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.
You're welcome.
I realize these questions may have been posted, answered, re-posted, shot down as noobish and lazy, and answered anyways already but I really haven't got time to check 50 pages for these questions.
So I presume there's some plans to move this mod into Rebellion (I at least found the answer to that question). Does anyone know if the mod's factions will be getting loyalist/rebel variants and what will become of the various stock factions maelstrom titans and dreadnaughts?
I haven't convinced myself that Maelstrom will fit into Rebellion. Partly because I've been busy elsewhere (so I haven't looked too closely) and secondly Rebellion B3 is only now available.
If all goes well, and Maelstrom fits in Rebellion, one immediate idea is that Maelstrom Titans and Dreads become loyalist Titans and Rebel Titans respectively ... for the new races that is.
Always open to ideas ... any suggestion?
Well I'd personally suggest a compilation mod between maelstrom, Enhanced 4x, and Mad Scientist but that has "ultimate pipe dream" scrawled across it.
On a more serious note I suggest for rebellion figure out how to keep stock races' the maelstrom titans in but have them serve as some sort of cross faction titan like it was design and built before the fracturing began. For Example have TEC rebels able to pick either the Rag or the Maelstrom Titan meanwhile Loyalist can get the Anky or the same Maelstrom Titan.
I'd also suggest (this is more for the diplomacy version) balancing out the amount of supply cap the titan and dreadnaughts use along with figuring out how to put some sort of hard cap on the number of dreadnaughts a player can have running around at any one time and making sure you can't get titans or dreadnaughts if you don't have enough crews or supplies. It's not fun when a munchkin player figures out how to have 16 cap ships, a titan, and umpteen dreadnaughts along with assorted support frigates and cruisers in an extremely long and drawn out game and they keep putting out another dreadnought every so often.
Hi Mechanos5,
Thanks for the feedback ...
If you can give a few specific things you like I will consider it ...
I like keeping the original races as untouched as possible ... my thinking on this point is that a lot of clever people (Ironclad) have spent a lot of time on the originals ... who am I to mess with them!
Unfortunately, currently its as good as it gets ... I've spent a lot of time on this issue as the Dreadnoughts have been in Maelstrom since R1. Others have contributed with ideas and testing. The two real options we have are,
1. implementing them as 'normal' capitals ships (and adding research), with the result that you would possible see 1 (or 2) in a long game (in my opinion ... boring) - referring to AI building them
2. Have them spawn, as currently implemented, and see several. I prefer larger numbers, as the AI can surprise you. Note the reason for the expansion series was to address this issue ... some people don't like the game play. I could bring out a series with (1.) its simple to do ...
I know, I already wrote this some time ago but I simply need to repeat it:
The ships and worlds look fantastic!
Hi Quiet_Man,
Nice to hear from you ... I hope all is well with you and your family.
Thanks ... I think we are getting here! Finally!!!
Have you played Rebellion (beta 3) yet ... the ships and graphics look great ... if I can fit Maelstrom into Rebellion it will 'special'.
By the way how is your project going with the AI improvements ... any insight you can share??
all busy with RL, but in a happy family life way
I haven't played Rebellion yet, the little time I have I play mods. I wait for Malestrom to be ported
The AI mod has rather become a "tweak".
A few obstacle I found: The AI will build capital ships only on a relatively slow rate, whatever resources and free ship slots it has. I tried to add hidden capital ships for AI only but failed. At least on the research screen it will list all ships impacted by upgrades. Adding complete hidden research tree was not my intend and could be simpler done by adding an special AI only race.
After testing a lot I scraped it down to two simple "hidden" researches: 1. To give an early resource boost and 2. Give the more ships later on + an experience bonus so the AI has some good ships to challenge late game player fleets.
It really makes the AI much better, but on the other hand you can also simply play against multiple AIs. So I'm not sure if it makes any sense at all. I wait for rebellion to see what can be done there and maybe I "release" something.
