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

4,209,388 views 1,681 replies +10 Loading…
Reply #426 Top

Perhaps a much longer cooldown? Or a time limit on the lifespan of a replicated ship (if that's even possible.)

Reply #427 Top

Perhaps a much longer cooldown?
End of quote

Yes, it is something I have tweeked from R1->R2

a time limit on the lifespan of a replicated ship
End of quote

I would find this confusing, i.e jumping into battle and you would not know if your fleet would disappear on you.

Reply #428 Top

I'm interested to know if there's a separate AI for the other 3 races since these 3 races have to be played quite differently to be effective. Or does the AI suck for the other 3 races compared to the original 3?

 

Also I mess around for a while and noticed that the pirates are even stronger than the original for the first wave(not sure of other waves). Don't you think its overkill when the original is already extremely strong esp late into the game?

 

Reply #429 Top

Or does the AI suck for the other 3 races compared to the original 3?
End of quote

Yes, the AI sucks for the 3 new races. When you play against them they are really easy to beat, No, not really I have found that they are all a good challenge. So I am not sure by what you mean when you say 'effective', different yes.

the pirates are even stronger than the original for the first wave
End of quote

Yes, you can't ignore them for the first couple of waves, after you have built some defenses and research some additional frigates and improved weapons/shields/hulls they become a small irritation.

Reply #430 Top

Norlamins has bombers with 5 damage 150 hull and each squadron has 7. Advent has 3 damage 75 hull each and also 7 in each squadron. Seems to me Norlamins is abit overpower on the strikecraft area.

 

Replicators has supply pact at tier 4. I think this is one of the strongest pact if not strongest. Making it at tier 4 allows the pact to be easily available if one of your allies has 5+ planets.

Reply #431 Top

Agree on all points

Norlamins is abit overpower on the strikecraft area.
End of quote

Have you had a look at their research tree, particularity weapons research.

Replicators has supply pact at tier 4
End of quote

Others have noted this too ... change for R3.

 

Reply #432 Top

Quoting soase-maelstrom, reply 431
Agree on all points

Have you had a look at their research tree, particularity weapons research.

 
End of soase-maelstrom's quote

 

Yes , Norlamins seems weaker on weapon research but with culture spread and proper culture research, it seems ok on the offensive area.

I just looked at replicators strikecraft , they are even stronger than Norlamins on damage but much weaker on hull. 3 per squadron and 13 damage 150 hull each for bombers.

Reply #433 Top

By the way just remember that for the new races I have halved the number of strike craft but increased hull, damage, etx x 2

Reply #434 Top

But the new races strike craft damage per squadron still out damage the original races by double or more.

Alliance strike craft has even more damage than the other 2 races too.

We all know that LRF and Bombers are overpowered in original. And old races don't seem to stand a chance against the new races in strike craft. Won't it be better to balance the new races bombers at least closer to the old races instead of double their damage output?

Also Replicator economy seems great esp on the crystal/metal area , they are even better than the Norlamins.


Btw , I'm just trying to help balance a great mod. I like the idea of having each of the new races focus on something is nice.

Reply #435 Top

Btw , I'm just trying to help balance a great mod. I like the idea of having each of the new races focus on something is nice.
End of quote
I take no offense, particularly when you are right. R2 was mostly about optimization, with some re-balancing and some new content.

Re-balancing is a continuing venture. R3 will be mostly focused on models and textures.

 

Reply #436 Top

I like this mod, but I have run into a problem. I just downloaded and started playing the mod so I chose trade alliance to play got everything researched and all I go to build a starbase, but lo and behold there is no constructor for the star base even though I have unlocked it and all. I think you guys forgot to add one in there or am I completly missing something.

Reply #437 Top

What version did you download?

If it is Diplomacy the "cruiser" icon is missing on the UI button. The button still works but it is blank. All the cruisers are still available.

Checked all the other races and they are fine.

Sorry about that!

Reply #440 Top

Is there a way that I ca make it visible, like give it a name or something.

Reply #441 Top

Does production factory actually work for the resource increase? I don't see any increase in the resource summary after building it. It says resources 0.3/sec on the production factory infocard but there's nothing shown on planet or the resource meter.

Reply #442 Top

I tried clicking all the buttons I don't see any action that anything is being built on the blank spaces.

Reply #443 Top

I don't think there isn't anything there, there no info card when I hover the mouse over each tile, no button action when clicking on any of the tiles either.

Reply #444 Top

Ok forget previous comments found it I was looking in the frigate production que its actually before you get into the que.

Reply #445 Top

Does production factory actually work for the resource increase?
End of quote

Yes, but as it is an ability it is not reported in your resource summary.

You will notice the resources coming in quicker though.

Reply #446 Top

Is there a way that I ca make it visible, like give it a name or something.
End of quote

The problem is a simple one to fix.

1. go to the Maelstrom Mod directory and find the sub-directory called Window

2. open the file "HUDIcon-Action.brushes"

3. on the third line change brushCount from 95 to 96

Reply #447 Top

Hi

Very nice version of your mod :)

Just one thing, could it be that alliance fighters can't attack enemy strike craft anymore? they are like very weak bombers...(I only tried diplomacy)

Reply #448 Top

Reply #434

Alliance strike craft has even more damage than the other 2 races too.
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Some think their too strong some too weak.

For R2 I changed the TA fighters weapons to autocannons, since then have not had a real close look. From the damage they can inflict they look OK.

Reply #449 Top

Damage on alliance seems bug to me. Their written damage of a squadron is the highest but they don't seem to do that much damage.

 

Reply #450 Top

Just one thing, could it be that alliance fighters can't attack enemy strike craft anymore? they are like very weak bombers...(I only tried diplomacy)
End of quote

I've noticed this as well.  My fighters weren't engaging enemy strikecraft, and couldn't even when I gave a direct attack order.