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Pirates - CapitalShip Pirates - Frigate Longrange Pirates - Frigate Siege
Blog RSS Feed Report abuse Latest News: News for Maelstrom Mod, June 2014, Rebellion

16 comments by soase-maelstrom on Jun 28th, 2014

Highlights Rebellion (Release 8) 28/06/2014

* Updated to new patch, v1.82
* Bug fixes (see below)
______________________________________________________________________________

Research
* Norlamins      ... fixed description for "Capital ship labs" researches, to distinguish which
                         research will enable Military labs or Civilian labs
* Replicators    ... "Advanced Launchers" research available with two ties of Basic Launchers research.

Graphics
* Replicators     ... fixed tradeship and refinery ship hub icons
* Replicators     ... fixed mines textures
* Varsai             ... fixed Titan team mesh color
* Trade Alliance ... fixed planet bombing particle effects

Balance
* Replicators     ... reduced the firepower of Replicators Tractor and Thumper Defense platforms
* New Races      ... modified Racial Inclination and Faction Relations between Races and Factions

Abilities
* Norlamins      ... Urvanian light frigates gets shield regenerate ability
* Norlamins      ... fixed Defense Platform "Disruptor force" ability, also included tiered Research
* Norlamins      ... Titan ... fixed ability position mix up ... total control <-> mind dampening
* Norlamins      ... upgrades for cosmic ray collector enhance all of the collectors abilities
* Replicators    ... added explicit ability and research "Grav Tractor" to the Defense Platform
* Trade Alliance ... fixed Defense Platform ability "Augmented Defense"

Other
* Trade Alliance ... fixed diplomatic stats reporting
* New Races      ... fixed quick start, i.e light frigates for new races
* New Races      ... fixed an number of descriptions
* New Races      ... increased the name pool of Capitalships and Starbases for all new races

Apologies
* Haven't done much work of the Pirate race and so they are still very basic
* Haven't found bug with Pirate race

Thanks
* lordzeromih, JurisDocta and others who gave detailed feedback for this release

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Maelstrom Rebellion v1.82 R8 (+DLC's)

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The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and Pirates...

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Post comment Comments  (10 - 20 of 3,313)
ronaldtravis56027
ronaldtravis56027 Aug 15 2014, 4:08pm says:

i cant seem to find the page for the rebellion maelstrom... can i get some help

+1 vote     reply to comment
JurisDocta
JurisDocta Aug 6 2014, 8:33pm says:

Norlamin Loyalist testing results.

1. Could the Skylark Two hypothetically take over any Advent building next to an upgraded Advent hanger? Just curious.
2. Suggestion: Norlamin Freedom (Loyalist) Pre-6 abilities should only target Allied/Owned worlds.
3. Disrupter Force shows up now but doesn't work. I assume its a radial de-buff based on the description but there's no range set for it. Even if it's a shot based attack, I've seen my turrets take on a TEC force with no passive regen disabling. Is it supposed to work like the Kondalian Carrier's EM Interference because if so...it's not.
4. The Norlamin Freedom's Induced Productivity ability is inconsistent with its description.
5. It doesn't seem like the educator headset does anything. Is there a hidden effect?
6. The Colonization stat doesn't rank right away when I start colonizing neutral worlds.
7. There seem to be a few skips in the soundtrack, particularly with the super Brassy theme.
8. Titan Foundry isn't unlockable until Titan prototype IV
9. Suggestion: Urvanian shield regen should not be available in the beginning.

also,
1. Pirate base did not register to the Sterilizers when I tried to take a Pirate colonized world
2. A TA Lancelet I fought did not have the new capship name for whatever reason.

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Aug 12 2014, 9:15am replied:

1. Unfortunately not ... ability distinguishes whether module has shields or not
2. Pretty sure this can't be done
3. Thought I checked it ... will check it again
4. Will look into it
5. It's part of the storyline ... that is all
6. Most probably a problem with the game engine
7. Most probably Sins lagging ...
8. Will look into it
9. It does not give the Urvanian frigate an unfair advantage ... the Norm's need some 'extra' help at the start

1. Most probably a problem with the game engine
2. Will look into it

+1 vote     reply to comment
JurisDocta
JurisDocta Aug 18 2014, 6:58pm replied:

5. Just wish maybe that one had the research effect then maybe have Zone of Force just be the ability maybe? Just an idea.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 25 2014, 4:05am replied:

If I recall the Zone of Force is already attached to a researchable item ...

+1 vote     reply to comment
JurisDocta
JurisDocta Sep 1 2014, 2:48pm replied:

Yes but there is a separate research speed/cost upgrade when you research Zone of Force. That is what I'm proposing be shifted to Educator Headset.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 1 2014, 10:14pm replied:

Possibly ... being true to the story the "Zone of Force" is a one hit research item. However it does not mean that we can't add something else within the "Educator Headset" research

+1 vote     reply to comment
GenezisO
GenezisO Aug 1 2014, 9:31pm says:

Join our fan group guys :)
Moddb.com

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 12 2014, 9:06am replied:

Will do ... Cheers

+1 vote     reply to comment
lamphare2012
lamphare2012 Aug 16 2014, 8:45pm replied:

Pirate race cant coloniz the ocean plaent 。No research get it done!This bug is in r8 1.82。

+1 vote     reply to comment
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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010, 8:47am by usnsmith

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