AI seams to be hardcoded on the number of capitals it is building over time. Even when flooding an AI player with resources it will not build more capitals. So the spawning of Dread is a workaround to ensure it is getting them at all.
Your PC is up and running again?
yes, some more stuff to install again, but Soase+Maelstrom is already running
Nice
Again, this mod is brilliant. As i stated on moddb i've changed back a few things to correct some problems. E.g. fighters/bombers for trade alliance and the beam defense platform. But great work and it's kind of fun digging into the code myself
Dig away ... its not that hard with a little time and there is plenty of help on the forums from the modders!
BTW for the ones that have problems with the trade alliance fighters/bombers not attacking and just sitting there... Copy the files Fighter_TradeAlliance.entity and Bomber_TradeAlliance.entity from the R1 verson of maelstrom into the gameinfo folder of R2. Problem solved (or better just a quick fix )
could be the heavy autocannon they use on the new version. It looks absolutely cool when they attack, but it won't work against strike craft?
Checked it out now soase, and it worked pretty nice, although it would be nice if it cost more pop than it did. Those monstrosities should cost more than a regular capitol, or the temptation is just to much to just cancel all other capitols once youve gotten a strong enough defence and just horde up with dreads as they trickle in.
But i was pleasantly surprised in any case, i could even turn it off it seemed although i didnt test it.
So yeah i would like to see this in entrench/diplomacy.
As far as i'm aware, as was the case in orignal SoASE is that only fighters can kill fighters/bombers.
Lol i know realize you were talking about the fighter/bomber problem.. so nvm Yeah.. it seems to mess up the AI.
Working on it! In testing I have been enjoying the thrill of taking 100 Dreadnoughts in Battle.
Hehe.. LOL .. 100 dreads
Can't wait for this
Its only testing ... what you can do when you get the mod is change the Dreadnought factory ability which spawns the Dreads. I get it to spawn 5 Dreads from different races to see how they play in various scenario's - and for balancing.
Great mod. And wonderfull work.
The TA fighter issue has already been discussed, but I noticed when using TA carrier - Galactica capital ship, it only attacks with auto cannons, and only on the port and starboard sides. If I order the ship to attack a target, it turns to face the target, but there are no weapons firing. I tested by attacking a damaged ship and ordering all bombers to the bay. The enemy ship regenerated because the carrier did not fire.
In order to attack a particular ship with the carrier I have to manually order the ship to circle the target on either the port or starboard side for the auto cannons to fire. (takes too much maunal work while waging war over the star system - but looks damn cool doing it)
The ship description also shows two other weapon types, but they never fire.
Thanks again, and as I have just started using the mod I love discovering all the new stuff.
Also,
Are there any online instructions, notes about how to mod abilites and attributes of ships? I would like to experiment with the TA ability, removing the instant manufacturing and replacing it with a good flak burst ability.
Thanks again for such a great mod!
These issues have been mentioned before ... I'll look into it.
Thanks for the feedback.
Have a look at ... http://soase.weebly.com/modding.html
Hey there just noticed a Huge White blob coming from the Remote refining idk can this be checked out
oh also some damages done to ships show white blobs to so idk if there something missing so please check in
What version of Maelstrom are you playing (O, OE, E, D)?
Which ships? How large are the 'white blobs'?
Thanks.
Holybeast, you didn't by chance edit your config file and change the particle count numbers? Lowering them will create weird particle effects.
Also some graphics cards have notable rendering problems ... particularly with old drivers.
But damn.. sorry to say lay gets so bad on a middle size map.. Watching 1, 2 fps with freezes of 6 seconds in battles.. losing a lot of lvl 10 capitals just because of the lag.
i7, 8 gigs ram, top video... such a great game and mod but 1, 2 fps is really not too much fun.. I pray that ironclad does rewrite some of the base code e.g. make it multi threading and making it 64-bit.
I'm afraid the game code would need a massive rewriting to make it more playable..
I test on huge 10 player maps with no noticeable lag ...
What version of Maelstrom are you playing?
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