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

4,209,229 views 1,681 replies +10 Loading…
Reply #1251 Top

Hi Vegas_Celest,

Thanks for sharing your ideas.

Anti-module cruisers are excellent for taking down starbases. Strike craft (bombers) are excellent at taking down Titans.

Specialized ships for taking down a Titan would create a imbalance because they could ripe apart any other ship also ... specialized anti-titan and anti-starbase are not included with the AI

Reply #1253 Top

I wonder what the Replicator titan would look like now that it has to scale with the Rebellion titans.

 

Unless your scrapping the ones from Rebellion and just replacing them with the ones from this mod. Still wonder how replicators can rebel...

Reply #1254 Top

Unless your scrapping the ones from Rebellion and just replacing them with the ones from this mod. Still wonder how replicators can rebel...[/quote]

 

well i know there's a few examples of replicators rebelling in the stargate universe

Reply #1255 Top

Perhaps one faction that wants to 'destroy all humans' versus one that wants to focus on replicating more? Military vs. Civilian tree basically.

Or one side has gone Borg and wants to enslave/cyborgize/something organic life instead of killing them. Just going by popular scifi, evil robot empires tend to either want wipe everyone out (Cylons, Daleks), or turn everyone into more of them (Borg, Cybermen).

Reply #1256 Top

This is the best mod for Sins of A Solar Empire of all time, and I would like to see it in Rebellion.

 

What can people do to help ypu, im willing to help i modded for Civilization 4.

Reply #1257 Top

Quoting Azuvic, reply 1257
This is the best mod for Sins of A Solar Empire of all time, and I would like to see it in Rebellion.
End of Azuvic's quote


LOLZ.  One of the best, but isn't the best.  It has a glaring flaw:  the new races have too much tech/advantages compared to the original races.  It makes the whole mod unbalanced.  With some small tweaking, they can work with no issue.

Reply #1258 Top

Quoting XATHOS, reply 1258


LOLZ. One of the best, but isn't the best. It has a glaring flaw: the new races have too much tech/advantages compared to the original races. It makes the whole mod unbalanced. With some small tweaking, they can work with no issue.
End of XATHOS's quote

This is the only real criticism I have of it as well. I mainly played this mod with friends, if you go random and get one of the Vanilla races you're probably screwed. If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.

Reply #1259 Top

Hi Azuvic,

Glad you are enjoying the mod. I am currently working on R9 for Maelstrom and then I'll start working on a Rebellion version.

With regards best mods for Sins ... my personal opinion is that there are many great mods for Sins, now and upcoming. I have enjoyed playing them, but for Maelstrom I'm afraid I've played/developed it for so long that I don't really enjoy it.

With regards balance ... I haven't been in to much of a hurry, with each iteration I do some balance changes relative to the original races. R9 will balance the new races closer still to the original races. Thanks XATHOS and GoaFan77 for the comments ... I agree.

Quoting GoaFan77, reply 1259
If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.
End of GoaFan77's quote

I'll try to port one race at a time into Rebellion and see how it goes

Reply #1260 Top

The new races could replace rebelOr loyalist factions of the old races according to you lore tho

Reply #1261 Top

Quoting GoaFan77, reply 1259

This is the only real criticism I have of it as well. I mainly played this mod with friends, if you go random and get one of the Vanilla races you're probably screwed. If Maelstrom is planning on adding a lot of stuff still in Rebellion, I'd recommend he just scrap the normal races completely to make room for his content.
End of GoaFan77's quote

I had to rebalance the Maelstrom races when I put them into my diplomacy compilation mod for my LAN group.  Having to balance the Original, Maelstrom, and Fallen races into a happy medium took some doing.  On top of that, just getting all the assets to work into into one mod and respecting the engine limits, was a nightmare.

Anyway, eschewing half of game's races isn't the way to go.  It'd be better to just scale them to the vanilla trends of power (along with tech revisions).

Quoting noing, reply 1261
The new races could replace rebel or loyalist factions of the old races according to you lore tho
End of noing's quote

The Trade Alliance could work, but the rest wouldn't thematically fall in.  The Norlamins and Replicators are too different than the Vasari and Advent.

Regardless, rebalancing the races, first, to spare the tech to put on the Loyalist or Rebel side of each race, is a starting point.  From there, Corvette ships will need to be made.  The Dreadnaughts and existing Titans can already be split and repurposed into the respective Titans for each side given some work.

