Tec Advent Vasari Norlamin Replicator TradeAlliance

Dyson Sphere Ring World Ancient World Enigma World Extinct Planet

Black Hole Magnetar Pulsar Quasar Neutron Star White Dwarf

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Highlights Rebellion (Release 9) 08/12/2015

* All Voice Overs replaced
* Taken out the Pirate Race to reduce mods RAM footprint.
* Bug fixes (see below)

Highlights
______________________________________________________________________________
Planets and Stars
* Fixed Planet DLC's problem.

Norlamin
Fixed the Norlamim's colony capitalship amplify energy (3rd ability) ability
Fixed Research "Another Victory", now requires research to use
Fixed Research "Wrath"
Fixed Norlamins rebel and loyalist pictures mixed up (in alliance selection)

TradeAlliance
* Fixed Farscape vessels, missile barrage ability i.e it is overpowered - reduced target count from 5 to 3, reduced damage by 25%
* Improved TEC Rebels relations with TA.

Other
* Taken out the Pirate Race to reduce mods RAM footprint. Will include in Expansion version of the mod
* Taken out auto generating Dreadnoughts. Will include in Expansion version of the mod
* Taken out challenging and aggressive Pirates. Will include in Expansion version of the mod
* Taken out asteroids. Will include in Expansion version of the mod
* Taken out dangerous asteroids. Will include in Expansion version of the mod
* All Voice Overs replaced

Thanks
* JurisDocta and others who gave detailed feedback for this release

News for Maelstrom Mod, June 2014, Rebellion

News for Maelstrom Mod, June 2014, Rebellion

News 18 comments

We are pleased to announce the coming eight release of the Maelstrom mod for Rebellion 1.82 + DLC's

News for Maelstrom Mod, December 2013, Rebellion

News for Maelstrom Mod, December 2013, Rebellion

News 4 comments

We are pleased to announce the coming sixth release of the Maelstrom mod for Rebellion 1.8 + DLC's

News for Maelstrom Mod, September 2013, Rebellion

News for Maelstrom Mod, September 2013, Rebellion

News 2 comments

We are pleased to announce the coming sixth release of the Maelstrom mod for Rebellion 1.52 + DLC

News for Maelstrom Mod, May 2013, Rebellion

News for Maelstrom Mod, May 2013, Rebellion

News 2 comments

We are pleased to announce the coming tenth release of the Maelstrom mod for Diplomacy

Maelstrom Rebellion v1.82 R9 (+DLC's)

Maelstrom Rebellion v1.82 R9 (+DLC's)

Full Version 97 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators and the Trade Alliance, with...

Maelstrom Rebellion v1.82 R8 (+DLC's)

Maelstrom Rebellion v1.82 R8 (+DLC's)

Full Version 94 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and Pirates...

Maelstrom Rebellion v1.8 R7 (DLC's)

Maelstrom Rebellion v1.8 R7 (DLC's)

Full Version 78 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and Pirates...

Maelstrom Rebellion v1.52 R6 (DLC)

Maelstrom Rebellion v1.52 R6 (DLC)

Full Version 68 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the six races ... TEC, Vasari, Advent, Norlamins, Replicators and Trade Alliance and their...

Maelstrom v1.37 R10 (Diplomacy SoaSE)

Maelstrom v1.37 R10 (Diplomacy SoaSE)

Full Version 16 comments

Standard Series - the Maelstrom Mod introduces three new races to the SoaSE Universe. The TEC, Advent & Vasari are still found building and battling...

Maelstrom Expansion v1.37 R10 (Diplomacy SoaSE)

Maelstrom Expansion v1.37 R10 (Diplomacy SoaSE)

Full Version 2 comments

Expansion Series - includes a new Flagship of the Titan class. This ship is massive but slow, only a single Titan ship can be in-play at one time. There...

Comments  (0 - 10 of 3,422)
TomorrowsStrategist
TomorrowsStrategist

Quick question for soase-maelstrom but what program did you use to create the ships for your new factions?

