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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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August 20, 2012 9:46:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That could work sinperium but it would require a complete overhaul of all the titans because they are very different in regards to strengths and weaknesses. I really dont see how a single vessel could be the bane of everyone of them unless it was simply a more powerful titan.

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August 20, 2012 10:46:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ElPatje,
Tried re-installing, redownloaded.. nothing seems to help. Or was the rebellion version not meant to have the other races?

R1 has most everything but the new races ... working on them now. I will release races one at a time.

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August 20, 2012 10:50:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Really nice job Mr. Maelstrom (played three games so far). I'm so tempted to suggest dreadnaughts become the specialty anti-titan ship but that's probably not balanced. It still would be a perfect role for them.

Yes the Dreadnoughts ... I initially included them to go against starbases ... but anti-titans is a thought.

They as still a little bit too punchy currently ... I agree with Malanthor

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August 20, 2012 10:50:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well that's where the balance part comes in and you would have to seriously reconsider a lot of things.  Specifically though, dreadnaughts could be lowered down in firepower significantly while still retaining one good "gun" (ability) that only functioned on titans.

I was just noticing with the capital ship and all, dreadnaughts now are a lot more middle-tier in status than they were in non-titaned Maelstrom.

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August 20, 2012 11:02:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi Malanthor,

Thanks for the feedback!

Quoting Sinperium,
It was nice, well the little that is in that is hehe.

Still it was a lot of work ...

Quoting Malanthor,
I wonder something, in the planet uppgrade menu there are room for 3 more uppgrade buttons, are one able to do anything at all with this or is it off limit due to hardcoded or something?

I wish I could ... only one ability per planet, apart from, to my best knowledge, the rest is hardcoded

Quoting Malanthor,
Also the TEC dread ability "advanced fire controll" overlaps with the ability of the tec colony cap (giving a radius +to range and to hit) Maybe not have it overlap like this but do something else instead. Also a 75% increase in range is pretty crazy, thats almost double the range, it makes threats like torpedo vessels and long range frigates very weak due to you outranging them.

Good point ... I'll look into it

Quoting Malanthor,
One of the other abilities of the tec dread has a wonky description, its the one that gives armor bonus to a different ship, but from the description it reads more like it only work for the dread.

Thanks for pointing it out

I agree with your ideas on the Rebel and Loyalist factions ... one more aggressive, the other more "productive"

 

Quoting Malanthor,
I could try to come up with some ideas for the differing abilities too if you want to hear them.

At this stage I'm working on the Norlamins, so any ideas would be useful

Quoting Malanthor,
Also i think that dreads are currently too powerful compared to the single titan that takes ages to build in comparison.

I agree ... for Rebellion, I'll give it some thought

Quoting Malanthor,
Lastly more diversity between the factions. The more the merrier. Give one faction huge bonuses in one area and a weakness in others etc.

Good idea ... for the new races ... I don't want to alter the original races though

Quoting Malanthor,
Planetary weapons! Its such a terribly shame that planets are almost left untouched in the game, so many things that could be built on a planet. At the very leasy i want to see some weapons fire coming from it. Would be nice if one could implement a planet uppgrade button for that with 3 tiers or so.

I think this is wishful think ... I also wish!

Quoting Malanthor,
Also the new ship models and such are really great. A real improvement from the also good ones you used to have. Keep it up! Looking forward to seeing the new titans and such.

Thanks

Quoting Malanthor,
i forgot to say it but i noticed that one dread think it was the advent or something had 12.0 in culture repel while the titan have the same as a normal cap 0.75 or something. And this was not while any ability was active so either its just a mistype or i would say it was a bit over the edge.

I'll check it ... thanks!

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August 21, 2012 3:20:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah that would be possibly i guess sinperium, it dont particularly strike me as something i would enjoy but who knows how it would turn out. reason i dont like it is mostly because i feel it forces the ships into certain roles which they may or may not actually fit into. =meaning for a smaller ship to be able to defeat a bigger one it indicates it has technology specificically tailored to do so with lot of weapons facing in one direction, strong directional shield projectors etc, maybe fast speed so it can circle the other while delivering mass broadsides. But in essense it forces every dread to be such a vessel and every titan not do be so. Take the two tec titans for instance how could one ship be tailored to deal with both of em as they are hugely different and would require two very different approaches. I nat get way to logical here but thats me, just ignore my rambling hehe.

Yeah soase, i didn meen to come off as an ass. I know its lot of work, didnt mean to imply it should have been more or anything. my appology.

 

ps: pardon my crappy sentences and such, im on a wee laptop with unfamiliar keyboard. takes ages to type.

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August 21, 2012 4:33:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think if you had a single dreadnaught it might be a nice role for them but when they really level up and you have several, not so balanced in such a role.

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August 21, 2012 5:24:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah having one would fit better in such a role, with 4 hanging around not so much.

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August 23, 2012 12:22:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So annoying not having the maelstrom races installed (only rebellion installed now since a pc crash)  One thing you could do would be to give the trade alliance rebel or whatever peace treaty with pirates like the tec rebels (i feel it fits better with trade alliance actually)and maybe also use of their forces. Maybe some mercenary forces could be implemented with a different twist than the tec rebels. Trade alliance special powers should atleast to some degree focus on trade i reckon, while the rebel could focus on some form of theft:stealing credits from people in their culture or leeching off money whenever anyone else makes a purchase etc etc, endless ideas here. But then i dont even know how you want to divide the trade alliance yet, my own take is less defense/offense and more legitimate business vs organized crime, that may not fit your idea of the trade alliance at all.

