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

4,212,266 views 1,681 replies +10 Loading…
Reply #551 Top

Quoting GrimFear, reply 549
Playing this a bit more, flak would be ok but what seems to be really needed is a repair ability for cap's. As you can't level them as the other races, once you lose one it's a big blow.... just my thoughts anyway.
End of GrimFear's quote

Grim idk about the TEC but for the galactica you have to realise the TA gets a silly amount of fighters with a full compliment of cap ships and only a few cruisers i had 198 fighter squads the caps almost become redundant u end up pwning everything with fighters. SO they are very strong in the begining often time i find u will have to back out of a fight and repair and return. I think with the tec u can use the repair cruisers to sort that out though. TA are a nasty bunch.

 

Reply #552 Top

I have discovered a strange bug when in a research pact with a freind playing my research all says it costs 0 everything yet it takes when i spend for it. i was playing cators he was playing TA on diplomacy version

Reply #553 Top

If you have researched most of the Research Centers and Research complexes, for the Replicators, then your research cost will be zero.

it takes when i spend for it.
End of quote

Can you clarify what you mean?

Reply #554 Top

its ok i dont beleive it was a bug just my misunderstanding of the research pact feature.

that makes sense too. what u said about cators

 

oh idk if it can be done but a suggestion for the cators set them so whenever a ship is built the replication function is not automatic make it so you have to set it so that it just doesnt build away and suck your fleet dry.

 

Reply #555 Top

Is it normal when you play an 8 player game and make a computer player on the same team as you for them to instantly break the team and end the alliance as the game starts? That seems kind of silly to even bother to team up.. This doesnt have anything to do with locked teams does it?

Reply #556 Top

oh idk if it can be done but a suggestion for the cators set them so whenever a ship is built the replication function is not automatic
End of quote

That would be problematic for the AI Replicator/s, it/they wouldn't be able to replicate!

I know fleet management for the Replicators is a handful when you are in battle ... a different way of playing ...

Reply #557 Top

Well that makes sense that the AI is too stupid to turn on and off autocast :)  Its not all that hard to adapt to the need to click off the replication so it doesnt suck your fleet points down.

 

Also i had heard of this program for dynamic fleet combat and i wanted to talk about this idk if you use it but with some frigates and some ships it makes sense. But there is a seriously stupid problem with the handling of capital ships they make these terribly wide sweeping turns, now i know most people say its because they have large mass and yadda yadda, but the fact its space has no inertia so essentially enough thrust and they could spin on a dime but i am more just ranting my main issue is. Often when i tell 2 cap ships to attack a target one of them will take the most retarded flight path thats totally unrealistic or fly right past a target when it gets close, now idk if this is due to this dynamic battle but its not only frustrating its really unrealistic. Is there a way to address how cap ships handle so they don't fly or move so unrealistically? I mean ive no  complaints about fighters they move fine so do cruisers and frigs but the cap ships they get spread apart they wont adjust course to where you tell them to go its like fighting with the navigator. Any ideas why this might be happening?

Reply #558 Top

Is it normal when you play an 8 player game and make a computer player on the same team as you for them to instantly break the team and end the alliance as the game starts?
End of quote

No this is not normal (for O & E) ... are you playing Diplomacy?

This doesnt have anything to do with locked teams does it?
End of quote

If you lock teams you can not make or break alliances among other things.

I use this option so rarely that I can't give a definite answer.

Reply #559 Top

Also i had heard of this program for dynamic fleet combat and i wanted to talk about this idk if you use it but with some frigates and some ships it makes sense.
End of quote

Not that familiar with it. I think SGI and Star Trek mod use it. I think it is for E & D where the frigates/capitals have fighter movement characteristics. Simple to do.

Have a look at.

https://forums.sinsofasolarempire.com/341567

The problem is I don't want to change the original races. Also, at this stage, its not in the development path of the Maelstrom mod.

 

Reply #560 Top

cheers for the input i just played a intresting game its so nice how the computer who is your ally with 10 and on your team does absolutly nothing to aide you while your off in the corner fighting against 2 computers that are teamed up working against you it amazes me how stupid the AI can be in favor of itself but smart in teaming up against a player. I wanted to throw a rock at my teammate if for one minute that bastard would come send some ships to help instead of conquering his side of the galaxy and ignoring his team mate lol.

and yeah about the teammate bailing on me right off i was playing diplo all i play dont play anything else

Reply #561 Top

You know that if you select a ship or fleet of your ally you can ping him for help, its not automatic. As I said I don't form alliances much in my games so you'll have to work out the exact details, if memory serves me right its straight forward once you know you have that option.

