Description

The Maelstrom Mod for Rebellion SoaSE. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates, all with their two respective factions Loyalists and Rebels.

Preview
Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)
Post comment Comments  (0 - 50 of 113)
Vader91
Vader91 - - 1,837 comments

Epic! Thanks man!

Can't wait to give this new version a go!

Thanks again for all your work, this mod is my absolute favorite.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Thanks, its been a long time in coming ... so thanks for the patients

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wheelmandan
wheelmandan - - 1,312 comments

hi where do i put all of the files do i put it the folder with all of files for the game by that i mean the sin EXE and the making a new game could you help me out?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Installing the Maelstrom Mod is a simple two step process.

Step 1:
Start SoaSE and in the options submenu select mod
Now that you are in the mod submenu select 'Show Mod Path'
Make a note of the location and copy your unzipped "Maelstrom mod" files there.
Make sure that your Windows Explorer browser is able to see hidden files & folders ...

Step 2:
Start SoaSE
In the options submenu select the mod from the list of available mods and activate it.
If the Maelstrom Mod does not apear in the mods list then you have copied to the wrong directory. Please try again.

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ZawmbeeKillaX95
ZawmbeeKillaX95 - - 4 comments

Hello, Maelstrom Author. I've tried installing the mod, even with the recommended settings and correct install path, however I keep getting MiniDump errors- even with the 4GB patch/and or LAA installed. What is going on?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Not much information to go by here ...
Firstly, to use 4GB patch you need a 64 bit operation system and more then 4GB of memory. Be aware the 4GB patch does not guarantee stability ... if it did the Sins developers would recommend it.
At what stage does the game crash?
You can try to reduce the graphics effect settings.
Also, try playing without the Pirate Raiders (not the new Pirate race)

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nick11143
nick11143 - - 6 comments

LOVE THE MOD

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Cheers

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Wraithlord_Zeratul
Wraithlord_Zeratul - - 402 comments

Yeah!!! thank you!!! :)

wish you luck on creating new races :)

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Cheers ... thanks

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lordlandraid
lordlandraid - - 334 comments

Dreadnoughts back in this one?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Yes and the expanded Militia and Pirate Raiders

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Guest
Guest - - 688,627 comments

The raiders are no joke in this version, thanks for making these matches more interesting. Pirates have never really never been a challenge before now. They are no longer just experiance fodder.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Cheers

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leshiy85
leshiy85 - - 4 comments

Огромное спасибо.
Thanks for you work.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Pleasure ... hope you enjoy

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Spartacus1976
Spartacus1976 - - 12 comments

Thanks! This is the best mod by far!

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Cheers

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CommisarHark
CommisarHark - - 267 comments

I'm using the included 4gb patch but I'm still getting a minidump when I start the mod. Is the DLC required or is it just usable with this because that's the only thing I can think of?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Shouldn't be a problem as long as you are using the version of Maelstrom which corresponds to the patch you are using with Rebellion. Maelstrom R11 and R10 are compatible with Rebellion patch 1.85.

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IsolimTso
IsolimTso - - 18 comments

Pros: The Pirates are back with new ship models.

Cons: They're ripped from Homeworld.

:l

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

The Pirate ship and structure models have been in the mod for almost 4 years.

What is new ... all abilities, all research, voice-overs, all icons

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Astartes_Marine
Astartes_Marine - - 146 comments

I don't see how that's a bad thing, the ships do look rather nice. Personally they're some of my favorite ships in terms of looks.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

I am sure the Pirates like you also ... lol

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Shade330
Shade330 - - 11 comments

Hello. Thanks for your work, but i have a question. How do i install this version having an old one?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

The Maelstrom mods are independent from each other, i.e they don't stack.
Also the mods are Rebellion patch dependent, so use the mod which corresponds to the patch used for your version of Rebellion.
Apart from that you install the mod just like you installed the previous version ...
1. decompress the zipped archive
2. copy the mod files to the mods folder of Rebellion

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tjhdc14
tjhdc14 - - 2 comments

Dude, I've done what you said... Problem is, after I enable this mod the Maelstorm Logo appears then it's stuck there... I can move the mouse cursor other than that, nothing.... I have to pre/hold ctrl+lt+delete to move out of the game because alt+tab doesn't respond, and there's no mini-dump or error occurrence, it's just stuck on the Mealstorm Logo after I enabled it,.. And yes, I am able to use some other mods, I'm just having troubles with this one,... can you help me out? Tnx,..:)

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Make sure the version of Maelstrom corresponds to the Sins patch i.e this version of Maelstrom is for patch v1.85

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Shade330
Shade330 - - 11 comments

And, by the way, what is this ship on the pic? It's beautiful but i can't recognize it.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Something generic I found on the internet ...

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Guest
Guest - - 688,627 comments

Hey, love the mod! However it keeps on crashing for me. I changed the settings to how you instructed. Any suggestions?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

There is a bug with the Pirate Rebel Siege Capitialship.

