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.
Diplomacy, Fighter_TradeAlliance.entity, line 43.
Hi i want to thank you for your hard work i have played every mod i can get my hands on for sins and this is by far the best one yet. It is the most expansive and well polished. I am enjoying it very much. I love the music choices,, i notice lord of the rings,riddick,conan the barbarian, excalibur the old movie. But as you asked i am noticing lots of lag aswel.
I play large random or medium multi on the large maps i am only playing with 6 players not 8 so as to have a 1 race per (and i sure would love to see your creative expertise add 3 additional races later ....) maps aswel when the game gets farther into it it lags badly i get the same issues with stuttering and sometimes stopping for 5 seconds at a time. I have activated the 64 bit exe mod you provided with your download. My computer is pretty powerful and im still getting issues.
I also noticed a bug when im attacking legendary planets and also fortified worlds sometimes i cant destroy the extractors its as if no ship in my fleet will shoot at them they fly over and just sit near it and dont shoot it. Also in diplomacy i notice some of the races ask you as a mission to attack themselves. I also notice when playing a race will show defeat before they are actually defeated such as a race had over 6 planets left and thier home world was not yet destroyed and they had a significant fleet yet they showed them as defeated... IS this a bug with the source code for the game or an error in the mod?
my specs are
an intel i7 quad core 1.73-3.06 GHZ 4gb of ram windows 7 premium 64bit Nvidia gforce 360 1gig
ps um i cant figure out how or where to get dreadnoughts am i missing something obvious.... doomser1 twiddles fingers feeling dumb
pss i forgot to mention i play diplomacy
on vanilla soase I have no problems other than with very large maps and very late game with much going on. Even with everything on very high.
lol this is asking about the mod? isn't it? not vanilla Sins unless your referring to the vanilla version of sins with the mod?
ok im confused it says there are changes to dreads, and that they are a part of R2 but i cant find them nor figure out how to get one i see pictures on the page for them as well... am i missing something here?
Hehe im also itching to remove mines, i think they lag things badly and the AI loves to spam them everywhere in fact i think i kill more mines per game than anything.. Wonder if they can be outright disabled?
Hi doomser1,
Thanks and your feedback is appreciated.
My compliments to you, you certainly know your music! The music has been changed from R1->R2
To answer some of your questions ...
The Dread's are currently in the mod 'Maelstrom Expansion' (for original Sins). They will be in all versions of the mod for R3 - I have already ported them and they are being tested. I intend to include Antimodule cruisers for the Norlamins and Replicators to round out the fleet.
I agree they do slow the game, in R2 I have halved their number but doubled their firepower. Might take this one step further and halved their numbers again for R3.
These are neutral extractors which any player can capture. Typically scouts or colony frigates have the ability to do this.
This is the AI, they tend to give up very easily in D.
Now to the slowdowns ...
Diplomacy is noted for its slowdowns
https://forums.sinsofasolarempire.com/376641
https://forums.sinsofasolarempire.com/374945
https://forums.sinsofasolarempire.com/384971
https://forums.sinsofasolarempire.com/382204
Also look at 'Reply #307' (on this forum post) by harpo99999.
However at this stage I'm not sure if it is Sins or Sins+Maelstrom that is the main culprit. I typically do most of my testing on O & E and have yet to experience a 'extreme' slowdown. However I typically don't build a great deal of defenses and I don't turtle. I will continue testing on D and see if I can reproduce, isolate and improve the lags.
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PS: things that might help in the short term ...
In your Effects menu- turn off 'Planet Elevators'- turn off 'Bloom Enabled'In your User Interface menu- turn off 'Show Cargo Ship Icons'- turn off 'Empire Tree:" as much as possible and is comforatable for you.Overall turn off as many setting in the above menu's as is possible and comfortable.
In addition, my setup is as follows:
Effect menu
* Planet : Detail - Highest* Ship : Detail - Highest, Extras - High, Bump - Low* Building : Detail - Highest, Extras - High, Bump - Low
Video menu, * Windows mode* Resolution of 1024x768* Refresh rate of 60 Hz* Anti-aliasing of 2 samples
My Computer setup* Intel Core 2 Quad CPU, Q9400 @2.66GHz, * 3GB RAM* NVIDIA GeForce 8400 GS* XP Professional (32 bit)
Who plays sins without Maelstrom?
