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.
Highlights Rebellion (Release 2) 04/09/2012 - added Norlamin race with Loyalist and Rebel Factions - reduced Dreadnought, firepower and shield/hull regeneration rates. Also reduced number of strike craft - reduced 'strength' Super-Dreadnought ability - reduced the rate Dreadnoughts are produced - compatible now with Rebellion 1.04 - taken out ability 'population kill' on planet ice, volcanic and desert storm, i.e no more 'planet attack' spurious messages
wow you certainly are fast :) I know it's not fair to ask, but sure wish you could help the other modders effect the changes the sins devs throw out willy-nilly. Yes, i realize patches benefit modders, but they also screw us players up too cause then we CAN'T play the mods we want to cause we have to wait for you guys to incorporate their, devs, changes.
But thanks so much for the new mod version!!!!
Sure you can play the mod (most of the time) just move it into the newly created mods folder, say a short prayer, and have a go of it. I was able to do that when Rebellion updated to 1.4 and Maelstrom wasn't released for 1.4 yet, only 1.3.
oh right on. do you think that might work with the other mods already made for rebellion?
I love what you did for the Norlamins :) not to happy about reducing the fighter/bomber contingent :( But then i love those small ships.
Anyways, thanks so much for the new version!!!
My pleasure, I'm glad you are enjoying it!
Thanks! This is just great!
Where can I get the new patch for Rebellion (other then steam, impule and piratebay)
Since I have an illegal version of Rebellion, and the piratebay has been blocked in my country.
go and buy the game.
Its freaking worth it!!!!
Can you tell me how to get rebellion 1.04?
My one is offline one game. So I really need to get rebellion 1.04 crack file to 'update' my game.
go and buy the game.
Its freaking worth it!!!!
nvm
the ship labratory's dont seem to work. i did the research. but still cant research more.
I have 3 cap ships
Also you cant start building a titan. until you have done the final research. it wont let you build the foundry
soase-maelstrom:
Can you think of using these picture as the concept for Trade Alliance Titan?
Media.moddb.com
or
Media.moddb.com
- Trade Alliance Loyalist mostly still choose to continue to trade. So basicly the titan have the ability to support allies fleet, diplomatic improvement and have the ability to construct frigates and cruiser. As the picture suggested.
- Trade Alliance Rebel have changed to using weapon to 'diplomat' enemy, so their titan have high firepower. The Trade Alliance titan you created support this idea.
Hope you consider these picture as their titans. Thx ^^
If finished the 8 new models for the TradeAlliance and I am working on getting them and other assets into Rebellion.
The pictures look like re-vamped Homeworld ships. Might consider it in the future but not for coming release
Quick question. What is the name of the menu soundtrack of this mod (or diplomacy)? It's awesome :D
Hey... those ship looks like more 'Trade' looks... so I thought can use as Trade Alliance Loyalist Titan Model.(The shipyard might better for them)
If you want to use as Rebel Titan Model, suit for me also.
Thx for considered those model. I'm looking forward these model to be seen in the game.
Hi everyone! i've actualized the game, to this patch but the mod doesn't work D: some idea of what could it be?
Make sure that your unzip software has not created an additional sub-directory i.e two "Maelstrom Rebellion R2", one inside the other. If it has the need to copy the 'lowest' directory (i.e sub-directory) to your mod folder.
I found a funny things:
Remember small/large asteroids? Well those asteroids ARE consider fleet units. Because they are units, TEC can capture asteroids with their new battlecruiser, not only can control it, they even can "phrase space" with TEC fleets. Of course Advent can control also.
Anyway it is a funny things to see.
Yes I am aware of this. It can happen to various pirate units also. The Norlamins had this ability from their inception.
Thank you so much, it works perfectly! can't wait for play with the rest of factions e_e
don't want to be a pain in the ***, but you've heard about a bug that cannot allow you to travel trough wormholes in random maps? Because i'm having that problem.
Hi Jesterinatlantic,
No I haven't heard of the "random maps wormhole" issue ... thanks for letting me know
no, but this is not only with your mod... some weeks ago i create my first map in the map designer (NO galaxy forge) and i've got this problem for the first time, and then with all the random maps... i don't found any report of this bug... That's why i ask if someone else have this problem.
No no no...... pirates won't be a problem. Sometimes pirates units comes handy, especially you can use it to steel enemy resources.
Not a bad thing for pirates.
hi srry but it doesnt work on my game.
I have Rebellion 1.04, put the mod in my mod folder and then activate the mod i can use the norlamin race but not replicator race.
But everone else is ok
soase-maelstrom:
I always want to ask: what software did you used to create these units? 0.0
i want to know how to create these units and test it on game...
"I always want to ask: what software did you used to create these units? 0.0"
I use XSI ... go to the Sins Modding forums, there is plenty of information there, see
Forums.sinsofasolarempire.com
strange... i can't use Norlamin race, there is no icon for new things: dreadnought factory, dreadnought, giants planets, high-tec planets.
Can anyone guide me how to solve this problem?
Finally i can use Norlamin race, however there is a problem:
Why Norlamin unlock titan foundry and titan when "titan research 4" is completed? Unlike TEC, Advent, Vasari Titan Research, which unlock titan and titan foundry upon complete "titan research 1"?
Is it true that ship lab doesn't work on Norlamin capital ship?
Another problem: why culture automatically generated at the beginning of the game?
Not sure why you think it is a problem? .. the Dreadnought factory generates culture
"Why Norlamin unlock titan foundry and titan when "titan research 4" is completed? "
I might change this in the future ... I have no strong feelings about this either way
"s it true that ship lab doesn't work on Norlamin capital ship?"
For some people it does and for others it doesn't. It got a bit confused with the latest patch to Rebellion
this may sound like a stupid question but does this version only have the Norlamin's or do i have a bug if not a bug does anyone know when the rest of the factions are coming out. by the way amazing mod one of the best i have ever played even though i can only use one of the new races.:)
R1 = Planets, Stars, Pirates and original race Dreadnoughts
R2 = R1 + Norlamins
R3 = R2 + TradeAlliance
R4 = R3 + Replicators
well now i just feel stupid
no need to feel that way ... if you haven't been following the mod development, you would have to read the descriptions of the releases (R1-R4) to get the overall picture
i followed a link to get here i assumed it was the right one i guess il get r4 now
Links can sometimes take you to wonderful, mysterious places ...
think this will work for 1.03???
Mods are typically not backward compatible.