Just thinking about it, looking at Maelstrom, What about adding a hidden ability to Capital ship yards that will spawn capital ships when the AI does its hidden research? You could also add an ability to the Titan and Dreadnought modules that shortens the spawn time for AI. Have to think about it.
Or better, make the already existing ability upgradable by research, the upgraded form which has a shorter cooldown and an appropriately decreased AM cost.
Glad to hear all is well!
Hi Lavo_2,
Good idea and get then to level up a bit faster ...
With that same tech, you can make it so that AI capital ships automatically spawn with an additional level. Of course, this assumes that the faction doesn't have a research item with a passive experience gain for capitals like the Advent does. To do so, simply plug this in:
researchModifier modifierType "ExperienceConstantGainRate" baseValue 0.000000 perLevelValue 200.000000researchModifier modifierType "ExperienceConstantGainLevelCap" baseValue 0.000000 perLevelValue 2.000000
I'd also suggest to make the research item cost nothing and turn it into a small supply and/or capital ship boosting tech (with ShipMaxSlotLevel and/or CapitalShipMaxSlotLevel modifiers respectfully) so that this way the AI will be guaranteed to research it very early on.
My main suggestion for features to add in that show up in other mods would be the Mad Scientist tech tree (anything that can be researched multiple times per tier has twice as many research levels and between tiers the amount of improvement doubles). I just loved how it enhanced the tech element of the game to the point that if someone researched enough tech they could engage vastly larger forces on an equal footing. It also made each races late game very different due to the differences in their tech trees becoming extremely pronounced by that point in the game.
Makes sense ... thanks
As I've said before ... I like keeping the original races as untouched as possible ... my thinking on this point is that a lot of clever people (Ironclad) have spent a lot of time on the originals ... who am I to mess with them!
However I am more flexible with the expansion series ...
Another way of stating this are the players are unbalanced????
I can see that it might accelerate the game.
Hello everyone,sound don't work on me
I don't think it is a mod problem. It could be a problem with you Sins install or your PC.
Does Sins work ok for you ... that is without any mods installed?
Ever hear anything on the Desura debacle?
"Ever hear anything on the Desura debacle?"
Nothing new since last time ... the debacle continues!
I know you might get this alot but i would like to thank everyone behind maelstrom for giving me many loveable hours of game play , My hats off to you !
Always a pleasure to hear from people who are enjoying the mod ... thanks!
Since Rebellion is out are you guys and gals going to put the mod on it?
If you have a problem with resolving how to upgrade models just add titan models to existing factions.
Like(Speek only for maelstrom titans
Advent to Normalins
Vasari to Replicators
And Tec to Trade Alliance )
And it would be interesting to add + 1 different Corvet, Frigate, Capital to Rebel Loyalist factions )
Hi guys,
Played a couple of games of Rebellion, as the Advent, and liked it.
Models are not to much of a problem just the real world!
Hey guys. My first post in this Forum. I want to suggest something for the use of maelstrom titans in Rebellion (if you reach the stage of portiing it). But at first I have to say, my english isn't that good. My apologies in advance for this.
In Rebellion you have such many strong things like the new Titans and the Starbases from Entrenchment which can devastate and annihilate your fleet and defence in many different ways. Sometimes it can be a real pain in the ass to find a way of defence against this things, if you dont have a Titan or a fleet of 16 capital ships at hand. So how about to change the Maelstrom Titans in specialized anti-titan and anti-starbase resp. anit-'things which are stronger than my current stuff' warships? Equiped with few but strong weapons which are able to attack less targets than other capital ships with a higher amount of damage against one target and the abilities to withstand heavy attacks from few strong enemys better than many weaker enemys.
This ships shouldn't be able to kill a Titan by themselfe. Instead they should give a fleet of other ships the right punch to get a Titan down if your own Titan isn't at home.
What do you think 'bout it?
Edit:
I have a different idea, if this one didn't suits you but I am out of time now (have to work). I will write it down later (Sonday).
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