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.
I dl this mod for Entrenchment and its vary nice all around I gots an issue though, on the Trade Alliance Fleet the Class: Carrier Galactica the graphics is missing on the ship. There is no LOD for it, it looks like its an incompleat ship model. Also some of the little fleets ships are like this too (the ones in the hangers). All other ships are fine.
What's your graphics card and have you got the latest drivers?
BTW: is it release R4 or R5?
Iv got an GTX 570, i have the uptodate driver for it also. Im running R5 but i have also tryed out R4 just to see if it was a issue with R5 but still had the same issue.
The problem is that the ship models for R4 and R5 are different ... which might indicate that the mod/s download/s is/are OK.
Are you overclocking any of your system?
Also I have experienced a slight detail on texture loads on some models, particularly when they first load and are rendered.
Any background processes or programs that you can turn off to minimize RAM/CPU usage?
Yes iv notice that the ones that are having the issues do change into an different LOD. At first the Class: Carrier Galactica is all brightly color like an neon green, then after a little of playing it pops into an solid gray. So you do have the same issue at first when starting an game with the Alliance? I could play it a little bit longer to see if the LODs/texture come back to full.
RAM/CPU is good iv not had this type of issue with any other mods. But ill see if the LODs/textures pop back into form.
Hello Soase, it has been some time since I posted in the forum
but I'm still playing maelstrom. Some last remarks about the R4 for vanilla sins: I runs very good but there are some random crashes with seams to be related to pirate abilities. So I had crashes within the first few seconds, other times it runs for long time and then seams to crash within a certain time. After loading a save game a few times it could work and it run again for some time. As I could not find the AI or me doing anything special during the time of the crash, the only explanation for me is some pirate ability.
This is the last post (on vanilla) as Trinity has arrived and I'm playing now diplomacy R5
The new weapon effects are very good, but it totally outruns the original races. So I allowed myself to merge it with Bailknight's Graphic Mod. I tried to left out what is modded by maelstrom. I hope I did not break the Tec Dread "Preservation" ability, cause it is not working. Maybe you take a look.
I know that you do not want to mod much the original stuff, but the difference in effects between the new and the original races is simply much much bigger now.
I did some more changes to give the AI a better time. So I doubled the range of fixed defenses, as the AI is not so good on placing them. Also I increased the population and income of home planets, as with the spawing of Dread they are much more important and the AI does not at all change his home world. To compensate I lower the overall income with the "income rate" settings. Just some ideas if you like to try.
Thank you for the great work.
Edit: I was just comparing the Preservation with the DockingBooms ability and the target way of applying Peservation seams not to work.
By the way I recognized the Dockingboms also to have fighters as target. With the limitation of number of targets for this ability this is not good. You should remove the fighters then.
Hi Quiet_Man,
Hope Life has been treating you well!
With regards your feedback on R4 for original (O) Sins ... as always your on the money. Its a longish story and in all began some time ago, before releasing R4, that I noticed minidumps for Sins (O). Yeap and I could make it crash consistantly. The problem was the number of meshes.
From a post by Yarlen ( https://forums.sinsofasolarempire.com/374465/page/7/#replies ) you could interpret his comments on expanded hardcoded limits (i.e number of mesh and number of textures) as applying to original Sins. It doesn't. 400 meshes is the limit for original Sins. I asked Yarlen to clarify the issue and he directed me to Sins support who never responded to the issue.
To prevent crashes in Maelstrom R4 (O) I took out several planets and I thought I had the problem licked ... however I think I'm in a grey area, the number of meshes in R4 (O) is just over 400 and depending on how the rendering engine ( and its mesh buffers) handles it (the pointer 'overload') it still can lose its marbles. As you know I've release R5 for D and E but I came across the minidump issue for R5 (O) and as a result I've delayed release of R5 (O). In testing I've went back and noticed the same issue in R4 which you have been describing. Also, I have cross referenced just about all common files from R3<->R4 looking for debugs with negative results.
I'm currently working to reduce the number of meshes in R5 (O) and hopefully in the next day or so will have the final solution.
