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.
Hey, so I picked up this mod again after about 8 months of not playing and noticed the bug with the Norlamin Colony Cap where it can't get it's 3rd ability. This was not present in R7. To fix it, replace the file AbilityEnergyWeaponBoost_Norlamins in the R8 GameInfo folder with the R7 version.
Hope this helps anyone who wanted that fixed... hope the mod isn't dead as I and many other players enjoy it alot.
Thanks ... problem noted
For those that are interested ... I have just released R9 for rebellion.
Thank you. Awaiting expansion version with interest.
Hey there Maelstrom! Fantastic to see you are still maintaining and producing. Salutations!
Hi Sinperium, glad you are still about! I'm still here waiting for Sins 2 (64-bit) ...
Congrats on v9 for Rebellion.
Yeah I think we all are on the same boat about this. I wish they would as well.
It would be awesome.
I really enjoy this mod and am looking forward to the expansion release. I am curious, though, if any thought has been put towards making all of the races modular as their own separate mod to reduce the total ram footprint. Thanks anyway for all the hard work.
Firstly, I like to keep it simple ... the fundamental idea, of the mod, was to double the assets in the game, i.e races, planets, etc
Secondly, the 3 new players RAM footprints are quite small as I reuse the textures from the original races ... models and audio excluded
Also, the pirate race has a much larger RAM footprint than the other new races ... as there are many textures used for the models ... hence the reason I am including them in the expansion version.
PS: Glad you are enjoying the mod
Oh, I didn't realize the other races had very little impact. This is great news.
One thing I have noticed with the trade federation is that their frigates are much larger than those of the other races. Is this intentional? Are they like the Zentradi?
It has been a long time since I did the modelling for the new races ... I can't exactly remember my reasoning for making then larger ... possibly in giving the TA frigates some advantages (i.e larger hulls)
Could you provide a change log of some kind for R9? The one in the download is the R8 update.
Apologies, old age must be catching up with me ...
You can find the change log here (News for Maelstrom Mod, December 2015, Rebellion)
http://www.moddb.com/mods/maelstrom
Cheers
@soase-maelstrom
Thank you soase, for this great mod. I just want to ask you if there is a seperate file for only the factions. My intention is that i want to combine your races with zombie's(sins of the fallen) for an ultimate mayhem!! So it would really appreciated if you can help.
Hi aliberk15,
As far as I know it is not just a matter of separating the various races. Several files would have to be altered.
You can ask "Zombie" if he would like to do. As I told him before he is welcome to any of my content for his mods.
I also think it was his intention to combine various mods in this way.
What time I have is spent on an expansion version of my mod ...
Hey, i know you said you put the changelog in the download itself, but i am a person who prefers to be able to read the changelog before i download something, to see if its something id actually be interested in. Hope to here from you.
Hi vrishnak92,
It is always good to know what you are getting ...
Thanks very much
Assuming you do an R10 can you add all the planetary bonuses and artifact entries to the galaxyscenariodef file? Every time I want to do custom maps I have to manually add them in from an older version and it gets tiring explaining it to my friends when our files don't sync up
Hi digdug83,
Thanks for letting me know ... I was not even aware of the problem
Playing the 1.85+ DLC release. Possible bug report. I'm Loyalist Norlamin, trying to break through a bottleneck system held by Loyalist TEC. The System Lockdown ability on the Skylark of Valeron capital appears to be effecting everyone in the area as an AOE, friend or foe. Its been a while since I've played TEC, so I don't clearly remember their specific CC abilities. The suite of disabled systems matches the mouse over text for System Lockdown, though. When I disabled the autocast of that ability, my ships stopped being disabled in combat.
I had a brief look and did not find anything that stood out ... it could be the planet itself, the new planets in the mod have different abilities that have various triggers. For instance, I am just testing the Valeron on a Legendary Planet, the Planet has intense electromagnetic emissions that can disable abilities ...
Hi! We've been running R8 for ages until the recent 1.85 update, and were thrilled to learn that you released an update. Seriously appreciate your commitment.
We wanted to let you know that we ran into a bug. About 45 minutes into a game, it crashed out completely to desktop - just an error sound, no error message. Later we noticed that after a while, one person in our group would see that the icons in their tech tree would begin to disappear, and then they would crash a little while after. Not sure if related. These things happened both in multiplayer and in solo. I was hoping it was just a bug with the new update and not your mod, but without the mod (sadly) we played a full four-hour game to completion without issues. For the record, we all had the large address aware patch applied.
Let me know if there are log files somewhere or any information I can add that will help. Meanwhile I'll keep waiting for the dreadnaught update
Cheers!
Nom
Hi Nom,
Glad you are enjoying the mod.
Unfortunately there are no log files, as a modder, that I can use.
Now a couple of things at the outset ...
1. The 1.85 patch did not require a great deal of work to move from 1.82 i.e there is not a great deal that can go wrong, from the little I did, I also test and play with error logging on (basic syntax checking) ... of course no errors are reported
2. I have had Sins+Maelstrom (single player) freeze around the same time in a game or later ... monitoring via the task manager I saw that the RAM usage just kepted increasing at a high rate ... I assumed a bug with the base game... I do not use LAA. Finally, I have had many long games without issues.
3. The 1.85 patch (https://forums.sinsofasolarempire.com/478243/page/1/#3642133) included substantial work on ...
I do not know how this has been achieved (possibly multi-core ... memory sharing with GPU ... etc). I have to assume a lot of work from the developers went into this solution.
How this would interact with the LAA is unknown,
Interesting, Maelstrom with all Graphics Settings on Highest uses 1.5 GB ... which inspires me to add further features to Maelstrom (i.e additional races)
Conclusion: I would say there is at least 1 bug with the base game. I am not sure of the trigger. It could be a memory management issue and how it interacts with LAA.Of course I could be completely wrong ... lol. I will test with the dev.exe to probe deeper.
Additional useful information might be what OS are used in your group? What DLC's are being used? Graphics cards (of course make sure drivers are up to date)?
PS: If you are still playing ... let me know if there are anymore symptoms
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