soase-maelstrom

soase-maelstrom

Joined Member # 3498237
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[quote who="nahte_herman" reply="1412" id="3295509"]Having a problem upon downlading. Whenever i launch the mod the loading screen appears. It will sit there for hours and not do anything. Then it will say i have a mini dump error and the game will crash. any advice?[/quote] Right patch for the particular version of Maelstrom?

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[quote who="Cybergeddon" reply="1409" id="3294097"]That sounds like the error message is more of a generic message than the actual problem message.[/quote] My thinking is ... if you avoid the minidump you avoid the"your galaxy scenario file differs from the hosts" problem Not sure if there is 1 or 2 problems, 1 definitely ... Sins has had many problems with multiplayer sync in the past

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[quote who="Lavo_2" reply="1405" id="3293971"]Rebellion also seems to be a lot more crashy than Trinity; I've found this to be a huge problem in SoGE.[/quote] Not sure on this one ... I am just overly aware of the 2GB limit as Rebellion makes this problem a whole lot worse than Trinity

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Maelstrom will crash, like any large mod, if the RAM footprint approaches 2GB. So try reducing the graphics effects. The other problem, which might be causing the crash also, I can't comment on ... I have not tested multiple player and have not come across any feedback that could shed some light.

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The RAM footprint also depends on the number of 'units' (ships, structures, abilities, planets, etc) in play. This is related to the particular map you are playing (i.e smaller maps means less units) and also what 'type' of opponents you are playing against (i.e typically defenders build more structures and populate more extensively/faster)

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[quote who="rudenut" reply="1400" id="3293922"]The Vasari Loyal Titan and the Advent Loyal Titan both have missing textures.[/quote] the problem is with the team colors, a layer in the -cl texture. Just turn of team colors [quote who="rudenut" reply="1400" id="3293922"]Also, I'm playing a game right now that I keep getting mini dumps[/quote] Maelstrom is a large mod. Sins is a 32 bit program with a 2GB RAM limit. To reduce the RAM footprint of Maelstrom reduce the graphics effects

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Thanks for the feedback ... [quote who="Turchany" reply="1389" id="3279139"] I did not know you're alone with the development[/quote] Being the sole developer means I have to prioritize my time and development. Stability and content are high on my list. Also it means that my insights into game play can be quite blinkered, as I don't have the time to note alot of the interactions of the new features ... at least over a short time frame. So feedback from players is impor

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Hi Turchany , Thanks for the feedback ... I will address some of your excellent comments and suggestions. Just bear in mind that I am the sole developer for the Maelstrom mod and hence my time is spread over much ... development 1. Balancing of the races is an on going task. With regards the mines ... what changes where made to the Advent

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[quote who="rudenut" reply="1385" id="3277483"]Specifically though I would address the Excelceor Battleship. I think this looks like a command battleship with powerful weapon systems but the abilities are more suited to a carrier type ship.[/quote] This is the theme for the TA capital in general ... fighter orientated. The Devoln carrier cruiser is relatively cheap with an ability for producing fighters rapidly.Nevertheless I will consider your suggestion I agree that there c

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[quote who="chundai" reply="1369" id="3243881"]the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken, providing worse stats when upgraded. the contents of the GameInfo folder only have 3 levels specified for abilities when there should be 4 e.g.[/quote] A word to the wise ... very few abilities use the 4th level

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[quote who="chundai" reply="1369" id="3243881"]the 4th level of almost all norlamin and trade alliance capitol ship abilities are broken[/quote] I'll fix this issue on the next release ... unfortunately I ran out of time ...

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[quote who="XATHOS" reply="1361" id="3241300"]I don't know if you guys have fixed this in the last few months[/quote] I have reduced the population caps and bonus' for a lot of the planets for R9 (O, E, D) and R2 (R). It is converging towards a final solution.

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[quote who="XATHOS" reply="1347" id="3230417"]The labs work fine with me, and I tore apart the mod. I haven't noticed any bugs on the Valeron, either.[/quote] XATHOS ... thanks for letting me know

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I was asking where you downloaded, from general interest, not for a specific reason, as I really haven't had people mentioning problems with downloads. ModdB more than likely has the largest servers so check out ... http://www.moddb.com/mods/maelstrom

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