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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)

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  (2400 - 2410 of 3,305)
sulley1
sulley1 Aug 4 2011, 2:08am says:

I've played the mod for about 3 months now and I've only found one bug with the R4 update. I was playing as the Vlasari on the Hypertions Gates or whatever and my ally was the replicators. They were set pretty high on intelligence, but all they built pretty much was "pathfinders". Oh, and those pathfinders had 5000 attack and 5000 shields and hull. But they wouldn't attack anything. 78 of em sitting at an enemy planet doing nothing. I don't think my ally was building any dreadnaughts either. Don't know if this has been already addressed but there you go!

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 4 2011, 5:22am replied:

Hi sulley1,

Thanks for the feedback. Yes the problem has been noted. The pathfinder is my 'debug mode'. For a fix see

Forums.sinsofasolarempire.com - (Reply #958)

+1 vote     reply to comment
sulley1
sulley1 Aug 4 2011, 3:21pm replied:

Ok sweet. Also, are there any maps especially made with the maelstrom mod? A few of those planet types in bottlenecks and places would create a real interesting fight.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 5 2011, 12:24am replied:

"... are there any maps especially made with the maelstrom mod?"
Not at this stage, we'll see in the future.

+1 vote     reply to comment
Geth_Prime
Geth_Prime Aug 3 2011, 7:05pm says:

did you do something that is causing the AI to build super weapons? or was that Ironclad in the last patch?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 3 2011, 11:24pm replied:

It was the latest Diplomacy patch from Ironclad.

+1 vote     reply to comment
mathis
mathis Aug 2 2011, 12:16pm says:

I do like this mod, but all the new races need a huge balanceing fix!!
The new races ships do deal doubled as much damage as the normal!!

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Aug 3 2011, 1:33am replied:

The fleet logistics, cost and weapons of ships for the new races are approximately twice that of the original races. Having half the number of ships for the new races helps with game slow down for large maps and long games.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 3 2011, 2:43am replied:

Even so I still recognize that the new races require balancing, this is ear-marked for R6. In the mean time consider teaming up races.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Aug 1 2011, 5:38am replied:

Glad you sorted out Galaxy Forge.

"I do not belive the probability rate of your new planets and suns is quite as even as it should be." You could be right, I typically use random maps to test. Will look into the issue, thanks.

"Will review all of your research slots and provide feedback when I have all of my misunderstandings and questions laid out."
Thanks, look forward to your feedback.

"In regards to your new stars, I belive that you should completly eliminate the standard game's stars"
Good idea, I'll look into for R6.

+1 vote     reply to comment
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Released Jul 28, 2010
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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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