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 article RSS Feed News for Maelstrom Mod, January 2011

We are pleased to announce the third release of the Maelstrom mod for SoaSE

Posted by soase-maelstrom on Jan 15th, 2011


The Maelstrom mod is now available in two series, Standard Series and the Expansion Series

The Expansion Mod includes a new Capitalship known as a Dreadnought. A Dreadnought is a very large and powerful Capitalship that once at level six or beyond can be upgraded into a Super-Dreadnought. All six races have Dreadnought Capitalships. Dreadnought's are automatically and repeatedly built by a special Dreadnought factory ... only one unique factory is made available for each player at the start of the game.

Also included are more aggressive Pirates with Capitalships, capable of colonizing, and a pirate carrier cruiser. Finally beware of dangerous asteroids which fill the gravity well of various planets, they can severely damage fleets through collisions.

The new release also sees further optimization in both memory footprint and speed. Attention was also given to re-balancing, though this process is not complete. Also you will find new content and rework of some old assets.

For contributions in testing and concepts I would like to thank ...
ICEman, Quiet_Man, Chemical_Art, Volgun, doomser1 and many others

For mod optimization special thanks to ...
The Sins Optimization Project (TSOP)


The major changes in Release 3 are as follows ...

Graphics
- TradeAlliance: fixed missing UI crusier button for TA - Diplomacy
- All: updated build UI icons (capital, cruisers, frigates) for new races

Gameplay
- TradeAlliance: bomber/fighter can all fire
- TradeAlliance: capital carrier firing corrected
- Norlamins: cosmic ray collector now has planetary shield ability
- General: 'Dangerous Asteroids' collide with one another, mitlia and pirates
- General: Original Sins Maelstrom mod no longer crashes on exit - number of unique texture files reduced

Balance
- TradeAlliance: light frigate slot count increased from 5 to 6
- TradeAlliance: reduced number of strike craft for ability "Strike Force" for Carriers and Capitals
- Norlamins: backed off shield mitigation in culture and shield mitigation research.
- Replicators: back off research. maximum level for any research area is 2.
- All: reduced scouts firepower for all new races
- General: reduced number of mines for E & D, Stars have max of 100 mines, Planets 50, Home Planets 150.
- General: reduced trade bonus for "Planet of Legend"

Research
- Replicators: added research for Cybernetics Factory
- Replicators: added research for Nanite Plant
- Replicators: added research for Orbital Cannon
- Replicators: added research for Antimatter Recharger

Bugfix
- General: 'Dangerous Asteroids' do damage on collisions
- General: some particle impact effects fixed
- TradeAlliance: Diplomacy ... Starbases no longer move
- Norlamins: Diplomacy ... Starbases no longer move

Models
- All: 42 new orbital structures with new hud, mainview, info, picture icons.
- All: Dreadnoughts included for 6 races, new models for the original races
- All: Dreadnought Factory included for 6 races, new models for all races
- Replicators: added Antimodule cruisers for Replicators
- Replicators: added Orbital Cannon Structure for Replicators
- Replicators: added Orbital Antimatter Recharger Structure for Replicators
- Replicators: added Orbital Cybernetics Factory Structure for Replicators
- Replicators: added Orbital Nanite Plant Structure for Replicators
- Replicators: deleted Orbital Production Factory for Replicators
- Replicators: Added Trade ship for Replicators
- Replicators: Added Refinery ship for Replicators
- Norlamins: Deleted Orbital Planetary Shield for Norlamins
- Norlamins: added Antimodule cruisers for Norlamins
- TradeAlliance: bomber/fighter tangents fixed
- General: Reworked Planet Ancients
- General: Reworked Planet Fortified

Optimization
- General: textures for planet modules optimized
- General: sound files sizes further optimized


Post comment Comments
vardunetj3
vardunetj3 Jan 19 2011, 12:45am says:

I love this mod! One of the best, if not THE best mods for sins. I hope that as I look forward to future developments of Maelstrom, perhaps a doubling of the fleet and supply capacities and a few of the new alien ships don't have a high level of detail as well as the others...but no matter, the best mod and playing it now!

+2 votes     reply to comment
soase-maelstrom Author
soase-maelstrom Jan 19 2011, 1:53am replied:

Glad you are enjoying the mod.

"perhaps a doubling of the fleet and supply capacities"
The fleet capacity was halves in R2. The reason for this is to help with mid to late game slowdown. You just can't have everything i.e 6 races and huge fleets. Have a look at R1 if you wish large fleet sizes.

"a few of the new alien ships don't have a high level of detail"
The fleet models will all be reworked in a future release.

+2 votes   reply to comment
noing
noing Feb 3 2011, 6:17pm replied:

but with the next update of sins it could be possible to have larger fleet sizes on higher end machines :)

+2 votes     reply to comment
soase-maelstrom Author
soase-maelstrom Feb 7 2011, 3:21am replied:

Yes, but for Diplomacy only.

+2 votes   reply to comment
=СРБ=Ori`verda
=СРБ=Ori`verda May 1 2011, 10:22am says:

I saw a planet made up out of electric cubes on the menu, what is it, what does it do and how do I get it :D also you seem to have added allot of BSG stuff, nice but why do they have robot voices? and these "Ancients" are they the Stargate Ancients? if not you could rename them to "The Creators" or "The Elders" and if possible add them as a faction.

+2 votes     reply to comment
soase-maelstrom Author
soase-maelstrom May 2 2011, 2:01am replied:

Hi Ori`verda,

"I saw a planet made up out of electric cubes on the menu, what is it, what does it do and how do I get it"
That is a Dyson swarm planet, every version of the mod has it. It has huge pop, logistic and health.

"also you seem to have added allot of BSG stuff, nice but why do they have robot voices?"
The Trade Alliance has BSG ship models. The Replicators have 'robot voices'

"and these "Ancients" are they the Stargate Ancients?"
No, all planet relics (which you find by exploring a planet) are made by the Ancients.

The Maelstrom mod as it is is pushing the hardcoded limits of Sins, so I can't add much more i.e a new race, that is without taking things out.

+2 votes   reply to comment
=СРБ=Ori`verda
=СРБ=Ori`verda May 2 2011, 7:01am replied:

Ah I see, thanks for the reply.

+2 votes     reply to comment
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Release Date
Released Jul 28, 2010
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Maelstrom (Sins of a Solar Empire: Diplomacy)
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