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.
Question, is the Replicator 's Pathfinder(scout) suppose to be that strong? 5000 Hull, 5000 Shield, 5000 Damage, and godly speed.
Edit: The scout file in Maelstrom_Orginal_1.191_4 seem to be the intented stats, while the scout file in Diplomacy are a bit wack.
It's a known issue, see this post for a fix: https://forums.sinsofasolarempire.com/385873/page/39/#2973972
Any of it involve strippers? Just sayin'...
Wire strippers and paint strippers. Lucky you.
R5 should be out this weekend ... sorry to disappoint but strippers not included.
Yay!
Darn!
Hey dude
Excellent job with the mod, I love it some far. 2 questions however.
1) any updated eta on R5 at all?
2) Is there a way to turn of Dreadnoughts? They tend to end up dominating otherwise..
thanks!
Download and use the Standard Series Release for whatever version of Sins you use. It has everything except the Dreadnoughts, asteroid militia, and powerful pirates.
ah yes, I should really learn to read one day, life is hard without it!
so no updated ETA?
See reply number 980. That reading thing is bringing you down again. ;]
yeah but it IS the weekend and I am horribly impatient
Hah!
It's not the weekend everywhere yet, my friend. Only Friday 4pm for me, 1pm in Hawaii.
Hi Guys,
Life is conspiring against me currently. I am moving house as of yesterday and when I try to upload the R5 mods the server keeps timing out.
Anyway I have got one release uploaded and verified, you can find it here ...
http://www.soase-maelstrom.com/release/Maelstrom_Diplomacy_1.32_5.zip
(checksum: 302530517)
Have fun!
For those that are interested R5 for Diplomacy and Entrenchment is available for download on ModDB ...
http://www.moddb.com/mods/maelstrom
OMG The alliance revamped models are effin amazing!!!! I love the Galacticus Class Carrier Blimpish style perfection!!!!!
I downloaded the latest version thinking it was just going to be balance changes...and wow, everyone has nice, shiny new models! Balance is far better than it was before. The Replicators still seem a bit overpowered but at least they aren't invincible now.
I did run into a level 10 replicator support capital that had shield mitigation of 92% (almost invincible with its shield restore) but that is easily fixable by making its mitigation value the same as the other capital ships. Every other capital has maxMitigation StartValue 0.650000, but the CAPITALSHIP_SUPPORT_Replicators has maxMitigation StartValue 0.700000
Edit: fully upgraded, all the replicator capital ships are still going up to around 90% mitigation (even outside their culture). I was able to bring one down in a battle, but I had to focus my entire fleet (and bombers) at it. Unless you intend for the replicators to be a super race that everyone has to team up against, I would suggest lowering their capital ship mitigation (the smaller ships seem fine).
Also, I can confirm that the values for the Norlamin mass upgrade techs are broken again. Both RESEARCHSUBJECT_SHIPMASSREDUCTION0_Norlamins and RESEARCHSUBJECT_SHIPMASSREDUCTION1_Norlamins are now adding to the ship mass instead of lowering it. The researchModifier perLevelValue for modifierType: "MassReduction" should be negative.
ok im trying and trying to get this to work. iv downloaded it and sent it to its right path. it shows up under the mods window so i activate it and go to play and nothing. i thought once it was in the mod options i did it right and everything. spent almost 2 hrs on this and still stuck. plz help i really want to play this mod.
When you activate it, do you see a checksum other then 0?
Before you leave the mod screen are you clicking apply?
yeah im hit apply when i leave. i manage to get it to work now thanks. now im running into another issue. the whole game is just shutting down on me. i thought it was the graphics so i turned them down and still does it. i swear my comp hates me like my ex wife lol.
Shutting down as in minidumping? Does it happen right away or during game play?
Sometimes downloads of large files have issues and you don't get every piece of data. I'd suggest downloading it again, unarchiving it on your desktop so windows doesn't mess with anything, and then copying the files over to the mod folder and trying again.
Thanks, I like that model also.
R6 will focus on a more definite final balance amongst the races and the planets.
Thanks, will follow it up.
How far into the game are you having problems?
What are your current graphics settings?
Also how much RAM have you got?
i got like 8G of ram and i tried it on every graphic setting. i play the game for like 10 mins maybe and the game shuts down. i love the mod so much i just save like ever 5 mins so its all good.
Hi sorrowinwar,
The most common cause for the mod mini-dumping is going over the 2GB limit. Here are a few suggestions
1. make sure you have Sins patched to the latest version ( i.e O (1.191), E(1.051), D(1.32)) and that the version of Maelstrom you downloaded matches the patch.
2. make sure your graphics card has the latest drivers
3. turn off as many background processes as possible ... antivirus, etc
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