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.
Great mod! I really like the new races and planets. Being a fan of the new Battlestar Series I really liked the trade coalition. The Norlamins are my favorite though. I'm really looking forwards to the next release.
I noticed a few minor bugs or things I didn't like.
The bugs:
I just read that making the Binary planet gravity well unbuildable was intentional but I saw the AI building there just fine. It might be strangeness from the game's AI. Anyways, I went ahead and made a buildable area on my computer by changing a few values in Gameinfo/PlanetBinary: moveAreaRadius 60000.000000 and hyperspaceExitRadius 50000.000000
I might be wrong but I'm pretty sure the Norlamin Inoson Flashover and Antigravity upgrades do the opposite of what they are supposed to. It seemed to me that after I got those upgrades, my ships moved and turned MUCH slower. I went into the files "RESEARCHSUBJECT_SHIPMASSREDUCTION0_Norlamins" and "RESEARCHSUBJECT_SHIPMASSREDUCTION1_Norlamins" and gave the researchmodifier perlevelvalue a negative value. For some reason the "MassReduction" modifier is actually increasing the apparent mass. I went back in the game afterwards and the Norlamin ships were moving much better than before.
The things I didn't like:
I absolutely hate the dangerous asteroids. They seem way too powerful and maneuverable. If it's possible within the game engine, I would have them orbit the planets in random circles and damage ships if they smash into them. Currently, they act as if they are being intelligently controlled and have engines on them (which is strange for an asteroid). If it's not possible, I would get rid of them entirely and just add more pirate defenders. Is it possible to give the pirate defenders ships larger than cruisers when they are defending a planet? I noticed that you were able to do this in pirate raids and get the pirates to colonize planets (very awesome!).
The PlanetAncients is very annoying. It takes ships forever and a day to navigate around them. Is there a way within the game to change the size of the planet or the way the ships navigate so that they don't take forever to pass by?
Hi Peter1x9,
Thanks for the feedback.
You make some valid points and have some good suggestions.
My comments are as follows,
1. "I just read that making the Binary planet gravity well unbuildable was intentional but I saw the AI building there just fine."Actually what I said or meant to say was that you can not manually place structures, i.e select their specific location, however you can automatically build structures by using 'autoplace'.2. "I might be wrong but I'm pretty sure the Norlamin Inoson Flashover and Antigravity upgrades do the opposite of what they are supposed to."Thanks for pointing that out, it was something at the back of my mind ... however it has been some time since I have looked at the main research modifiers. I can fix it for others for R4.3. "I absolutely hate the dangerous asteroids. They seem way too powerful and maneuverable...Currently, they act as if they are being intelligently controlled and have engines on them"Conceptually these asteroids are attracted by the phase engine emissions of ships. Moreover it is not possible, within the limitations of the Sins AI, to make them maneuver more randomly. Notice that I include the dangerous asteroids in the Expansion version of Maelstrom, this is where I have placed additions that some people love/hate.
4. "I noticed that you were able to do this in pirate raids and get the pirates to colonize planets (very awesome!)."In R4 pirates not only colonize but build structures and send out smaller raiding parties.5. "The PlanetAncients is very annoying. It takes ships forever and a day to navigate around them."I know were you are coming from but consider - I notice that you don't mention Binary Planets, Habitable Gas Giants and Stars as navigational (tactical?) bottlenecks? I could change them but tactically they add a variation.
Oh man you're killing me Maelstrom. Me and the guys are dying here waiting for R4.
We got the R3 to work for the diplomacy 1.2 release. It has it's little hickups here and there but main thing is: it works and we love it. Thank you for spending the time to put all of this together. It's because of Mods like Maelstrom that Sins continues to be an exciting and just damn fun game.
Hi digitaldeed,
I've been have some problems with SINs quirks on textures and particle effects but I am now doing final testing (on the 6 mods i.e Maelstrom O,E,D and Expansion O,E,D)
Here is what you will get with R4 ....