Sorry, I meant vanilla Sins+Maelstrom
Thank you very much for the info much appreciated. Do you use the Sins optimization project with your mod? I assume yes but im not 100% sure. I hope you dont remove the current music
Yeah i agree with mines the idea of halving them yet again and making them stronger is good, those skull mines in the current game im playing Red AI has put over 50 in each well and after i suicided my cap ships into them because the mine detection scouts don't really work because getting close enough to detect them the skulls race at the ship killing it kind of makes that ship useless against those types of mines. For the original mines, that ship works fine for since you have to get much closer to activate them. But as i was saying Red surrounded my whole sun with mines.
Another thing is the non mobile starbases, is it possible to consider either making thier range larger with an ability or making the gravity well stop limiting the placements of defense structures. The main problem i have is as a turtle player i love to starbase my wells as i move nothing stops the enemy like a fully upgraded starbase while surrounding the planet with max defenses, but the main problem i have is that often to place the starbase in the area where fleets arrive is limited when bases dont move to a single spot so coverage is very limited so you have to reley on planet defenses and often leaving spots exposed. If it was possible to extend placement of all the planet guns to create full coverage would help alot i myself prefer not to use mines at all i loath them and thier addition to the game. I have seen some mods that can extend the gravity wells severly but im not sure about doing this for planet placement of structures.
Also thank you for the update on dreads as i only play diplomacy now due to features i love features that create depth i look very forward to the dread additions and also hope to see them soon. If you feel you would like help in any testing let me know i am more than happy to assist.
Again thanks for making such a sexy mod.
I dont know if its just me but ive noticed you cannot build any structures around binary planets the ring seems to not allow the building of any structures is this intentional?
oh and is it me or do i hear music from the dune series too?
oh an idea for stations that might be good since its a space structure cant there be a cruiser or frigate that can be used like a tugboat to relocate it in case its placed in a bad spot?
I want to report 2 major bugs 1 not being able to build at a binary star makes it impossible to defend against takeover from hostile culture. Also those astroids are plain annoying they seem to work for the AI which is totally unfair. In the middle of a huge fight the astroids manage to take the main fire from my ships uncontrolably while the enemy ships dont even pay attention to them nor the roids pay attention the enemy.
You have to turn on auto-placement in order to be able to build anything there. Yes, it sucks. No, I don't think Maelstrom will change it in his mod.
Yes, TSOP has been integrated into the 4 mods. Also several other optimization 'steps' have been taken.
This is consistent with the Advent and Tec starbases.
Thanks for the offer, I'll take you up on it soon.
"plain annoying" ... this is intentional.
I noticed that you missed that at first, I think you have covered all the background music tracks! Excellent work!!
so about the star bases what do you think about the expanding the range of placing defense structures to the same locations as the star bases? Or setting up a tug type ship to relocate them as needed.. Personally i think the tug idea is very good for bases because its very realistic for the nature of relocating star bases. Also i want to ask about a possible skill for starbases the ability to build planetary defense structures idk how this works exactly but im thinking worm holes having star bases with possible gun turret defense options. I would think a worm hole can be set maybe with the star base to allow some gravity well structures.
As for the astriods ok accepted the fact they are there to be annoying, but is it possible to program them if they dont respond to local npc's to atleast have the same effect on AI as a player. So say any race fighting there will also have thier fire drawn away and the roids will attack them. I mean fair enough they are supposed to be annoying but they should in all fairness be annoying to the other player/AI teams equally. I mean i wouldnt personally mind them so much if the computer wasnt hammering my ships without having the roids helping him and not randomly drawing his fire and bumping his ships as well as mine.
again please dont feel like im complaining im just trying to voice my opionions and the bugs and balance issues i notice. I am very appreciative of your work and i rather enjoy the way you handle what people say in the forums your PR is good which is a big + for me in this mod as many other modders are not very good at dealing with the players. I understand the nature of this as i am a Developer myself just not for sins. I work in MMORPGS.
