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.

Report abuse Maelstrom Rebellion v1.52 R6 (DLC)
Filename
Maelstrom_Rebellion_1.52_R6.zip
Type
Full Version
Uploader
soase-maelstrom
Date
Sep 10th, 2013
Size
706.11mb (740,407,230 bytes)
Downloads
5,186 (3 today)
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Description

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the six races ... TEC, Vasari, Advent, Norlamins, Replicators and Trade Alliance and their two respective factions Loyalists and Rebels.


PLEASE READ CAREFULLY, NOT FOLLOWING THE SETUP BELOW MAY CAUSE SINS TO CRASH.

Setup for Smooth Gaming

   * Sins Rebellion Patch v1.52

Required Effects Settings

   * Planet   : Detail - High
   * Ship      : Detail - High , Extras - High , Bump - High
   * Building : Detail - Low, Extras - Low, Bump - Low

Optional Settings

   * Show Mesh Team Colors - Off
   * Show Cargo Ship Icons   - Off
   * Show Planet Elevators    - Off
   * Use Colored Skyboxes    - Off

Preview Image
Maelstrom Rebellion v1.52 R6 (DLC)
Post comment Comments  (0 - 50 of 68)
Melkart
Melkart Sep 10 2013, 8:56am says:

Thanks a lot!

+1 vote     reply to comment
501stormtrooper
501stormtrooper Sep 10 2013, 9:57am says:

Aww yeah, it's finally out! This mod kicks ***!

+1 vote     reply to comment
Guest
Guest Sep 10 2013, 10:04am says:

Gotta say, the Pirate HW2 ships look absolutely amazing!

+3 votes     reply to comment
z741
z741 Sep 10 2013, 11:51am says:

Are you also planning on releasing an updated manual due to the DLC?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 10 2013, 10:39pm replied:

Good question ... haven't looked at the DLC manual for Rebellion to see if there are any substantial additions. Might hold off till I release the full Pirate factions.

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Sep 10 2013, 2:07pm says:

Going to check out your mod... Been a while since I looked it over ;) I wish I had the time and energy (and motivation) to create custom effects.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 10 2013, 10:43pm replied:

Yes, the effects are a pain to make in Sins. Particle Forge is so basic and trying to make particle effects with meshes is time consuming ... i.e leave it till last

+2 votes     reply to comment
ZombiesRus5
ZombiesRus5 Sep 11 2013, 12:03pm replied:

Great job converting... There are some minor weird issues I've seen though.

Vanilla cube mapped vanilla textures are all offset in the poles. Something change with the vanilla textures???

Washed out Advent Loyalist and Vasari Loyalist Titans (possibly a third IIRC). Looks like you downsized the cl texture and wiped out the team alpha layer.

+1 vote     reply to comment
MrPerson
MrPerson Sep 11 2013, 5:55pm replied:

so I am not the only one with those problems, I thought I reported them a long time ago. maybe I didn't, or maybe moddb deleted my comment again... (the cube mapped thing is where the middle of the planets texture conflicts with the poles correct?)

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Sep 11 2013, 8:41pm replied:

I don't know how long it's been that way. It's been a while since I've touched the mod. But, yes that is exactly what I'm talking about.

+1 vote     reply to comment
MrPerson
MrPerson Sep 11 2013, 8:46pm replied:

the cube mapped thing was rather new, but the titans being all one color is a really old bug, I thought it was just me. guess not

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2013, 9:04pm replied:

Thanks for the feedback ...
I'll check the planets from the vanllia (new planets should be good)
The Titan textures are huge so I reduced them.
The team alpha layer for the Vasari Loyalist is a interesting problem ... I can't save the new alpha layer (Photoshop). But I thought I copied back the original 'large' texture.
The whole problem with sins+mod size (2GB limit) and texture quality (size) is a compromise as you can't run the mod with full graphics effects (at least for longer games, as the memory loads over time)

+1 vote     reply to comment
ZombiesRus5
ZombiesRus5 Sep 12 2013, 10:50am replied:

Try gimp. It works really well with basic stuff like this.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 12 2013, 10:17pm replied:

There's a thought ...