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Graphics and Particle Effects- Orbital Cannons muzzle and charge effects unique for new races- Replicators 'Planet Production' ability for Cybernetics factory- Norlamins Frigate and Capitalship factories build effects- Bailknights explosions and weapons effects integrated for new racesGameplay- TA Anitmodule uses autocannon not plasma- Norlamins Anitmodule uses laser not plasmaBalance- AntiMatterRestoreRate for Norlamin Carrier increased x5 (0.375)- AntiMatterRestoreRate for Replicator Carrier changed from 0 to 0.025000- Tec Dreadnought no longer restores Hull points to itself via 'Resupply' ability, also extended range but longer expiry timesResearch- Mass reduction for Norlamins now correctly reduces mass of ship not increased mass.- Replicators Cybernetics factory improvmenents now worksBugfix- Extractor on dyson sphere no longer 0 rate- TargetCountPerBank settings match weapon points for all capitalships for all races- Norlamins 'Cosmicray Collector' module abiltiy is stackableModels- added a number of 'mangled' body types to ship explosions (see Bailknights mod)- reworked Ancient Planet mesh- reworked Fortied Planet mesh (see Hyperion planet)- added Planet Mining mesh- added Ring World mesh- added moon meshes- added 'mangled body' meshes to various explosions- etcOptimization- New particle effects textures are all .dds (as per TSOP)- New particle files correctly reference mesh and textures files (as per TSOP)- Planet texturesPlanets - reworked 'old' planet textures, removed pole pinch distortions- new planets with unique bonuses, textures, abilties, effects, etc- added 1-3 moons to most planets- added Planet Aurora- added Planet Chthonian- added Planet Diasporian- added Planet DysonSphere- added Planet Enigma- added Planet Frigian- added Planet Hyperion- added Planet Mining- added Planet Neo Luna- added Planet Terra Nova- added Planet Paradise- added Planet Ring World- added Planet Tempest- added Planet Toxic- added Planet Utopian- added Planet Ice Giant- added Planet Rock Giant- added Planet Terran Giant- over 30 planets total and over 30 moons totalStars- reworked Dark star and White Star effects- new stars added with unquie abilties and particle effecs.- added star Magnetar- added star Neutron- added star Pulsar- added star VolatilePirates- 'Colonize and build' structures- send out small scouting/raiding party'sOther- Replicators 'Antimatter Charge' module has sound on select- Orbital Cannon rotate and muzzle sounds unqiue for races- new audio for explosions and weapon effects
I'll be posting some pictures on ModDB in the coming days ...
Wow! Now I really can't wait for the next release.
Two additional suggestions:
Would it be possible to make the orbitalcaptialshipfactory bigger, make the dreadnoughts buildable from there, and remove the orbitaldreadnoughtfactory? Of course, the dreadnoughts would be way more expensive and take a larger slotcount than a cruiser. Or (if possible) make the orbitaldreadnoughtfactory buildable and make dreadnoughts buildable from it (instead of being a castable ability).
As for the binary planet, couldn't you just make it buildable (without using autoplace) and do something like this in planetbinary?:
moveAreaRadius 60000.000000hyperspaceExitRadius 50000.000000
path:TacticalModules stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Tactical 0.000000 maxModuleConstructorCount 1
Word! This mod sounds epic.
I was reading through some of the previous comments and I noticed too that the dreadnaughts will cause the capital ship crew count to go negative. I agree with the whole process: everyone spawns a dreadnaught and that maintains game balance. But with them eating up a capital ship slot that can unbalance the number of big boys that each person is playing with. Why not just eliminate the whole thing that Dreads count towards capital crews or fleet points and make them their own thing? That way it still maintains balance between everyone because they are all spawning at the same rate. But by making it NOT take up a crew or even fleet point it doesn't interfer with game balance that way either.
When it comes to the Dreadnoughts there are a number of complex issues as SINs was not designed to handle them.
So there is method to this madness.
Things to note:
1. The AI does not build that many Caps
2. There is no way to differentiate a Dreadnought from any other Cap
3. A Dreadnought has to be either a Battle, Support, Carrier, Colony or Siege Cap i.e there will be 2 caps defined as the same type.
Conclusion: the chances of you seeing a Dreadnought, built by an AI, is small. This was confirmed through testing.
Question: do you want Dreadnoughts in the game, other than your own?
Question: do you want more than one Dreadnought, per AI player, in a game?
My answer to the above questions is yes!
To implement the above every player gets an equal number. This can only be implemented via an ability that a structure has. So to keep balance you want a unique structure with this ability and you don't what that structure buildable. This is a summary of why the Dreadnought factory is in its current form.
By the way an early version of Maelstrom Expansion has Dreadnoughts that were true Caps, were buildable and the abilities required research (I think R1 for Original Sins the Expansion version, not sure about R2).
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"As for the binary planet, couldn't you just make it buildable (without using autoplace) and do something like this in planetbinary?"