Reply #562 Top

nah i didnt know that cheers m8 ill give that a look see if it makes my ire tword AI allies go away. But i tend to play on hard or impossible AI so i like a single ally on some maps.

Reply #563 Top

I don't know if this minor (though problematic) bug has been addressed, however the EMP Debuff on the Norlamin Anti-Carrier Carrier (Slot 5) seems to be permanent, in that even after said ship has been destroyed and/or left your gravity well and persisting through game closing to reloading said debuff still persists.  In a rather funny fashion, I have an arsenal of "Galactica" class (Slot 2) Caps unable to launch said fighters/bombers.

 

 

As an aside, in the case of the Alliance, I have noticed an inability or unwillingness of the alliance fighters to target bombers. 

 

That said, I am finding this a quite enjoyable mod, with quirky balances, the generally week overall ships of the Norlamin being offset by excellent support and healing features and the overall frailty of the fleet being further offset by an ability to assimilate entire swaths of the enemy fleet or planetary defenses.  The only side so far I have found to be a bit under the others (at least when it is vs Vicious Level computer Cator or Norlamin opponents) are the Alliance, while they have an excellent economy (assuming you survive long enough to get it going) in both early and late game they are decisively inferior to their counterparts, whether it's due to the oompf (laymans for heavy firepower) of the Cator or the inevitable mass assimilations of the Norlamin, even "mass" producing replacements to replenish your lines has little ability to temper the inevitable slide backwards to your best defensive stronghold.

 

My 2c. Thank you again for this very enjoyable mod.

Reply #565 Top

Quoting D2RDrache, reply 564
Odd, my avatar didn't show up!
End of D2RDrache's quote

There are 4 servers used to handle the forums and they don't all update at the same time.  So changes to your information on one can show up immediately or sometimes take an hour or even a day to show up on the others depending on when they resync low priority things (i.e. anything not an actual post).  You'll notice this happens a lot with the karma system.  It hasn't been that bad since the last round of updates though.

Reply #566 Top

Quoting D2RDrache, reply 563

 As an aside, in the case of the Alliance, I have noticed an inability or unwillingness of the alliance fighters to target bombers.
End of D2RDrache's quote

 

Shinkle1973 said in an earlier post this will fix the issue for your problem with the fighters.

TA Fighter and Galactica carrier issues.

Change a line in the Fighter_TradeAlliance.ENTITY file. Change line "Canfireatfighter" from False to True

Change 2 lines in the TA Capital ship carrier file, don't remember the exact name right now, not at home machine. Change two lines, "TargetCountPerBank:FRONT" and "TargetCountPerBank:BACK" from 0 to 1

Thank you for the link. I will read it. I tried to creat a new ability but have something wrong, getting a mini dump, but I will work it out.

Thanks again

 

Quoting D2RDrache, reply 563

That said, I am finding this a quite enjoyable mod, with quirky balances, the generally week overall ships of the Norlamin being offset by excellent support and healing features and the overall frailty of the fleet being further offset by an ability to assimilate entire swaths of the enemy fleet or planetary defenses.  The only side so far I have found to be a bit under the others (at least when it is vs Vicious Level computer Cator or Norlamin opponents) are the Alliance, while they have an excellent economy (assuming you survive long enough to get it going) in both early and late game they are decisively inferior to their counterparts, whether it's due to the oompf (laymans for heavy firepower) of the Cator or the inevitable mass assimilations of the Norlamin, even "mass" producing replacements to replenish your lines has little ability to temper the inevitable slide backwards to your best defensive stronghold.
End of D2RDrache's quote

 

The Norlamin do start out weak but often you will find once established are a mighty force to be reckoned with. The alliance can be exceptionally strong with a solid cap fleet due to the reliance on fighters. Fighters are the key in a game i played i had 198 fighter squads with a small amount of cruisers and some tac ships for support the ships are mostly only needed for backup the figthers do all the work. 198 figthers was well over 1000 figthers while laggy at times they could down a maxed out station of any race in under a min. Cators are indeed very good fastest and strongest researchers while also can enmasse huge fleets a relativly low cost. But you will find that the races all have a decent balance thus far and once they get dreads into the mix in diplo and entrenchment im sure there will be a nice change to the gameplay balance.

