soase-maelstrom

soase-maelstrom

Joined Member # 3498237
1 Posts 741 Replies 1,388 Reputation

Hey ZombiesRus5 , Have you noticed, on ModDB, that when they moved your mod to Desura that they re-categorized your mod as Diplomacy only, and that places it in a niche from the other main Sins mods!

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[quote who="AseOfSpadez" reply="1209" id="3149692"]But upgrade the advent dreadnought. It NEEDS it! It has, like, no frontal firepower at all.[/quote] I'll look into it ...

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[quote who="AseOfSpadez" reply="1206" id="3149610"]That would be like a uber red button of doom. That'd obliterate titans like they're tin foil.[/quote] Go, go Advent!!!

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[quote who="AseOfSpadez" reply="1206" id="3149610"]Just an FYI, trying to install the expanded version for diplomacy using desura gets the standard version instead.[/quote] Thanks for letting me know [quote who="Lavo_2" reply="1205" id="3149475"]soase-maelstrom has no control over the Desura version; that's some random moddb tweebs who more often than not don't know shit.[/quote] I'll have to drop them a line ...

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Hi AseOfSpadez , [quote who="AseOfSpadez" reply="1199" id="3146956"]If you take the mod to rebellion you're either going to have to nerf wail of the sanctified (at least that's what i believe its called, correct me if its wrong) or reduce the population of the Dyson spheres and such since a wail from a planed with 8000 population or so would be absolutely devas

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[quote who="GrandMoffDima" reply="1197" id="3143061"]soase-maelstrom i,m making a small balance mini addon to your mod ) Based on my vision of SoASE. If you give me a permission i will post it here )[/quote] Your welcome to post it ...

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[quote who="GrandMoffDima" reply="1195" id="3142325"]It will be an idea to add a third sub-faction to existing sub-factions in rebellion. And add a new capitall class called artillery cruisers... [/quote] I can only hope Rebellion, when it is finally released out of beta, will be moddable. So far from what I have seen is that if fitting large mods into Diplomacy was a problem, then Rebellion will be a problem+

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[quote who="GrandMoffDima" reply="1193" id="3140716"]Vasari titan can have a little redisighn !!![/quote] For the original races I'll be eventually including the Titan models from Rebellion. The current Titans are just fillers.

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[quote who="LazerusKI" reply="1191" id="3135629"]hope there will be Rebellion support later, [/quote] Depends on how 'large' Rebellion is (currently it is huge) [quote who="LazerusKI" reply="1191" id="3135629"]this mod is awesome [/quote] Glad your enjoying it.

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[quote who="Afrojason" reply="1178" id="3125509"]dont know if this has been asked already, but if u port this to rebellion will u make the titans researchable, or keep them as they are?[/quote] Titans will be generated as per standard Rebellion. The Dreads will most likely still be spawned

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[quote who="a110" reply="1176" id="3119020"]what's different about the new sounds?[/quote] Alternative music, voices and dialogue for the new races (i.e about 800 alternative sound files)

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[quote who="Damionte" reply="1171" id="3116632"]That problem is that the Title Screen menu is empty. There's nothing in it. I get the new splash icons and the great new music, but there are no buttons on the menu so I can't do anything.[/quote] Maelstrom uses the latest patches for Sins. The patch version/s of the mod/s is displayed on the websites/s you downloaded from and also in the readme files in the mod/s.

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[quote who="esorah" reply="13" id="3113058"]Are there any walkthroughs for the Maelstrom: Diplomacy expansion strategies? I'm keenly interested in playing but I would like some information to help with my learning curve.[/quote] I'll be releasing a manual with R8. General hints ... 1. Titans - can be replace after 1 hr (from last build) 2. Dreadnoughts - try to get them to level 6 i.e super-dreads Race related hints ...

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[quote who="Afrojason" reply="1168" id="3105606"]gotta say i love the mod[/quote] Thanks [quote who="Afrojason" reply="1168" id="3105606"]i was wondering if there is anyway to increase the weapon range of all ships against titans[/quote] Not specifically against Titan's ... or any other capitalship [quote who="Afrojason" reply="1168" id="3105606"] i was wondering if there is anyway to increase the weapon range of ... titans in general[/quote]

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[quote who="onigiri" reply="1166" id="3101924"]skylark three is my favorite ship[/quote] Nice [quote who="onigiri" reply="1166" id="3101924"]thanks you for your great work!![/quote] Pleasure

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[quote who="Peter1x9" reply="1159" id="3082769"]I really like the new version.[/quote] Thanks. I'm slowly getting there! [quote who="Peter1x9" reply="1159" id="3082769"]The titans are great![/quote] I've had some fun with them ... thanks to ZombiesRus5 for sorting out Flagship ability. [quote who="Peter1x9" reply="1159" id="3082769"]Great Work![/quote] Thanks for your patience.

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As I've said before "I improved the memory foot prints on all Maelstrom versions. E & D run on graphics on effects set all to highest and O run on everything on highest but 'bump'." ... this is without the patch and is in the installation notes. It is also how I do my development. Some people have used it and said it prevented mini-dumps on older versions of Maelstrom that went over 2GB usage. But R7 uses less than 2GB's of RAM (as explained above).

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