With regards the pirates (ability) causing the minidumps ... I've checked by cross-referencing (O)<->(E) and I don't get the minidumps for (E) and (D).
I've noted your other comment regarding effects, etc and will get back to you a little later.
Thanks for the feedback
Life is good, I'm a lucky guy with a happy family and work.
Hmm, the mesh limitation could explain the inconsistent crashes if the pirates spawn something that is not "well buffered"? Also if they spawn by a random list it would explain why after some tries re-loading you can get over the point of crash.
Looking forward to your further work.
Edit: On D R5 I did not had crashes so far, but currently I mainly play small scenarios against one AI
As I said I increased the income from the homeworld to something like a ringworld.
With the additional AI levels in Diplomacy and the increased income from the Homeworld, I digged out an old idea on Dreads:
1. I changed the Dread spawning from antimatter to resources (1000/1000/1000) and reduced the timer.
2. I added to the ultimate ability a -2,5 Resource "bonus"
4. I improved the capital crew upgrades with a slow auto-experience gain until level 6, and doubled ex gained from combat
I had thought of this in the past to counter the player strategy to Hort and nurse capitals (retreat when in danger) until they are high level, while the AI loses their capitals over time. While it did not work in original sins, it works surprisingly well in diplomacy!!!
While the player still has to plan his spendings (as I have reduced overall income), on higher difficulty levels the AI gets a big bonus on his homeworld production and will spawn Dreads until they level up and the -2,5 is reducing the AI income so it cannot reach the required spawn resources anymore. Together with the quicker experience gain, during a game I'm now regular face AI fleets with multiple level 6 and higher Dreads and other capitals even late game. The game has become much much harder and more interesting.
A little trick for players is still to hord Dreads and not upgrade the ultimate ability. Is it possible to have a fixed ability when spawned?
Also with the increase development levels of the homeworld, is it possible to change the appearance of the planet during game? I think not, but it would be great to be able to develop the Homeworld to something like the Star Wars imperial Homeplanet.
it might need more balancing, but it works so good, I suggest you try it out.
Release 5 links updated above.
Afraid it was the Devs this time, one of the new features of Diplomacy 1.3.
soase-mealstorm,
Playing through R5 at the moment and I'm still finding the incredible amount of shield mitigation of the Replicators puts them supremely over the top. 91% mitigation is extraordinarily excessive, especially how early in the game they (most noticeably in the case of vicious AI's) are able to achieve this. An example would be 6 Alliance Capitals T4.5 teched up comprised predominantly of Galacticas ranging in levels from 3 - 4 with 12 defense platforms, 2 repair platforms, 1 fully upgraded Starbase vs 1!!!!! of their Devastator Class Battlecruisers (level 10 as will almost always be the case with Replicators) and watching the entire Alliance contingent being destroyed without even getting the Devastators shields down.
From my experience with a great many mods, I have to say that anything exceeding 85% is game breaking, especially with any sort of hull or shield heals. As it stands, without a doubt the Replicators are ridiculously over powered, far and away exceeding both of the other races.
From what I've read among the posters here, this seems to be a general consensus and almost forces one to either play in matches where the Replicators are not present, or to use maps that put them in another system, giving you time to build and tech up and exploit chinks in the games AI to win.
Hi wbino,
Thanks for the positive feedback.
With regards the Dreadnoughts ultimately there were two choices, within the constraints of Sins and also keeping balance
1. Make Dreads 'large' Capitalships (not monster Capitals) that can be purchased - actually this was implemented in Original Expansion R1. Problem is you can't force a bias on the AI to build them. As the AI doesn't build a lot of capitals, under most situations, the chances of seeing a Dread is 1 in 6.
2. Make monster Dreads that everybody gets regularly - hence balance is sustained. You see a lot of Dreads in the game, which changes game play, hence the reason I put them in the Expansion version. The Standard version keeps the original 'feel' of Sins.
Hi D2RDrache,
I hear what you are saying, however I have never seen the Replicators dominate a large game.
