Tec Advent Vasari Norlamin Replicator TradeAlliance

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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 63 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 3,645)
hunterthewolf
hunterthewolf

hey could you mod the outlaw dlc and make it so you can reward the milita so they can get better ships also can we get stuff like warp gates and such idk how much is possible but if you could that would be awesome

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dbmod11
dbmod11

Can't find the button to send a private message, I will write here. I have an idea how to do so the pirates would not go away for the gravity well. I added all the pirates +150 linear speed and acceleration. And gave a fifth ability that slows all enemy ships by 15% within a radius of 2500. Then the pirates have to fly the required distance and turn around to attack.

Drive.google.com

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soase-maelstrom Creator
soase-maelstrom

Thanks dbmod11,
There is linear and angular acceleration, also linear velocity and some other variants. Might be a combination of linear or angular kinetics that might fix the problem without adding an ability?

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soase-maelstrom Creator
soase-maelstrom

It's been a number of years seen I looked at the problem ... as it is not a problem for me, i.e does not happen often enough to be a concern and in fact the variation just makes it interesting.

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dbmod11
dbmod11

I experimented with the pirates, you need to increase linear speed, acceleration and turns, which should exceed the other races ships, including frigates and corvettes. If you set the ability, plus a little to raise the speed of the pirates, the ships no longer fly out of the gravity well.

I have written this ability and the parameters speed of pirate capships:

maxAccelerationLinear 300.000000
maxAccelerationStrafe 50.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 10.000000
maxDecelerationAngular 50.000000
maxSpeedLinear 750.000000
maxRollRate 2.000000
maxRollAngle 35.000000

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dbmod11
dbmod11

The fifth ability I gave the damage from the explosion of a large ship and a small buff
Drive.google.com

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soase-maelstrom Creator
soase-maelstrom

Thanks for the feedback!

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hellohypo
hellohypo

Hello, i have been greatly enjoying your mod! Really added a new twist onto the vanilla game which is exactly what ive been looking for. Been through about four play troughs so far but i found and odd bug. While playing as the Norlamin rebels, and building the friendship starbase im being raided all over by pirates. I have four star bases, two of which have been push WAY beyond the gravity well. They cannot do anything but be pushed back. It has happened to one of my ships as well but since they can warp its not a problem to have them jump out and back in. Really appreciate any advice, and if this already has a thread I apologize. But all in all i have to say this is the best non conversion mod of any game ive ever played!

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soase-maelstrom Creator
soase-maelstrom

Glad you are enjoying the mod.

Some of the Pirate ships (particularly the capitalships) have fighter attack mode enabled (they fly around, circle, their targets instead of staying in a fixed position). The consequence is sometimes the pirate ships/fleet will go off into deepspace. Unfortunately nothing can be done about it ... just a quirk of this mode of fighter attack.

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hellohypo
hellohypo

I'm afraid that im not speaking of fighter pathing. I watched one of the star bases take a debuff of -3000% acceleration and -4000% turning. Then i watched it sail off into the unknown. It would go a short way out of the gravity well, and then the ships would catch up to again and would do the same debuff again and push it even further out. If you would like a save file i could provide one to you, it has two instances of this happening at once in the save.

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soase-maelstrom Creator
soase-maelstrom

It's an interesting scenario ... a save file would be useful (as I have not seen this situation). I did check the Starbase definitions (Norlamins) and they do have angular acceleration but not linear acceleration, also their velocities are zero or very close. So they must be moving like spinning tops.

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hellohypo
hellohypo

I can provide you with the save file at your convince. Please let me know, it was an interesting bug.... but it did render a few star bases moot, although it would take ages to destroy them to take a planet.

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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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