soase-maelstrom

soase-maelstrom

Joined Member # 3498237
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Hi Eutro , The Maelstrom mod for Entrenchment is a beta release. So from feedback so far there is at least one major bug which I'm looking for. I guess at this stage its luck of the draw ... some people, like my self can play it for hours without a problem. If you can give me feedback it would help finding it. W

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Hi RS-fx , I use XSI and Photoshop. I agree with you that UV mapping is difficult and time consuming. Texturing for me is still problematic and challenging - least time spent. The TradeAlliance fleet and some assorted models come from a modeller called Coxxon, who has made his model available to the public. I've just r

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Glad your enjoying it! It was fun developing it ... and playing it, that is, when the major bugs were squashed! Thanks to Ironclad and Stardock! I agree with you on the Dreadnoughts. Let me know if you encounter any problems, your feedback has been great!!

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Feedback appreciated ... I'll work the problem/s. Just a note on why I haven't as yet included the Dreadnoughts: Its a matter of mesh counts and texture counts. The Maelstrom mod approximately doubles the number of mesh in the game (particularly the large meshes: ships, planets, structures) and the number of textures is large to say the least. Also I have basically maxed out the number of sound files (2000). So there is a potential for a slow running game under all this

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The motivation behind the Expansion Mod was to emulate Entrenchment i.e by having Starbases (i.e Dreadnoughts). I am not overly impressed with mines, in fact, if you lay lots of mines you are guaranteed to slow the game. Yes, I could include mines in the Expansion Mod. Why emulate Entrenchment? Because in my tests of Entrenchment (both the Maelstrom Mod and the non-Modded) the game was liable to slow down on large maps! Whereas with the Original SoaSE (both the Maelstrom Mod and the n

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In response to your comment ... "By the way, 25 cap for a dreadnaught is way to little, 100 would be more appropriatly." The tactical slots for s Starbase in Entrenchment is 0 ... I was tempted to make the tactical slots for the Dreadnought 0!

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Hi Malanthor, Thanks for the feedback (for Reply #83), I'll look into it. By the way, just for you, because you keep asking and asking and [e digicons]:D[/e] ... I have released the Entrenchment version of the Mod for v1.051. It is not complete and fully tested, so no guarantees - if you have problems let me know. Two points to note regarding the mod ... 1. for development/testing I have given the colony ships (of the 3 new races) the abilities to make Starbases basic

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There are 4 Capitals with the ability to add extra strike craft ... Carrier (Replicators), Battle (TA), Carrier (TA) & Dreadnought (TA). I have checked the entity files for the abilities and they look ok. For the Dreadnought (TA), its ability is only activated once researched. Will check further ...

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Hi Malanthor, Hope you had a good holiday! Must admit I have been distracted ... I've been interested for some time in doing some 3D animation. So if have been coming up to speed with DAZ Studio, Poser and Carrara. None the less I have also been doing optimization of the Maelstrom mods, based on the The Sins Optimization Project . So far having optimized most of the Particles effects, Sounds,

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Hi Caudyr, In response to your question about incorporating "Sins Optimization Project" mod into Maelstrom ... I've commenced an optimization process for the Maelstrom mod based on the ideas of the "Sins Optimization Project" (SOP). All new mod releases will incorporate these changes. Initially, the optimization process is focused

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Hi Malanthor , For Maelstrom Entrenchment the current abilities stackup for the 3 factions are as follows ... Norlamins Upgradeable Defense Abilities Disruptor Force - disrupts repair and regeneration of enemy craft within range of this structure. Shield Extension - shields to nearby frie

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Hi Syneptus, Thanks for the feedback. Firstly, to answer your questions ... "Are the Replicator's ships supposed to have no textures? " What you see is what you get ... they are textured but with a simple conformal texture effect. "How long have you been working on this?" For 1 year. To be frank I am the only developer. ICEman helped with ideas and some testing but he is a game player i.e Alpha Centuri, Space Empire V, Galactic Civilza

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Hi Caudyr , How about this for a huge map ... 100 billion stars, for a galaxy, and each star has several planets. As a keen colonizer I'd say it would keep you busy for a while! Trade routes would be out of control!!

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Hi loooseer, I assume you have the english.str, because if you didn't the mod would surely crash. Now, harpo99999 (Reply #61) has given you the file location i.e "???\soase_maelstrom_orginal_1.182_1\string", "???" is the directory you extracted (or copied) the Maelstrom mod to. So great you found t

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Hi Caudyr, Thanks for the feedback! I've updated the website several times over the weekend and ran tests on IE. Checked the links in Firefox, and yes your right the links have been broken. I'll endeavor to fix them today! Regarding your questions 1. The "original" SoaSE game is o

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Looseer, please note this extract from the "Star Trek: Sacrifice of Angels" forum ... "The mod has been tested only on the US English version of sins. Other languages may, or may not work. If you are using a language other than English rename the "English.str" file in the mods strings folder to whatever language you are using. Example: "German.str" if you are using the German language version." Like the Star Trek mod Maelstrom has only been tested on the US English versio

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Hi Malanthor , Just a point of clarification ... the mod you are playing is the regular "SoaSE Maelstrom v1.182", right. Ok, now, we have an expansion for the regular SoaSE called "SoaSE Maelstrom Expansion" (for v1.191) which includes dreadnoughts. You haven't seen it yet and it will be released soon. Also we w

1,681 Replies 4,229,226 Views

Hi loooseer , Not sure what's going on? Have had very few problems with the english.str file, in fact the mod has been tested for sometime now and has been very robust. Bugs on abilities used were the hardest to find. Looking at the website stats there has been well over 50 downloads of the mod without a similar r

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