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 12) 10/04/2017

* Update Maelstrom compatibility from Sins Rebellion patch 1.85 to 1.9
* Upgraded Textures for extreme graphics
* Fixed Research weapons upgrade for the pirate starbase.
* A number of low level clean-up removing unused enitity files, icons, sounds, etc
* Fixed bugs in a number of buff files (Norlamins and TradeAlliance) which may have been causing random minidumps ... thanks to dbmod11 for pointing them out.
* Also thanks to Hronolog ... finding some small model bugs for the new races ... though I haven't fixed them yet!

News for Maelstrom Mod, September 2016, Rebellion

News for Maelstrom Mod, September 2016, Rebellion

News 8 comments

We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 11) 1.85 + DLC's

News for Maelstrom Mod, July 2016, Rebellion

News for Maelstrom Mod, July 2016, Rebellion

News 14 comments

We are pleased to announce the coming eight release of the Maelstrom mod for Rebellion 1.85 + DLC's

News for Maelstrom Mod, December 2015, Rebellion

News for Maelstrom Mod, December 2015, Rebellion

News 12 comments

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

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

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Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Full Version 64 comments

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

Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

Full Version 114 comments

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

Maelstrom Rebellion v1.85 R10 (+DLC's)

Maelstrom Rebellion v1.85 R10 (+DLC's)

Full Version 52 comments

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

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

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

Full Version 106 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...

Comments  (0 - 10 of 3,664)
Guest
Guest

I recently tried this mod out and as far the the content amount goes its a 10/10 for me, 4 new races, tons of ships and structures, new planets etc its really fun. I have 1 complaint though there isnt anything new for the vanilla races which makes them underpowered a bit. The pirates for example have capital ships that start with like 80-90 average damage (all weapon banks combined) whereas the vasari skirantra carrier starts with 13 wave damage and 9 phase missile damage. 2 hours before im posting this review i played as normalins and i went against unfair ai (TEC) and my mothership easily destroyed theirs and a dozen of light frigates and corvette all alone and i didnt even have any military research. Theres just no point in playing the vanilla races against the new ones, i played with the entity files a bit and changed the rate of fire, targets per bank, damage, hull/shields, armor, range etc of the units of the vanilla races in order to bring them in line with the new races but manually balancing all of those units will take weeks so im probably not gonna do it. I think you should adjust the values on their ships or give them something so that they are not useless.

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soase-maelstrom Creator
soase-maelstrom

I agree that the new races are a bit over-powered ... especially the newer pirate race. I don't see this as a major problem. Currently you can simply increase the difficultly level ( by one or two levels) of the original races (have you played any AI at the Vicious level?), Another thing you can do is set up the game with various team/s. Also, as you aware of, your game's battle and tactics, will depend on which map you play on.

Reply Good karma+1 vote
Guest
Guest

Yeah cheater ai does compensate a bit, if im playing against one of the vanilla races i can simply increase the difficulty. I cant do the same thing if i want to play as a normal race though. I get why that can be overlooked since most people will not play the vanilla races when you have 4 new ones to play as but i do it alot (especially when im playing with friends). I still enjoy the mod alot but i would enjoy it even more if the vanilla races got something new too.

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soase-maelstrom Creator
soase-maelstrom

Agreed ... for player-player games the balance is a issue.
It was always my intention to reduce/re-balance the new races to match the original races... though I have been slow at implementing the changes, other changes being of a higher priority.
The original races are the 'gold standard', that is, I prefer not to add or change them ... so re-balancing the new races is something I will do.

Reply Good karma+1 vote
sgtmac68w20
sgtmac68w20

I played an earlier version where The Dreadnaught Factories would kick out dreads even if you ran out of capital slots. I have been playing the current version, And it only kicks out one period. Was this a redesign on purpose or do I have a bug?

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soase-maelstrom Creator
soase-maelstrom

You need at least one fleet logistic point for the spawning ability of the Dreadnought to work. If not then the ability is reset and you have to wait another 45 minutes for a Dreadnought. You can turn off the ability off auto and do the spawning manually every 45 minutes or so.

Reply Good karma+1 vote
sgtmac68w20
sgtmac68w20

Thats what I was doing. I fortified up my starting star, bult my full fleet, then got only one dread. After that even wiht resets, no luck. Still a fun mod.

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soase-maelstrom Creator
soase-maelstrom

I still standby what I previously said ...
You can look at the spawning ability of your Dreadnought factory to track when the next Dreadnought will be spawned.

Reply Good karma+1 vote
caekdaemon
caekdaemon

Just curious, and I think I've asked this before, but is there a way to bring back the old round Replicator capital ships?

I remember being able to swap the models in from an earlier version of the mod and have it work straight off, but I'm not sure which version has them anymore, and I loved those designs :(

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soase-maelstrom Creator
soase-maelstrom

You can try models from release 4 or 5

Reply Good karma+1 vote
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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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