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soase-maelstrom Creator
soase-maelstrom

Autodesk Softimage Mod Tool 7.5

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Guest
Guest

Mod is great by concept but feels like totally unbalaced gameplay wise.

I've been playing as Tech Loyalist vs. 8 AIs, one of them was Kondalian Corporation. I've been doing pretty well but when I first encountered their Titan, it basically decimated my entire fleet consisted of fully promoted capital ships and Ankylon Titan rank 10. Its stats are insane:
Gauss 996
Rail Gun 647
AutoCannon 575
And when I sacrificed all my units to bring this one down, few minutes later another one appeared and was already RANK 10.
Also I have fully upgraded propaganda tech with stations and Kondalian Corporation somehow still overcomes it, conquering my planets.

I've been playing vanilla SoaSE (different expansions including Rebellion) for quite some time, so I mostly know what I'm doing, but am I doing something wrong in here?

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soase-maelstrom Creator
soase-maelstrom

I assume the Kondalian Corporation are in fact the Norlamins race.
I assume the Norlamins Titan was in it own culture.
I assume it was late game.

When a Titan is destroyed and then rebuilt it retains its last RANK. This has always been a Rebellion feature of the base game.

The Norlamins race has strong Culture (which via research can be substantially increased), can build fast and cheaply, ship rely on their abilities ... their weakness are their ships (not particularly large hulls) and planet bombing.

In fact all the new races have unique strengths and weaknesses. Something you have to understand to take them on ... i.e I would be cautious taking on any Norlamin fleet in its own culture (Noralmins have enhanced firepower, shields, etc in their own culture) ... particularly mid-to-late game.

I am not saying that the new races are equally balanced with the originals ... but the challenge can make it fun

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Kolbosa
Kolbosa

This is what we were waiting for, standart version)))

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trobobet
trobobet

can this work with Star Wars Interregnum Alpha 3.1?

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soase-maelstrom Creator
soase-maelstrom

Unfortunately, large mods don't stack.
Also RAM would be an issue as Sins is a 32 bit program ... Sins has a 2GB RAM limit.

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samcan244
samcan244

i have this weard thing as the replacators and i got this weard thing with my cap where i had this cap that wasnt on the build list but very rairly it would spawn and i dont know how or why it just seemed to occasionly change from a great cap to a not great cap even when i had 2 of every ship out that one didnt apper there or on the list
p.s great mod

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soase-maelstrom Creator
soase-maelstrom

Hi samcan244,
Dreadnoughts are Capitalships ... they are explained above under "Versions of Maelstrom" (where the various races are described).
For the Trinity versions of Maelstrom I had two versions of the mod ... a standard version and an expansion version. The expansion version has the dreadnoughts.
For Rebellion R1-R8 there was dreadnoughts, R9 does not.
I am currently working on R10, for Rebellion, which will have a standard and an expansion version.
There is a Dreadnought factory on your home planet which spawns them every 45 minutes ... if you have 1 fleet logistic point at the time of spawning. If you don't have any available fleet logistics then you have to wait another 45 minutes.

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samcan244
samcan244

so this unknown op as heck cap ship is a spawn every 10 minits just wonderd why it was happing so thanks now i need to scrap half my cap fleet :)
thanks know its not your falt i was playing as the replacators and i havent played this mod before and its a great mod try to keep up the good work on it

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soase-maelstrom Creator
soase-maelstrom

The dreadnoughts are spawned every 45 minutes.
If you don't want them in your fleet you can scrap them for cash or turn off the spawning ability on your Dreadnought factory.
The Dreadnoughts take 1 Capital logistic one and one Fleet logistic point.
At the time of the spawning, if you don't have a Capital logistic point free then it will go into the red (i.e negative). If you don't have a Fleet logistic point free then the Dreadnought will not be spawned.
I designed the Dreadnoughts, especially when they become super-dreadnoughts (at level 6), to take out Starbases.

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Sins of a Solar Empire: Diplomacy
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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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