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 #1351 Top

Quoting LupusVir, reply 1350
On Zombie's list of mods, I followed the link.

I can delete and re-download.  Where should I do it from?
End of LupusVir's quote

 

There are no download links in that thread, they'll only link to maelstrom's three locations: this thread, moddb and his external website.

He's asking where you physically downloaded the mod from... what specific link...

Reply #1352 Top

Awesome mod :)

 

Any idea when the other races will be released for Rebellion?

THANKS!

Reply #1353 Top

Glad you like the mod.

I am hoping to release the TradeAlliance by the 4th of October ... because I am on Holidays for most of October ...

Reply #1354 Top

Quoting XATHOS, reply 1347
The labs work fine with me, and I tore apart the mod. I haven't noticed any bugs on the Valeron, either.
End of XATHOS's quote

XATHOS ... thanks for letting me know

Reply #1355 Top

Hello lads, I've been playing your mod recently and even with one race it's blatently awesome.

So, how's going the work with the other races?

Reply #1356 Top

I am hoping to release the TradeAlliance by the 4th of October ... because I am on Holidays for most of October ...

Reply #1357 Top

Is there going to be a fix for broken rank 4 capital ship skills? or does anyone know a workaround? it really takes the fun out of playing

Reply #1358 Top

\

Quoting chundai, reply 1358
Is there going to be a fix for broken rank 4 capital ship skills?
End of chundai's quote

Not sure what you are referring to?

Reply #1359 Top

You really need to reduce the eco slots on the dyson planets by a factor of about 5.  I can get about 300 cred just from trade ports on a dyson sphere.  no upgrades.  Also, make the population on the dyson swarms grow by about another 35% less.  Mine got up to 600 creds a sec with upgrades and that's crap.

I don't know if you guys have fixed this in the last few months, but if you haven't, please do. 

Reply #1360 Top

Quoting AseOfSpadez, reply 1360
You really need to reduce the eco slots on the dyson planets by a factor of about 5.  I can get about 300 cred just from trade ports on a dyson sphere.  no upgrades.  Also, make the population on the dyson swarms grow by about another 35% less.  Mine got up to 600 creds a sec with upgrades and that's crap.

I don't know if you guys have fixed this in the last few months, but if you haven't, please do. 
End of AseOfSpadez's quote

The mod isn't balanced, and he already knows this.

Reply #1361 Top

Quoting XATHOS, reply 1361
I don't know if you guys have fixed this in the last few months
End of XATHOS's quote

I have reduced the population caps and bonus' for a lot of the planets for R9 (O, E, D) and R2 (R). It is converging towards a final solution.

Reply #1362 Top

TradeAlliance is good to go ... see updated link above

and don't bug me ... I'm on Holidays! :grin:

Reply #1363 Top

Quoting soase-maelstrom, reply 1362

I have reduced the population caps and bonus' for a lot of the planets for R9 (O, E, D) and R2 (R). It is converging towards a final solution.
End of soase-maelstrom's quote

No, that's not it.  It's the number of, and access to, technology compared to what the vanilla races have is mainly what makes this unbalanced.  This isn't the first time I pointed this out.  I could bring up ship abilities, but I honestly haven't gone over those with a fine tooth comb to claim one way or another.

Regardless, release what you want.  It's your mod. 

Reply #1364 Top

can you made new version of this mod with all of the original features in it except only the new planets you put in... if cant, can you only take out all the dreadnought for the original faction in soase and make it as a normal ships add on mod... i really like those dreadnaught...

Reply #1365 Top

Im sure he has better things to do than to cater to your personal needs. :P

Reply #1366 Top

Perhaps, if the number of technologies, or lack thereof, is an issue, a possible solution is simply to increase the max number of research levels for most of the vanilla races' techs?

Reply #1367 Top

Just got to play as the Trade Alliance, and everything seems amazing, just 1 things seem to have caught my attention

 

1. Does the Trade Allinace scout say "what the Frak"? Or something along those lines?

Reply #1368 Top

Quoting soase-maelstrom, reply 1359
\
Quoting chundai, reply 1358Is there going to be a fix for broken rank 4 capital ship skills?

