soase-maelstrom

soase-maelstrom

Joined Member # 3498237
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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 Maelstro

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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.

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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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[quote who="XATHOS" reply="1262" id="3192150"]I had to rebalance the Maelstrom races when I put them into my diplomacy compilation mod for my LAN group.[/quote] I assume it was not R8 [quote who="XATHOS" reply="1262" id="3192150"]It'd be better to just scale them to the vanilla trends of power (along with tech revisions).[/quote] I agree [quote who="XATHOS" reply="1262" id="3192150"]Regardless, rebalancing the races, first, to spare the tech

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[quote who="noing" reply="1261" id="3192033"]The new races could replace rebelOr loyalist factions of the old races according to you lore tho[/quote] Interesting idea ...

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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

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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

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Hi ZombiesRus5, Did you get any feedback from the developers of Rebellion and the issue of the maximum number of sound files? What is the current limit?

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I don't think it is a mod problem. It could be a problem with you Sins install or your PC. Does Sins work ok for you ... that is without any mods installed?

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[quote who="Mechanos5" reply="1238" id="3160035"]anything that can be researched multiple times per tier has twice as many research levels and between tiers the amount of improvement doubles[/quote] As I've said before ... I like keeping the original races as untouched as possible ... my thinking on this point is that a lot of clever people (Ironclad) have spent a lot of time on the originals ... who am I to mess with them! However I am more flexible with the expansion ser

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[quote who="Lavo_2" reply="1237" id="3159869"]With that same tech, you can make it so that AI capital ships automatically spawn with an additional level. Of course, this assumes that the faction doesn't have a research item with a passive experience gain for capitals like the Advent does. To do so, simply plug this in: researchModifier modifierType "ExperienceConstantGainRate" baseValue 0.000000 perLevelValue 200.000000 researchModifier modifierType

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Hi Lavo_2 , [quote who="Lavo_2" reply="1234" id="3158579"]Or better, make the already existing ability upgradable by research, the upgraded form which has a shorter cooldown and an appropriately decreased AM cost. [/quote] Good idea and get then to level up a bit faster ...

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Hi Quiet_Man , [quote who="Quiet_Man" reply="1233" id="3158558"]all busy with RL, but in a happy family life way[/quote] Glad to hear all is well! [e digicons]:grin:[/e] [quote who="Lavo_2" reply="1234" id="3158579"]The AI will build capital ships only on a relatively slow rate, whatever resources and free ship slots it has.[/quote] ... Yes this is con

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Hi Quiet_Man , Nice to hear from you ... I hope all is well with you and your family. [quote who="Quiet_Man" reply="1231" id="3158182"]The ships and worlds look fantastic![/quote] Thanks ... I think we are getting here! Finally!!! Have you played Rebellion (beta 3) yet ... the ships and graphics look great ... if I can fit Maelstrom into Rebelli

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Hi Mechanos5 , Thanks for the feedback ... [quote who="Mechanos5" reply="1229" id="3157487"]Well I'd personally suggest a compilation mod between maelstrom, Enhanced 4x, and Mad Scientist but that has "ultimate pipe dream" scrawled across it.[/quote] If you can give a few specific things you like I will consider it ... [quote who="Mechanos5"

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[quote who="Mechanos5" reply="1227" id="3155587"]So I presume there's some plans to move this mod into Rebellion[/quote] I haven't convinced myself that Maelstrom will fit into Rebellion. Partly because I've been busy elsewhere (so I haven't looked too closely) and secondly Rebellion B3 is only now available. If all goes well, and Maelstrom fits in Rebellion, one immediate idea is that Maelstrom Titans and Dreads become loyalist Titans and Rebel Titans respecti

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I have found what the issue is ... the folder named "Maelstrom Expansion R8" should be named "Maelstrom R8". The actual mod in the folder is the correct one i.e the Standard Maelstrom series for Diplomacy. Thanks again.

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I downloaded from ModDB and tested and it was fine. The ModDB team might of corrected an error between when you downloaded and when I did. Irrespective, I'll try once more Thanks for letting me know.

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Regarding Desura I've been talking with a chap called feillyne (http://www.moddb.com/members/feillyne) My question was "When you guys moved Maelstrom to Desura you re-categorized Maelstrom as "Game Sins of a Solar Empire: Diplomacy" before it was "Game Sins of a Solar Empire". I see two problems with this, firstly, Maelstrom is a mod for Original, Entrenchment and Diplomacy (i.e Trinity) SIns. Secondly the majority of SIns mods are in the "Game Sins of a Solar Empire"

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[quote who="ZombiesRus5" reply="1214" id="3149771"]Ya, I emailed them about the re-structuring.[/quote] I'm currently talking to them also. If anything useful comes out of it I'll let you know.

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