As I thought. See above.
soase-maelstrom
What version did you download? If it is Diplomacy the "cruiser" icon is missing on the UI button. The button still works but it is blank. All the cruisers are still available. Checked all the other races and they are fine. Sorry about that!
[quote]Btw , I'm just trying to help balance a great mod. I like the idea of having each of the new races focus on something is nice.[/quote]I take no offense, particularly when you are right. R2 was mostly about optimization, with some re-balancing and some new content. Re-balancing is a continuing venture. R3 will be mostly focused on models and textures.
By the way just remember that for the new races I have halved the number of strike craft but increased hull, damage, etx x 2
Agree on all points[quote] Norlamins is abit overpower on the strikecraft area.[/quote] Have you had a look at their research tree, particularity weapons research. [quote]Replicators has supply pact at tier 4[/quote] Others have noted this too ... change for R3.
[quote]Or does the AI suck for the other 3 races compared to the original 3?[/quote] Yes, the AI sucks for the 3 new races. When you play against them they are really easy to beat, No, not really I have found that they are all a good challenge. So I am not sure by what you mean when you say 'effective', different yes. [quote] the pirates are even stronger than the original for the first wave[/quote] Yes, you can't ignore them for the first couple of waves, after you ha
[quote]Perhaps a much longer cooldown? [/quote] Yes, it is something I have tweeked from R1->R2 [quote]a time limit on the lifespan of a replicated ship[/quote] I would find this confusing, i.e jumping into battle and you would not know if your fleet would disappear on you.
Yes, if it is a long battle, you have done the 'antimatter converter' research and the enemy fleet is not large. Also balancing of the replicate ability still needs work.
[quote] if one ship was destroyed, two took it's place. [/quote] Are you playing release 1 of the mod, because this was fixed in release 2.
"My ONLY problem with this mod is that the Trade Alliance absolutely SUCK." It's funny as I have others complain that their too powerful. I think it might be your TA gaming style. If you haven't tried this already I would 1. get their economy going fast. 2. protect their capitals till they are level 5-6, the high-end abilities of the siege and support caps are very useful. 3. fighter/bombers are their strength 4. Utility frigates have useful abilities.<
[quote]I am interested in the new planets. What are there abilities?[/quote] I don't want to spoil your adventure ...
[quote]very nice. downloading now. [/quote] Good Hunting ... [e digicons]:grin:[/e]
Release 2 of Maelstrom is now available. Also the Maelstrom website has been updated. Have fun!
[quote]very much looking forward to the dreads beeing in diplomacy[/quote] So am I, something to soften up enemy Starbases!
Glad you like it. Hope you will like the next release.
Hi Malanthor, Glad to have you back. [quote]going to take this beauty for a spin right now.[/quote] You will have to wait a day or two. I'm currently compressing and uploading the mods to various sites, updating websites, etc. [quote]By the way, are dreads in diplomacy version in next release or just se
No problems. The nice thing about the new release is that the optimization (memory and also speed) has been a success. I think I'm about 50-100MB from having effects all on highest settings. Also, in terms of game speed, the worst case scenario is a huge single random map with 10 players ... no late game slowdown (2Rep, 2TA, 2Norms, 2Tec, 1Ad, 1Vars) on 3 tests.
[e classic]:congrat:[/e]
[quote]So when is your next update for this mod coming out?[/quote] Good question ... and here is a good answer -> a couple of days. The update will be for all four versions of the mod. And here are some of the changes, Planets - Added new planets with animation: Dyson Swarm, Extinct World, Aura World, Legendary planet, Stellar Anomaly - Added animation effects to planets ancients, binary, fortified Militia and Pirates - added unsta
[quote]I've been having stability problems with vanilla Sins[/quote] Is this for Sins+Maelstrom or just Sins? Also specifically what do you mean by stability problems?
Hi Syneptus, I am thinking of updating the models of the Replicator and Norlamins fleet for release 3 of the mods. So don't be sorry it worked out alright in the end.
Adding to what I said on ModDB, try turning the colored skyboxes off (in the effects menu)
As an example, have a look at RESEARCHSUBJECT_SHIELDSTECH1.entity You can say double the max shield points gained per level of research researchModifier modifierType "ShieldPointsMaxAdjustment" baseValue 0.000000 perLevelValue 0.050000 change to researchModifier modifierType "ShieldPointsMaxAdjustment" baseValue 0.000000 &
A list of the more relevant files which you my wish to adjust are as follows: Hullpoint Vasari: RESEARCHSUBJECT_HULLPHASE0.entity Vasari: RESEARCHSUBJECT_HULLPHASE1.entity Vasari: RESEARCHSUBJECT_HULLPHASE2.entity Advent: RESEARCHSUBJECT_HULLPSI0.entity Advent: RESEARCHSUBJECT_HULLPSI1.entity Advent: RESEARCHSUBJECT_HULLPSI2.entity Tech: RESEARCHSUBJECT_HULLTECH0.entity T
[quote]there research tree it makes them invincible after fully researched[/quote] It makes them a tough opponent, after a number of hours of gameplay, invincible no. I don't intend to change the original players. Balancing is a continuing process.