I updated the download (above) after the first day of release. If you downloaded recently then it won't be a problem.

If you downloaded within the first 24 hours then ... there is a simple fix.

In the Maelstrom mod folder GameInfo there is a entity file called PlayerPiratesRebel.entity.

On line 42 change

entityDefName "CAPITALSHIP_SIEGE2_Pirates"
to
entityDefName "CAPITALSHIP_SIEGE_Pirates"

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

If this is not your problem then try reducing the graphic effects.

Before the release, I had run extensive tests on all the races (loyalists) and had found no major bugs

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Also, as a reference, you can check the following guide
"General Sins: Rebellion Troubleshooting" at,
Esupport.stardock.com

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dariusz8008
dariusz8008 - - 4 comments

CAPITALSHIP_SIEGE_Pirates" mam teraz taka nazwe i CAPITALSHIP_SIEGE_Pirates(2)"

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

say what?

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NukaBombCola
NukaBombCola - - 3 comments

Hey there! I'd like to comment on an issue I noticed with the Norlamins dreadnaught. The dreadnaught had an ability that let it regenerate its shields almost instantly. When it came to my system, it had the capability to fight two of my dreadnaughts (Alliance.) two capital ships, and about twenty cruisers in total. Whatever the ability is, it allows for near-instantaneous shield regeneration for about 100 or so antimatter, making it almost impossible to destroy with the 5000 shields it had when it attacked me. Seems the ship might be a bit broken, unless I was just observing some strange bug?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

- What level was the Norlamins Dreadnought? ... If it is level 6 our above (Super-Dreadnought) then I would proceed with caution. I am not surprised that is can take out low level caps and low level dreads and support ships.
- Was the Norlamins Dreadnought in its own culture ... there are weapons and mitigation bonuses for the Norlamins in there own culture
- do you realize that some planets have defensive abilities and bonuses? So if it is not owned by you then you can be hit hard by those defenses ...

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NukaBombCola
NukaBombCola - - 3 comments

The Norlamins Dreadnought began as a level 5 dreadnought, but by the end of the battle had become a level 8. It was fighting above a world previously mine, bombed an destroyed prior to the arrival of my fleet. There were two hanger defenses there originally. The first fleet that arrived comprised of an alliance colonization capital ship, 12 mars frigates, and a level 6 dreadnaught with the "super" upgrade. The Norlamins dreadnaught was easily able to defeat all of these ships without losing shields. It was then attacked by the first alliance battleship, a level 1 dreadnaught, and about 10 heavy cruisers and 10 carriers carrying bombers. It again managed to wipe these ships without much difficulty, however its antimatter was almost completely gone.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Super-dreadnoughts were originally included (Entrenchment) to take on Starbases. From the information you have given me ... the scenarios don't surprise me, especially if the Norlamins have done a lot of shield research, 4th, 5th and 6th order research ... and are in their own culture

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Guest
Guest - - 688,627 comments

That's the thing though. The Super Dreadnaught was the dreadnaught that I deployed. Considering that my super dreadnaught had a sizable supporting fleet, when the norlamins dreadnaught wasn't even super yet, I feel that there was some tom foolery going on here.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

A recent super-dreadnought needs time (moving from level 5 to 6) to build up its hull and shields.
As I tried to explain there are several variables
- planet abilities
- research level (yours and the opponents)
- culture
etc

If you give the Norlamins time to do research then expect hard battles

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RonShan22
RonShan22 - - 4 comments

Having a issue, while playing this mod it all of the sudden sends me back steam. I followed the directions and it continues to do that. I only get to play for a 5 minutes before it cuts off. Any help would be greatly appreciated.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Turn down the graphics effects settings

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robert100
robert100 - - 8 comments

(sorry for my english ^^' )
The mod is very good but this pirate punisher class Dreadnought is very very cheat.
This is superior at titan.
pirate class Dreadnought VS Titan Advent. = Dreadnought win, no damage ! :O

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Any (from any race) low level Titan can be destroyed by a high level Dreadnought

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Guest
Guest - - 688,627 comments

a

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

b

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robert100
robert100 - - 8 comments

Thank you for answering. ;)

My titant loyalist level rise was 8 when he was killed by the pirate ship.
It seems impossible to kill the pirates with the advents. With difficult lvl.

I think the old race are slightly disadvantaged compared with new races.

By cons on the other hand, new races appear to be well settled between them.

I hope I am what I say is understandable.
lol

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

What planet did the fight take place on? Some planets have defensive abilities... Water World for instance or Hyperions?

I assume the Dreadnought was a level 10, possibly the pirates had done a lot of research to boost weapons, armor, shield, hull.

I have played games where a large Advent fleet can seriously hurt a comparable pirate fleet .... including Super-Dreadnoughts.

In general the new races are slightly more powerful than the originals ... balance is an on-going processes.

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