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.
Hi calwyn12,
"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"
Should be the same, so either you made a typo or the "count" is slightly different (I'm not in front of my PC to check this)
"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? "
The HW2 models are to be included in R5 (Rebellion), which hopefully will be out soon
Thanks ... I am glad you are having fun
Will the pirates be playable, and how soon is soon?
I am trying to stabilize R5 before adding a new race ... if that is possible. However I have all the models for a pirate race.
When ... one step at a time
Two-part question here, I have SOSE Trinity, in that case would I simply download the Diplomacy version of Maelstrom? And second, must I first download Maelstrom Diplomacy Standard prior to the Expansion, or does expansion come with all the stuff in standard as well?
expansion is the only one you need
Yes, the standard and expansion are complete and independent mods.
Trinity can be used to refer to Diplomacy or alternatively Diplomacy, Entrenchment and Original Sins, hence the confusion.
Hey,
First off i'd like the justs say that this mod is amazing and that it is definitely one of the best mods for this game. I noticed today when i was playing as the replicators that it crashed when the frigates carried on trying to replicate when i have 0 fleet points available, it may have been a one off but thought i should mention it
thanks for a great mod!
Will there be any updates to the vanilla races in R5? They are fun to play with against the Maelstrom factions as they are more generalists than specialists unlike the Maelstrom faction but feel a bit underpowered especially in the early game.
I use the original races as baseline and try not to modify them. Just increase the difficult level of the AI opponents or create teams.
For those who may be interested ... Maelstrom Rebellion R5 has been released.
Yes, i hope it will be more stabilized than R4.
Keep me posted if you have problems
"The Void" map starts you on two asteroids with no logistics slots to build any ship factories. I can upgrade the defences to build 25 turrets and that's it.
"The Void" is not one of my maps
I'll start off by saying thank you for giving us so many new planets/races to play with. I loved Maelstrom Expanded for Entrenchment and just started fiddling with it for Rebellion (R5).
I don't know if this has been brought up or not but I've noticed a few planets who have odd numbers of logistics slots (ie not divisible by 4) after applying all logistics upgrades. Is this intentional or some minor math oversight? My inner OCD starts twitching when I play a game and I see unused slots The planets in question are:
Terran Giant - 50
Dyson Sphere - 50
Frigian - 18
Terra Nova - 42
Ring World - 62
There also seems to be an issue (at least for me) with the Ring and Ancient building zones. I can't place structures at all unless they're extractors. No other planets I've tested thus far have any issues.
The model for the ring world is huge, you'll need to set it to auto-place. On the slots..... don't know.
I understand that but as of Entrenchment R7 (the last version I played before Rebellion) this was not an issue so I'm curious as to why it is now. As I'm not a modeler there's not much I can do about it though but I thought I would point it out in case anyone else hasn't.
I was taking a look at the various star types and noticed that the Volatile, Pulsar, Neutrino, Dark, and Magnetar's hull and shield damage ability is healing units rather than harming them. After looking through the entity files it looks like the "buffOverTimeActionType" is set to "RestoreHull (or shield)" rather than "DoDamage". The values should probably be changed to positive rather than negative although if the current setup is any indication it doesn't matter if the negative is there or not.
Hi digdug83,
Glad you are enjoying the mod and thanks for the feedback
Thanks for pointing it out ... though it does not concern me a great deal, but as you say it is nice to tidy it up.
I recently noticed it also. I assume there is a new constant for the gravity well size (not in the planet entity file) ... easy to fix.
I will check this ... but it would be strange as this was setup correctly for O,E,D. I specifically want to either target shields or hull depending on the type of radiation emitted by the star (EM or particle) ... so "DoDamage" doesn't fit the bill here.
ok so I don't know the difference is but I loaded this up last night and the game runs so much smother and faster than when I was running the Crazy mod
This mod is a fairly mature mod, it has been optimized to run faster and have a smaller RAM footprint. It also integrates the "Sin Optimization Project" for the original races and the new races have been similarly optimized.
in my own opinion I think anyone making mods should look into the SOP to help them with the memory footprint for the game it would greatly improve there mods I think just like it has this one.
It was the intention of the TSOP that their mod would be adapted by all modders and mods
Hey soase-maelstrom, let me first say that I absolutely LOVE your mod. It's phenomenal and I can't get enough of it.
I have literally bought SoSE:Rebellion for mods, and your mod is the absolutely best-in class mod in my opinion. I've tried nearly every mod, and yours is the most entertaining by far.
I also got my friend to buy the game so I could enjoy the mods with him. So, we fired up Maelstrom for our first play through. It was awesome, had a great experience, no issues whatsoever.
It wasn't until the next time we decided to play again that we ran into a problem. I loaded up our save, but every time he tried to join my game it told him "your galaxy scenario file differs from the hosts" and it prevents us from playing prolonged games with this mod. The first time we played a game we played a short one and got to the end with no problems, and we could still do that but this problem only appears when we try to host a saved multiplayer game.
I have searched all over the place for a fix, but there hasn't been a solution that is specific enough for this problem and so I come to you. This has happened to us since R4, and I figured with the update, R5, that maybe our luck would change and the issue be resolved but it's still present. What causes this? How can we fix it? What other information do you need from me so that we can find a resolution?
This mod is way to good, and I'm not going to give up until we find a solution to this problem. And hopefully, anyone else that might have this issue will also have answers, though I haven't noticed anyone else with this issue thankfully.
P.S.- Our checksums are identical, the checksum is 367007150 for R5. My friend has the same checksum. I should also point out that we can host saved games with other mods and the original game just fine. This only happens with Maelstrom.
soase-maulstrom
"your galaxy scenario file differs from the hosts"
At least write his name right;) maElstrom..
Not with mods, but I got this message when I modified a map (overwrote statistics to get higher chance of artifacts) and forgot to undo this. Are you sure you both have the same version of that map you want to use? Nothing is overwritten in those map files?
Neither of us have modified any map files or anything else for that matter except I modified one thing in settings and that is LogOutPut and ShowErrors and I have those set to FALSE for when I goof around in the Dev .exe
I will set those back to their default settings, TRUE, and see if that changes anything though I doubt that's the issue.
We have tried many maps. We've used the Maelstrom specific maps, custom maps, and vanilla maps and it happens with every save no matter the map. Thanks for replying.
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