The Maelstrom Mod introduces three new races to the Sins of a Solar Empire Universe. They are independent of the original races and have unique strengths and weaknesses. Maelstrom is available Rebellion, Diplomacy, Entrenchment and Original Sins.

Add file Report Maelstrom Expansion v1.34 R7 (Diplomacy SoaSE)
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Maelstrom_Diplomacy_Expansion_1.34_7.zip
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Full Version
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soase-maelstrom
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570.22mb (597,917,380 bytes)
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5,604 (1 today)
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26c15f95122a0c85f35640810bdf8e55
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Description

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 is also a Capitalship known as a Dreadnought, a very large and powerful Capitalship that once at level six or beyond can be upgraded into a Super-Dreadnought. Dreadnought's are automatically and repeatedly built by a special factory ... only one unique factory is made available for each player at the start of the game. Also included in the expansion series are more aggressive Pirates capable of colonizing. Finally beware of dangerous asteroids which fill the gravity well of various planets, they can severely damage fleets through collisions.

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Maelstrom Expansion v1.34 R7 (Diplomacy SoaSE)
Comments
ArbiterN7
ArbiterN7

Does this version have Dynamic Movement or something similar?

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Piemanlives
Piemanlives

no, this is because they would spend most of their time maneuvering for a shot and running away from other ships (saw it happen in sacrifice of Angels mod) plus eventually all the ships will be so far from the grav well it would take a very long time to get your ships back together

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soase-maelstrom Author
soase-maelstrom

piemanlives has summarized the situation well. Drawn out battles and ships that leave the gravity well to explore the rest of the Universe. It might work for a few well chosen ships.
PS: You can easily implement and experiment by changing the option 'fightermovement' in the various ship entity files to true.

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ArbiterN7
ArbiterN7

ya i understand but Distant Stars has made a version of dynaimc movement and it works great(alot better than SOA's version which is awful.)

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soase-maelstrom Author
soase-maelstrom

My biggest concern is the ships flying off to whoop whoop.
It has happened in every mod that enables fighter movement .. 7DS, SG, SOA, etc. Does this happen in the DS mod?

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ArbiterN7
ArbiterN7

actually no. I dont know why this mod doesnt have this problem but im sure it doesnt. The two mods that i basicly always play are SOA and DS and SOA doesnt have the problem quite as much now but it will occasionally happen but in DS its never been an issue. I would recomend contacting them to ask them how they did it. Here is their forum page Forums.sinsofasolarempire.com

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soase-maelstrom Author
soase-maelstrom

Thanks for the feedback, I'll contact the DS team. I'll target the expansion series if the problem has been solved like you say.

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ArbiterN7
ArbiterN7

No problem. Twas my pleasure :)

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soase-maelstrom Author
soase-maelstrom

The DS team said it was a core game bug. So the problem is still there.

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ArbiterN7
ArbiterN7

I dont ever see it in their mod though did they say it still happens?

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soase-maelstrom Author
soase-maelstrom

My question to the DS team was,
"Hi guys, have you cracked the problem with ships flying off into infinity when the fighter movement is enabled for frigates and/or capitals?"
Their answer was,
"Nope. Its a core game bug."

I have had people request the 'dynamic movement' before and at that time spent a number of hours researching (going through the forum posts) the pros and cons. So my decision not to include it is not completely arbitrary, as it very simple to include.

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Vash110
Vash110

i have no menu when i start the mod i have restarted the game and still nothing

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Vash110
Vash110

here a pic I17.photobucket.com

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soase-maelstrom Author
soase-maelstrom

Have you got Diplomacy patched to 1.34?

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Melkart
Melkart

Thanks for your work!
After reading "Titan classe" i need to ask a question:
Are you planning to make a version for SoaSE: Rebellion?

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soase-maelstrom Author
soase-maelstrom

"Thanks for your work!" No problems, glad your enjoying it!
"Are you planning to make a version for SoaSE: Rebellion?" ... good question, it all depends on how much 'room' the Rebellion development team leaves for modders.

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alexbond45
alexbond45

Based on origonal sins, i think it will be very likely that it will have mod support, hopefully
though if it does have mod support, do you plan on using the loyalist system on the trade alliance, normalian, and cators?

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soase-maelstrom Author
soase-maelstrom

As I said before ... "it all depends on how much 'room' the Rebellion development team leaves for modders."

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Tangae
Tangae

Hello,
First, thanks for your work on this mod, it's the best.
I'm actually downloading the mod but I was wondering : Have you change the balance for the old sins race ? Because in the old version of the mod, the TEC, Advent and Vasasi were too weak...

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soase-maelstrom Author
soase-maelstrom

Glad you like the mod.
There has been some re-balancing in particular I have trimmed the research trees of the new races. Some ships have been re-balanced also.

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Tangae
Tangae

Hello again !
Will you upload a non-expansion version for R7 ? 'Cause in this version, i think the titan class is a little bit over powered ...
Thanks again ! :)

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soase-maelstrom Author
soase-maelstrom

They are awaiting approval

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Vash110
Vash110

no i didn't the gamestop app just updated now its telling me to update thank you for the help

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soase-maelstrom Author
soase-maelstrom

No problems, thanks for letting me know

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Kestral2
Kestral2

wait didnt you say before in the readme that Bump up was to be low?

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soase-maelstrom Author
soase-maelstrom

I keep on working on memory optimization and I believe that I've cracked the 2GB limit of Sins. I've been running E & D with graphics set to highest and peak memory usage is about 1.7GB's.

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azurelao
azurelao

ive dl'd the Diplomacy Ver 7 Extended part and put it into the

User/AppData/Local/Ironclad/SoaSE/Mods-Diplomacy v3.14

file due to using Vista (32-bit)

when i go into the Options menu i can see the mod, and i tell the game to activate it. however, when i try to activate it, the "activated mods counter" remains at 0 and none of the new races are available.

any idea why it wont actually register while still showing up?

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soase-maelstrom Author
soase-maelstrom

Depending on your compression software and how you use it, it can create an additional sub-directory, so that you are 'one directory too deep'. Have a look at the .jpg image (for typical install directory structure) in the readme zip that comes with the mod.

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hebep1982
hebep1982

Sorry. in what a difference between Maelstrom_Diplomacy_Expansion_1.34_7.zip and Maelstrom_Diplomacy_1.34_7.zip?

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soase-maelstrom Author
soase-maelstrom

In the summary section their is a heading called 'Versions of Maelstrom'. You will find your answer there

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Thexxbossxx
Thexxbossxx

When I enable the mod and apply the changes, a mini dump occurs can some one shed light on the issue? I have an Alienware M17x r3 with qaud i7 processor. 8g ram. 2g radeon 6950 video card. so i dont think it is my computer. please help!!! also it is with the diplomacy R7 exoansion mod

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soase-maelstrom Author
soase-maelstrom

Sorry for the delayed reply (I'm on Holidays).

Some suggestion ...
1. Make sure that you have Sins patched to the latest version.
2. Use the recommended graphics settings for the mod. It doesn't matter how powerful for GPU or CPU is, the bottleneck is Sins (a 32bit program) with a 2 GB addressable memory space.

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Thexxbossxx
Thexxbossxx

thanks lemme try it. Hopefully rebellion will get rid of that 2 gig limit thing, I'm sure it gets quite annoying.

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soase-maelstrom Author
soase-maelstrom

"Hopefully rebellion will get rid of that 2 gig limit thing" ... unfortunately not, Rebellion just adds more to Diplomacy, i.e its still a 32bit program.

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