Description

The Maelstrom Mod for Rebellion. 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 v1.9 R12 (+DLC's)
Post comment Comments  (0 - 50 of 74)
Vader91
Vader91 - - 1,837 comments

Well this is a pleasant surprise. Thanks!

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

Cheers ... this 1.9 patch is what I have been waiting for ... the 2GB RAM limit has been broken !!!! ... meaning I can now seriously consider adding more races!

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ElrosAmandil
ElrosAmandil - - 133 comments

And that was what I was waiting for!!!!

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

Ditto

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WulfeeGrey
WulfeeGrey - - 239 comments

Not sure thats a good idea, adding more races. Don't get me wrong, I would love to see star wars factions thrown in and stuff. But the problem is Sins didn't convert from 32 to 64bit, instead it just gave an expanded 2gb of ram. Originally with 2gb the game lagged like hell during mid to late game, worse depending on fleet size and #of players. But meh, who knows. Maybe it'll be fine?

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

Hi,
Thanks for the concern ... however ... you are talking about 2 different issues.
1. the 32-bit limitation impacts RAM usage (2 GB limit on a 32 bit operating system) a issue which has been solved via the 1.9 patch of Sins. An issue which I have tested as Maelstrom hits 2 GB (without crashing) with all graphics settings set to extreme.
2. mid to late game slowdown is an issue of multi-core usage and not a operating system limitation (i.e 32 or 64 bit). The actual problem is the number of assets that are being used when playing a particular map, i.e the larger the map the more assets also the more players the more assets, etc. Also in battles the slowdown is particularly impacted by the fleet sizes, the number of fighter/bombs and mines. So adding additional players does not necessarily impact the total number of assets in a map.

So issue 2 is still a problem. Both issues have been extensively tracked and partially addressed via the "Sins Optimization" mod ... which has been developed over a number of years. I have adapted and integrated much of the Optimization mod (since its inception) into Maelstrom. So you can say that the Maelstrom mod was and is Optimized for both these issues ... with a single core OS environment and with 32 bit limitations. I hope you can see that by adding more races does not impact these limitations.

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Gul-Dukat(tech)
Gul-Dukat(tech) - - 1,810 comments

The Game will cap out at about 3.8 GB of ram usage at this point, it certainly gives you a little more wiggle room which is nice.

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

Cheers thanks for letting me know ... useful info!

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Guest
Guest - - 689,198 comments

Thanks for the continued support, one of my favorite Sins mods.

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

Pleasure ... more to come

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Guest
Guest - - 689,198 comments

Hello. Standard series will be updated to r12?

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

At this stage I will be concentrating on the expansion series.

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Malite
Malite - - 2 comments

Thank you very Much for this surprise :)
but i have a problem. Ingame my buildings (i play replicators) "dissapear". not really, just the grafic. as if they are not there. but only if i zoom a bit out. if i zoom in they reappear magically. eventually Problem with win10 compability?

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

Hi Malite,
I have not heard of this problem before ... considering the new patch for Sins is a graphics/RAM improvement then the problem more than likely is a Windows/Sins/Hardware interaction issue. Things to consider are how much RAM does your PC have, what is the graphics card you use, is your OS 32 or 64 bit, have you updated your graphics card driver ... etc. I will attempt to reproduce the problem (no problem with the Pirates). Also the behavior you are descending sounds like a "fog-of-war" behavior ... which maybe normal to your Sins setup

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Malite
Malite - - 2 comments

Ahh. I got it.
Looks like Sins hate Nvidia Shadowplay Overlay, because if i turn Overlay off everything is normal.
My old Setup donĀ“t used Overlay so this was new to me.
if Someone have the Same issue, just turn Overlay off.

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

Well spotted ... thanks for letting me know ... for future reference.
I haven't got Geforce Experience installed.

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pamplinas
pamplinas - - 47 comments

Thanks for the update. Do you think the mini mods still work?

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

No problems.
Which mini mods?

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pamplinas
pamplinas - - 47 comments

Ignore the question, I got confused lol. Just played a match and so far everything is smooth.

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Guest
Guest - - 689,198 comments

Pirate's Extensive Bribes says Extensive Brides, also their colony cap seems to want to attack with it's back facing the enemy which has 0 weapons.

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

Extensive Brides ... lol ... thanks for that I didn't realize I was a comedian.
I've checked the weapons definitions for the colony capitalship and it appears ok ... possibly it how the "Fighter Attack" makes the capitalship turn.

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markjesuspage
markjesuspage - - 3 comments

Whenever me and a friend play a match that goes on for more than about 10 min and try to load the save it says Galaxy is incompatible of something.