Perfect defenses, full coverage? All possible but not consistent with the original races. I will be re-balancing (reducing) defense in the future releases to be more closely matched to the Tec, Advent and Vasari.
Good idea, but here's the problem ... the AI wouldn't be able to use them effectively, its functionality beyond its current 'understanding'. So the human player would have an advantage. I'll give it some more thought.
I could have a Starbase ability that spawns a new frigate, that is basically a defense platform. Or have the ability, like the Tec, to deploy platforms but have them permanent.
The AI selects the targets.
Thanks, without feedback it would be hard to improve this mod.
Glad for the input, this mod is more about Sins than Maelstrom, if the fundamentals of the game are excellent and you have the ability to expand on them, with a bit of time and effort you can't help but produce something interesting. Also with the help of the Sins modding community at large.
... what are you working on at MMORPGS?
hey you got an MSN or something we can chat outside a public forum?
check your pm
Hi,
I have just started playing this great mod. I have noticed that sometimes when a ship is made it is just a green shape, if i reload that ship is fine but the next produced is just the shape.
Not all the ships, but all ship types are effected and I have not seen a patten to it.
Hi GrimFear,
My first thoughts are graphics card and RAM
Check to see if you have the latest drivers ... as you noticed this adds a lot of content and as such pushes RAM requires close to or over 2GB.
Along similar lines, try dropping the Graphics setting to default i.e
If this doesn't help ...
What is your PC hardware configuration?
What version of Maelstrom are you playing (O, E or D)?
Thanks, I dropped every thing to med and it seems to work now. I am suprised I had to do this as I have Nvida 9600 GT, Athlon 64 dual core processor with 4 gig of ram.
A couple of quick questions, playing entrenchment as the trade alliance
- there is no anti fighter upgrade on the hangers? is that because they are fighter heavy?
- Alot of there ships have self repairing that switches off the weapons/engines, when they are built this functions is on, would it not be better to have it off?
- Is there any way/upgrade to repair captial ships during battle? eg the TEC repair cruiser, Advent healing cloud
Thanks
My Computer setup: Intel Core 2 Quad CPU, Q9400 @2.66GHz, 3GB RAM, NVIDIA GeForce 8400 GS, XP Professional (32 bit). I haven't had graphical issue. It can be a bit slow (secs delay) to render the Planets effects (animations).
Yes and their defense platforms are extra powerful.
It is a possibility, but can you give me further/good reasons to do so.
It is a possibility, I'll give it some thought.
Thanks.
- Alot of there ships have self repairing that switches off the weapons/engines, when they are built this functions is on, would it not be better to have it off?It is a possibility, but can you give me further/good reasons to do so.Thanks.[/quote]
When they are repairing dont they stop shooting? If I build ships at a planet that is under attack will they not repair straight out of the construction bay? - wasting AM, and not attack the enemy?
How long does the engines and weapons shut down for when you use the repair?
Agreed they stop shooting ... but they repair!
Not a behavior I have noticed ... have you noticed any serious problems?
aiUseTime "Anytime"
cooldownTime: 60 secs, shutdowntime: 40 secs, hullRestoreRate: 10 /sec (L1), 20 /sec (L1)
This could be tweaked...
aiUseTime when there is a lot of hull damage.
shutdowntime: 30 secs, hullRestoreRate: 15 /sec (L1), 30 /sec (L1)
I noticed that both the Excelcerror and Galactica have rapid Manufacturning. What if you changed the Excelceror's lv 6 ability to one like the TEC dunov sheild repair but have it repair hit points?
One last thing before I leave u alone, I cant not use the pay option to level up captial ships (Trade alliance) is this a bug?
The button is there but does not work
This is a possibility. How about flak burst ability and so on.
This is intentional.
In summary, what we have been discussing ... I have intentional included weaknesses in various races and at the same time included intentional strengths. Its a matter of how you want to balance. However, nothing is written in stone, as good idea's are always worth including.
Playing this a bit more, flak would be ok but what seems to be really needed is a repair ability for cap's. As you can't level them as the other races, once you lose one it's a big blow.... just my thoughts anyway.
I know this was intentional (though powerful when leveled up they are vunerable), however they have plenty of money to spend on caps if they lose them ... that's the balance.
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