This is a group dedicated for fans of all Sins of a solar empire games to talk about anything to do with Sins of a solar empire and set up online match's against one another you will also find patch notes for rebellion for the people who do not know where to find them
The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and Pirates and their two respective factions Loyalists and Rebels.
Finally on the Rebellion page i see :D anyway cant wait to download
You, sirs, just turned a crappy night into a joyful ecstatic expression of aggression.
Maelstrom is just my most favorite mod for SOASE
Mine too :)
It's my number 3. No offense, this is a GREAT mod, but there are better mods out there.
which one are they ?!
i am very interested,tell me the mod name lol.
a 'franchise' mod ... because ... I like star trek or star wars or Halo or star gate or ...
i am having an issue with this mod. about 15-20 mins ingame it for not apparent reason stops working and shuts down.. any idea on how to fix this?? BTW from what i can see this mod is really good! though the pirates need their own description and tech tree, it seems to mimic the norlalmins
Reduce the graphics effects settings ...
Also if you have a 64 bit OS, and greater than 4GB RAM,there is a 4GB patch (see zip which comes with mod), this will allow you to increase the graphics settings by 'tweaking' the Rebellion.exe
Pirates are a preview ...
ok thank you much. the playable pirates are pretty cool. you have done a good job with this. it works fine now
Just make it Large Adress Aware. Btw this works with any game that's designed for 32 bit systems.
Just to clarify ... the 4GB patch that comes with Maelstrom is a tool to make the game Large Address Aware
Does this affect the mod check sum?
i jsut cant seem to stop game from crashing tried it all 4g patch setign seting all to low puting the recomender high med ugh it jsut crashes
mod looks awsome but ijsut cant get thsi **** to work got tons of other mods that work jsut fine but htis crap has to crash
other than everyone sounding like Microsoft Sam i love it
working on a new set of 900 voice overs ...
niiiiiiice but yeah one thing i love on this mod is that u have added factions and still keep the classics and IT works and well i might add most big mods up here has more bugs that a crappy couple in a trailer park was not dissin about the voice overs i mean its a mod and it takes work but ya favorite mod yet only faction id like better is the warhammer themes ones or like inquisitor like faction but i doubt ill see that
The voice overs have been a pain ... to really do them well I was thinking of hiring some voice talents ... but there are a lot of scripts to read (25 ships and event announcements ... ideally 26 unique voices, multiply that for 4 races ... its a bit crazy). Spent a great deal of time (and money) to get the TTS voice's the best that I could.
I can't add another race ... unfortunately ... and will have to split the new races into individually stackable mini-mods. Maelstrom uses too much RAM and you have to reduce the graphical effects settings to compensate. I have done a lot of work on RAM optimization ... but the addition of the Pirate race (and new DLC's) have pushed this mod over the limits I am happy with.
A little late, but I could voice act. Would be my first time
but I'd like to see how it would turn out. Any line or role is okay, hell even if I voice a planet (woosh woosh planet noises).
Thanks for the offer.
Lets hold off till the next release of the mod.
I have replaced all ship voice overs. The only one's remaining are for the announcements - i.e one voice actor per race.
Also will wait for feedback for the upgraded voices ...
It was worth a try, thanks for the response though. Anyway looking forward to the new voice overs!
two goofy idea i notice the ships tightly stack up in fights, get them where their a little more spread out and the other idea is in the tech tree highlight the sub factions "unique" techs (just an idea) ya can slap me if ya dont like it
Thanks for the feedback ...
" i notice the ships tightly stack up in fights, get them where their a little more spread out" ... pretty sure this is fully controlled by the game engine.
"in the tech tree highlight the sub factions "unique" techs (just an idea) ya can slap me if ya dont like it" ... I must of missed this one. Thanks for pointing it out
the ship dont STACK per say this game is 3D so the ships if they look like they are in the same spot they may be above or below. or i could be misinterpreting the comment XP
Ships positions, in combat, are controlled by the game engine ... the only way around this is to give the ship 'fighter' maneuvering (which I gave to the Pirate race). Problem with 'fighter' maneuvering is that ships do goofy things ... like they travel out of the local planets gravity well into deep space ... without phase jumping
This comment is currently awaiting admin approval, join now to view.
another note this is a bug that i just noticed... with the norlamins mothership three levels in a row (lvls 2,3,4) i placed the point in the energy cool down but received not the ability. just thought you should know
Thanks for letting me know ...
not a problem, especially if it helps you fix the bugs for a smoother game XD (gives thumbs up)
Hey, so I picked up this mod again after about 8 months of not playing and noticed the same bug. This was not present in R7. To fix it, replace the file AbilityEnergyWeaponBoost_Norlamins in the R8 GameInfo folder with the R7 version.
Can't remember the fully story ... but thanks for the reminder!
Having Sync errors any idea what could be causing this? me and my buddy are having this problem.
more information would be helpful ... Sins is know for its own problems with MP ...
General things to try
1. make sure all players have sins patched to the latest release
2. make sure all players have the same version of maelstrom
3. make sure all players are playing at x1 speed
4. I have heard autosave can cause problems
I have not tested MP for this release and but will test it on the next release. The last problem I had with MP was a bug in the checksum calculations ... i.e bug with the game and not the mod ... so MP bugs can be subtle and time consuming to trace.
hey i download this mod and i follow everything it says to do but it still shutdown my game every 10-15mins can anyone help me please because i relly like this mod but i just can't just say on it long enough if you can help it be very helpful
use recommended graphics effects settings ... if you have further issues reduce them further (default graphics effects settings)
will this mod work with STA3 or SOGE or SOTP
I haven't tried it, but it's reasonable to assume it won't. It'd use up FAR too much RAM. SOGE alone is a massive tax on the game engine.
If you mean if you activate this mod while SOGE or SOTP is on unactive, then the answer would still be no. Since SOGE requires activation by editing the EnabledMods.txt.
Large mods don't stack ... and not just because of the 2GB RAM limit.
The GalaxyScenarioDef.galaxyScenarioDef file which defines the races, planets, stars does not stack. It can be hand crafted, uniquely for mod combinations, but that takes the mod developer/s agree and integrate.
With the additional content and races in Rebellion, as compared to Trinity Sins, this probably requires even more work and files to integrate. And yes there is the dreaded 2 GB limit. Maelstrom uses more than 2GB of RAM with all the graphics effects set to highest ... so you can see the problem
Hello,
It is possible to make an addon for Galaxy Forge to add the planets of the DLC as well as the bonuses please? That would be great!
Thank you !
I will look into it
The Game Crashs On Me After The One Hour Mark.. I Tried To Reduce The Graphics. But It Still Shuts Down. Whats Going On?
Not sure what your current graphics effects settings are ... so I can't give you specific feedback, just try lowering your effects further.
Also be aware that the Pirate race has a bug in it ... which I will try to sort out in the next release
thanks for the mod, probably my favorite one
Cheers
The Ashlaria class Dreadnought for the Advent has a range of 0 for Final Judgement at level 3. Didn't know where to post this, so I posted it here.
Thanks ...
This comment is currently awaiting admin approval, join now to view.
i have read the faq and i know you guys are aware of the issue but i would love to know if there is a hotfix yet
The FAQ was was general multiplayer problems for the game engine. There seems to be a bug that has crept into the mod over the last release or two. Will address it for the next release