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

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Credits

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

Installation & Release Notes

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Reply #1401 Top

Quoting soase-maelstrom, reply 1401

Quoting rudenut, reply 1400The Vasari Loyal Titan and the Advent Loyal Titan both have missing textures. the problem is with the team colors, a layer in the -cl texture. Just turn of team colors


Quoting rudenut, reply 1400Also, I'm playing a game right now that I keep getting mini dumps Maelstrom is a large mod. Sins is a 32 bit program with a 2GB RAM limit. To reduce the RAM footprint of Maelstrom reduce the graphics effects settings. All set to 'High' is a good starting point ...
End of soase-maelstrom's quote

 

Thanks for the reply.  It's odd. I just played a 5 hour game as TA without a single mini dump but the TEC game I was trying to play would minidump at virtually the same time 3 of 4 times.  Also, the missing textures actually also occur during menu selection.  When the camera pans to the various scenes if a Vasari or Advent titan is shown I also see the missing texture here.  Team colors is off as well.

Reply #1402 Top

Loved the mod back in Diplomacy, glad to see it back in Rebellion.  My friends and I have run into an issue though - in the middle of a game, Sins will mini-dump and upon starting back up the joining players see "your galaxy scenario file differs from the hosts".  Any idea what is going on and/or how to fix it?

Edit:  the games are started using the map designer

Reply #1403 Top

The RAM footprint also depends on the number of 'units' (ships, structures, abilities, planets, etc) in play. This is related to the particular map you are playing (i.e smaller maps means less units) and also what 'type' of opponents you are playing against (i.e typically defenders build more structures and populate more extensively/faster)

 

Reply #1404 Top

Rebellion also seems to be a lot more crashy than Trinity; I've found this to be a huge problem in SoGE.

Reply #1405 Top

The galaxy scenario issue seems to only happen with a mod is in use [disclaimer: only mod I've tried so far is Maelstrom].  Vanilla games don't have this issue.  I've even compared my .galaxy file and the .galaxy file of a friend and they are identical.  Sucks when you get a couple hours into a game and then Sins crashes so you have to start all over.

Reply #1406 Top

Maelstrom will crash, like any large mod, if the RAM footprint approaches 2GB. So try reducing the graphics effects.

The other problem, which might be causing the crash also, I can't comment on ... I have not tested multiple player and have not come across any feedback that could shed some light.

Reply #1407 Top

Quoting Lavo_2, reply 1405
Rebellion also seems to be a lot more crashy than Trinity; I've found this to be a huge problem in SoGE.
End of Lavo_2's quote

Not sure on this one ... I am just overly aware of the 2GB limit as Rebellion makes this problem a whole lot worse than Trinity

Reply #1408 Top

Quoting soase-maelstrom, reply 1407
Maelstrom will crash, like any large mod, if the RAM footprint approaches 2GB. So try reducing the graphics effects.

The other problem, which might be causing the crash also, I can't comment on ... I have not tested multiple player and have not come across any feedback that could shed some light.
End of soase-maelstrom's quote

That sounds like the error message is more of a generic message than the actual problem message.

Reply #1409 Top

Quoting Cybergeddon, reply 1409
That sounds like the error message is more of a generic message than the actual problem message.
End of Cybergeddon's quote

My thinking is ... if you avoid the minidump you avoid the"your galaxy scenario file differs from the hosts" problem

Not sure if there is 1 or 2 problems, 1 definitely ... Sins has had many problems with multiplayer sync in the past

Reply #1410 Top

I do not know if other people have noticed this problem, but to me it seems that the Trade Alliance research that increases the Squadron capacity in the Hangar Defenses doesn't work. I researched all three stages and my hangars still only had 4 squads each. Am I just misunderstanding this and it only increases the number of craft (though I didn't notice this change either).

 

Secondly. Some of the abilities on the capital ships that increase squadron capacity. I do believe it was the one where it moves the hangars and decreases weapon cooldown. That one also failed to properly work.

 

Lastly, I have a suggestion. For the Loyalist titan for the Trade Alliance, due to its abilities needing the ship to be facing forward, but its main firing arc is broadside, I suggest making some sort of changes to avoid this problem. Its kinda lame to be mid fight and the enemy starts to run and it takes your titan too long to turn and fire a snipe shot at the thing to try and kill it real quick before it escapes.

Reply #1411 Top

Having a problem upon downlading.  Whenever i launch the mod the loading screen appears.  It will sit there for hours and not do anything.  Then it will say i have a mini dump error and the game will crash.  any advice?

 

Reply #1412 Top

Quoting nahte_herman, reply 1412
Having a problem upon downlading. Whenever i launch the mod the loading screen appears. It will sit there for hours and not do anything. Then it will say i have a mini dump error and the game will crash. any advice?
End of nahte_herman's quote

Right patch for the particular version of Maelstrom?

Reply #1413 Top

I believe so, it is the Rebellion Download u have above, and everytime it always sais minidump crash.

 

Reply #1414 Top

could i be missing a step in the downlad? or could the download be corrupt in any way to cause this?

Reply #1415 Top

Maelstrom Rebellion R4  requires v1.1 patch of Rebellion

Also you might like to try deleting the file enabledmods.txt which is in the mods folder

Reply #1416 Top

My game is rebellion version 1.1.48,  note-whenever i use winrar or 7-zip to extract my files to the specified location, it always has 70 or so corrupt file warnings.  Ive tried downlading from several sites, but everyone continues to encounter this problem.

Reply #1418 Top

Ive tried from both ModdB as well as the direct download you have above.  Both with the same outcome.  I would really like some help.  This Mod Is Too Amazing To Pass Up.

Reply #1419 Top

I have had no reports of corrupt mod downloads. Even if there was problem, it is unlikely that both modDB and my website would be hosting corrupted downloads.

Can you confirm that the R4 download from modDB gives warnings of corrupt files when you un-compress it?

I would also try un-zipping to another location (such as a general documents folder) and then transferring the files to the mod directory

I use 7-zip to create the mod download zip file

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Reply #1420 Top

I have downloaded and decompressed the Maelstrom Rebellion R4 mod, from ModDB, with no errors or warnings

Reply #1422 Top

Does it immediately need it? as I am busy with R5 for Rebellion

From what I understand the number of changes (from 1.34->1.37) are small ... at a guess R9 (1.34) should work with 1.37 in the short term

Reply #1423 Top

Ok, so I know that there are many problems with Sins and minidumps, but I think there is a specific issue with this mod.  Is there a debugging log created or an option to enable debugging?  I have a save that crashes moments after it loads repeatedly.  

 

These crashes seem to happen with either Gas Giant or Tech worlds on the map.  I seem to have games that has either many of these tech/gas/diasporian or many terran/jungle/utopian.  Rarely are they all combined on one map.  

 

Is there some way of determining the cause of the crash?

Reply #1424 Top

Anything is possible ... but the planets haven't changed since R1. If a planet is the culprit them it most probably is its ability.

That being said ... the most common cause of mini-dumps, for large mods, is the 2GB RAM limit, on large maps with many players. The best way of easing the RAM footprint of a mod is to reduce the graphics effect settings.

I always have debugging turned on when I play and develop (see the options in the file rebellion.user.setting, in "Setting" folder one directory up from "Mods-Rebellion v1.1" folder in the modding section)  ... of course there are no errors reported for any mods I release. This debugging mode is good for checking general errors and syntax, not for checking the complexities of abilities and buffer assignments.

 

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Reply #1425 Top

what would cause R4 to crash at all  low settings?