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.
Rebellion Version
* Rebellion 1.93 + 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'
* Mod Checksum: 372604461
Highlights Rebellion (Release 14) 30/07/2018
* Compatibility - updated Maelstrom compatibility from Rebellion patch 1.92 to 1.93
* Compatibility - updated Maelstrom compatibility for Minor Factions DLC
* String work - fixed a number of strings
* Starbase - increased the maximum ability levels, from 8 to 16
* Starbase - all races Starbases have gravity well movement similar to Vasari Starbase
* Ability work - fixed Tec Dreadnought ability missile attack icon and string
* Ability work - fixed Replicator Starbase hoard frigate production
* Fighter movement - Capitalship's of Pirates race no longer use Fighter Attack movement. reduced Capitalships firepower by 50%
* Dreadnought - for all races the Dreadnought initial Hull and Shield have values of 3000
* Dreadnought - for all races the Dreadnought leveling-up values for Hull ans Shield, increased from 250 to 500
* Research - Transcendence Research Balanced between races
Wow this is a nice surprise, thanks man
No problem
Yeah, thx for the update. :)
Enjoy!
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?
No to both ... large mods have to be tailored to stack ...
Happy New Year
Cheers ... same back at you
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
Original races are playable
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.
I have not changed abilities for the pirate raiders.
Starbase "far beyond the gravity well" ... first I've heard
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...
interesting effect
Cant download the newest version, no mirrors available :C
Hopefully the mirrors came back cleaned
do i need the dlcs to play this? cuz all i have is standard rebellion
plays with standard and/or all combinations of DLC's
It's really cool mod!
Glad you are having fun
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.
BuffNaniteDissolversTarget_Replicators
Error
instantAction
buffInstantActionType "ApplyBuffToLastSpawnerNoFilterNoRange"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffNanoLeechRecourse" - wrong finalcondition
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
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.
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.
Thanks for the feedback ... I've made a note and look into them. Cheers
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)
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.
im rolling with 1.94. is this version compatible? if not you need to update man lol
To my best knowledge it is.
I have been sitting on the next release for 1.94 ... I get around to posting it soon