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.
There are no download links in that thread, they'll only link to maelstrom's three locations: this thread, moddb and his external website.
He's asking where you physically downloaded the mod from... what specific link...
Awesome mod
Any idea when the other races will be released for Rebellion?
THANKS!
Glad you like the mod.
I am hoping to release the TradeAlliance by the 4th of October ... because I am on Holidays for most of October ...
XATHOS ... thanks for letting me know
Hello lads, I've been playing your mod recently and even with one race it's blatently awesome.
So, how's going the work with the other races?
Is there going to be a fix for broken rank 4 capital ship skills? or does anyone know a workaround? it really takes the fun out of playing
\
Not sure what you are referring to?
You really need to reduce the eco slots on the dyson planets by a factor of about 5. I can get about 300 cred just from trade ports on a dyson sphere. no upgrades. Also, make the population on the dyson swarms grow by about another 35% less. Mine got up to 600 creds a sec with upgrades and that's crap.
I don't know if you guys have fixed this in the last few months, but if you haven't, please do.
I have reduced the population caps and bonus' for a lot of the planets for R9 (O, E, D) and R2 (R). It is converging towards a final solution.
TradeAlliance is good to go ... see updated link above
and don't bug me ... I'm on Holidays!
can you made new version of this mod with all of the original features in it except only the new planets you put in... if cant, can you only take out all the dreadnought for the original faction in soase and make it as a normal ships add on mod... i really like those dreadnaught...
Im sure he has better things to do than to cater to your personal needs.
Perhaps, if the number of technologies, or lack thereof, is an issue, a possible solution is simply to increase the max number of research levels for most of the vanilla races' techs?
Just got to play as the Trade Alliance, and everything seems amazing, just 1 things seem to have caught my attention
1. Does the Trade Allinace scout say "what the Frak"? Or something along those lines?
the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken, providing worse stats when upgraded. the contents of the GameInfo folder only have 3 levels specified for abilities when there should be 4 e.g.
"Ability5thOrderProjector_Capitalship_Norlamins"
TXTentityType "Ability"buffInstantActionType "ApplyBuffToTarget"instantActionTriggerType "AlwaysPerform"buffType "Buff5thOrderProjector_Capitalship_Norlamins"targetFilter numOwnerships 1 ownership "Friendly" numObjects 2 object "CapitalShip" object "Frigate" numSpaces 1 space "Normal" numConstraints 0range Level:0 6000.000000 Level:1 7000.000000 Level:2 8000.000000 Level:3 0.000000effectInfo effectAttachInfo attachType "Center" smallEffectName "CapitalAbility_PhaseOutHullActivate" mediumEffectName "" largeEffectName "CapitalAbility_PhaseOutHullActivate" soundID "EFFECT_PHASEOUTHULL"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 3levelSourceType "Intrinsic"minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 Level:3 0.000000aiUseTime "OnlyInCombat"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 120.000000 Level:1 100.000000 Level:2 80.000000 Level:3 0.000000cooldownTime Level:0 90.000000 Level:1 80.000000 Level:2 70.000000 Level:3 0.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_5thOrderProjector_Capitalship_NAME_Norlamins"descStringID "IDS_ABILITY_5thOrderProjector_Capitalship_DESCRIPTION_Norlamins"hudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"smallHudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"infoCardIcon ""
Should read
TXTentityType "Ability"buffInstantActionType "ApplyBuffToTarget"instantActionTriggerType "AlwaysPerform"buffType "Buff5thOrderProjector_Capitalship_Norlamins"targetFilter numOwnerships 1 ownership "Friendly" numObjects 2 object "CapitalShip" object "Frigate" numSpaces 1 space "Normal" numConstraints 0range Level:0 6000.000000 Level:1 7000.000000 Level:2 8000.000000 Level:3 10000.000000effectInfo effectAttachInfo attachType "Center" smallEffectName "CapitalAbility_PhaseOutHullActivate" mediumEffectName "" largeEffectName "CapitalAbility_PhaseOutHullActivate" soundID "EFFECT_PHASEOUTHULL"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 4levelSourceType "Intrinsic"minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 Level:3 6.000000aiUseTime "OnlyInCombat"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 120.000000 Level:1 100.000000 Level:2 80.000000 Level:3 60.000000cooldownTime Level:0 90.000000 Level:1 80.000000 Level:2 70.000000 Level:3 60.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_5thOrderProjector_Capitalship_NAME_Norlamins"descStringID "IDS_ABILITY_5thOrderProjector_Capitalship_DESCRIPTION_Norlamins"hudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"smallHudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"infoCardIcon ""
this is after i manually changed it. its a fix, but time consuming. sorry for the text wall, just being concise.
Ive searched the forum for more peeps withs this problem, but cant find any. I got the steam version of SOSE reb. When i play the game with the mod on, sometimes i can build all ships and sometimes i can build them but the model of the ship is missing. I see exhaust trails and lights but no model.
Anyone else had this problemen i mostly play the game on large maps with 4 or 5 ais.
just ant to ask...why did some of the ships or structures wont explode although after they were destroyed. anyone got this problem
chundai, if you looked at the ability makeup, you'd notice one key line: maxNumLevels 3. That means that the ability intentionally, either due to it being a port from Trinity, a lack of time, or both, does not have a fourth level and it is not made to have one.
Hello, would anyone know if there's an (easy) way to mix this mod with Sins: Requiem? (A star wars mod that just adds the factions without any modifications to the original races or gameplay to speak of).
most likely not SG23 sorry
I'll fix this issue on the next release ... unfortunately I ran out of time ...
A word to the wise ... very few abilities use the 4th level
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