soase-maelstrom soase-maelstrom

[MOD] Maelstrom [Trinity | Rebellion]

[MOD] Maelstrom [Trinity | Rebellion]

http://www.soase-maelstrom.com/

 

Compatibility

Maelstrom is currently compatible with

Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.94

_________________________________________________________________________________________________

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                    

 

______________________________________________________________________________________                               

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

4,209,371 views 1,681 replies +10 Loading…
Reply #1226 Top

You're welcome.

Reply #1227 Top

I realize these questions may have been posted, answered, re-posted, shot down as noobish and lazy, and answered anyways already but I really haven't got time to check 50 pages for these questions.

 

So I presume there's some plans to move this mod into Rebellion (I at least found the answer to that question).  Does anyone know if the mod's factions will be getting loyalist/rebel variants and what will become of the various stock factions maelstrom titans and dreadnaughts?

Reply #1228 Top

Quoting Mechanos5, reply 1227
So I presume there's some plans to move this mod into Rebellion
End of Mechanos5's quote

I haven't convinced myself that Maelstrom will fit into Rebellion. Partly because I've been busy elsewhere (so I haven't looked too closely) and secondly Rebellion B3 is only now available.

If all goes well, and Maelstrom fits in Rebellion, one immediate idea is that Maelstrom Titans and Dreads become loyalist Titans and Rebel Titans respectively ... for the new races that is.

Always open to ideas ... any suggestion?

 

Reply #1229 Top

Well I'd personally suggest a compilation mod between maelstrom, Enhanced 4x, and Mad Scientist but that has "ultimate pipe dream" scrawled across it.

 

On a more serious note I suggest for rebellion figure out how to keep stock races' the maelstrom titans in but have them serve as some sort of cross faction titan like it was design and built before the fracturing began.  For Example have TEC rebels able to pick either the Rag or the Maelstrom Titan meanwhile Loyalist can get the Anky or the same Maelstrom Titan.

 

I'd also suggest (this is more for the diplomacy version) balancing out the amount of supply cap the titan and dreadnaughts use along with figuring out how to put some sort of hard cap on the number of dreadnaughts a player can have running around at any one time and making sure you can't get titans or dreadnaughts if you don't have enough crews or supplies.  It's not fun when a munchkin player figures out how to have 16 cap ships, a titan, and umpteen dreadnaughts along with assorted support frigates and cruisers in an extremely long and drawn out game and they keep putting out another dreadnought every so often.

Reply #1230 Top

Hi Mechanos5,

Thanks for the feedback ...

Quoting Mechanos5, reply 1229
Well I'd personally suggest a compilation mod between maelstrom, Enhanced 4x, and Mad Scientist but that has "ultimate pipe dream" scrawled across it.
End of Mechanos5's quote

If you can give a few specific things you like I will consider it ...

Quoting Mechanos5, reply 1229
On a more serious note I suggest for rebellion figure out how to keep stock races' the maelstrom titans in but have them serve as some sort of cross faction titan like it was design and built before the fracturing began. For Example have TEC rebels able to pick either the Rag or the Maelstrom Titan meanwhile Loyalist can get the Anky or the same Maelstrom Titan.
End of Mechanos5's quote

I like keeping the original races as untouched as possible ... my thinking on this point is that a lot of clever people (Ironclad) have spent a lot of time on the originals ... who am I to mess with them!

Quoting Mechanos5, reply 1229
I'd also suggest (this is more for the diplomacy version) balancing out the amount of supply cap the titan and dreadnaughts use along with figuring out how to put some sort of hard cap on the number of dreadnaughts a player can have running around at any one time and making sure you can't get titans or dreadnaughts if you don't have enough crews or supplies. It's not fun when a munchkin player figures out how to have 16 cap ships, a titan, and umpteen dreadnaughts along with assorted support frigates and cruisers in an extremely long and drawn out game and they keep putting out another dreadnought every so often.
End of Mechanos5's quote

Unfortunately, currently its as good as it gets ... I've spent a lot of time on this issue as the Dreadnoughts have been in Maelstrom since R1. Others have contributed with ideas and testing. The two real options we have are,

1. implementing them as 'normal' capitals ships (and adding research), with the result that you would possible see 1 (or 2) in a long game (in my opinion ... boring) - referring to AI building them

2. Have them spawn, as currently implemented, and see several. I prefer larger numbers, as the AI can surprise you. Note the reason for the expansion series was to address this issue ... some people don't like the game play. I could bring out a series with (1.) its simple to do ...

