The Maelstrom Mod for Rebellion SoaSE. A epic battle between the six races ... TEC, Vasari, Advent, Norlamins, Replicators and the Trade Alliance, with their two respective factions Loyalists and Rebels.
Wow!!! Thanks very much for this! I have been waiting a long time for a new version! is this the full version with the dreadnoughts and pirates or the lite combatible with 1.85?
This is what I call the standard version.
The expansion version will have the dreadnoughts and pirates.
On a positive note I am working on the expansion version as we speak.
One of the surprising additions to the 1.85 patch was improved memory management for mods. I have been running this mod with all effects set at the highest ... with a peak RAM usage of 1.5 GB ... I am impressed!!! As a result I have been considering adding more races as I now have RAM to spare.
hmm.. hard to imagine that.. because in my mind the organic fleet is well.. organic =P
just like how Zerg Leviathan do.. shooting out bio-spore towards enemy, spew out bio-matter when damaged.. research mainly is towards adaption.
But I can see what you mean.. ^^
maybe start from a half-bio races - infested races, combine current game assets, with some additional infested texture..
after you satisfied with the current infested race, you can start on the bio-race.
I was not thinking about an organic race ... just combining say some of the original races ... like a advent/TEC combine, combining the best of ships, abilities and research. This would be quick and relatively interesting ... with a low RAM footprint.
So you are well ahead of me ...
I am not familiar with organic races ... have you any specific ideas?
for this i can't guarantee provide a solid ideas..
among the Sins games i played, the races that is organic based are:
- flood (from Sins of the Prophets)
- plague (from Sins of the Fallen)
Maybe you can seek their advice on making a half-organic (infested) / full-organic race.
As for my idea, the capital ships and cruiser can have at least look bug like (much like Zerg). A giant Zerg Leviathan like monstrosity as the starbase. They shoot organic matter, acid bite as projectile towards enemy, instead of fire, they spew blood when damaged.
I had a quick look at models I can use from online sources ... but with credit to designer of course ... and some of the Babylon 5 races have organic looks to their ships ( Foundation3d.com ).
I can not justify the time in creating new models and textures!
Unfortunately with regards to the weapons I could make particle effects as per your suggestion but I can not make new weapons classes without changing the description/stats display for other weapons used by the base races. So it defeats the purpose.
Interesting, but ...
An organic race does not necessary mean it is somehow infected ... or am I missing something?
Also another alternative race would be a crystalline race. I was personally more inclined on a energy race ... like the pure intellectuals in the Skylark series ... would make a good Ancients race, a race that has moved from the 'material plane' of existence to another higher state of existence.
Irrespective my development path will be to work on the expansion version first. Then combining the original races to make a new hybrid race/s. Then I will consider 'completely new' race/s.
love your mod just wondering if you can release a no superweapons mini for this never been a fan of superweapons or is there allready a mod for this i looked and couldnt find one thankyou.
If you want to disable superweapons open the file GameInfo\Gameplay.constants in a text editor and change cannonsPerGravityWellRatio from 1 to 0 (line number 17).
So does this mean that the rampant militia feature is now in the mod too, or is this mostly a patch to just make it work with the most recent version? Still great news! Kinda thought this was dead, no updates in a while lol
This is what I call the standard version.
The expansion version will have the dreadnoughts and pirates... and rampant militia
The 1.85 patch brings life back into large mods ... with improved memory management for mods.
hey. i have a problem. some times when i am playing a game i will loose the courser as in i have no clue where it is its happened so many times i i'm at the point i can almost tell where it is with out seeing it is it a full bug or what
The Rebellion patch must match the Maelstrom patch version.
Also with unzip tools, they can create sub-folders when unzipping the downloaded mod. Make sure you copy the primary folder which contains the mod.
The folder where mods v1.85 are 'installed' (by default) is ...
Mods-Rebellion v1.85
Unzipping this version of maelstrom creates a folder called ...
Maelstrom Rebellion R10
In this folder you should have the following sub-folders ...