+1 vote     reply to comment
Guest
Guest Sep 11 2013, 10:06am says:

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soase-maelstrom
soase-maelstrom Sep 11 2013, 8:54pm replied:

Should do ...

+1 vote     reply to comment
555sb
555sb Sep 11 2013, 10:42am says:

i wonder is there something new in this mod r6?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2013, 8:54pm replied:

see news for R6 release

+1 vote     reply to comment
marqmaff
marqmaff Sep 12 2013, 1:43pm says:

Is there a way to turn off super dreadnought? Normal dreadnought are perfect for balance. The supers just single-handedly take out everything star bases and titans.

+1 vote     reply to comment
thejakelad
thejakelad Sep 14 2013, 7:21am says:

Any one else notice ships on the edge of the gravity well doing nothing but spinning in circles but still taking up logistics points?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 15 2013, 12:40pm replied:

Not that I have seen it but ... sounds like fun ... I'll look into it

+1 vote     reply to comment
Guest
Guest Sep 15 2013, 1:15pm says:

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Corelious
Corelious Sep 15 2013, 1:28pm says:

the game keeps crashing, first it was a data dump then the game just shut off and no alert would come up - what gives? Didn't have this problem before the 1.52 patch

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 16 2013, 4:40am replied:

I have not seen this problem and I have recently tested ... again.
Something here might help ...
Soase-maelstrom.com
Also if you can give me a map/player combo to test then ... I can test more specifically

+1 vote     reply to comment
Lordbok
Lordbok Sep 26 2013, 12:47am says:

Is it possible for you to make a compatibility patch so we can play alongside Enhanced 4X mod? so we would have something that changes the vanilla factions and be able to use your new factions? and is that 2GB hardcoded into the game or can we get past it with a LAA tweak?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 1 2013, 9:54pm replied:

I like the idea however, it is not straightforward to make mods (especially planet mods) compatible ... and each time a mod (either) is changed or a new patch for sins is released then this would need upgrading. Seems like a lot of work ... time which I don't have.

"is that 2GB hardcoded into the game or can we get past it with a LAA tweak?"
It is a limitation of the OS and that Sins is a 32bit application i.e limits the memory address space to 2GB. I and other have run the LAA with some success, however, there are no guarantees it will not cause sins to become unstable (or some some experts say)

+1 vote     reply to comment
Razor-Wind
Razor-Wind Sep 26 2013, 4:48pm says:

Very good, but this version need always some corrections. For example, Advent progenitor mothership have a problem with the size / form of his shield, the same for others motherships / advent dreadnought, Replicators cannot purchase research for corvettes or launchers (same problem for Advents, for High Tech planets).

+1 vote     reply to comment
Razor-Wind
Razor-Wind Sep 29 2013, 7:50am says:

Another problem with your mod, all original planets like terran, volcanic, ice, have the same :

Noelshack.com

Look the north of the planet.

+1 vote     reply to comment
Razor-Wind
Razor-Wind Oct 1 2013, 4:50am says:

Noelshack.com

Noelshack.com

Look this shields (others ships have the same problem). Can you fix it ?

+1 vote     reply to comment
Razor-Wind
Razor-Wind Oct 1 2013, 10:34am says:

Strange skin for the Titan.

Noelshack.com

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 1 2013, 9:46pm says:

Hi Razor-Wind,

Thanks for the feedback ...

Addressing some of your concerns
1. Normally each ship's shield in Sins is a unique mesh (and follows the contours of a particular ship). I have made shields common to classes of ships i.e Titans, Dreads, Capitals, Cruisers, frigates ... this saves 300 meshes (if you include the new races in this mod). Sins has major constraints for RAM usage and the number of meshes.
2. For the original planets .... just remove the planet meshes from the Maelstrom mod folder
3. Textures for some ships (Titans) ... I am aware issue and will fix it for the next release.