 

Reply #1262 Top

Quoting noing, reply 1261
The new races could replace rebelOr loyalist factions of the old races according to you lore tho
End of noing's quote

Interesting idea ...

Reply #1263 Top

Quoting XATHOS, reply 1262
I had to rebalance the Maelstrom races when I put them into my diplomacy compilation mod for my LAN group.
End of XATHOS's quote

I assume it was not R8

Quoting XATHOS, reply 1262
It'd be better to just scale them to the vanilla trends of power (along with tech revisions).
End of XATHOS's quote

I agree

 

Quoting XATHOS, reply 1262
Regardless, rebalancing the races, first, to spare the tech to put on the Loyalist or Rebel side of each race, is a starting point.
End of XATHOS's quote

R9 should be pretty close balance to the original races.

Quoting XATHOS, reply 1262
Corvette ships will need to be made. The Dreadnaughts and existing Titans can already be split and repurposed into the respective Titans for each side given some work.
End of XATHOS's quote

Yes, the models (Corvette, new cap, Titans) are not a problem

Reply #1264 Top

One problem i've seen is that the alliance titan is woefully underpowered compared to the others.  in a straight up fight, it always loses.

Reply #1267 Top

When will this be made Rebellion compliant?

Reply #1268 Top

Started working on Rebellion a couple of days ago. Currently working on the models ... mostly done ... and which I assume are the most time consuming part, that is apart from testing.

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Reply #1269 Top

I thought you didn't need to do any converting of models?  To my understanding, converting the meshes only required one line to be added.

 

Reply #1270 Top

There are additional models required for Rebellion: Capitalships, Covette's, Titan foundries and Titans. I also took the opportunity to rework the Dreadnought factories (as I might make the Dreads buildable via a special factory). In total 30 models, some only needing rework. This is assuming Rebel and Loyalist factions for the new races ... the assumption is that it will all fit.

Reply #1271 Top

Quoting soase-maelstrom, reply 1271
There are additional models required for Rebellion: Capitalships, Covette's, Titan foundries and Titans. I also took the opportunity to rework the Dreadnought factories (as I might make the Dreads buildable via a special factory). In total 30 models, some only needing rework. This is assuming Rebel and Loyalist factions for the new races ... the assumption is that it will all fit.
End of soase-maelstrom's quote

I forgot about the corvettes.  I figured you already had a chunk of it already existing in some form ingame, anyway.

Reply #1272 Top

Highlights Rebellion (Release 1)

Models
- Dreaadnoughts for the original races
- Dreadnought factories for original races

Planets & Stars
- Imported Planets, Planet effects and bonuses from previous Maelstrom mod (O,E,D - R9)
- Imported Stars, Star effects and bonuses from previous Maelstrom mod (O,E,D - R9)

Other
- imported Dreadnoughts from previous Maelstrom mod (O,E,D <-> R9)
- imported Pirates from previous Maelstrom mod (O,E,D <-> R9)
- imported Dangerous Asteroids from previous Maelstrom mod (O,E,D <-> R9)
- included Giant and High Tech planet research into research tree of original races

Games improvements
- integrated TSOP into Maelstrom (https://forums.sinsofasolarempire.com/428154)
    - All mesh, and particle bad file path names removed.
    - Errors in string, and game info files corrected.
    - Mesh fix's (Eradica flipped polys, unused materials removed)
    - Ability optimizations.
    - All particle, and UI textures converted to DDS format. Large texture resolutions reduced.
    - Optimized Sounds, Music ported from TSOP Trinity.
    - Optimized Trade ship, Strike Craft, and Constructor meshes ported from TSOP Trinity.

Reply #1273 Top

You probably should have said that the Maelstrom factions aren't in the Rebellion release.  It is generally polite to let people know when a feature doesn't make it into the next version so they don't assume it is automatically in there.

Reply #1274 Top

What he said, plus, one of your Dyson planets has a particle effect that isn't displaying properly.

 

Reply #1275 Top

Hey--regarding rebelling replicators.  A scientist developed little robots that behaved like bugs.  He programmed them to touch certain objects to obtain a "color" and to desire more colors with each one obtained.

The robots were made to have differing forms of locomotion and appendages but not programmed for anything else other than moving, obstacle recognition, etc.  One of the robot types after months of operation suddenly became a predator--recognizing other robots as obstacles to attaining more color and began to routinely attack them.

So there's a real life example.  Maybe some Replicators want to ascend. ;)

Ooh--I just realized you are getting Rebellion here--yay!