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.
When do you have a minidump ... on first loading the mod or in the game?
first loading the mod...
R3 works fine...
Try deleting enabledmods.txt file in the "setting" folder in the mod area
n/a...
was a clean install of rebellion...first mod ive used for it
Have you tried to load the mod more than once?
.... weird it works in the dev....
and until today i have only tried it once
Other mods have similar problems, first time dumps ... go figure
it still does not work in rebellion non dev...
Interesting ... I have never had problems personally and the vast majority of people are OK, apart from 2GB issue, so all I can do is scratch my head ...
Maybe, due to certain things in the exe, the dev exe is inherently more stable than the regular exe?
... i did not think of that..
i wonder if it has to do with the 300-400 little problems that pop up...
300-400 problems ... what is this? Couldn't find this in the error log are you sure you are reading it write ...
the most common error is
C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]
useful to know ... esoteric to say the least (looks like C or C++ debugger output, which is a fat load of good)
There is a problem with a PipelineEffect
A missing texture
and
the PLANETMODULE_TECHORBITALHANGARDEFENSE model has a error in its weapon points allocation
PS: I always run Sins with LogOutput and ShowErrors on. I don't use dev mode
A Ouija board might help with interpreting the warnings from the dev "tool"...
Any news concerning a fix for that? I looked into the problem myself and at least found the reason why its behaving like that for the Jelmi:
BuffEnergyWeaponBoost_Norlamins.entity
I don't know if you set the stacking limit on 4 on purpose (because it seems kinda unbalanced with 4 Jelmis at lvl 7+), but if you did you should set "allowFirstSpawnerToStack" to "False" or 1 Jelmi will stack its aura 4 times...
Thanks for the reminder ... you are correct, the buff should not be set to stacking.
Will fix for R5
I love this modification. Right now I am playing it on Trinity but, I would love to play it on my copy of Rebellion when all the races are unlocked (for Rebellion). Most importantly the Replicators. Have you been busy lately and not been able to work on the mod or have you been piecing it together as you get time?
Glad you are liking the mod.
All content, and more, has been available since the R4 release (Rebellion)
There is a bug in the R4 release, which occasional causes problems, and which I am in the process of tracking down
So this has probably been posted somewhere, but I've been looking for days without any luck. With this mod or any others I try to enable, the game refreshes to the loading screen and minidumps. If anyone could be so kind as to help out or point me in the right direction i would be forever grateful.
Don't use the ingame mod enabler; it crashes most of the time. Enable mods before launching the game.
If I go to enabledmods.txt and change it then it does the same thing as well
Are you sure the Rebellion patch matches the patch the mod is for i.e Maelstrom R4 with the v1.1 patch of Rebellion?
Hey, I've just got a few quick questions. First, is there a way to get rid of the dangerous asteroids in the newest version of maelstrom? I've done it before with the trinity version of the mod, but now when I try using the same method (detailed on page 42 of this thread) in the rebellion version it mini dumps. Also, on moddb it looks like you've completely redesign the pirate models, even giving them capital ships! Are they in R4 or are they just previews? This mod is awesome. Thanks for making it.
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