One of them was like 4 hours.

2 players vs 2 AI 70ish planets

Happened to about 3 games now that we saved

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

What operating systems do you both use? 32/64 bit?

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markjesuspage
markjesuspage - - 3 comments

both on 32 i think

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

What Operating systems? How much RAM? What Video cards?

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markjesuspage
markjesuspage - - 3 comments

windows 10 8gb ram 1gb Graphics

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

Looks all good to me ... are you using Large Address Aware (LAA) switch (i.e 4 GB patch)?

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sonicviz
sonicviz - - 16 comments

Thanks for the update!
I just discovered this one and my 7 year old son really likes it.
Now he can play as a Pirate!

He wants to do some modding as well, and so do I, and I thought a good way would be to have a look through yours and see how you made it.
Do we need an eclipse project for that?
What's the best way to tweak your mod and rebuild it as a variation?

Also I'm a little confused about the expansion titan flagship vs normal titan.
Are they the same? You can only have one, but it sounds like the expansion titan flagship is built by the same factory as the dreadnought factory? I only see one factory that build dreadnoughts fine, but never a titan.
I built a regular titan factory though, and that built a titan just fine.
Could you clarify this a little more? ty!

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

Glad you and your adventurous son are enjoy the mod.
It is great that you both wish to explore the worlds of modding.
One of the best sources of information on modding is
Forums.sinsofasolarempire.com
As you can imagine there are a number of different levels to modding. The first would be to adjust the characteristics of your ships (check inside the GameInfo of the mod) ... fire power , speed, hull, shields, etc. Other levels would involve adding/changing research, new models, new planets, new stars, new particle effects, voice-overs, various audio, etc

You are correct to be confused about the standard and expansion version description ... they apply to the trinity versions of Maelstrom (Original, Entrenchment and Diplomacy versions of sins). The description is a bit out-of-date. The expansion version of Rebellion has dreadnoughts, expanded pirate raiders/militia. The reason for the expansion version was to suit people who did not like the dreadnoughts and pirates ... I will have to reconsider how to progress this for Rebellion in the future.

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

Regarding eclipse ...
Forums.sinsofasolarempire.com
Forums.sinsofasolarempire.com
A good text editor (such as Notepad++) for editing entity files
This is a good starting point ...
Forums.sinsofasolarempire.com

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maceosikes
maceosikes - - 5 comments

So I did everything it said to in the instructions included in the download, mod enabled, hash numbers correct... but the mod isn't working as far as I can tell.

I started a new game, just the normal factions to choose from.

Version 1.9 of sins, and this version of the mod. I don't get it.

Also the mod directory is into the 1.85 folder according to the mod menu show mod path, but the game version is shown as 1.9 in the corner of the main menu.

Edit: I have this game installed on a new drive now, but my profile (and therefore the mod files) are on the old drive, could that be the issue?

Edit2: attempting reinstall on same drive as profile folder, will update.

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maceosikes
maceosikes - - 5 comments

This combined with deleting the profile folder after the uninstall has fixed the issue.

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

What is 'The Enabled Mod Checksum' in the options submenu for selecting the mod.
I know of only one way the new factions do not appear ... you have enabled a null mod (The Enabled Mod Checksum = 0). Most common way this happens is if you have the mod buried one directory too deep ... this happens because of how unzipping programs work these days, they can create a directory that is the same name as the archive and unzipp everything into it. The mod directory is inside that directory.

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maceosikes
maceosikes - - 5 comments

(full disclosure, first time using mods with Sins)

"What is 'The Enabled Mod Checksum' in the options submenu for selecting the mod."

By that I meant the list of numbers that appear in the mod menu.

They were the same string as the installation guide told me I should have, definitely not 0.

As to the rest, I didn't know what was supposed to happen after the mod was enabled so I couldn't tell exactly what was wrong, the checksum appeared to indicate the mod was working.

What was happening is the game reloaded after the first time I tried enabling mod... but was exactly the same as vanilla. No "Maelstrom" on the menus or anything. It wasn't that one faction was randomly missing, it was just the mod wasn't actually doing anything at all.



Anyways I'm very happy I got it working and am very much enjoying the mod, and very much appreciate the prompt dev response, not often you see that for a mod in an older game!

There are a few grammar/spelling mistakes I've noticed in the tech trees, can I help out by pointing them out somewhere as I see them?

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

Glad you got it working ... and are having fun.
Send me a private message/email (here) detailing any grammar/spelling mistakes you come across ... would be appreciates as there are thousands of names and descriptions in he tech tree.

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maceosikes
maceosikes - - 5 comments

I.. I can't figure out how to send you a PM. It says your profile is private. Is this what being an old person who can't use computers feels like?

