The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates, all with their two respective factions Loyalists and Rebels.
Rebellion Version
* Rebellion 1.92 + compatible with all DLC's
Required Game Setup
* If you have a 64 bit operating system and 4-8 GBytes of Ram and a decent graphics card ... then you should be able to run all graphics settings at 'extreme'
Highlights Rebellion (Release 13) 30/07/2018
* Update Maelstrom compatibility from Sins Rebellion patch 1.85 to 1.92
* All Races - late game 'Transcendence Research' (combat, non-combat and Starbases) - massively expands logistics, Starbase, Planetary development, etc.
* All Races - Dreadnoughts created only when Capiatlship slots and fleet slot available
* All Races - Dreadnoughts all players have one at the start of the game.
* All Races - Dreadnoughts now have Loyalist and Rebel variants
* Replicator Race - added 'Antimatter Furnace" ability (to ships which can replicate) to reset the antimatter after a ship has been replicated.
* Pirate Race - weapons balance - Capitalships and Titans "Gauss" weapon (50 % reduction)... thanks to robert100
* Pirate Race - fixed a number of Pirate string research and description strings Extensive Bribes says Extensive Brides
* Pirate Raiders - reduced strength. Also add 2 additional Capitalship types (battle, Siege)
Oh.. have you fixed the Pirates 'research victory' research? last time I play it's using Norlamins research
Also the description for Pirates titans during fraction selection is also Norlamins
Unfortunately, off the top of my head, can't remember. Too many things have happened over the last year. This update to Maelstrom was triggered by the 1.92 patch update to Rebellion. I will check and make a special note if I forgot.
Thanks.
YEEEEES! Over a year of waiting.
Can't wait to play the new version, great and patient work pays off (:
Well done, guys.
Sorry about the delays ... had a busy year.
Future updates should be quicker.
how to install?
Steamcommunity.com
Gone back to this mod after a break from the game and doesn't work. Reinstalled it and the game no joy. Help please?
If the checksum on your enabled mod is 0 then you have the mod buried one directory too deep ... this happens because of how unzipping programs work these days, they can create a directory that is the same name as the archive and unzipp everything into it. The mod directory is inside that directory. That's the one you want.
Tried to play this multiplayer with a friend today and got a sync-error the moment we both finished loading. We both have the exact same version of the mod and identical checksums.
Any ideas on how to fix this?
Did multiplayer work for you with the previous release of Maelstrom?
No. We had the same sync-error.
Does you and your friend both have 64-bit OS's or both have 32-bit OS's?
Try enabling the mod then exiting the Sins and restarting the Sins.
No way to disable dreadnoughts spawning in begining?
No easy way
So i have installed the mod and enabled it through the mod menu but the mod will not work for some reason. I have mod enabled 1 and it shows up in the file correctly but the mod will not work for some reason.
Fixed the problem. i needed to pull the file just before the actual mods to the mod folder. i had one to many file folders to go through to get to it. as in "mod name vxx" then "mod name" then mod files. needed to get the "mod name file into the folder get rid of the extra lair that the first file had on the mod.
one of the most common pitfalls when decompressing files