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.
Thanks for the reply. It's odd. I just played a 5 hour game as TA without a single mini dump but the TEC game I was trying to play would minidump at virtually the same time 3 of 4 times. Also, the missing textures actually also occur during menu selection. When the camera pans to the various scenes if a Vasari or Advent titan is shown I also see the missing texture here. Team colors is off as well.
Loved the mod back in Diplomacy, glad to see it back in Rebellion. My friends and I have run into an issue though - in the middle of a game, Sins will mini-dump and upon starting back up the joining players see "your galaxy scenario file differs from the hosts". Any idea what is going on and/or how to fix it?
Edit: the games are started using the map designer
The RAM footprint also depends on the number of 'units' (ships, structures, abilities, planets, etc) in play. This is related to the particular map you are playing (i.e smaller maps means less units) and also what 'type' of opponents you are playing against (i.e typically defenders build more structures and populate more extensively/faster)
Rebellion also seems to be a lot more crashy than Trinity; I've found this to be a huge problem in SoGE.
The galaxy scenario issue seems to only happen with a mod is in use [disclaimer: only mod I've tried so far is Maelstrom]. Vanilla games don't have this issue. I've even compared my .galaxy file and the .galaxy file of a friend and they are identical. Sucks when you get a couple hours into a game and then Sins crashes so you have to start all over.
Maelstrom will crash, like any large mod, if the RAM footprint approaches 2GB. So try reducing the graphics effects.
The other problem, which might be causing the crash also, I can't comment on ... I have not tested multiple player and have not come across any feedback that could shed some light.
Not sure on this one ... I am just overly aware of the 2GB limit as Rebellion makes this problem a whole lot worse than Trinity
That sounds like the error message is more of a generic message than the actual problem message.
My thinking is ... if you avoid the minidump you avoid the"your galaxy scenario file differs from the hosts" problem
Not sure if there is 1 or 2 problems, 1 definitely ... Sins has had many problems with multiplayer sync in the past
I do not know if other people have noticed this problem, but to me it seems that the Trade Alliance research that increases the Squadron capacity in the Hangar Defenses doesn't work. I researched all three stages and my hangars still only had 4 squads each. Am I just misunderstanding this and it only increases the number of craft (though I didn't notice this change either).
Secondly. Some of the abilities on the capital ships that increase squadron capacity. I do believe it was the one where it moves the hangars and decreases weapon cooldown. That one also failed to properly work.
Lastly, I have a suggestion. For the Loyalist titan for the Trade Alliance, due to its abilities needing the ship to be facing forward, but its main firing arc is broadside, I suggest making some sort of changes to avoid this problem. Its kinda lame to be mid fight and the enemy starts to run and it takes your titan too long to turn and fire a snipe shot at the thing to try and kill it real quick before it escapes.
Having a problem upon downlading. Whenever i launch the mod the loading screen appears. It will sit there for hours and not do anything. Then it will say i have a mini dump error and the game will crash. any advice?
Right patch for the particular version of Maelstrom?
I believe so, it is the Rebellion Download u have above, and everytime it always sais minidump crash.
could i be missing a step in the downlad? or could the download be corrupt in any way to cause this?
Maelstrom Rebellion R4 requires v1.1 patch of Rebellion
Also you might like to try deleting the file enabledmods.txt which is in the mods folder
My game is rebellion version 1.1.48, note-whenever i use winrar or 7-zip to extract my files to the specified location, it always has 70 or so corrupt file warnings. Ive tried downlading from several sites, but everyone continues to encounter this problem.
From where did you download the mod?
Ive tried from both ModdB as well as the direct download you have above. Both with the same outcome. I would really like some help. This Mod Is Too Amazing To Pass Up.
I have had no reports of corrupt mod downloads. Even if there was problem, it is unlikely that both modDB and my website would be hosting corrupted downloads.
Can you confirm that the R4 download from modDB gives warnings of corrupt files when you un-compress it?
I would also try un-zipping to another location (such as a general documents folder) and then transferring the files to the mod directory
I use 7-zip to create the mod download zip file
I have downloaded and decompressed the Maelstrom Rebellion R4 mod, from ModDB, with no errors or warnings
is there gunna be one for diplomacy 1.37?
Does it immediately need it? as I am busy with R5 for Rebellion
From what I understand the number of changes (from 1.34->1.37) are small ... at a guess R9 (1.34) should work with 1.37 in the short term
Ok, so I know that there are many problems with Sins and minidumps, but I think there is a specific issue with this mod. Is there a debugging log created or an option to enable debugging? I have a save that crashes moments after it loads repeatedly.
These crashes seem to happen with either Gas Giant or Tech worlds on the map. I seem to have games that has either many of these tech/gas/diasporian or many terran/jungle/utopian. Rarely are they all combined on one map.
Is there some way of determining the cause of the crash?
Anything is possible ... but the planets haven't changed since R1. If a planet is the culprit them it most probably is its ability.
That being said ... the most common cause of mini-dumps, for large mods, is the 2GB RAM limit, on large maps with many players. The best way of easing the RAM footprint of a mod is to reduce the graphics effect settings.
I always have debugging turned on when I play and develop (see the options in the file rebellion.user.setting, in "Setting" folder one directory up from "Mods-Rebellion v1.1" folder in the modding section) ... of course there are no errors reported for any mods I release. This debugging mode is good for checking general errors and syntax, not for checking the complexities of abilities and buffer assignments.
what would cause R4 to crash at all low settings?
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