Yes, I am aware of this. But why?
I wanted the Binary Planet to be hard to defend.
"I agree with the whole process: everyone spawns a dreadnaught and that maintains game balance. But with them eating up a capital ship slot that can unbalance the number of big boys that each person is playing with."
Yes, but with a Dreadnought produced every 1/2 hour the AI gets a chance to build other caps as well.
"Why not just eliminate the whole thing that Dreads count towards capital crews or fleet points and make them their own thing?"
Unfortunately, though you can have a Cap that has 0 fleet logistic slots ... you can not have a Cap with 0 Cap ship slots.
That stinks about the AI and game engine limitations for dreadnoughts. The current system is definitely the best way then.
The reason I posted that code above: would the game engine allow you to give a planet 0 tactical slots with 0 upgrades? If possible, I was thinking you could do that for planetbinary instead of having to rely on autoplace, using something like this code (note that there is only one stage count with 0 tactical slot counts):
However, I do remember there being some race bonuses that would still add tactical slots to all planets. Maybe the game engine would accept a negative value for maxModuleSlotCount:Tactical?
"That stinks about the AI and game engine limitations for dreadnoughts. The current system is definitely the best way then."
Until Rebellion.
"The reason I posted that code above: would the game engine allow you to give a planet 0 tactical slots with 0 upgrades? "
Yes you can.
"However, I do remember there being some race bonuses that would still add tactical slots to all planets."
You can set which bonuses a planet has.
I am aware of all the options when setting up a planet and what you are proposing is good and valid.
But again why? I like the Binary as it is, it is different from other planets and that in-itself creates interest.
just saw all your new stuff on moddb I'm not going to play sins till r4 comes out sir you made my jaw drop to the floor keep up the great work
"... keep up the great work", thanks and will do.
Sorry for the delays, my apartment is being sold, so there are disruptions as people tramp their way through it ...
At this stage I'm tweaking, optimizing and testing. Not long now.
Just remember R4 Diplomacy will be for the 1.011 patch, R4 Diplomacy for the 1.2 patch should follow in a week or two.
I question: Where are the new Planets? (Map)
I mean where are the new Planets?
The pictures of the Planets and Stars on ModDB, dated from the 1st May are for R4 as detailed in the news release for R4.
R3 was released in January 16th.
I plan to release R4 this coming weekend.
Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
YAY!
oh yehaa... great!!!
Well I have to say those new populating and expanding pirates in R4 are a tough cookie. Also the ringworld could sustain you the whole game itself. Does the ai know that these planet types are a priority and try to get them and attack them?
P.S I played using 1.21 and it worked fine.
First of all great mod and I'm in love with the Norlamin race (and all the new planets). I'm having a problem however with the Norlamin battleship's area weapon boost ability. It continuously boosts all ships in range forever, so that in just a matter of a minute any ship within range of the effect has a cooldown of 200+ percent! So far as I know it's identical to the same one used by the Advent and so I compared the two buffs and found some differences. Is this intentional or should I just change the Norlamin one to match the one the Advent use (which is what it was pre-R4 I guess)?
Maybe a bit over the top for the ringworld ... Unfortunately the AI is not aware of the unique nature of planets.
Interesting, will be getting to 1.21 soon.
Don't recall changing it, so it was not intentional. Yes change it to match the Advent.
BTW: are you sure it was not a planet ability that boosted the cooldown? (Haven't got access to the mod as I write this, so I can't check the details)
I honed it down to that one specifically because whenever I'd jump it'd start over again.
My next issue is something I don't recall having an issue with in R3 but again the values all look the same. Replicator strikecraft, or perhaps just bombers, are ludicrously overpowered. Each one does about 30 damage for a total of 90 per squadron. Norlamin bombers do only 6 per attack, although that's beam so maybe there's a duration multiplier I'm not seeing. I looked at all 3 of the new races bomber entity files and saw they all had the same damage value in their front bank but clearly something else is acting on it. How do I bring their damage down to something slightly less than insane? Incidentally, if I recall correctly the TA also have this issue but I haven't played as/against them yet to confirm.
I also noticed that pirate structures like propaganda and some turrets move and even go through phase lanes. I was playing as the Norlamin and they have that ship ability to convert over to your empire and I think it was targeting them. Because they are so slow when I selected my fleet in the planets It looked as if it came to a stand still because of them. Also the structure building and placements make me think these pirates have been drinking way too much rum.
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