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.
I'm interested to see what you have... wish I had time to help beta test it but can't commit the time to provide proper feedback to you.
My name's not really ZombiesRus5 either
Lol wasnt asking for a real name just something to call you other than Soase-Maelstrom lol but i gues MrM will do and nothing wrong with taking credit for work or atleast having a online name. Zombierus lol that is your name dont lie
That kinda sucks about the pirates being hard coded. I am confused about your statement that they have another base i wiped out all the planets in that star system there were none left all in my possession and the pirates were still functioning showing as undefeated so that would mean only one logical thing that they can indeed travel through wormholes. This was the map called labrynth. Well there is one other possiblity that there was 2 pirate bases and it doesnt count them as defeated till you kill them off in both star systems.
My thoughts with the Cators is i notice in most games the AI tends to research alot slower than the human players often not completing its research tree. From my experience playing the cators the key to them is their incredibly fast research capabilities but it seems this is more in focusing on the key aspects of research speed and progress. i would guess the AI doesnt know this and doesnt research according to this key strength in the cators hence not giving them the strength to become a power in the galaxy. Maybe if the way the AI researches can be controlled as what you research and when research is as much a key to strategy as anything that you can devise a way to make the cators swarm like cators should. dunno just a suggestion, all i can think of.
Thanks. I know what you mean.
Damn, I'm disappointed!
I like Mr M.
Sound right.
There are enough Research Centers and Complexes that are scattered in the research tree to impact a blind man - and thus help with research speed and cost. I was thinking that not having tradeports and refineries might confuse the Rep AI.
There are priorities you can assign to research items - which I think I have set and am not sure that work.
Hmm intresting but i gain most my money from planets due to the large amounts of cator populations so this is research dependant. Also i discovered while what u say is true if you focus directly on the trees that allow the cators to get free research u can do this in half the time to complete the tree then its homefree and about 3x as fast as anyone else can research. Then its just accumulating wealth and wrecking shop. So i will continue to test this but i believe the research has a much larger impact than tradeports not being available and dont they have refineries the orbital enhancers for mineral and crystal wealth? Either way I will continue to see what i can uncover. Thanks MrM
Like in james bond your M
Yes it does but the AI seems to be oblivious to this ... hence the Reps don't take off.
Yes, but it is an ability, they don't have tradeport or refinery structures, also they don't have tradeships or refinery ships ... hence this might confuse the AI.
speaking of which I was recently watching Quantum of Solace, I really like the opening car chase scene!
Thanks for the update will the dreads be coming for diplo same as entrenchment? or i mean at same time? I find it hard to go back to the other versions after playing diplo as it expands on the gameplay so much having better diplomatic features.
Quantum of Solace im torn about that movie it was very different than most james bond movies and i definatly dont like the new guy. For me peirce brosnan was the only real jb.
will you add dreads to the 3 normal races?
There will be three versions of Maelstrom for R3 and beyond O, E & D. They will all have Dreads.
The Beta, which I'm currently uploading, is for E.
Which JB was the best? Liked them all for different reasons. What I'm disappointed with is that after 24 movies how much character development has there been for Bond?
Everyone gets a Dread, share the joy! New Dread models for Tec, Advent & Vasari.
For those who wish to do some beta testing on E (R3) I have provided a link ... see above.
I do not think the AI considers the function of any building. In the game constants there are preferences for building class the AI simply uses to build a random building of this class.
e.g. for researcher AI:
table-Research BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 2 BuildModuleResearch 2 UpgradeResearch 5 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 2 MaxBountyBidCount 10
Looking through the table there is no one fitting the Cators. Population is rated very low everywhere other than Economic and there research is rated low. There is also no pure "Trade" AI and overall I think Ships and artifacts are rated too high. That's why the AI has problems to keep up with human player mid game, to much resources going into ships and artefact's. It might be worth to go through the tables and re balance the values and see what happens.
What I wonder is if trade bonuses impact Cators?
Not on a level that the modder has access too.
I won't be surprised if others on the Sins forums have tried this. My assumption is that this balance is for the game start ... so after a while the AI behavior is more common.
No idea, maybe by adding tradeships to the Replicators Production factory would be a good test.
Is the Alliance SB supposed to move? I noticed the move icon for the first time yesterday, pressed on it and got the SB to move a little way then it stopped. Since then I can not get ANY SB to move again.
R1 of the mod they move, R2 and beyond they don't move.
Only the Replicator SB's move, they can be stalled in one location if required.
I have just downloaded and loaded and expected just an interesting new take on a mod. What i found instead was a seeming WONDER!! You have moving planets, moving rings around some of the suns! You have really really really done a fantastic job here!!!