I typically play/test on single random huge maps and currently it is typically the TradeAlliance and Norlamins who dominate. As such I haven't been in a hurry to re-adjust the mitigation.
R6 is about balancing the new races with the originals and yes this issue will be address in the next release.
Any reason dangerous asteroids, and prate upgrades have to be tied to dreadnoughts?
What I'm asking is if these two features will be put into standard Maelstrom.
How you don't get steamrolled by an opponent with over 90% mitigation is beyond me. For now I just leave the Replicators out of the game.
Play a map, 3 player FFA, as the Trade Alliance versus a Vicious Norlamin and a Vicious Cator with no pirates. I find it highly likely that you will be shut down by the Replicators fairly easily. In their own culture (which is always going to happen for them defensively since they shut down any intrusion) the Devastator reaches 101% mitigation, a maxed out carrier focused TA fleet with over 400 bomber squadrons couldn't take out a single Replicator Cap ship (96% mitigation in culture) before their fleet crossed the system and started dropping TA ships in droves, a total loss to the TA with 16 Base Caps (13 of which are Galacticas) levels 4-7, 7 Dreadnaughts levels 1-5, 30 Anti-Fighter, 45 Carrier, and mixed supports, vs a Rep Fleet with 1 Hord BC, 2 Devastator, and approximately 60 other mixed ships, predominantly LR Frigates.
Other than Pirate spamming the Reps, there is little else you can do to shut them down. I personally rely on drawing them into a Star where I have 4 Starbases with an additional 80 bomber squadrons and try to take as many of their capital ships down as is possible, without risking my own fleet. If you can't dislodge them from their culture it's a nightmare. Also note, where Superweapons are concerned, the combination of their anti-ship/starbase superweapon with a massed fleet attack makes them a pita to defend against.
The reason I put together a expansion version was that some people disliked, in various combinations, the Dangerous Asteroids, expanded Pirates or the Dreads. Also the standard version retains the Sins dynamics while the expansion version changes the dynamics of the game.
One of the easier things to do is to make the replication ability toned down. I adjusted it so the ship it spawns is an exact copy, but can't replicate on it's own. The original ship is limited to the actual cooldown of the ability.
Hi XATHOS,
Thanks, I like the idea. Will consider it when re-balancing in R6
D2RDrache,
My initial reaction/thoughts is that in a 10 player game (single huge random) the Replicators are hemmed-in and can't develop fully. I'll try playing your scenario and see how it goes ...
Throughout most of your debugging, has the faction with the worst issues seem to be the Replicators? I'm trying to figure out if it's them or the Norlamins in my side project.
XATHOS,
Not sure what you mean by 'worst issues' and what issue/s is effecting your side project?
I have a private compilation mod I've been working on, by myself, since this last summer that is suppose to have Norlamins, Replicators, Nephilim, Plague and core races on a Distant Stars base (with progressive tweaks and serious rebalancing for my LAN group thereafter). I've been dealing with some serious bugs (recently) that actually are preventing me from running games beyond a certain point. I did have issues with the Replicators when I was putting them in (Rep. and Norlamins were the first 2 to be put in), I figured the worst of the issues were from the Replicators (due to the complexity of their build, abilities in particular). I completely took them out a few days ago and the game has been running very nicely since then (with the occasional minidump, but nothing serious). I'm running on the R4 ones. Did you do a patch up any serious bugs with them in R5?
None of my tweaks or rebalancing involves changing or adding any abilities. 90% of it was adjusting values, rest is removal of research for balancing sake. The only ability I've ever changed was the replication ability due to how badly one can rape the game and how quickly. Even then, all I did was clone the entity file (cloned one has no replication ability of it's own) and change the deploy ability to be produce the cloned one. I've seen it in use several times and it does not crash the game. Could it be a progressive crash or something? I'm at a lost. Until I can fix it, I've left them out for the mean time.
I have plans to add two more factions (Hypercorp and repurposed Trade Alliance into a true alliance race of the core 3 races using some extra core race ships) once I can get this fixed. I'm already working around the mod limits with plans on bridging out the mod similiar to how Fallen is (with help from ZombieRus5).
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