Norlamin should be fairly easy, some specific culture/research and defensive power for the loyalist vs offensive power for the rebels.

Replicators loyalist should prob have offensive weapon research+extermination stuff/planet bombing/virus vs diplomatic stuff/alliances for the rebel faction.

Meh i cant really think of anything concrete without having the factions infront of me. Buhu.

Eagerly awaiting the first race though. <rubs hands eagerly together>

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August 25, 2012 8:14:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

To all of you dedicated Modders. Thank You. Very rarely has a game this good been created. Thus, rarer still is it that players input is used to advance thte direction of the game in real time (rt = day to day progress that is accesible). Most amazing is the dedication and professionalism that you prove that you have in every detail that is this game. I have had my sins games for years. However I decided to go online for the first time ever in a forum such as this so that I can give credit where credit is due, I respect all of you out there a great deal. It is important that you know that your work is HIGHLY APPRECIATED.  Very much anticipated, and always welcome in any form you can concieve it. Thank You all.

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August 25, 2012 2:34:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have a small problem. I downloaded the mod, installed into right folder and also activated from in game mod options.

 

But..

 

I can't choose new races? I only get old factions. TEC, Advent and Vasari loyalists & rebels. When I start game, I can see the mod is active because there are options for dreadnaughts and lots of new planets.

What do? How can I play new races? 

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August 25, 2012 6:56:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

New races haven't been released for rebellion yet

 

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August 26, 2012 5:22:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Afrojason,
New races haven't been released for rebellion yet

 

 

Any info when they come out for Rebellion? So basically if we want to play with these new races with my friend we need to play diplomacy then. 

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August 26, 2012 10:55:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ubbez,
Any info when they come out for Rebellion?

End of this week

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August 26, 2012 11:00:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting thefinalfrontier,
To all of you dedicated Modders. Thank You. Very rarely has a game this good been created. Thus, rarer still is it that players input is used to advance thte direction of the game in real time (rt = day to day progress that is accesible). Most amazing is the dedication and professionalism that you prove that you have in every detail that is this game. I have had my sins games for years. However I decided to go online for the first time ever in a forum such as this so that I can give credit where credit is due, I respect all of you out there a great deal. It is important that you know that your work is HIGHLY APPRECIATED. Very much anticipated, and always welcome in any form you can concieve it. Thank You all.

Hi thefinalfrontier,

I can't speak for all the Sins modders, but I appreciate your positive feedback. There are some excellent mods and modders in this community and of course it is great that the Sins developers have given  us all a fantastic platform to expand and experiment on.

 

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September 2, 2012 10:16:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi.

So, even though I've never played it, your mod seems absolutely awesome and I'm rather eager to try it out. I only have Rebellion now, however, so is there any eta for a rebellion release with all the races?

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September 3, 2012 12:35:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've uploaded R2 which includes the Norlamins. I will release it in a day or so.

With the additional content in Rebellion each race takes quite a lot of work to get right. So at this stage I would say it takes about one month per race.

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September 3, 2012 11:05:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

For those who are interested, the second release of Maelstrom is available ... see link above

Highlights Rebellion (Release 2) 04/09/2012

- added Norlamin race with Loyalist and Rebel Factions
- reduced Dreadnought, firepower and shield/hull regeneration rates. Also reduced number of strike craft
- reduced 'strength' Super-Dreadnought ability
- reduced the rate Dreadnoughts are produced
- compatible now with Rebellion 1.04
- taken out ability 'population kill' on planet ice, volcanic and desert storm, i.e no more 'planet attack' spurious messages

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September 3, 2012 1:34:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome!

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September 3, 2012 1:57:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This mis one of the best mods to the one up there that hasn't played it.  Lots of fun.

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September 3, 2012 4:30:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'll let you know if you did good after I go through the customary research and ship balancing.  I never could understand why you intend on giving all the new races as much research as possible.  They don't need it and it screws with the balancing of the game.  Your models and abilities (save replication being buggy) have always been solid, though.  Yes, this includes even when the Norlamin capital ships looked like flying metal dildos.

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September 3, 2012 6:26:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just wondering, on the latest, when will the Alliance be done?

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September 3, 2012 7:56:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting soase-maelstrom,

- taken out ability 'population kill' on planet ice, volcanic and desert storm, i.e no more 'planet attack' spurious messages

YES!!!! that always distracted me while i was in the middle of a big battle

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September 3, 2012 9:29:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Malanthor,
Just wondering, on the latest, when will the Alliance be done?

I'm going to start working on the TA today ...

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September 3, 2012 9:36:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,
I'll let you know if you did good after I go through the customary research and ship balancing. I never could understand why you intend on giving all the new races as much research as possible. They don't need it and it screws with the balancing of the game.

Thanks, would appreciate feedback. With regards the game imbalance ... the first mod that I played was 7DS, to really understand and appreciate game imbalance you just have to play 7DS. It was never a problem though as you can setup the opposition AI's to counter balance this. So what I'm saying is imbalance is one of my least priorities ... hey, but that's me

 

Quoting XATHOS,
the Norlamin capital ships looked like flying metal dildos.

Which ones?

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