Reply #1231 Top

I know, I already wrote this some  time ago but I simply need to repeat it:

The ships and worlds look fantastic!

 

Reply #1232 Top

Hi Quiet_Man,

Nice to hear from you ... I hope all is well with you and your family.

Quoting Quiet_Man, reply 1231
The ships and worlds look fantastic!
End of Quiet_Man's quote

Thanks ... I think we are getting here! Finally!!!

Have you played Rebellion (beta 3) yet ... the ships and graphics look great ... if I can fit Maelstrom into Rebellion it will 'special'.

By the way how is your project going with the AI improvements ... any insight you can share??

Reply #1233 Top

all busy with RL, but in a happy family life way :sun:

I haven't played Rebellion yet, the little time I have I play mods. I wait for Malestrom to be ported ^_^

The AI mod has rather become a "tweak".

A few obstacle I found: The AI will build capital ships only on a relatively slow rate, whatever resources and free ship slots it has. I tried to add hidden capital ships for AI only but failed. At least on the research screen it will list all ships impacted by upgrades. Adding complete hidden research tree was not my intend and could be simpler done by adding an special AI only race.

After testing a lot I scraped it down to two simple "hidden" researches: 1. To give an early resource boost and 2. Give the more ships later on + an experience bonus so the AI has some good ships to challenge late game player fleets.

It really makes the AI much better, but on the other hand you can also simply play against multiple AIs. So I'm not sure if it makes any sense at all. I wait for rebellion to see what can be done there and maybe I "release" something.

Just thinking about it, looking at Maelstrom, What about adding a hidden ability to Capital ship yards that will spawn capital ships when the AI does its hidden research? You could also add an ability to the Titan and Dreadnought modules that shortens the spawn time for AI. Have to think about it.

+1 Loading…
Reply #1234 Top

Quoting Quiet_Man, reply 1233
You could also add an ability to the Titan and Dreadnought modules that shortens the spawn time for AI. Have to think about it.
End of Quiet_Man's quote

Or better, make the already existing ability upgradable by research, the upgraded form which has a shorter cooldown and an appropriately decreased AM cost.

+1 Loading…
Reply #1235 Top

Hi Quiet_Man,

Quoting Quiet_Man, reply 1233
all busy with RL, but in a happy family life way
End of Quiet_Man's quote

Glad to hear all is well! :grin:

Quoting Lavo_2, reply 1234
The AI will build capital ships only on a relatively slow rate, whatever resources and free ship slots it has.
End of Lavo_2's quote
... Yes this is consistent with your early insight

Quoting Lavo_2, reply 1234
After testing a lot I scraped it down to two simple "hidden" researches: 1. To give an early resource boost
End of Lavo_2's quote
... Isn't this the same as increasing the AI's difficulty level? What difficulty level do you test on?

Quoting Quiet_Man, reply 1233
After testing a lot I scraped it down to two simple "hidden" researches: ... Give the more ships later on + an experience bonus so the AI has some good ships to challenge late game player fleets.
End of Quiet_Man's quote
... This is an interesting idea.

Quoting Quiet_Man, reply 1233
What about adding a hidden ability to Capital ship yards that will spawn capital ships when the AI does its hidden research?
End of Quiet_Man's quote
... I like it

Quoting Quiet_Man, reply 1233
You could also add an ability to the Titan and Dreadnought modules that shortens the spawn time for AI.
End of Quiet_Man's quote
... for the Dreads it certainly would make the AI more of a challenge, care needs to be taken though to get the balance right. I think the Titan is fine as is because only one is available for a player at any given time.

Reply #1236 Top

Hi Lavo_2,

Quoting Lavo_2, reply 1234
Or better, make the already existing ability upgradable by research, the upgraded form which has a shorter cooldown and an appropriately decreased AM cost.
End of Lavo_2's quote

Good idea and get then to level up a bit faster ...

Reply #1237 Top

Quoting soase-maelstrom, reply 1236
Good idea and get then to level up a bit faster ...
End of soase-maelstrom's quote

With that same tech, you can make it so that AI capital ships automatically spawn with an additional level. Of course, this assumes that the faction doesn't have a research item with a passive experience gain for capitals like the Advent does. To do so, simply plug this in:

researchModifier
    modifierType "ExperienceConstantGainRate"
    baseValue 0.000000
    perLevelValue 200.000000
researchModifier
    modifierType "ExperienceConstantGainLevelCap"
    baseValue 0.000000
    perLevelValue 2.000000

I'd also suggest to make the research item cost nothing and turn it into a small supply and/or capital ship boosting tech (with ShipMaxSlotLevel and/or CapitalShipMaxSlotLevel modifiers respectfully) so that this way the AI will be guaranteed to research it very early on.

