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.
any plans to add neutron star i think that it would be really cool
Hi Barryd67,
"The new planet models are beyond cool."
Then I'm sure you will enjoy R4.
"One thing that I am unsure of is the dangerous asteroids. I was wondering what the background was for this instead of just adding additional militia ships?"
The asteroids are meant to be a natural phenomena, hence their collisions with ships. There are however certain limitations with their implementation and balance.
"Also, I noticed that some of the planet bonuses do not make sense."
Thanks, this feedback is well timed because I was working on bonuses for the new planets for R4.
"This mod is exceptional and I look forward to subsequent versions."
R4 should be out in a week or so ... focus has been on particle effects (weapons and explosions), pirates (expand like a 'normal' AI player) and astronomical objects (planets and stars).
Hi Grave110,
"any plans to add neutron star i think that it would be really cool"
I'm sorry but ... I have already finished a Neutron star, and Pulsar, Magnetar, Volatile stars. I have also reworked the Black hole (which is sucking in a second star) and a white dwarf star. The particle effects took some work.
R4 will have about 30 high quality planets ... i.e the old models have been updated and the textures reworked.
Eta of R4 in about one week.
Any ideas for abilities for above mentioned stars?
for the neutron star you can do a gamma ray bursts that damage anything in the star gravity, magnetar star you can have ships slow down with in the star gravity that's all i can think of right now i hope it will give you some ideas and keep up the good work can wait for R4
The more I play this mod the more I like it but one question does it work with the new Diplomacy patch 1.012?
Hi Bearussr
Long time no hear!
No, it is not compatible with with Diplomacy 1.012. I am finishing of Release 4 of the mod. Then I'll update to 1.012.
dont u mean 1.2?
I think your right ... I haven't checked.
Yeah it is 1.2. Ok that is good you gong to get it working on it. Anyways what did that patch fix? My buddy said they optimize it so it takes less RAM or something like that.?
Oh thanks for getting back.
Changelog for 1.2
https://forums.sinsofasolarempire.com/406435
Some good and worthwhile work.
Ok thanks...They did improve the engine that is awesome!
When is R4 available do you think?
Hi Sinperium,
Good question ... sorry for the delay, you can blame Danman and 7DS as I have been have a couple of games!
On the tail end of the third stage of development i.e planets and stars and their abilities and bonuses are taking a bit of time. Planet/Star abilities require a lot of testing and tweaking to get right. Should be finished these today and then I'll be integrating the three stages (and testing along the way).
So to answer your question - next weekend at the latest.
No problem.
I just need to extract the vanilla files and make them "a mod" so I can swap back and forth until everyone gets caught up. Great job and really interesting mod. Very original and neat stuff in it.
But I thought we were supposed to blame Ryat?
"But I thought we were supposed to blame Ryat?"
That goes without saying!
Interesting footnote:
I extracted vanilla Sins files to use as a "mod" so I can switch between 1.011 and 1.2 (the beta) without having to maintain a copied duplicate directory of the non-beta.
So today I set it up and installed my Vanilla Sins Mod over the 1.2 beta--wasn't sure if that would work or not--it did. Then I attempted to install Maelstrom on top of it to see what would happen.
I was able to enable the mod and activate it fine but it ran as vanilla Sins.
So I exited, restarted and uninstalled/reinstalled the mods. Now when I got to applying the Maelstrom mod, suddenly, Distant Stars mod appeared in the enabled list. I removed it and tried to activate Maelstrom again. Once more, Distant Stars popped into the list. So I removed it and then undid the Maelstrom and vanilla mods.
Then I simply installed Maelstrom (R3 by the way) onto the 1.2 beta and lo and behold--Maelstrom worked.
This is the R3 version. Just thought it was interesting.
I have had wonky things happen with mod installs and uninstalls so I don't know if leftover files are in from vanilla or if its really reverted fully to 1.2. Either way, it's working.
In the future if you keep seeing things like this happening, you can always change the text file in the mod folder called enabled mods. Disable and enable the mods according to your liking and and use your system to do the actual file saving, then run the game. Should eliminate having to do it multiple times or getting strange glitches.
On the other hand, it was the strange glitch that let me run the mod
The only thing I can add is that I tried to enable Maelstrom R3 1.191 in Diplomacy 1,011 and it did not finish loading, it just stalled half way through loading, but interesting it did not crash. As you know Sins will crash on the slightest of code bugs.
I just saved a game that's run for four hours as noted above--and that's in beta 1.2. Go figure.
In terms of the graphics I have integrated TSOP so that would force consistency (with 1.191) of the Menu, and other GUI elements, overriding 1.2 graphics.
So this version runs on the 1.2 patch? I have got to check that out!
Thanks soase-maelstrom for the info.
A couple of additional comments and requests:
1. Can you up the population max for Metropolis planets? It seems kinda low. It has the base population as the extinct planet.
2. Not sure if you are willing to do this, but an expanded tech tree would be great. I really liked the one in the Mad Scientist mod. I wonder if it can be imported?
3. In the map designer, I noticed that several the suns show up as "string not found".
4. Did you know that you can max out the capital ship allotment but still be able to build dreadnaughts? Can this be changed?
5. I can not build any structures in the binary planet gravity well. Was this by design?
Again, great mod and keep up the awesome work. I'm looking forward to the next update.
Barryd67
I second Barryd67 on the tech tree comment. Would love to have an expanded tree, and the MS mod is great.
Barry, for the binary planet, I do not know if it is intended to build structures, but I have the same issues. If you put structures on auto locate, they will be built in the gravity well. Took me a while to figure that one out .
Hi Guys,
Addressing your questions -
1. "Can you up the population max for Metropolis planets?" Consider it done. Though in R4 (which I'm doing final testing there will be a number of new planets) the planets balance will be shifted again.
2. "Not sure if you are willing to do this, but an expanded tech tree would be great". Haven't played the mod but assume that it includes expanding the research tree of the original races too. Two points ... I don't what to change the original races. Secondly the AI does not know how to optimally use the new research as a result to give the human player an unfair advantage. That being said I'll consider adding additional research in the expansion mod where I having been putting things that some consider questionable.
3. "In the map designer, I noticed that several the suns show up as "string not found""
Copy the galaxyscenariodef file from the Maelstrom mod into the galaxy forge folder overwriting the original.
4. "Did you know that you can max out the capital ship allotment but still be able to build dreadnaughts? Can this be changed?" This is a fundamental problem of including a massive capital ship in the game and keeping it balanced. All players get the same number of Dreadnoughts, as long as don't lose their Dreadnought factory. This issue has been discussed previously in this forum if you are interested in details.
5. "I can not build any structures in the binary planet gravity well. Was this by design?"
This is intentionally as you can not manually place defensive structures i.e making the Binary difficult to optimally defend.
"Again, great mod and keep up the awesome work. I'm looking forward to the next update."
Glad you are enjoying the mod and R4 coming soon.
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