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.
When i wonder abouth tech/ships/abilities i just do a quick game and read up on it/quickly level some cap ships if i wonder abouth their abilities. Its really very-very easy. No reason for Soase to spend hours making a complete list when everyone can just do that, also there is the fun in exploring unchartered space.
I'm sure in balancing the mod that list already exists so i doubt it would be much work to publish it. For example - I didnt even know(and still dont really) about the replicators replicating ability until i started browsing the early pages of this thread. Even doing as you suggest you can miss things.
I couldnt find the reason for the ring world's massive income (153 total empire with 8 or so other nice large planets, 147 of that was ring world) but i did note that the tooltip for that planet and its bonus was so long it didnt fit on the screen. I think only the name and allegiances percent were cropped. It also was an entertainment hub and agrarian society. But the 210% trade and 3.0 tax bonus didnt seem to explain why the ringworld was making crazy income. I did note that many of my planets, including ringworld, came with large bonus to either crystal or metal extraction. These bonus plus the 5-7 nodes around each planet likely led to 100000+ ore and cystral amounts early in the game. I would suggest lowering the bonus from 200% to 20% or something similar because they add up quickly.
Hi enoeraew37,
Thought I'd throw it out there ... for a while at least among other reasons. Currently with planets sometimes you win and sometime the opposition gets the good planets ...
In general, I don't consider the new races completely balanced against the original nor do I consider the planets 'finished'. My priorities are what they are and currently for R5 I am focusing on the fleets for the new races. In R6 I will be re-visiting the balancing ... under more intensive testing.
PS: as the only developer for the mod my time is constrained somewhat.
You doing a wonderful service for gamers friend thanks. And your response time throughout the history of development has been impressive.
I'm not a modder but I know how to use notepad..is there a line or file that set the max number of metal/crystal nodes for all the planets ?
In regards to the ringworld..I had another planet that statistically was similar in bonus quality to the ring world but it produced mathematically expected results. Is there something about the ringworld that isnt documented on the in game tooltip? Also I was playing the replicators and had a scout with 5000 laser dmg value..I couldnt tell if it was one of the replicated ones or not but it was 1-shoting everything
Thanks for your encouragement.
Yes it is easy to adjust the extraction rates. Just find the planet entity files you want to change in the mod 'GameInfo' folder. The entity files are relatively logically named. The number of resource asteroids can be set (within a defined range) and the extraction rates, i.e on line 31 to 36 (typically) also you can adjust refinery rates. Just be careful what you type as typo's can easily cause mini-dumps i.e make a backup of the entity file you change - at least for your first or second attempt.
With regards the ring world you might be referring to its initial large (i.e massive) population.
The Replicator scout ship is unfortunately in test mode i.e while I'm testing/concentrating other things I don't what to be losing planets and fleets. Easy to fix - don't turn its fire on (autoattack) or go to the entity file 'Frigate_Scout_Replicators' and change lines 26-39 and also line 51 appropriately.
The population of the ring world shows up on the tooltip at 5000..I have a Hyperion world with 6500 pop that doesn't make anywhere near the income.The tooltip for ringwold only claims to increase the pop by 2000.
I was hoping that there was an overall setting for number of asteroids so i didnt have to go through all the planets and changes them individually.
Keep up the good work
How close are they to your home world i.e what are their allegiances?
Unfortunately not.
PS: the population growth rate on a Ring World is huge.
I have fixed the "God frigate" by copying the values over from R4 (for Diplomacy 1.21) into this version and rar'd them up for anyone else needing it:
Maelstrom R4 Frigate Fix (Sins 1.31).
Maelstrom Expansion R4 Frigate Fix (Sins 1.31).
thx for the fix Craig. Any idea how i can figure out what kind of planet the ring world if modifying ? Maybe the income is coming from there
You could try a process of elimination by scuttling each planet one by one.
That picture says the Ringworld has 5000 population and a tax income of over 140 a second. Chances are that's where your ridiculous credit income is coming from.
yup what I'm trying to figure out is why the ringworld is generating so much income since the tooltip stats arent very much different from my other planets.
Lowering the population will lower the tax income. From the screenshot, it has a max population of 5000 + 2000 from the planet bonus. You would need to change the planet values in both PlanetRing (planetUpgradeDef path:Population) and PlanetBonusRingBasic (floatBonus:AdditivePopulation).
soase-maelstrom said that it has a massive population growth rate. Not sure why he made it like that and I don't see why you are complaining about it cuz that is a lot of credits right there! Now as to why the tool tips are not that different, it could be a glitch?
I think you forgot a testing stat. Pathfinders cost 1+1+1, have 5,000 hull and shield and do 5000 laser damage. No need for a fleet, just kill the galaxy in the first 5 min with a swarm of megascouts.
Yep its in my test mode. Just don't turn on the auto-fire or see Reply #958 above.
Wonderfull mod dude! Loved playing it, even If I did change som stats for the duplicating little buggers- mostly their scout, they now can be used as a cannonfodder unit that causes some minor damage. Keep up the good work!
How come your files don't convert very well when I'm using harpos txt binner? I can convert everything else fine and I have the most recent version of it. Any reason?
xanthos, what is the mods version folder that you placed the mod in?
, my textbin gui uses the path to the file to determine which of the convertdata's to use,
and I also found that the convertdata's for a given expansion have changed with each patch and older mods do not convert correctly with the latest convertdata, which is why I had to supply the convertdatas for all the patches in the utility pack.
harpo
The Pathfinders kicked my butt, the Computer player just builds tons of them and they have like 5k hp's etc, totally destroys any fleet etc i have, are they bugged?
just in test mode, see reply 966 & 958 above
I am running diplomacy latest version and noticed a mini dump at random times. Once it dumped I could reload at a previous time and then could predict the dump.
I believe i isolated it to the market "pricing pact" of the Trade Alliance. When anyone agrees to this pact I get a mini dump. I fixed that problem and then noticed that the pact actually makes everything cost more - it is not a price reduction. Below are both fixes.
File "RESEARCHSUBJECT_PACTUNLOCK_MARKET_TradeAlliance"
3rd line from the bottom "pactUnlockEntityDefName" change the value in the quotes to "RESEARCHSUBJECT_PACTBONUS_MARKET"
File "RESEARCHSUBJECT_PACTBONUS_MARKET"
2nd line from the bottom "perLevelValue" remove the negative sign.
Hi shinkle1973,
Thanks for pointing it out (see also Reply #932).
I was going to sort it out tonight so your timing is excellent! Thanks again.
I saw 932 after I figured out why I was dumping.
Your welcome - Thanks for an awesome mod!
'Your welcome - Thanks for an awesome mod!' ... you are welcome also.
Release 5 of the mod should be happening soon ... just testing the six variants.
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