I'll start nitpicking the faction descriptions because these are the first things people will see when launching the mod, unlike some random tech upgrade halfway up the tree, a lot of people will read this text. I'm not an english major and I won't rewrite the substance of what you've written.

- The Norlamin faction description in the faction select screen before launching a new game says "... not one race but several civilizations against common enemies" needs a word there like "united" or "unified" or "arrayed" or "aligned" or "allied"

- The Replicators description starts with "The Replicators are a Artificial..." should be "an artificial" also not sure if Artificial and "Non-humanoid" should be capitalized.

Then for the loyalists description text "... expanding their local interest and expand their defensive..." just delete the second expand (which should also be "expanding"), its redundant, without it it is clear the first expand is talking about both local interest and defensive whatevers.

- Trade Alliance Loyalists "... prosperous civilization TradeAlliance" needs a space in between the words in the first sentence of the description. Titan description last sentence has weird tense and word order and should change to:

"Massive and slow to maneuver in battle, it can, however, strategically wreak havoc on enemy fleets"

I... think, "however" and commas are tricky.

Trade Alliance Rebels, the two "it's" in the Titan description needs to be "its" since they're possessive and not contractions.

- Pirates, the common description's last sentence needs revision. It lists more than one common trait contradicting itself and needs an and before the last trait in the list.

The Pirate Rebels' description uses "surprisingly" twice back to back. It would be better to substitute a different adjective such as "intriguingly" in for one of those.

"affiliations with militia and mercenaries and rogue forces gives them" replace first "and" with a comma, and change "gives" to "give" since "Affiliations" is plural not singular.

Also neither the Loyalists or Rebels get a line about their Titans in their descriptions unlike the other factions. Not sure if intentional.

------

I'll look through the tech trees and unit descriptions as I play. I'll not be as picky about minor things unless you'd like it. I just thought the faction selection page was really important.

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

Thanks maceosikes, some good points and appreciate the feedback ... just PM me next time ... lol

PS: to send me a private message (go to my profile, then on the right, and half way down the page, in the contact section select send message).
PPS: to get to my profile just hover and press mouse button (left) over my online name (soase-maelstrom) in say ... one of my replies here.

Cheers

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

PPPS: there is a "Contact Send Message" in the Profile section (right) of the main page of the Maelstrom mod.

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nuruddinshah52
nuruddinshah52 - - 469 comments

Ahh Hello there just asking
Is the pirate ******* OP. I can't kill then fast enough even with Vasari (And they have the most powerful ships) and can you tell what is the that "free" cap ship for each faction?

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

Pirate Raiders are a pain in the early game ... you can't ignore them ... or alternatively they are a good tool to send against your enemies.

Dreadnoughts ("free" cap ship) are spawned every 45 minutes, they have been part of the mod almost since its inception. They were created to take on Starbases.

I will be tweaking both the Dread's and Pirates Raiders in the next release.

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maceosikes
maceosikes - - 5 comments

I just played a game, 4v4 FFA with 3 Random AIs... the Pirates killed everyone else.

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nuruddinshah52
nuruddinshah52 - - 469 comments

Thank for the info about the "free" stuff
And yeah just like maceosikes said The Piraters killed everyone (If you can't get your eco up and fleet)
PS I miss alot didn't I cuz homeworld is here

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xdxsadd
xdxsadd - - 638 comments

do the pirate ships still just charge right at the enemy? til they are like inches away? in large battles it looks soooo. idk weird. talk bout close combat.

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

Yes ... its called fighter movement.
It is possibly more realistic to have ships firing and maneuvering than sitting still in formation lines ... or some have argued.

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Guest
Guest - - 689,198 comments

Hey was just wondering how do I get it to work my game is updated to 1.9, but the only mods folder I see is 1.85 or is that the correct mod. If so Ive installed it there and activated it and it still doesn't work.

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

It is the correct folder ... the developers have not updated the default mod folder location since ... you guessed it 1.85
What is 'The Enabled Mod Checksum' in the options submenu for selecting the mod. If it is zero then ... you have enabled a null mod. Most common way this happens is if you have the mod buried one directory too deep ... this happens because of how unzipping programs work these days, they can create a directory that is the same name as the archive and unzipp everything into it. The mod directory is inside that directory.

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Guest
Guest - - 689,198 comments

do I need to download R1 for rebellion first or can I start with R12

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

The releases of the mod are not cumulative, and typically target specific patches of original game. So to answer your question no you don't need to download any other releases.

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Guest
Guest - - 689,198 comments

Thanks for the info.

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

No problems

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