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.

Add file Report content Maelstrom Rebellion v1.52 R6 (DLC)
Filename
Maelstrom_Rebellion_1.52_R6.zip
Category
Full Version
Uploader
soase-maelstrom
Date
Size
706.11mb (740,407,230 bytes)
Downloads
5,389 (1 today)
MD5 Hash
a82df74a8f0dc001f9d1ef7a2798bf0f
Embed Button
Embed Widget
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.

Preview
Maelstrom Rebellion v1.52 R6 (DLC)
Comments  (0 - 50 of 68)
Melkart
Melkart

Thanks a lot!

Reply Good karma Bad karma+1 vote
501stormtrooper
501stormtrooper

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

Reply Good karma Bad karma+1 vote
Guest
Guest

Gotta say, the Pirate HW2 ships look absolutely amazing!

Reply Good karma Bad karma+3 votes
z741
z741

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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.

Reply Good karma+1 vote
ZombiesRus5
ZombiesRus5

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.

Reply Good karma Bad karma+2 votes
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+2 votes
ZombiesRus5
ZombiesRus5

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.

Reply Good karma Bad karma+1 vote
MrPerson
MrPerson

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?)

Reply Good karma Bad karma+1 vote
ZombiesRus5
ZombiesRus5

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.

Reply Good karma Bad karma+1 vote
MrPerson
MrPerson

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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)

Reply Good karma+1 vote
ZombiesRus5
ZombiesRus5

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

There's a thought ...

Reply Good karma+1 vote
Guest
Guest

Probably a stupid question, but can this run Rebellion without the DLC?

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

Should do ...

Reply Good karma+1 vote
555sb
555sb

i wonder is there something new in this mod r6?

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

see news for R6 release

Reply Good karma+1 vote
marqmaff
marqmaff

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.

Reply Good karma Bad karma+1 vote
thatlad
thatlad

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Corelious
Corelious

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+1 vote
Lordbok
Lordbok

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?

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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)

Reply Good karma+1 vote
Razor-Wind
Razor-Wind

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).

Reply Good karma Bad karma+1 vote
Razor-Wind
Razor-Wind

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

Noelshack.com

Look the north of the planet.

Reply Good karma Bad karma+1 vote
Razor-Wind
Razor-Wind

Noelshack.com

Noelshack.com

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

Reply Good karma Bad karma+1 vote
Razor-Wind
Razor-Wind

Strange skin for the Titan.

Noelshack.com

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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.

Reply Good karma+1 vote
Mister_Vogel
Mister_Vogel

Does this mod have it's own Galaxy Forge ?

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+1 vote
ahmed37
ahmed37

Great mod

Reply Good karma Bad karma+1 vote
Razor-Wind
Razor-Wind

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

Reply Good karma Bad karma+1 vote
Ruval
Ruval

new version for rebellion+DLC, this is great.

Reply Good karma Bad karma+1 vote
Omega_Zombie
Omega_Zombie

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

Reply Good karma Bad karma+1 vote
Guest
Guest

Hmm... I installed it and it shows in the mods to enable in game. But when I enable it, it changes nothing.

Reply Good karma Bad karma0 votes
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

NFSRacer
NFSRacer

Is the DLC required for this?

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

No

Reply Good karma+1 vote
Diddly_Feelerino
Diddly_Feelerino

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?

Reply Good karma Bad karma+1 vote
Diddly_Feelerino
Diddly_Feelerino

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

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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)

Reply Good karma+1 vote
soase-maelstrom Author
soase-maelstrom

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)

Reply Good karma+1 vote
lor21gj
lor21gj

i cant see trade alliance.

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

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

Reply Good karma+1 vote
moarteak
moarteak

strange bug:advent does not have the giant exploitation research

Reply Good karma Bad karma+1 vote
Lashan
Lashan

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.

Reply Good karma Bad karma+1 vote
soase-maelstrom Author
soase-maelstrom

Unfortunately I have not made any new maps in Rebellion, so I can only give general advise (till I get around to making new ones myself).

There is a folder in the mod called, strangely enough, "Galaxy Forge". I noticed that the GalaxyScenarioDef.galaxyScenarioDef file in this folder is out-of-date. So copy the above named file from the folder "GameInfo" to the "Galaxy Forge" folder.

Not sure if the GalaxyForge.exe is the current version ... it can be downloaded from

Sinsofasolarempire.com

Just place updates into the "Galaxy Forge" folder of the Maelstrom mod and you should be good to go ...

Reply Good karma+1 vote
Lashan
Lashan

Tried replacing GalaxyScenarioDef.galaxyScenarioDef but it still gives me "dont send" error. and when I replaced updates from the official website it launches but without maelstrom content like new planets

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Icon
Sins of a Solar Empire: Diplomacy
Creator
soase-maelstrom
Contact
Send Message
Release date
Mod watch
Start tracking
File
Browse
Files
New
Add file
Share
Related Games