Reply #1238 Top

My main suggestion for features to add in that show up in other mods would be the Mad Scientist tech tree (anything that can be researched multiple times per tier has twice as many research levels and between tiers the amount of improvement doubles).  I just loved how it enhanced the tech element of the game to the point that if someone researched enough tech they could engage vastly larger forces on an equal footing.  It also made each races late game very different due to the differences in their tech trees becoming extremely pronounced by that point in the game.

Reply #1239 Top

Quoting Lavo_2, reply 1237
With that same tech, you can make it so that AI capital ships automatically spawn with an additional level. Of course, this assumes that the faction doesn't have a research item with a passive experience gain for capitals like the Advent does. To do so, simply plug this in:

researchModifier
modifierType "ExperienceConstantGainRate"
baseValue 0.000000
perLevelValue 200.000000
researchModifier
modifierType "ExperienceConstantGainLevelCap"
baseValue 0.000000
perLevelValue 2.000000

I'd also suggest to make the research item cost nothing and turn it into a small supply and/or capital ship boosting tech (with ShipMaxSlotLevel and/or CapitalShipMaxSlotLevel modifiers respectfully) so that this way the AI will be guaranteed to research it very early on.
End of Lavo_2's quote

Makes sense ... thanks

Reply #1240 Top

Quoting Mechanos5, reply 1238
anything that can be researched multiple times per tier has twice as many research levels and between tiers the amount of improvement doubles
End of Mechanos5's quote

As I've said before ... I like keeping the original races as untouched as possible ... my thinking on this point is that a lot of clever people (Ironclad) have spent a lot of time on the originals ... who am I to mess with them!

However I am more flexible with the expansion series ...

Quoting Mechanos5, reply 1238
I just loved how it enhanced the tech element of the game to the point that if someone researched enough tech they could engage vastly larger forces on an equal footing.
End of Mechanos5's quote

Another way of stating this are the players are unbalanced????

Quoting Mechanos5, reply 1238
It also made each races late game very different due to the differences in their tech trees becoming extremely pronounced by that point in the game.
End of Mechanos5's quote

I can see that it might accelerate the game.

 

 

Reply #1242 Top

I don't think it is a mod problem. It could be a problem with you Sins install or your PC.

Does Sins work ok for you ... that is without any mods installed?

Reply #1243 Top

Ever hear anything on the Desura debacle?

Reply #1244 Top

"Ever hear anything on the Desura debacle?"

Nothing new since last time ... the debacle continues!

Reply #1245 Top

I know you might get this alot but i would like to thank everyone behind maelstrom for giving me many loveable hours of game play , My hats off to you ! :)

Reply #1246 Top

Always a pleasure to hear from people who are enjoying the mod ... thanks!

Reply #1247 Top

Since Rebellion is out are you guys and gals going to put the mod on it?

Reply #1248 Top

If you have a problem with resolving how to upgrade models just add titan  models to existing factions.

Like(Speek only for maelstrom titans 

Advent to Normalins

Vasari to Replicators

And Tec to Trade Alliance )

And it would be interesting to add + 1 different Corvet, Frigate, Capital to Rebel Loyalist factions ) 

Reply #1249 Top

Hi guys,

Played a couple of games of Rebellion, as the Advent, and liked it.

Models are not to much of a problem just the real world!

Reply #1250 Top

Hey guys. My first post in this Forum. I want to suggest something for the use of maelstrom titans in Rebellion (if you reach the stage of portiing it). But at first I have to say, my english isn't that good. My apologies in advance for this. :)

In Rebellion you have such many strong things like the new Titans and the Starbases from Entrenchment which can devastate and annihilate your fleet and defence in many different ways. Sometimes it can be a real pain in the ass to find a way of defence against this things, if you dont have a Titan or a fleet of 16 capital ships at hand. So how about to change the Maelstrom Titans in specialized anti-titan and anti-starbase resp. anit-'things which are stronger than my current stuff' warships? Equiped with few but strong weapons which are able to attack less targets than other capital ships with a higher amount of damage against one target and the abilities to withstand heavy attacks from few strong enemys better than many weaker enemys.

This ships shouldn't be able to kill a Titan by themselfe. Instead they should give a fleet of other ships the right punch to get a Titan down if your own Titan isn't at home.

 

What do you think 'bout it? :) 

 

Edit:

I have a different idea, if this one didn't suits you but I am out of time now (have to work). I will write it down later (Sonday).