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[MOD] Maelstrom Mod |Trinity|Rebellion

By on June 29, 2010 11:22:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

soase-maels...

Join Date 02/2009
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Compatibility

Maelstrom is currently compatible with

Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.1

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Credits

For contributions in testing and concepts
ICEman, Quiet_Man, Malanthor, UncleJ and many others

For mod optimization special thanks to ...
The Sins Optimization Project (TSOP), Bailknight`s Graphic Mod

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Introduction

The Maelstrom Mod introduces three 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 ...

              Maelstrom Website                    ModDB Website                     Strategy Informer Website

or use the links below

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The Standard and Expansion Series (Trinity)

Please note that the Maelstrom mod Expansion series have Titans & Dreadnought Capital ships, expanded Pirates

and more challenging Militia ... whereas the Standard series do not.

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Sound Pack (Release 1 added 27/3/2012)

Alternative music, voices and dialogue for the new races.

Maelstrom Sound Pack R1              


Original Sins (Release 9 added 04/08/2012)

Standard series    Maelstrom Standard for Original R9, v1.195                               

Expansion series  Maelstrom Expansion for Original R9, v1.195                


Entrenchment (Release 9 added 04/08/2012)

Standard series    Maelstrom Standard for Entrenchment R9, v1.055                                   

Expansion series  Maelstrom Expansion for Entrenchment R9, v1.055    


Diplomacy (Release 10 added 23/04/2013)

Standard series    Maelstrom Standard for Diplomacy R10, v1.37                             

Expansion series  Maelstrom Expansion for Diplomacy R10, v1.37              


Rebellion (Release 5 added 6/4/2013)

Maelstrom Rebellion R5, v1.1                                                                    

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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.

Installation & Release Notes

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June 25, 2012 9:56:58 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi Vegas_Celest,

Thanks for sharing your ideas.

Anti-module cruisers are excellent for taking down starbases. Strike craft (bombers) are excellent at taking down Titans.

Specialized ships for taking down a Titan would create a imbalance because they could ripe apart any other ship also ... specialized anti-titan and anti-starbase are not included with the AI

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June 25, 2012 3:12:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ah... I see the problem. Too bad.

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July 7, 2012 1:11:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I wonder what the Replicator titan would look like now that it has to scale with the Rebellion titans.

 

Unless your scrapping the ones from Rebellion and just replacing them with the ones from this mod. Still wonder how replicators can rebel...

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July 7, 2012 1:01:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Unless your scrapping the ones from Rebellion and just replacing them with the ones from this mod. Still wonder how replicators can rebel...[/quote]

 

well i know there's a few examples of replicators rebelling in the stargate universe

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July 10, 2012 10:46:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Perhaps one faction that wants to 'destroy all humans' versus one that wants to focus on replicating more? Military vs. Civilian tree basically.

Or one side has gone Borg and wants to enslave/cyborgize/something organic life instead of killing them. Just going by popular scifi, evil robot empires tend to either want wipe everyone out (Cylons, Daleks), or turn everyone into more of them (Borg, Cybermen).

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July 14, 2012 4:52:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is the best mod for Sins of A Solar Empire of all time, and I would like to see it in Rebellion.

 

What can people do to help ypu, im willing to help i modded for Civilization 4.

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July 14, 2012 6:48:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Azuvic,
This is the best mod for Sins of A Solar Empire of all time, and I would like to see it in Rebellion.


LOLZ.  One of the best, but isn't the best.  It has a glaring flaw:  the new races have too much tech/advantages compared to the original races.  It makes the whole mod unbalanced.  With some small tweaking, they can work with no issue.

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July 14, 2012 7:14:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,


LOLZ. One of the best, but isn't the best. It has a glaring flaw: the new races have too much tech/advantages compared to the original races. It makes the whole mod unbalanced. With some small tweaking, they can work with no issue.

This is the only real criticism I have of it as well. I mainly played this mod with friends, if you go random and get one of the Vanilla races you're probably screwed. If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.

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July 14, 2012 11:10:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi Azuvic,

Glad you are enjoying the mod. I am currently working on R9 for Maelstrom and then I'll start working on a Rebellion version.

With regards best mods for Sins ... my personal opinion is that there are many great mods for Sins, now and upcoming. I have enjoyed playing them, but for Maelstrom I'm afraid I've played/developed it for so long that I don't really enjoy it.

With regards balance ... I haven't been in to much of a hurry, with each iteration I do some balance changes relative to the original races. R9 will balance the new races closer still to the original races. Thanks XATHOS and GoaFan77 for the comments ... I agree.

Quoting GoaFan77,
If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.

I'll try to port one race at a time into Rebellion and see how it goes

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July 15, 2012 10:19:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The new races could replace rebelOr loyalist factions of the old races according to you lore tho

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July 15, 2012 1:48:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

This is the only real criticism I have of it as well. I mainly played this mod with friends, if you go random and get one of the Vanilla races you're probably screwed. If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.

I had to rebalance the Maelstrom races when I put them into my diplomacy compilation mod for my LAN group.  Having to balance the Original, Maelstrom, and Fallen races into a happy medium took some doing.  On top of that, just getting all the assets to work into into one mod and respecting the engine limits, was a nightmare.

