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

Description

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 own respective factions Loyalists and Rebels.

Preview
Maelstrom Rebellion Expansion v1.93 R14 (+DLC's)
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Confirmation
Confirmation - - 43 comments

Wow this is a nice surprise, thanks man

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

No problem

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Brunftzeit
Brunftzeit - - 63 comments

Yeah, thx for the update. :)

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Enjoy!

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Kalec
Kalec - - 5 comments

Soase, thank you for this new update :-)! I have a question, since I haven't played this game since 2014 or 2016, not sure which LOL, will this mod of yours work with the E4X mod and a Star Wars mod as well?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

No to both ... large mods have to be tailored to stack ...

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Kalec
Kalec - - 5 comments

Happy New Year

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Cheers ... same back at you

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Kalec
Kalec - - 5 comments

Thanks for the info Soase! One more question, Does this mod only ad to the original game? Basically can I still play as the original Tech with this mod? Thank you again in advance

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Original races are playable

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DarkLordMadax
DarkLordMadax - - 13 comments

The nerf to the Pirates seems reasonable so the NPC Pirates' early raids aren't overkill. Do their "ram" abilities still cause knockback? If I remember, there was a glitch (I think on R12 or R13) in which the pirates would launch a starbase (even an immobile one) far beyond a gravity well after being bombarded by their entire party.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

I have not changed abilities for the pirate raiders.
Starbase "far beyond the gravity well" ... first I've heard

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DarkLordMadax
DarkLordMadax - - 13 comments

Yeah, it happened a couple of times to me. I think it was an "Elevated" fleet. All of their Wolverine Battleships and i think the colony capitals all rammed the starbase (a Norlamin one, i think). It then flew off outside the gravity well. It might have been an unfortunate rare occurrence, I guess...

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

interesting effect

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lone-road-2012
lone-road-2012 - - 1 comments

Cant download the newest version, no mirrors available :C

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Hopefully the mirrors came back cleaned

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clocky4847
clocky4847 - - 60 comments

do i need the dlcs to play this? cuz all i have is standard rebellion

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

plays with standard and/or all combinations of DLC's

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Sgori
Sgori - - 24 comments

It's really cool mod!

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Glad you are having fun

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RackShase
RackShase - - 4 comments

Tnx for new version. I played a lot in Maelstrom mod. So:
Pirates Dreadnought is still overpowered. It simply come to your planet in 10tm - 15th minute and you lose. If you don't want to lose - you can pick Pirates or Norlamins / Advent with Frenachrone strike (complete disable). So I yesterday seen battle - 3 Norlamin Dreadnoughts and One 8 lvl carrier completely disabled whole fleet. That's not balance at all. These ships have to be fixed (TA Capital with Disable Carrier - too).
Another one. On Vasari's Dreadnought first ability on amplifying physical damage doesn't work. On Pirate Titan (Illustria?) two skills and two icons are wrong placed.
There is one terrible skill, which increase number of bombers in squadron from 5 to 40 (!) - Norlamins Carrier. It's insane overpowered, I think.
P.S. Thank you for fine mod.
Updated: I look for characteristics in config files, so Pirates Dreadnought Summary got in configs 1050 Dmg from all weapons VS 385 Vasari Loyalists, and that's without buff. Of course it's unbeatable in early game, and can kill Titan 1 vs 1 in late game.

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dbmod11
dbmod11 - - 45 comments

BuffNaniteDissolversTarget_Replicators
Error
instantAction
buffInstantActionType "ApplyBuffToLastSpawnerNoFilterNoRange"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffNanoLeechRecourse" - wrong finalcondition

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toddas42
toddas42 - - 1 comments

Hey i have a question.
I never modded before and this is my first choice in trying variations in the game. I have your file installed and in the mods option in the game.
Does this mod(or any mod for that matter) only work for online games or will it work for gamer type in the game?

I enabled the mod but when i go to start a game no changes are there. Did i do something wrong or any advice thanks

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

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.

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SinsProphet
SinsProphet - - 1 comments

I decided to play this mod again after a long time. I like the new late game "transcendence" researches and the idea of different dreadnoughts for the races. But im not realy happy with the balance. I have the feeling that Norlamin rebels dreadnoughts are way to overpowered because of this "Frenachrone strike". 3 or 4 dreadnoughts are enough to complete disable the whole enemy fleet. It´s similar to the advent abilitie "Enthrall" with the difference that it goes longer and it can´t be interrupted. And you can spam it way more often because of the third abilitie "Confluence".
Also the second abilitie "4th Order Barrage" doesn´t seem to work correct. It doesn´t activate and it says it need something to research (?).
The late game upgrade for the starbases are great, but it seems that the AI don´t use them because i have never seen a race (except TEC loyalist) that build 2 Starbases.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Thanks for the feedback ... I've made a note and look into them. Cheers

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tibaoque13
tibaoque13 - - 53 comments

bro i have only have the version of 1.85 so will it work if i download this - Maelstrom Rebellion Expansion v1.93 R14 (+DLC's) mod ?? oh should i only used
- Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

The Sins developers have improved backward compatibly ... so playing old mods still work. For instance I play 7DS (3-4 years old) on the current patch of Sins.

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z741
z741 - - 339 comments

im rolling with 1.94. is this version compatible? if not you need to update man lol

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

To my best knowledge it is.
I have been sitting on the next release for 1.94 ... I get around to posting it soon

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