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.
Good info, thanks! We are all running Windows 10, but one correlation we've found between people who crashed is that they have nvidia cards. The rest of us all have and/radon builds. Their drivers are up to date.
I didn't consider that LAA could be an issue, though. Seems obvious now you've mentioned it. Will have them try without!
The combat was at a Desert planet with Desert Tornadoes and a Paradise planet with Allure, vs Loyalist TEC. It has been a long time since I played TEC, but I don't recall them having a CC ability that impacted the same systems as the Valeron's System Lockdown. Or the ability to reflect other faction's special abilities. It seemed odd that the disable effect I received to my own ships matched the Lockdown ability, and that I stopped having friendly ships disabled when I disabled the Valeron's autocasting of same. There was enough correlation that I thought I should mention it. Unfortunately I don't have any other detail to provide. Thank you for checking, though.
Is this going to be compatible with the new Outlaw Worlds DLC?
Yes, it was made compatible a couple of months ago. Head over to ...
http://www.moddb.com/mods/maelstrom
It is also 1.85 compatible and the Pirates races has been mostly completed.
Hi Guys,
Maelstrom has been updated to the Rebellion v1.9 patch (see download link above)
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Highlights Rebellion (Release 12) 10/04/2017* Update Maelstrom compatibility from Sins Rebellion patch 1.85 to 1.9* Upgraded Textures for extreme graphics* Fixed Research weapons upgrade for the pirate starbase.* A number of low level clean-up removing unused enitity files, icons, sounds, etc* Fixed bugs in a number of buff files (Norlamins and TradeAlliance) which may have been causing random minidumps ... thanks to dbmod11 for pointing them out.* Also thanks to Hronolog ... finding some small model bugs for the new races ... though I haven't fixed them yet!
Hi. R12 Bug reports:
Trait Icons on Faction Selection Screen for Trade Alliance and Replicators appear to be jumbled up. Titan icons are missing under loyalist/rebel for both factions, and some 'common' research icons are displayed instead of unique faction or loyalist/rebel traits. For example, Trade Alliance Faction Screen, one of the icons in the shared faction features bar at the top, Galactic Economy, is actually Loyalist Specific. Aggressive Marketing and Large Transport Holds are also highlighted at the top, but they are standard trade ship upgrades and do not appear to be unique to the faction. The bugs are more obvious on the Trade Alliance and Replicator faction screens, but the other factions may need to be checked too.
Titan Factory and Titan unlocks appear to have been scrambled across the 4 titan unlock researches. For example, TEC loyalist/rebel and Trade Alliance Rebel Titan / Factory is unlocked and build-able immediately on the first tier titan research. Norlamin Loyalist and Trade Alliance Loyalist Titan is unlocked on first tier, factory is unlocked on fourth tier. All of the titan researches for different factions should probably be looked for consistently.
Thanks for the feedback ... I'll look into it shortly
Hello there, ive been playing sins on and off since Vanilla, been using Maelstrom since entrenchment alongside SoA 2.
I';m having a problem with a custom map, specifically, the Ringworld bonus. Now, i have a 10 player map and every homeworld is a Ringworld but i cannot for the life of me, get the homeworlds to HAVE the bonus nor can i set the planet exploration state to 0 so it can be discovered. I cant even use a template because the ringworld bonus doesnt appear in the planet bonus list in GF (using the Maelstrom GF of course)
Ive tinkered with files and tried everything ive found through google-fu but im at a loss here.HALP!!!!
I'm not a GF expert but possibly you can't have bonuses for home planets.
For other planets bonuses are set in the planet entity file (usually a random selection from a user specified list on bonuses)
Ive tried editing the entity files and ive changed the entity files to only have the ringworld bonus for the ringworlds through notepad++.
Neither it nor GF have managed it so far.
However, i do notice that when playing Maelstrom, the TerranHome has a bonus, something like commercial juggernaut or something similar, so from that i assumed it was possible.
Not to put Goafan77 on the spot, but there are faction specific homeworld bonuses in Star Wars Interregnum. Might want to ask him about the technique used to implement that. I would guess that it is something coded into the faction instead of the planet on the map, though.
That is already the case ... you don't need to change it.
That is an ability the planet has ... not a bonus. For the rinworld the ability is "EM defenses". You could change the ringworld ability (in its entity file) to the TerranHome ability (see TerranHome enity file for its ability). Just be aware that some planets have abilities that are negative (i.e storms).
Aye, so i could potentially change the Ringworld ability from EM def to Ringworld?
Ringworld entity file is: PlanetRing
The Ringworld ability is: AbilityRingWeapons (see line 412)
AbilityRingWeapons description is: "Ring EM Defenses" ... "The outer ring defenses emit strong EM radiation which causes havoc with enemy weapon systems."
You could replace the ability, for instance, with the Terran planets ability "AbilityTerranEconomics"
You can't replace an ability with a bonus
Any chance of helping me figure out why editing the galaxyscenariodef planet lists has turned into a right fubar ballache?
With the galaxyscenariodef you can't afford to make any mistakes ... Sins will crash.
Check planet number counts
All checked and fine, im using Notepad++ to edit the galscendef files directly, is this incorrect?
What's new in the next Maelstrom update? Care to tell us some of it...
I have been working on a eve-online mod ... unfortunately as of December 2017 the eve developers have tighten their control on eve IP, effectively shutting down mods that use eve assets.
I have also been working on a Homeworld mod (using the new textures from the remastered series) ... which is progressing nicely ...
Do your best.. After i try the new update you guys add on Maelstrom, i'll consider try it, the Homeworld you guys are working on later as i'll be pretty busy with work for few months ahead..
FYI, Regarding Rebellion RTS Game i'm playing, Maelstrom are my top 5 favorite mod so far.. Hopefully in the near future update, i hope it makes top 3 next time new update comes out..
Thank you for listening to this message..
Good to see the old maelstrom mod still going strong. Keep up the good work and thank you.
Hello soase-maelstrom,
I'm not sure if it is intended but after destroying a ship, the now burning ship stays floating around the planet. If I zoom out I still see the ship icon but cannot select it since it has already been destroyed. On large scale battles it tends to get somehow confusing to manage my ships by having a lot of dead enemy ships floating alongside of mine.
The ones marked with red are ships that have already been destroyed... If it is intentional then maybe your objective is to create a sense of ship graveyard (I guess). It's cool but, in my opinion, the ship icons are unnecessary. They create a visual constrain on the planet.
I had another issue but I don't know if it is related to this mod (although it hasn't happen with other mods yet) but sometimes the ships get very far from the planet they are in. Far enough to take almost 10 minutes to jump to phase space.
Anyway, one of my favorite mods around! Thank you
When the next update for Maelstrom?? What's new in this one??
In a previous gameplay session the dreadnought factory kept producing ships even though the capital ship limit had already been surpassed. Is this intentional? Because as time passed I got A LOT of dreadnoughts (one AI faction also had a lot of them).
Having this possibility unbalances the game drastically, to the point that not even a Titan is necessary to wreck the enemy's base / fleet.
I see no problems in a 8 hour game having 6 or 7 dreadnoughts
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