Galaxy
Galaxy Forge
GameInfo
Mesh
... etc
hi i love this mod and have him for ages in use but since V1.85 patch refuses the game in all breeds the dreadnought shipyards for game start I insert have everything I can think tested forge own map, the game is a map created and countless maps which are tested both normal, random and (M) maps in all the game is the dreadnought shipyard no I can not even with forge example Insert but there are data with the designation dreadnought yet someone can help me further :)?
oh okay I've just seen that's not the end version with all content my mistake I've probably read sorry;) I can überhaubt full version not wait further as one of the best mod sins
It is good you enjoy the mod. The expansion version (dreadnoughts, expanded militia and pirate race) of the mod will be released soon ... currently testing the races
Wow!!! Thanks very much for this! I have been waiting a long time for a new version! is this the full version with the dreadnoughts and pirates or the lite combatible with 1.85?
This is what I call the standard version.
The expansion version will have the dreadnoughts and pirates.
On a positive note I am working on the expansion version as we speak.
One of the surprising additions to the 1.85 patch was improved memory management for mods. I have been running this mod with all effects set at the highest ... with a peak RAM usage of 1.5 GB ... I am impressed!!! As a result I have been considering adding more races as I now have RAM to spare.
Yeah!!! Finally =)
I'm waiting for your expansion version =D
with additional space, can add more races!!! I wanna see a race that is organic based fleet ^^
Cause we got a synthetic race (Replicators), we can actually adding a race which is Zerg / Tyrainds / Xenomorph theme - organic race =P
One of the first things I will try is to use the current game assets ... possibly combining one or more races
hmm.. hard to imagine that.. because in my mind the organic fleet is well.. organic =P
just like how Zerg Leviathan do.. shooting out bio-spore towards enemy, spew out bio-matter when damaged.. research mainly is towards adaption.
But I can see what you mean.. ^^
maybe start from a half-bio races - infested races, combine current game assets, with some additional infested texture..
after you satisfied with the current infested race, you can start on the bio-race.
of course, this is my suggestion.. :)
I was not thinking about an organic race ... just combining say some of the original races ... like a advent/TEC combine, combining the best of ships, abilities and research. This would be quick and relatively interesting ... with a low RAM footprint.
So you are well ahead of me ...
I am not familiar with organic races ... have you any specific ideas?
for this i can't guarantee provide a solid ideas..
among the Sins games i played, the races that is organic based are:
- flood (from Sins of the Prophets)
- plague (from Sins of the Fallen)
Maybe you can seek their advice on making a half-organic (infested) / full-organic race.
As for my idea, the capital ships and cruiser can have at least look bug like (much like Zerg). A giant Zerg Leviathan like monstrosity as the starbase. They shoot organic matter, acid bite as projectile towards enemy, instead of fire, they spew blood when damaged.
I had a quick look at models I can use from online sources ... but with credit to designer of course ... and some of the Babylon 5 races have organic looks to their ships ( Foundation3d.com ).
I can not justify the time in creating new models and textures!
Unfortunately with regards to the weapons I could make particle effects as per your suggestion but I can not make new weapons classes without changing the description/stats display for other weapons used by the base races. So it defeats the purpose.
haha.. nevermind about that :)
you can start as half-bio forces - Infested race. Using each races 1 capital ship, then adding texture to resemble it been infested.
For full-bio race, you can think about it later.
With this knowledge, you can learn how to make full-bio race, while giving us 2 races (Infested and full-bio) at same time :)
Interesting, but ...
An organic race does not necessary mean it is somehow infected ... or am I missing something?
Also another alternative race would be a crystalline race. I was personally more inclined on a energy race ... like the pure intellectuals in the Skylark series ... would make a good Ancients race, a race that has moved from the 'material plane' of existence to another higher state of existence.