Reply #567 Top

I don't know if this minor (though problematic) bug has been addressed, however the EMP Debuff on the Norlamin Anti-Carrier Carrier (Slot 5) seems to be permanent, in that even after said ship has been destroyed and/or left your gravity well and persisting through game closing to reloading said debuff still persists. In a rather funny fashion, I have an arsenal of "Galactica" class (Slot 2) Caps unable to launch said fighters/bombers.
End of quote

Thanks for the feedback, I'll look into it.

Reply #568 Top

The only side so far I have found to be a bit under the others (at least when it is vs Vicious Level computer Cator or Norlamin opponents) are the Alliance, while they have an excellent economy (assuming you survive long enough to get it going) in both early and late game they are decisively inferior to their counterparts, whether it's due to the oompf (laymans for heavy firepower) of the Cator or the inevitable mass assimilations of the Norlamin, even "mass" producing replacements to replenish your lines has little ability to temper the inevitable slide backwards to your best defensive stronghold.
End of quote

I tend to agree with you ...

What I have noticed

1. The TA are the most likely AI Player to dominate (i.e early to mid game).

2. The AI, Replicators are least likely to dominate.

i.e not necessarily what you would expect.

Reply #570 Top

Quoting soase-maelstrom, reply 568


I tend to agree with you ...

What I have noticed

1. The TA are the most likely AI Player to dominate (i.e early to mid game).

2. The AI, Replicators are least likely to dominate.

i.e not necessarily what you would expect.
End of soase-maelstrom's quote

 

Your early game observations are astute, the TA do seem to expand extraordinarily quickly (Vicious AI) and enjoy an early game lead until the Cator or Norlamin (Vicious AI) reach about mid game point technologically, at which point they are driven back and are typically knocked out shortly thereafter. 

As for the Cator, in a test game I allied with them (non-locked teams) with a TA and Norlamin (all Vicious AI's) as additional potential opponents.  As a test, I had the Cator mass their entire fleet around one of their planets adjacent to a pirate world, and proceeded to send five 40k/1000 point pirate waves after their planet (the sixth reached the AI critical mass point for withdrawing).  With a game lagging mass of warships engaged for nearly 45 minutes, some 60 Pirate maxed out capitals along with several hundred bombers, fighters, and nearly 350 total other pirate vessels the Cator ground the pirates into paste, while themselves taking very minimal casualties and without losing a single capital ship of their own.

Interestingly enough, a single pirate raid versus the TA, late game, maxed fleet/technology, (Vicious AI) was able to significantly reduce their fleet size, and a follow up raid dispersed the remainder and razed the planet. As a fair comparison I sent the pirates after a maxed out Norlamin fleet, one that was well over the cap with "captured" TA and Pirate vessels, after three successive waves the Norlamin retreated having suffered what seems to be only nominal losses.

Pirate forces in this mod add a decidedly interesting depth to each new match, left unchecked however they can lag down the game quite badly, something that has been an ongoing issue with Diplomacy in general.

 

Thanks,

 

>--Drache-->

 

 

Reply #571 Top

Quoting doomser1, reply 566



TA Fighter and Galactica carrier issues.

Change a line in the Fighter_TradeAlliance.ENTITY file. Change line "Canfireatfighter" from False to True

Change 2 lines in the TA Capital ship carrier file, don't remember the exact name right now, not at home machine. Change two lines, "TargetCountPerBank:FRONT" and "TargetCountPerBank:BACK" from 0 to 1

Thank you for the link. I will read it. I tried to creat a new ability but have something wrong, getting a mini dump, but I will work it out.

Thanks agai


End of doomser1's quote

 

Done and Done, thank you very much.

 

>--Drache-->

Reply #572 Top

Pirate forces in this mod add a decidedly interesting depth to each new match, left unchecked however they can lag down the game quite badly, something that has been an ongoing issue with Diplomacy in general.
End of quote


There are some additions to the pirates that you should know about ...

Their Capital ship has 4 abilities

1. Colonize

2. Spawn Antifighter frigates: 1 every 30 minutes, not in battle

3. Spawn Heavy frigates: 1 every 30 minutes, not in battle

4. Spawn Medium frigates: 1 every 5 minutes, in battle

Correspondingly, the frigates have the following abilities

1. Antifighter: AbilityDogEatDog

2. Heavy: AbilityDogEatDog, AbilityDogEatCapital

3. Medium: AbilityStealResources, AbilityDogEatDog, AbilityDogEatCapital

The abilities are as follows:

AbilityDogEatDog: on a random basis launch missiles against either Pirate Capital ship or Prirate Frigate (3 targets per minute)

AbilityDogEatCapital: on a random basis launch missiles against Pirate Capital ship (3 targets per minute)

So the idea is that pirates, particularly with lots of capitals, can grow in a prolonged battle or when they are not in battle they will turn on each other - in particular the capitals first - and hence reduce their numbers.