Not sure what you are referring to?
End of soase-maelstrom's quote

the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken, providing worse stats when upgraded. the contents of the GameInfo folder only have 3 levels specified for abilities when there should be 4 e.g.

"Ability5thOrderProjector_Capitalship_Norlamins"

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "Buff5thOrderProjector_Capitalship_Norlamins"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numSpaces 1
space "Normal"
numConstraints 0
range
Level:0 6000.000000
Level:1 7000.000000
Level:2 8000.000000
Level:3 0.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName "CapitalAbility_PhaseOutHullActivate"
mediumEffectName ""
largeEffectName "CapitalAbility_PhaseOutHullActivate"
soundID "EFFECT_PHASEOUTHULL"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
Level:0 0.000000
Level:1 2.000000
Level:2 4.000000
Level:3 0.000000
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 120.000000
Level:1 100.000000
Level:2 80.000000
Level:3 0.000000
cooldownTime
Level:0 90.000000
Level:1 80.000000
Level:2 70.000000
Level:3 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_5thOrderProjector_Capitalship_NAME_Norlamins"
descStringID "IDS_ABILITY_5thOrderProjector_Capitalship_DESCRIPTION_Norlamins"
hudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"
smallHudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"
infoCardIcon ""

 

Should read

 

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "Buff5thOrderProjector_Capitalship_Norlamins"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numSpaces 1
space "Normal"
numConstraints 0
range
Level:0 6000.000000
Level:1 7000.000000
Level:2 8000.000000
Level:3 10000.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName "CapitalAbility_PhaseOutHullActivate"
mediumEffectName ""
largeEffectName "CapitalAbility_PhaseOutHullActivate"
soundID "EFFECT_PHASEOUTHULL"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 4
levelSourceType "Intrinsic"
minExperienceLevelRequired
Level:0 0.000000
Level:1 2.000000
Level:2 4.000000
Level:3 6.000000
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 120.000000
Level:1 100.000000
Level:2 80.000000
Level:3 60.000000
cooldownTime
Level:0 90.000000
Level:1 80.000000
Level:2 70.000000
Level:3 60.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_5thOrderProjector_Capitalship_NAME_Norlamins"
descStringID "IDS_ABILITY_5thOrderProjector_Capitalship_DESCRIPTION_Norlamins"
hudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"
smallHudIcon "HUDICON_ABILITY_5thOrderProjector_Norlamins"
infoCardIcon ""

this is after i manually changed it. its a fix, but time consuming. sorry for the text wall, just being concise.

Reply #1369 Top

Ive searched the forum for more peeps withs this problem, but cant find any. I got the steam version of SOSE reb. When i play the game with the mod on, sometimes i can build all ships and sometimes i can build them but the model of the ship is missing. I see exhaust trails and lights but no model.

 

Anyone else had this problemen i mostly play the game on large maps with 4 or 5 ais.

Reply #1370 Top

just ant to ask...why did some of the ships or structures wont explode although after they were destroyed. anyone got this problem

Reply #1371 Top

chundai, if you looked at the ability makeup, you'd notice one key line: maxNumLevels 3. That means that the ability intentionally, either due to it being a port from Trinity, a lack of time, or both, does not have a fourth level and it is not made to have one.

Reply #1372 Top

Hello, would anyone know if there's an (easy) way to mix this mod with Sins: Requiem? (A star wars mod that just adds the factions without any modifications to the original races or gameplay to speak of).

Reply #1373 Top

most likely not SG23 sorry

Reply #1374 Top

Quoting chundai, reply 1369
the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken
End of chundai's quote

I'll fix this issue on the next release ... unfortunately I ran out of time ...

Reply #1375 Top

Quoting chundai, reply 1369
the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken, providing worse stats when upgraded. the contents of the GameInfo folder only have 3 levels specified for abilities when there should be 4 e.g.
End of chundai's quote

A word to the wise ... very few abilities use the 4th level