Irrespective my development path will be to work on the expansion version first. Then combining the original races to make a new hybrid race/s. Then I will consider 'completely new' race/s.
nah.. you didn't miss something.. just mean that I really like infested / bio race.. possibly due to Starcraft 2 :P
Crystalline race.. now that's an interesting race.. :)
Anyway just finish your expansion, cause I really eager to have it download :P
Then continue on other ideas :)
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How about a spammer race with ramshackle ships? Orkiness for awasomeness!
Might be do-able, if I understand you correctly ...
what he means is a race that mainly use ram attack to dealt damage.. (just like your asteroids do)
You can go to Battlefleet Gothic Armada to see this kind of attack.
Thanks.
Might be an appropriate attack style for the Pirates ...
when will be the next update with dreds and pirates??
Couple of weeks
hey soase will this mode mass up my mode playing?
I do not understanding what you are asking
Woot thanks mate been waiting downloading now
No problems ...
love your mod just wondering if you can release a no superweapons mini for this never been a fan of superweapons or is there allready a mod for this i looked and couldnt find one thankyou.
If you want to disable superweapons open the file GameInfo\Gameplay.constants in a text editor and change cannonsPerGravityWellRatio from 1 to 0 (line number 17).
I cant find that in the gameplay constants....its nto listed in the file when i open it up
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Oh my gwad. YES. ******* YES. THANK YOU!!!!!
Cheers ... I hope you enjoy it!
So does this mean that the rampant militia feature is now in the mod too, or is this mostly a patch to just make it work with the most recent version? Still great news! Kinda thought this was dead, no updates in a while lol
This is what I call the standard version.
The expansion version will have the dreadnoughts and pirates... and rampant militia
The 1.85 patch brings life back into large mods ... with improved memory management for mods.
Best independence day LAN party gift ever. Thanks, you.
LOL ... the Aliens have arrived!
A Babylon 5 mod would be awesome on sins.
Are you aware of this mod ...
Forums.sinsofasolarempire.com
This mod is awesome. Thank you for your work!
me something does not work this mod. Do I need a patch 1.85 ??
Yes the mod is patch specific ... you need to update Sins to the 1.85 (latest) patch for it to work
hey. i have a problem. some times when i am playing a game i will loose the courser as in i have no clue where it is its happened so many times i i'm at the point i can almost tell where it is with out seeing it is it a full bug or what
I also had this problem, occasionally, which was very frustrating. An update of my AMD graphics card driver fixed the problem.
hello, me something does not work this mod. Do i need do install the other versions of the mod before the 1,85???
The Rebellion patch must match the Maelstrom patch version.
Also with unzip tools, they can create sub-folders when unzipping the downloaded mod. Make sure you copy the primary folder which contains the mod.
the 1;85 does not run and when i start the first one the game does not work ( crash )
From what you said, it crashes because you have the wrong version (i.e the Rebellion patch must match the Maelstrom patch version)
do you mean for example Maelstrom Rebellion R1/ Maelstrom_Rebellion_1 ( unzipping download mod )
The folder where mods v1.85 are 'installed' (by default) is ...
Mods-Rebellion v1.85
Unzipping this version of maelstrom creates a folder called ...
Maelstrom Rebellion R10
In this folder you should have the following sub-folders ...
Galaxy
Galaxy Forge
GameInfo
Mesh
... etc
Yay, great work buddy. You have made me a happy man.
Keep up the fantastic work :o)
Phill
Cheers
hi i love this mod and have him for ages in use but since V1.85 patch refuses the game in all breeds the dreadnought shipyards for game start I insert have everything I can think tested forge own map, the game is a map created and countless maps which are tested both normal, random and (M) maps in all the game is the dreadnought shipyard no I can not even with forge example Insert but there are data with the designation dreadnought yet someone can help me further :)?
oh okay I've just seen that's not the end version with all content my mistake I've probably read sorry;) I can überhaubt full version not wait further as one of the best mod sins
It is good you enjoy the mod. The expansion version (dreadnoughts, expanded militia and pirate race) of the mod will be released soon ... currently testing the races