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.
That could work sinperium but it would require a complete overhaul of all the titans because they are very different in regards to strengths and weaknesses. I really dont see how a single vessel could be the bane of everyone of them unless it was simply a more powerful titan.
R1 has most everything but the new races ... working on them now. I will release races one at a time.
Yes the Dreadnoughts ... I initially included them to go against starbases ... but anti-titans is a thought.
They as still a little bit too punchy currently ... I agree with Malanthor
Well that's where the balance part comes in and you would have to seriously reconsider a lot of things. Specifically though, dreadnaughts could be lowered down in firepower significantly while still retaining one good "gun" (ability) that only functioned on titans.
I was just noticing with the capital ship and all, dreadnaughts now are a lot more middle-tier in status than they were in non-titaned Maelstrom.
Hi Malanthor,
Thanks for the feedback!
Still it was a lot of work ...
I wish I could ... only one ability per planet, apart from, to my best knowledge, the rest is hardcoded
Good point ... I'll look into it
Thanks for pointing it out
I agree with your ideas on the Rebel and Loyalist factions ... one more aggressive, the other more "productive"
At this stage I'm working on the Norlamins, so any ideas would be useful
I agree ... for Rebellion, I'll give it some thought
Good idea ... for the new races ... I don't want to alter the original races though
I think this is wishful think ... I also wish!
Thanks
I'll check it ... thanks!
Yeah that would be possibly i guess sinperium, it dont particularly strike me as something i would enjoy but who knows how it would turn out. reason i dont like it is mostly because i feel it forces the ships into certain roles which they may or may not actually fit into. =meaning for a smaller ship to be able to defeat a bigger one it indicates it has technology specificically tailored to do so with lot of weapons facing in one direction, strong directional shield projectors etc, maybe fast speed so it can circle the other while delivering mass broadsides. But in essense it forces every dread to be such a vessel and every titan not do be so. Take the two tec titans for instance how could one ship be tailored to deal with both of em as they are hugely different and would require two very different approaches. I nat get way to logical here but thats me, just ignore my rambling hehe.
Yeah soase, i didn meen to come off as an ass. I know its lot of work, didnt mean to imply it should have been more or anything. my appology.
ps: pardon my crappy sentences and such, im on a wee laptop with unfamiliar keyboard. takes ages to type.
I think if you had a single dreadnaught it might be a nice role for them but when they really level up and you have several, not so balanced in such a role.
Yeah having one would fit better in such a role, with 4 hanging around not so much.
So annoying not having the maelstrom races installed (only rebellion installed now since a pc crash) One thing you could do would be to give the trade alliance rebel or whatever peace treaty with pirates like the tec rebels (i feel it fits better with trade alliance actually)and maybe also use of their forces. Maybe some mercenary forces could be implemented with a different twist than the tec rebels. Trade alliance special powers should atleast to some degree focus on trade i reckon, while the rebel could focus on some form of theft:stealing credits from people in their culture or leeching off money whenever anyone else makes a purchase etc etc, endless ideas here. But then i dont even know how you want to divide the trade alliance yet, my own take is less defense/offense and more legitimate business vs organized crime, that may not fit your idea of the trade alliance at all.
Norlamin should be fairly easy, some specific culture/research and defensive power for the loyalist vs offensive power for the rebels.
Replicators loyalist should prob have offensive weapon research+extermination stuff/planet bombing/virus vs diplomatic stuff/alliances for the rebel faction.
Meh i cant really think of anything concrete without having the factions infront of me. Buhu.
Eagerly awaiting the first race though. <rubs hands eagerly together>
To all of you dedicated Modders. Thank You. Very rarely has a game this good been created. Thus, rarer still is it that players input is used to advance thte direction of the game in real time (rt = day to day progress that is accesible). Most amazing is the dedication and professionalism that you prove that you have in every detail that is this game. I have had my sins games for years. However I decided to go online for the first time ever in a forum such as this so that I can give credit where credit is due, I respect all of you out there a great deal. It is important that you know that your work is HIGHLY APPRECIATED. Very much anticipated, and always welcome in any form you can concieve it. Thank You all.
I have a small problem. I downloaded the mod, installed into right folder and also activated from in game mod options.
But..
I can't choose new races? I only get old factions. TEC, Advent and Vasari loyalists & rebels. When I start game, I can see the mod is active because there are options for dreadnaughts and lots of new planets.
What do? How can I play new races?
New races haven't been released for rebellion yet
Any info when they come out for Rebellion? So basically if we want to play with these new races with my friend we need to play diplomacy then.
End of this week
Hi thefinalfrontier,
I can't speak for all the Sins modders, but I appreciate your positive feedback. There are some excellent mods and modders in this community and of course it is great that the Sins developers have given us all a fantastic platform to expand and experiment on.
Hi.
So, even though I've never played it, your mod seems absolutely awesome and I'm rather eager to try it out. I only have Rebellion now, however, so is there any eta for a rebellion release with all the races?
I've uploaded R2 which includes the Norlamins. I will release it in a day or so.
With the additional content in Rebellion each race takes quite a lot of work to get right. So at this stage I would say it takes about one month per race.
For those who are interested, the second release of Maelstrom is available ... see link above
Highlights Rebellion (Release 2) 04/09/2012- added Norlamin race with Loyalist and Rebel Factions- reduced Dreadnought, firepower and shield/hull regeneration rates. Also reduced number of strike craft - reduced 'strength' Super-Dreadnought ability- reduced the rate Dreadnoughts are produced- compatible now with Rebellion 1.04- taken out ability 'population kill' on planet ice, volcanic and desert storm, i.e no more 'planet attack' spurious messages
Awesome!
This mis one of the best mods to the one up there that hasn't played it. Lots of fun.
I'll let you know if you did good after I go through the customary research and ship balancing. I never could understand why you intend on giving all the new races as much research as possible. They don't need it and it screws with the balancing of the game. Your models and abilities (save replication being buggy) have always been solid, though. Yes, this includes even when the Norlamin capital ships looked like flying metal dildos.
Just wondering, on the latest, when will the Alliance be done?
YES!!!! that always distracted me while i was in the middle of a big battle
I'm going to start working on the TA today ...
Thanks, would appreciate feedback. With regards the game imbalance ... the first mod that I played was 7DS, to really understand and appreciate game imbalance you just have to play 7DS. It was never a problem though as you can setup the opposition AI's to counter balance this. So what I'm saying is imbalance is one of my least priorities ... hey, but that's me
Which ones?
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