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

4,212,455 views 1,681 replies +10 Loading…
Reply #926 Top

Hi Malanthor,

I haven't had a silly suggestion from you yet ... it will have to wait for R6 which should wrap things up nicely.

Reply #927 Top

Hehe, thanks for the confidence. :) Found my first two bugs which i edited in the previous post.

Reply #928 Top

Yes, I noticed that the Replicator scout was in my 'test mode' (aka god ship) when I was playing a game waiting for the new upload to finish (it takes me about 5 hours to upload!). I find it useful to have some of these scouts when I'm testing other things ... I loose a lot less planets and ships that way!

Reply #930 Top

I subdued the pirates some what ... let me know what you think!?

Reply #931 Top

Ive played 2 games so far, pirates seem to be pretty okay, they werent exactly a threat once you got defences going but it is imo better than the zounds of pirates in the previous version. Pirate base was pretty much like normal sins it seems, maybe a tad more ships there defending <shrugs> hard to say really. I think they could be a tad more dangerous to prove more of a challenge, but this pretty much comes down to how YOU like your pirates, do you like em weak and more of a nuisance or a real danger that can wipe out your planets unless you have top notch defences. In any case imo a clear improvement from the buggy pirates from previous version.

Reply #932 Top

Aside from the Replicator scout bug, which you're aware of, the only other issue I had in my game I just played was a bugged Pricing Pact for the Trade Alliance.  I offered it to my Norlamin ally, and as soon as he accepted the game minidumped.

Reply #933 Top

Every time I download the Entrenchment Expansion Series, it screws up and I don't have everything new in-game. Also, when I extract the mod, it says. "Bad Header." or something like that and when it finishes, it says there was an error with the Replicator Cargo Ship. It doesn't do all this with the Standard Series so I have no idea what is wrong.

 

Reply #936 Top

I downloaded it from your site and the Sins Forums. Both had the same result. Original works fine though.

Reply #937 Top

The download from the Sins forums is from the Maelstrom Website also. I have had one report, in the past, that they have had problems with downloads (not Maelstrom Expansion Diplomacy 1.31) from the Maelstrom site.

I'll try downloading Expansion 1.31 tonight. There have been lots of downloads from ModDB without any reports of corruptions.

Reply #938 Top

Malanthor,

The pirates start going crazy typically 3hrs+ into the game (in previous version of R4 i.e 1.011 & 1.21) the growth curve was just to steep and there was no 'negative' feedback to counter the growth. In the games you played I take it you wiped out the opposition and pirates quickly.

 

Reply #939 Top

Not really, i always let the game progress when i test so i usually take it to autosave 30+ on a small map with 9-12 planets. I wiped em out at autosave 30-40 somewhere.

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Reply #940 Top

Thanks Malanthor,

I'll have a closer look for the R5 release.

Reply #942 Top

This mod would be EPIC-ER if it could be compatible with Volumetric or BailKnight. Any way that could happen?

Reply #943 Top

Ok, I downloaded it from ModDB and it didn't have any errors. I think something may be wrong with the download on the site.

Reply #944 Top

Quoting CRZYnLAZY, reply 942
This mod would be EPIC-ER if it could be compatible with Volumetric or BailKnight. Any way that could happen?
End of CRZYnLAZY's quote

The new races ships have Bailknight's weapon's effects integrated for all R4 releases.

In R5 the new races ships will have KrdaxDrkrun TotalEffects mod, for abilities and other effects, integrated.

Reply #945 Top

Quoting CRZYnLAZY, reply 943
Ok, I downloaded it from ModDB and it didn't have any errors. I think something may be wrong with the download on the site.
End of CRZYnLAZY's quote

The download itself must be OK as the ModDB zip files all came from the Maelstrom site. The web hosting servers of SiteGround.com must be overloaded or 'crap' ... I'll look into it. Thanks for the feedback.

Reply #947 Top

Quoting soase-maelstrom, reply 944

Quoting CRZYnLAZY, reply 942This mod would be EPIC-ER if it could be compatible with Volumetric or BailKnight. Any way that could happen?

The new races ships have Bailknight's weapon's effects integrated for all R4 releases.

In R5 the new races ships will have KrdaxDrkrun TotalEffects mod, for abilities and other effects, integrated.
End of soase-maelstrom's quote

Yeah, I noticed the new races weapons had Bailknight's, but not the old races. Oh well. I guess I'm just used to Volumetric. That mod really brings out the visibility of the weapons fire and makes an epic explosion for even an Arcova Scout Frigate!

Reply #948 Top

Im having a problem downloading the mod from this thread. It says that there is an error in the file and wont let me extract it. The mods in question are both the standard and expansion of the Diplomacy 1.31 files

Reply #949 Top

Quoting kaelibw, reply 948
Im having a problem downloading the mod from this thread. It says that there is an error in the file and wont let me extract it. The mods in question are both the standard and expansion of the Diplomacy 1.31 files
End of kaelibw's quote

I had the exact same problem, but with Entrenchment and only the Expansion version. Try to download it from ModDB.

Reply #950 Top

I've only played one medium size game thus far..and I do like alot of the additions..but I found that as the Trade Alliance I was making way way way too much money to the point where money and resources didnt mean anything. Now I noticed the ring world provided several times the amount of income as all my worlds put together..that my be unbalancing...and I also noticed that most planets came with 5-6+ metal/crystal nodes...I think there were too many.  Also would it be possible to put together a list of each races unique techs/abilities/ships..Its not quite clear what makes each race special..where there any changes to the old races ?