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, September 2011

We are pleased to announce the coming fifth release of the Maelstrom mod for SoaSE.

Posted by soase-maelstrom on Sep 10th, 2011

Release 5 of Maelstrom

The new release sees further optimization in both memory footprint and speed. Attention was focused in the following areas

1. Ship models and textures for the 3 new races
2. Replacing some abilities for Replicator and TradeAlliance Capitalships.
3. Particle effects for ship abilities
4. Update to 1.32 patch

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

The major changes in Release 5 are as follows ...

Graphics and Particle Effects
- fixed visual bug with the Alliance bomber
- altered the color of beam weapon fire for new races

Gameplay
- added new abilities on Replicator and TradeAlliance capital ships

Balance
- Replicator scout frigate balance (for Diplomacy)
- Reduced shield mitigation on Replicator capital ships and TradeAlliance support capital ship.

Research
- Replicator dominion cruiser research tier corrected

Bugfixs
- ability problems on planets Aurora, Rock Giant, and Ice Giant
- Replicators Tritium Cannon (orbital cannon) now does damage to enemy ships upon impact
- Fixed 'Trade' Pact for the Trade Alliance - no more mini-dumps

Models
- replaced models and textures for new races fleets

Planets
- Fixed some planet textures i.e terran, ice, volcanic and desert (for Original Sins)

Pirates
- Pirate raiding strength and growth rate reduced

Post comment Comments
dude3141
dude3141 Sep 11 2011, 12:46am says:

will this release have an auto instaler?

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2011, 2:39am replied:

Hi dud3141,

Looked into it and there is a problem with long file names in a DOS batch installer. Just ran out of time looking for a new hoe and moving. But I haven't given up on the idea.

+2 votes     reply to comment
Grizzly256
Grizzly256 Sep 11 2011, 8:37am says:

I am so happy. this is my favourite mod!, maybe you could put in a new jungle planet. And perhaps change the metropolis planet texture to one more like coroscunt.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2011, 10:00am replied:

Glad you like it. In R6 I will be spending more time on requests, it will be about balancing and tiding up. Jungle planet and 'coroscunt' appearance to metropolis - got it, I'll see what I can do.

+2 votes     reply to comment
Melkart
Melkart Sep 11 2011, 7:08pm says:

New ship models and textures are really great. I just can say thanks for a very good mod.
And i agree with Grizzly256, a jungle planet could be a good idea.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2011, 11:58pm replied:

Jungle planet ... what characteristics / abilities do you recommend?

+2 votes     reply to comment
Melkart
Melkart Sep 12 2011, 6:12am replied:

There could be tradeable goods, such as exotic animal parts.
And maybe plants which could be used to make medicines (as we do on Earth), so the populaton growth would be increased.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 12 2011, 6:43am replied:

That should be doable ... any ideas on a ability for the planet?

+2 votes     reply to comment
Melkart
Melkart Sep 12 2011, 2:22pm replied:

Not for now.

+2 votes     reply to comment
B.O.S.S
B.O.S.S Sep 11 2011, 10:10pm says:

I think the Norlamins passive shield mitigation needs to be lowered. Also whats up with the Norlamin dread being able to pretty much bring it back to full shield every minute I mean with 77% passive mitigation and its weapon damage being almost equal to other dreads it needs a slight nerf like replacing the shield ability with something else. I was watching one of my allies go against one of their super dreads with one of his super dread AND a supporting fleet, and he got ricked rolled. Also I noticed the Vasari dread can only attack with its side pulse beam guns while it is in the middle of an enemy fleet. I think it would be nice for it to be able to attack with all of its weapons with out having to get surrounded.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 11 2011, 11:46pm replied:

Hi B.O.S.S,

Never intended the new races to be completely balanced until late in the mod development ... guess what R6 will focus on!?

Thanks for the detailed feedback, it is appreciated and has been noted. Keep me posted on anything else you find.

+2 votes     reply to comment
B.O.S.S
B.O.S.S Sep 12 2011, 5:58pm replied:

No problem and thanks for taking the time to read suggestions of reviews it really shows dedication for the mod. Also thanks for reading my post it's appreciated.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Sep 12 2011, 7:40pm replied:

You save me lots of time finding bugs and noting areas of improvement ... thanks again.

+2 votes     reply to comment
XtremeRoflcopter
XtremeRoflcopter Dec 3 2011, 8:58pm says:

Me thinks that the trade alliance is a bit overpowered in the terms of autocannons..... but thats because im using them. Either that or the enemy dreadnaughts just need a buff or two.. although id increase the trade alliance dreadnaughts size just because i keep thinking they are capital ships when i look at them.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Dec 3 2011, 9:22pm replied:

Agreed, the new races in general are a bit over-balanced compared to the originals. R6 should cut them down to size.
In R5 I reduced the dread sizes, for the new races, as they are hard to maneuver and keep bumping into thins.

+2 votes     reply to comment
tky2k2
tky2k2 Dec 11 2011, 6:00pm says:

So I just downloaded and installed this mod and also updated my SoaSE Trinity and then realized that the game had been updated to v 1.34 where as the mod install notes say it will work up to only v 1.32. And so after I enable the mod and hit apply changes the game freezes as if to change over but then stops responding. Is there anyway around this? Or does anyone know how to change my update to v 1.32?

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Dec 12 2011, 4:17am replied:

It R5 works with 1.34, a few buttons in the main menu aren't there.
Try turning the graphics effects setting to the default ... its more than likely crashing as Sins+mod is using 2GB or more of RAM.

+2 votes     reply to comment
tky2k2
tky2k2 Dec 12 2011, 5:30pm replied:

So I just tried that and am still getting the same problem. Any other ideas?

+2 votes     reply to comment
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Developed By
soase-maelstrom
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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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