+1 vote     reply to comment
Mister_Vogel
Mister_Vogel Oct 2 2013, 7:54am says:

Does this mod have it's own Galaxy Forge ?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 2 2013, 8:49pm replied:

Yes, there is a folder, in the Maelstrom mod, called Galaxy Forge. I have not tested it on Rebellion yet ...

+1 vote     reply to comment
ahmed37
ahmed37 Oct 3 2013, 3:51am says:

Great mod

+1 vote     reply to comment
Razor-Wind
Razor-Wind Oct 3 2013, 11:12am says:

Some planets like Ancients planets have a grid problem. You can only place structures on automatic with this kind of world.

+1 vote     reply to comment
Ruval
Ruval Oct 4 2013, 4:25am says:

new version for rebellion+DLC, this is great.

+1 vote     reply to comment
Omega_Zombie
Omega_Zombie Oct 4 2013, 8:05am says:

SO ******* KEEN FOR THIS !!!!!!! :)

+1 vote     reply to comment
Guest
Guest Oct 12 2013, 3:55pm says:

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soase-maelstrom
soase-maelstrom Oct 13 2013, 7:47pm replied:

Try
Soase-maelstrom.com
in the "FAQ General" section

+1 vote     reply to comment
Guest
Guest Oct 14 2013, 1:16pm replied:

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NFSRacer
NFSRacer Oct 21 2013, 11:47pm says:

Is the DLC required for this?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 22 2013, 12:51am replied:

No

+1 vote     reply to comment
Diddly_Feelerino
Diddly_Feelerino Oct 25 2013, 10:23pm says:

First off, fantastic mod Maelstrom.

I however have only one issue (personally). I don't like the auto production of Dreadnoughts, nor do I even like the Dreadnoughts themselves.

How can I remove them from the game?

+1 vote     reply to comment
Diddly_Feelerino
Diddly_Feelerino Oct 26 2013, 5:12am replied:

Also, same applies to the asteroids. They actually fly TOWARDS my fleets, ruining their purpose.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 28 2013, 4:26am replied:

In the GameInfo of the mod there is a file (text) called
GalaxyScenarioDef.galaxyScenarioDef

Within that file you will find

item "Pirate:Frigate:Frigate_AsteroidLarge_Militia"
item "Pirate:Frigate:Frigate_AsteroidSmall_Militia"

remove the 5 occurrences of each of the above. Also remember to reduce the item count (from 15 to 5)

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 28 2013, 4:23am replied:

In the GameInfo of the mod there is a file (text) called
GalaxyScenarioDef.galaxyScenarioDef
For each race and in more than one place there is a single line
item "XXXX:Module:DreadnoughtFactory"
were XXXX is the race (Tec, Phase, Replicators, etc)
remove this line and change the item number (i.e reduce item number by one)

+1 vote     reply to comment
lor21gj
lor21gj Oct 27 2013, 9:17pm says:

i cant see trade alliance.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 28 2013, 4:27am replied:

See
Soase-maelstrom.com
look under the heading "FAQ General"

+1 vote     reply to comment
moarteak
moarteak Oct 30 2013, 11:10am says:

strange bug:advent does not have the giant exploitation research

+1 vote     reply to comment
Lashan
Lashan Nov 6 2013, 10:45am says:

Can anyone point me where to get more maps for this incredible mod? I tried and replaced the file provided in the mod to make maps myself in galaxy forge but it pops up error every time.

+1 vote     reply to comment
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Sins of a Solar Empire: Diplomacy Icon
Platform
Windows
Developed By
soase-maelstrom
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Official Page
Soase-maelstrom.com
Release Date
Released Jul 28, 2010
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MD5 Hash
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Related Mods
Maelstrom (Sins of a Solar Empire: Diplomacy)
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