Anyway, eschewing half of game's races isn't the way to go.  It'd be better to just scale them to the vanilla trends of power (along with tech revisions).

Quoting noing,
The new races could replace rebel or loyalist factions of the old races according to you lore tho

The Trade Alliance could work, but the rest wouldn't thematically fall in.  The Norlamins and Replicators are too different than the Vasari and Advent.

Regardless, rebalancing the races, first, to spare the tech to put on the Loyalist or Rebel side of each race, is a starting point.  From there, Corvette ships will need to be made.  The Dreadnaughts and existing Titans can already be split and repurposed into the respective Titans for each side given some work.

 

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July 17, 2012 6:52:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting noing,
The new races could replace rebelOr loyalist factions of the old races according to you lore tho

Interesting idea ...

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July 17, 2012 6:56:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,
I had to rebalance the Maelstrom races when I put them into my diplomacy compilation mod for my LAN group.

I assume it was not R8

Quoting XATHOS,
It'd be better to just scale them to the vanilla trends of power (along with tech revisions).

I agree

 

Quoting XATHOS,
Regardless, rebalancing the races, first, to spare the tech to put on the Loyalist or Rebel side of each race, is a starting point.

R9 should be pretty close balance to the original races.

Quoting XATHOS,
Corvette ships will need to be made. The Dreadnaughts and existing Titans can already be split and repurposed into the respective Titans for each side given some work.

Yes, the models (Corvette, new cap, Titans) are not a problem

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July 24, 2012 5:20:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

One problem i've seen is that the alliance titan is woefully underpowered compared to the others.  in a straight up fight, it always loses.

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August 4, 2012 1:14:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

For those who are interested Release 9 is available

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August 4, 2012 1:48:39 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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August 4, 2012 3:11:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

When will this be made Rebellion compliant?

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August 4, 2012 3:24:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Started working on Rebellion a couple of days ago. Currently working on the models ... mostly done ... and which I assume are the most time consuming part, that is apart from testing.

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August 4, 2012 9:15:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I thought you didn't need to do any converting of models?  To my understanding, converting the meshes only required one line to be added.

 

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August 4, 2012 9:45:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There are additional models required for Rebellion: Capitalships, Covette's, Titan foundries and Titans. I also took the opportunity to rework the Dreadnought factories (as I might make the Dreads buildable via a special factory). In total 30 models, some only needing rework. This is assuming Rebel and Loyalist factions for the new races ... the assumption is that it will all fit.

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August 4, 2012 10:13:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting soase-maelstrom,
There are additional models required for Rebellion: Capitalships, Covette's, Titan foundries and Titans. I also took the opportunity to rework the Dreadnought factories (as I might make the Dreads buildable via a special factory). In total 30 models, some only needing rework. This is assuming Rebel and Loyalist factions for the new races ... the assumption is that it will all fit.

I forgot about the corvettes.  I figured you already had a chunk of it already existing in some form ingame, anyway.

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August 14, 2012 11:21:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Highlights Rebellion (Release 1)

Models
- Dreaadnoughts for the original races
- Dreadnought factories for original races

Planets & Stars
- Imported Planets, Planet effects and bonuses from previous Maelstrom mod (O,E,D - R9)
- Imported Stars, Star effects and bonuses from previous Maelstrom mod (O,E,D - R9)

Other
- imported Dreadnoughts from previous Maelstrom mod (O,E,D <-> R9)
- imported Pirates from previous Maelstrom mod (O,E,D <-> R9)
- imported Dangerous Asteroids from previous Maelstrom mod (O,E,D <-> R9)
- included Giant and High Tech planet research into research tree of original races

Games improvements
- integrated TSOP into Maelstrom (http://forums.sinsofasolarempire.com/428154)
    - All mesh, and particle bad file path names removed.
    - Errors in string, and game info files corrected.
    - Mesh fix's (Eradica flipped polys, unused materials removed)
    - Ability optimizations.
    - All particle, and UI textures converted to DDS format. Large texture resolutions reduced.
    - Optimized Sounds, Music ported from TSOP Trinity.
    - Optimized Trade ship, Strike Craft, and Constructor meshes ported from TSOP Trinity.

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August 14, 2012 1:50:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You probably should have said that the Maelstrom factions aren't in the Rebellion release.  It is generally polite to let people know when a feature doesn't make it into the next version so they don't assume it is automatically in there.

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August 14, 2012 3:55:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What he said, plus, one of your Dyson planets has a particle effect that isn't displaying properly.

 

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August 14, 2012 5:30:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey--regarding rebelling replicators.  A scientist developed little robots that behaved like bugs.  He programmed them to touch certain objects to obtain a "color" and to desire more colors with each one obtained.

The robots were made to have differing forms of locomotion and appendages but not programmed for anything else other than moving, obstacle recognition, etc.  One of the robot types after months of operation suddenly became a predator--recognizing other robots as obstacles to attaining more color and began to routinely attack them.

So there's a real life example.  Maybe some Replicators want to ascend.

Ooh--I just realized you are getting Rebellion here--yay!

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