I would vote MOD of the Year for you and your Team, it is a phenomenal effort and a beautiful piece of work!!
I haven't yet dived in to play yet, but wanted to tell you that it is FANTASTIC WORK!!!
Thank you for all the hard work, and ingenious effort and the results are stunning!!
-Teal
Are there a lot of people that do not like the asteroids? The only thing that I found odd was that (D v2 with patch) they did not do any damage to my ships, just bounced off. So I tweaked the files and now 5-6 hits will wipe out a low level capital ship, and everything else better avoid the things.
I also added a devastating Flak screen to the TA battle ship and carrier(available at 8th level), and am experimenting with fighter supression guns on the TA support ship. I find it odd that no race has a capital ship that can shoot at fighters, at least one should be able to. I only use the battleship, carrier, and one or two colony capitals. So adding the anti-fighter guns to the support ship gives them a better purpose.
I also noted that when the Norlamins enter the battle with the ability to prevent fighter launches (hope that is the corect race) it becomes permanent on the gravity well instalations including starbases. Even at a Sun starbases can no longer launch fighters even after the ships left. Even upon destroying the capital with the ability, the effect lasts on all ships, but when the capitals and cruisers leave the gravity well they regain thier ability to launch fighters.
Opinion on the changes I am experimeting with above?
Thanks
I'm glad you have been pleasantly surprised.
Hope to get feedback when you have played some more ...
Some people have suffered 'Asteroid Irritation' which seems to be the opposite of what you have noticed. They should cause damage ... particularly over time. I think by increasing impact damage people would experience 'Asteroid Panic' which is akin to 'Pirate Panic'.
Good idea. Other people have requested to Flak defense ... I'll consider it for R4. R3 will see the introduction of Dreadnoughts to all versions of the mod, Antimodule Cruisers for the Norlamins and Replicators, updated Orbital structures for the new players, balancing and so on.
TradeAlliance 'fighter disable' (Support Cap) targets cruisers. Norlamin 'fighter disable' (Carrier Cap) targets Capital and Starbases. They both have a finish condition on entering hyperspace. Are you sure they weren't destroyed in the respective gravity wells (noticed a problem with their buffers).
please dont make roids do damage that would be terrible and if you are going to make them do damage, you should consider that a ship could either avoid and astroid and or fend it off with shields, also roids dont have a mind of thier own like these do. These roids attack your ship while ignoring the other ships. if they are going to start doing damage its only fair if they hit all ships in the gwell randomly. Simply a fact if your ships have trouble in a grav well with roids so should anyone elses, including pirates. I agree people would get roid panic i do like a challenge but im not masocistic like shinkle
And as for flak defense doesnt each race have ship specialized for this role? why not just use more of those instead of requiring a cap ship to have flak defense. Infact i think only 1 ship has that in the TEC if im not mistaken.
has this mod and the fallen mod ever considered teaming up and have 6 news races into the sins game? would be awesome to see
"has this mod and the fallen mod ever considered teaming up and have 6 news races into the sins game? would be awesome to see"
Good idea.
However I would like to complete this mod to my own satisfaction.
Release 3:
1. Add Dreadnoughts to all versions of the mod.
2. Add Antimodule Cruisers for the Norlamins and Replicators,
3. Update all Orbital structures for the new players,
4. Rework some Planets
5. Balancing and so on.
Release 4:
1. Rework TA ships.
2. New Replicator and Norlamin fleet.
3. Effects.
4. Balancing.
I can get them to collide with 'other ships' however, they would soon decimate the Militia. Proposal: while they might target the Militia they would not damage them.
Yes, merging mods does seem cool... But I will agree with Maelstrom I need to finish mine first before anything like this is considered. Not to mention I know from previous posts Maelstrom is reaching many of the limits with Sins making it difficult to add new content. I have been able to stack with graphic mods like SinsPlus, but ones that already add additional races make it much more difficult.
I appreciate the mention though in association with his mod. Hopefully I've been able to help in little ways around the forums.
If the original races were taken out it would be possible.
Very much so! Thanks.
Well if the roids did damage then why would you need militia ships? The roids being all out attack ships that attack any and all ships randomly would be a militia in themselves and act more like riods. IF you are going to make them do more than just bump you around. Im on the fence about the roids but TBH overall they are such a minor thing in the mod that they don't effect the game play really at this time. But thats just my opinion others may feel the roids do effect it largely I tend to just ignore them and kill the militia ships and then come back later and use them for XP for cap ships that i cant purchase levels for.. or use planetary defenses on. As you have made random militia ships return at random rates its kind of a must to defend all your planets as you never know when they will return.
I find the asteroids to be extremely annoying and I feel they don't add anything to the mod.
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