Reply #573 Top

Quoting soase-maelstrom, reply 572

Pirate forces in this mod add a decidedly interesting depth to each new match, left unchecked however they can lag down the game quite badly, something that has been an ongoing issue with Diplomacy in general.

There are some additions to the pirates that you should know about ...

Their Capital ship has 4 abilities

1. Colonize

2. Spawn Antifighter frigates: 1 every 30 minutes, not in battle

3. Spawn Heavy frigates: 1 every 30 minutes, not in battle

4. Spawn Medium frigates: 1 every 5 minutes, in battle

Correspondingly, the frigates have the following abilities

1. Antifighter: AbilityDogEatDog

2. Heavy: AbilityDogEatDog, AbilityDogEatCapital

3. Medium: AbilityStealResources, AbilityDogEatDog, AbilityDogEatCapital

The abilities are as follows:

AbilityDogEatDog: on a random basis launch missiles against either Pirate Capital ship or Prirate Frigate (3 targets per minute)

AbilityDogEatCapital: on a random basis launch missiles against Pirate Capital ship (3 targets per minute)

So the idea is that pirates, particularly with lots of capitals, can grow in a prolonged battle or when they are not in battle they will turn on each other - in particular the capitals first - and hence reduce their numbers.
End of soase-maelstrom's quote

 

Brilliant idea and configuration, although during extended fights I find that the pirates expand in number exponentially faster than they decline as 2-4+ fully engaged NPC/PC economies can sustain a nigh constant stream of maximum point raids.  This is not a Mod issue, but rather a function of Diplomacy and that painful inefficiency of Sins in general, not to mention the worrisome 2g limit. 

As a note, I love the various movie/game musics that cycle and the great sound work in general, it's very immersive.

 

>--Drache-->

Reply #574 Top

test is this working again? Yay i can post again grumble grumble i posted yesterday only to have a blank response then nothing for the whole day.

Anyways i wanted to comment on a post earlier about people speaking about their experiences with AI I find the the Norlamins tend to end up the strongest in all my AI games, The TA are quite strong alot of the times yes but out of the many games i have played since i aquired this mod i notice that 90% of the time in my games the norms tend to dominate hands down. Althought i notice this has alot to do with settings and whatnot and i often play on very hard settings. The ta tend to do well but by far the norms then TA then the cators in that order relative to AI.

 

I like the changes with the pirates but i tend to turn mine off latley though i have been turning them on again. In a recent game though when i defeated all the worlds i could find and the pirate stronghold they didnt show as defeated. Also there is a problem with multi star systems the pirates dont leave the one system they are in. is there a way to make them leave the one star system or use wormholes so that they are not only dangerous to the players in the same star system?

 

Oh and due to my anticipation is there a status update on the dreads in diplo? hows that coming? And what do we call you as your name is more of the title of your mod?

Reply #575 Top

test is this working again? Yay i can post again grumble grumble i posted yesterday only to have a blank response then nothing for the whole day.
End of quote

Yes, I noticed and couldn't reply to your blank post!

The ta tend to do well but by far the norms then TA then the cators in that order relative to AI.
End of quote

Yes, I'm not sure why the Replicators never dominate.

In a recent game though when i defeated all the worlds i could find and the pirate stronghold they didnt show as defeated.
End of quote

They had colonized a planet ... which become their new base, i.e you have to destroy all planets colonized by the pirates to knock them out of the game.

Also there is a problem with multi star systems the pirates dont leave the one system they are in. is there a way to make them leave the one star system or use wormholes so that they are not only dangerous to the players in the same star system?
End of quote

No, I don't know of anyway to do that. Their behaviour is hardcoded.

Oh and due to my anticipation is there a status update on the dreads in diplo?
End of quote

The Dreads have been integrated ... for about a week. I was think of releasing a beta (Entrenchment) so some players could test and give feedback. Currently moddling, updating planetary structures.

And what do we call you as your name is more of the title of your mod?
End of quote

I prefer a incognito, as I would rather people focus on the mod and playing it ... as you might of noticed I don't give myself credits.

Maelstrom is as good a name as another.