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.
Hi Malanthor,
I haven't had a silly suggestion from you yet ... it will have to wait for R6 which should wrap things up nicely.
Hehe, thanks for the confidence. Found my first two bugs which i edited in the previous post.
Yes, I noticed that the Replicator scout was in my 'test mode' (aka god ship) when I was playing a game waiting for the new upload to finish (it takes me about 5 hours to upload!). I find it useful to have some of these scouts when I'm testing other things ... I loose a lot less planets and ships that way!
Yeah i noticed. <grins> Got good opposition atleast. Hehe.
I subdued the pirates some what ... let me know what you think!?
Ive played 2 games so far, pirates seem to be pretty okay, they werent exactly a threat once you got defences going but it is imo better than the zounds of pirates in the previous version. Pirate base was pretty much like normal sins it seems, maybe a tad more ships there defending <shrugs> hard to say really. I think they could be a tad more dangerous to prove more of a challenge, but this pretty much comes down to how YOU like your pirates, do you like em weak and more of a nuisance or a real danger that can wipe out your planets unless you have top notch defences. In any case imo a clear improvement from the buggy pirates from previous version.
Aside from the Replicator scout bug, which you're aware of, the only other issue I had in my game I just played was a bugged Pricing Pact for the Trade Alliance. I offered it to my Norlamin ally, and as soon as he accepted the game minidumped.
Every time I download the Entrenchment Expansion Series, it screws up and I don't have everything new in-game. Also, when I extract the mod, it says. "Bad Header." or something like that and when it finishes, it says there was an error with the Replicator Cargo Ship. It doesn't do all this with the Standard Series so I have no idea what is wrong.
Hi SpardaSon21,
Thanks for letting me know, will look into it!
Hi CRZYnLAZY,
Sounds like a bad download (or upload)!? Where did you download it from?
I downloaded it from your site and the Sins Forums. Both had the same result. Original works fine though.
The download from the Sins forums is from the Maelstrom Website also. I have had one report, in the past, that they have had problems with downloads (not Maelstrom Expansion Diplomacy 1.31) from the Maelstrom site.
I'll try downloading Expansion 1.31 tonight. There have been lots of downloads from ModDB without any reports of corruptions.
Malanthor,
The pirates start going crazy typically 3hrs+ into the game (in previous version of R4 i.e 1.011 & 1.21) the growth curve was just to steep and there was no 'negative' feedback to counter the growth. In the games you played I take it you wiped out the opposition and pirates quickly.
Not really, i always let the game progress when i test so i usually take it to autosave 30+ on a small map with 9-12 planets. I wiped em out at autosave 30-40 somewhere.
Thanks Malanthor,
I'll have a closer look for the R5 release.
Always a pleasure.
This mod would be EPIC-ER if it could be compatible with Volumetric or BailKnight. Any way that could happen?
Ok, I downloaded it from ModDB and it didn't have any errors. I think something may be wrong with the download on the site.
The new races ships have Bailknight's weapon's effects integrated for all R4 releases.
In R5 the new races ships will have KrdaxDrkrun TotalEffects mod, for abilities and other effects, integrated.
The download itself must be OK as the ModDB zip files all came from the Maelstrom site. The web hosting servers of SiteGround.com must be overloaded or 'crap' ... I'll look into it. Thanks for the feedback.
Any time.
Yeah, I noticed the new races weapons had Bailknight's, but not the old races. Oh well. I guess I'm just used to Volumetric. That mod really brings out the visibility of the weapons fire and makes an epic explosion for even an Arcova Scout Frigate!
Im having a problem downloading the mod from this thread. It says that there is an error in the file and wont let me extract it. The mods in question are both the standard and expansion of the Diplomacy 1.31 files
I had the exact same problem, but with Entrenchment and only the Expansion version. Try to download it from ModDB.
I've only played one medium size game thus far..and I do like alot of the additions..but I found that as the Trade Alliance I was making way way way too much money to the point where money and resources didnt mean anything. Now I noticed the ring world provided several times the amount of income as all my worlds put together..that my be unbalancing...and I also noticed that most planets came with 5-6+ metal/crystal nodes...I think there were too many. Also would it be possible to put together a list of each races unique techs/abilities/ships..Its not quite clear what makes each race special..where there any changes to the old races ?
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