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

4,209,588 views 1,681 replies +10 Loading…
Reply #476 Top

Everyone gets dreads, i hope that only applies to AI.  Taking the choise of whether to build them or not out of the players hand cant be good?

Would not simply balancing their power with huge cap cost, money cost and time to build balance it out.

Maybe to some degree but not fully.. i see that, i was going to say what abouth spawning a dread for the ai when the player builds one, but that just sounded silly.

Hmmm, maybe it will work out fine, it just sounds very strange that each player automatically gets one every 30 min. Very un-sin-like hehe.

Could you give a more detailed explenation regarding how it will work?

Reply #477 Top

Hi Malanthor,

Quiet_man has done a lot of testing regarding the AI and in particular how/when the AI builds capitals (he has posted many time in the Maelstrom forums)

The bottom line is that it spends most of it logistics on frigates with a few caps. You just can't give it an incentive or push it in the right direction. So the bottom line is that a human play builds Dreads and has a advantage (that is if the Dread is interesting). The Dread is a cap, with 6 caps to build the AI might build one ...

Maybe to some degree but not fully.. i see that, i was going to say what abouth spawning a dread for the ai when the player builds one, but that just sounded silly.
End of quote

As far as I know it can't be done.

Hmmm, maybe it will work out fine, it just sounds very strange that each player automatically gets one every 30 min. Very un-sin-like hehe.
End of quote

Yes and Sins is perfect ... it certainly has its limitations in some areas.

Could you give a more detailed explenation regarding how it will work?
End of quote

It is already working in the 'Maelstrom Expansion' mod  ... give it a go.

I think it works well ... let me know what you think.

Reply #478 Top

Hello, the AI seams to be hardcoded on the number of capitals it is building over time. Even when flooding an AI player with resources it will not build more capitals. So the spawning of Dread is a workaround to ensure it is getting them at all.

Reply #480 Top

yes, some more stuff to install again, but Soase+Maelstrom is already running ^_^

Reply #482 Top

Again, this mod is brilliant. As i stated on moddb i've changed back a few things to correct some problems. E.g. fighters/bombers for trade alliance and the beam defense platform. But great work and it's kind of fun digging into the code myself :)

Reply #483 Top

it's kind of fun digging into the code myself
End of quote

Dig away ... its not that hard with a little time and there is plenty of help on the forums from the modders!

 

Reply #484 Top

BTW for the ones that have problems with the trade alliance fighters/bombers not attacking and just sitting there... Copy the files Fighter_TradeAlliance.entity and Bomber_TradeAlliance.entity from the R1 verson of maelstrom into the gameinfo folder of R2. Problem solved (or better just a quick fix :) )

Reply #485 Top

could be the heavy autocannon they use on the new version. It looks absolutely cool when they attack, but it won't work against strike craft?

Reply #486 Top

Checked it out now soase, and it worked pretty nice, although it would be nice if it cost more pop than it did. Those monstrosities should cost more than a regular capitol, or the temptation is just to much to just cancel all other capitols once youve gotten a strong enough defence and just horde up with dreads as they trickle in. :)

But i was pleasantly surprised in any case, i could even turn it off it seemed although i didnt test it.

So yeah i would like to see this in entrench/diplomacy. :)

Reply #487 Top

Quoting Quiet_Man, reply 485
could be the heavy autocannon they use on the new version. It looks absolutely cool when they attack, but it won't work against strike craft?
End of Quiet_Man's quote

As far as i'm aware, as was the case in orignal SoASE is that only fighters can kill fighters/bombers.

Lol i know realize you were talking about the fighter/bomber problem.. so nvm :) Yeah.. it seems to mess up the AI.

Reply #488 Top

So yeah i would like to see this in entrench/diplomacy.
End of quote

Working on it! In testing I have been enjoying the thrill of taking 100 Dreadnoughts in Battle.

Reply #490 Top

Its only testing ... what you can do when you get the mod is change the Dreadnought factory ability which spawns the Dreads. I get it to spawn 5 Dreads from different races  to see how they play in various scenario's - and for balancing.

 

Reply #491 Top

Great mod. And wonderfull work.

The TA fighter issue has already been discussed, but I noticed when using TA carrier - Galactica capital ship, it only attacks with auto cannons, and only on the port and starboard sides. If I order the ship to attack a target, it turns to face the target, but there are no weapons firing. I tested by attacking a damaged ship and ordering all bombers to the bay. The enemy ship regenerated because the carrier did not fire.

In order to attack a particular ship with the carrier I have to manually order the ship to circle the target on either the port or starboard side for the auto cannons to fire. (takes too much maunal work while waging war over the star system - but looks damn cool doing it)

The ship description also shows two other weapon types, but they never fire.

Thanks again, and as I have just started using the mod I love discovering all the new stuff.

Reply #492 Top

Also,

Are there any online instructions, notes about how to mod abilites and attributes of ships? I would like to experiment with the TA ability, removing the instant manufacturing and replacing it with a good flak burst ability.

Thanks again for such a great mod!

Reply #493 Top

The TA fighter issue has already been discussed, but I noticed when using TA carrier - Galactica capital ship, it only attacks with auto cannons, and only on the port and starboard sides. If I order the ship to attack a target, it turns to face the target, but there are no weapons firing. I tested by attacking a damaged ship and ordering all bombers to the bay. The enemy ship regenerated because the carrier did not fire.

In order to attack a particular ship with the carrier I have to manually order the ship to circle the target on either the port or starboard side for the auto cannons to fire. (takes too much maunal work while waging war over the star system - but looks damn cool doing it)

The ship description also shows two other weapon types, but they never fire.
End of quote

These issues have been mentioned before ... I'll look into it.

Thanks for the feedback.

Reply #494 Top

Are there any online instructions, notes about how to mod abilites and attributes of ships?
End of quote

Have a look at ... http://soase.weebly.com/modding.html

Reply #495 Top

Hey there XD just noticed a Huge White blob coming from the Remote refining idk can this be checked out

 

oh also some damages done to ships show white blobs to so idk if there something missing so please check in

Reply #496 Top

What version of Maelstrom are you playing (O, OE, E, D)?

oh also some damages done to ships show white blobs to so idk if there something missing so please check in
End of quote

Which ships? How large are the 'white blobs'?

Thanks.

Reply #497 Top

Holybeast, you didn't by chance edit your config file and change the particle count numbers? Lowering them will create weird particle effects.

Reply #498 Top

Also some graphics cards have notable rendering problems ... particularly with old drivers.

Reply #499 Top

But damn.. sorry to say lay gets so bad on a middle size map.. Watching 1, 2 fps with freezes of 6 seconds in battles.. losing a lot of lvl 10 capitals just because of the lag.

 

i7, 8 gigs ram, top video... such a great game and mod but 1, 2 fps is really not too much fun..  I pray that ironclad does rewrite some of the base code e.g. make it multi threading and making it 64-bit.

I'm afraid the game code would need a massive rewriting to make it more playable..

Reply #500 Top

I test on huge 10 player maps with no noticeable lag ...

What version of Maelstrom are you playing?