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.
PLEASE READ CAREFULLY, NOT FOLLOWING THE SETUP BELOW MAY CAUSE SINS TO CRASH.
Setup for Smooth Gaming
* Sins Rebellion Patch v1.85
Required Effects Settings
* Planet : Detail - High
* Ship : Detail - High, Extras - High, Bump - High
* Building : Detail - High, Extras - High, Bump - High
Optional Settings
* Show Mesh Team Colors - Off
* Show Cargo Ship Icons - Off
* Show Planet Elevators - Off
* Use Colored Skyboxes - Off
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.
Thanks, its been a long time in coming ... so thanks for the patients
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?
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.
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?
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)
LOVE THE MOD
Cheers
Yeah!!! thank you!!! :)
wish you luck on creating new races :)
Cheers ... thanks
Dreadnoughts back in this one?
Yes and the expanded Militia and Pirate Raiders
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.
Cheers
Огромное спасибо.
Thanks for you work.
Pleasure ... hope you enjoy
Thanks! This is the best mod by far!
Cheers
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?
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.
Pros: The Pirates are back with new ship models.
Cons: They're ripped from Homeworld.
:l
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
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.
I am sure the Pirates like you also ... lol
Hello. Thanks for your work, but i have a question. How do i install this version having an old one?
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
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,..:)
Make sure the version of Maelstrom corresponds to the Sins patch i.e this version of Maelstrom is for patch v1.85
And, by the way, what is this ship on the pic? It's beautiful but i can't recognize it.
Something generic I found on the internet ...
Hey, love the mod! However it keeps on crashing for me. I changed the settings to how you instructed. Any suggestions?
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"
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
Also, as a reference, you can check the following guide
"General Sins: Rebellion Troubleshooting" at,
Esupport.stardock.com
CAPITALSHIP_SIEGE_Pirates" mam teraz taka nazwe i CAPITALSHIP_SIEGE_Pirates(2)"
say what?
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?
- 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 ...
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.
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
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.
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
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.
Turn down the graphics effects settings
(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
Any (from any race) low level Titan can be destroyed by a high level Dreadnought
a
b
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
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.