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soase-maelstrom
The Trade Alliance ship firepower has not been changed from the previous release. I am not surprised that the Tradeallinace fleet had no troubles taking out the defense of your planet. To make a informed reply I would need to know ... the AI difficulty level, game time, relative position of starbases, dreadnought levels, etc. Consider ... super-dreanoughts are equivalent to leveled up titans ... they were designed as starbase killers. So you had effectively 3 Titans at
Hi Danman, Any news on the next release? Cheers
[quote who="Zero1989" reply="1673" id="3718372"] When the next update for Maelstrom?? What's new in this one?? [/quote] I have been busy with RL (building a house). In the next update I will add late game research for combat, non-combat, defense and for all races. Dreadnought will only be created if there are capitial ship slots available, also loyalist and Rebel Dreads will have independent abilities. I will also update some of the Capital and Titan
[quote who="Fabiulu" reply="1672" id="3718346"] I'm not sure if it is intended but after destroying a ship, the now burning ship stays floating around the planet. If I zoom out I still see the ship icon but cannot select it since it has already been destroyed [/quote] Have you got any other mods stacked on Maelstrom?
[quote who="Fabiulu" reply="1674" id="3719368"] In a previous gameplay session the dreadnought factory kept producing ships even though the capital ship limit had already been surpassed. Is this intentional? Because as time passed I got A LOT of dreadnoughts (one AI faction also had a lot of them). Reduced 9 [/quote] I see no problems in a 8 hour game having 6 or 7 dreadnoughts
I have been working on a eve-online mod ... unfortunately as of December 2017 the eve developers have tighten their control on eve IP, effectively shutting down mods that use eve assets. I have also been working on a Homeworld mod (using the new textures from the remastered series) ... which is progressing nicely ...
Likewise ... always enjoy the 7DS mod. [e digicons]:)[/e] PS: missing the new maps for 7DS ... which weren't in the previous release.
I don't use Notepad++ ... but once you save your file close Notepad++, then open it again to see if your changes have been saved.
[quote who="BM-3141596" reply="2" id="3697796"] Does the Galscendef file need to be edited in the R12 gameinfo folder and then copied anywhere else? [/quote] You can edit it anywhere ... but it must finally be placed in the GameInfo folder[quote who="BM-3141596" reply="2" id="3697796"] **I MAY have discovered the issue, im just opening the galscendef file in Notepad++ without converting to text from bin, just using "Save As" and selecting the galscendef file - could thi
With the galaxyscenariodef you can't afford to make any mistakes ... Sins will crash. Check planet number counts
The most likely problem is that planet number count is wrong ...
Ringworld entity file is: PlanetRing The Ringworld ability is: AbilityRingWeapons (see line 412) AbilityRingWeapons description is: "Ring EM Defenses" ... "The outer ring defenses emit strong EM radiation which causes havoc with enemy weapon systems." You could replace the ability, for instance, with the Terran planets ability "AbilityTerranEconomics" You can't replace an ability with a bonus
[quote who="Faceless_Wanderer" reply="1661" id="3685379"] Ive tried editing the entity files and ive changed the entity files to only have the ringworld bonus for the ringworlds through notepad++. [/quote] That is already the case ... you don't need to change it. [quote who="BM-3141596" reply="1660" id="3685356"] However, i do notice that when playing Maelstrom, the TerranHome has a bonus, something like commercial juggernaut or something similar, so from that i
I'm not a GF expert but possibly you can't have bonuses for home planets. For other planets bonuses are set in the planet entity file (usually a random selection from a user specified list on bonuses)
Thanks for the feedback ... I'll look into it shortly
Hi Guys, Maelstrom has been updated to the Rebellion v1.9 patch (see download link above) ___________________________________ Highlights Rebellion (Release 12) 10/04/2017 * Update Maelstrom compatibility from Sins Rebellion patch 1.85 to 1.9 * Upgraded Textures for extreme graphics * Fixed Research weapons upgrade for the pirate starbase. * A number of low level clean-up removing unused enitity files, icons, sounds, etc * Fixed bugs in a
Wow, beautiful work! Thank you guys so, so much ... legends!!
That's great news ... you guys are legends!
Not meaning to pressure you guys ... as I appreciate the hard and continuing work ... but have you guys got a time frame for the release of the full 1.87 patch?
Thanks for the information and your continued work!
One word ... Legendary!
Yes, it was made compatible a couple of months ago. Head over to ... http://www.moddb.com/mods/maelstrom It is also 1.85 compatible and the Pirates races has been mostly completed.
Hi Guys, What are the current (Rebellion) hardcoded limits of Total Meshes, Total Textures, Total Sounds? As per the (old) post https://forums.sinsofasolarempire.com/363233/page/1/ they are enum { MAX_NUM_MESHES = 400 }; enum { MAX_NUM_FILE_TEXTURES = 1000 }; enum { MAX_SOUNDDATA = 2000 }; Currently Rebellion uses Meshes: 430 Textures: 1303 Sounds: 1608 PS: ZombiesRus5 has indicated that MAX_NUM_MESHES = 800
Hi Nom, Glad you are enjoying the mod. Unfortunately there are no log files, as a modder, that I can use. Now a couple of things at the outset ... 1. The 1.85 patch did not require a great deal of work to move from 1.82 i.e there is not a great deal that can go wrong, from the little I did, I also test and play with error logging on (basic syntax checking) ... of course no errors are reported 2. I have had Sins+Maelstrom (single player) freeze around th