Tec Advent Vasari Norlamin Replicator TradeAlliance

Dyson Sphere Ring World Ancient World Enigma World Extinct Planet

Black Hole Magnetar Pulsar Quasar Neutron Star White Dwarf

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

18 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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Post comment Comments  (2810 - 2820 of 3,376)
Hawkopalypse
Hawkopalypse Apr 9 2011 says:

Hi, I just downloaded this and am enjoying it immensely, but I keep getting minidumps frequently enough to interfere with my enjoying the mod. I have Entrenchment 1.051 and still have issues. What should I do?

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 10 2011 replied:

Your hitting the 2GB limit of Sins.
Use the recommended graphics settings for Maelstrom ... if problem persists reduce the settings further.

+1 vote   reply to comment
Hawkopalypse
Hawkopalypse Apr 10 2011 replied:

Thankyou for helping me. What are those recommended settings? I cannot find them.

+1 vote     reply to comment
Hawkopalypse
Hawkopalypse Apr 10 2011 replied:

I checked the install notes, are these the correct settings?

* Planet : Detail - Highest
* Ship : Detail - Highest, Extras - Highest, Bump - High
* Building : Detail - Highest, Extras - Highest, Bump - High

* Show Mesh Team Colors - Off
* Show Cargo Ship Icons - Off
* Show Planet Elevators - Off

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 10 2011 replied:

Yes, you got it.

Another good starting point is

* Planet : Detail - Highest
* Ship : Detail - Highest, Extras - High, Bump - Low
* Building : Detail - Highest, Extras - High, Bump - Low

Which are the default settings of Sins.

Performance is dependent on RAM, your CPU and your graphics card.
If you have less than 2GB of RAM you will have problems.
While playing Maelstrom it is a good idea to stop any programs/processes that take large amounts of RAM (see Windows Task Manager i.e press ALT-CTRL-DEL).

+1 vote   reply to comment
Elite222
Elite222 Apr 6 2011 says:

Well its a mod that was also intergrated into Distant Stars (ex. Savannah Planet, Urban Planet etc)

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 6 2011 replied:

Celestial Bodies by TohKlidan. Yes I am aware of the mod.

+1 vote   reply to comment
Elite222
Elite222 Apr 7 2011 replied:

Ah, you should intergrate it into your mod if you can get permission to do some from them ;)

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 7 2011 replied:

Why? What specifically appeals to you in that mod?

+1 vote   reply to comment
Elite222
Elite222 Apr 8 2011 replied:

Well, more custom planets means a more complex way of playing, plus it might get you more people :D

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 8 2011 replied:

I know where your coming from ... but consider this
1. variety comes from complexity and planets are not that complex they are defined by textures , a one line text string and logistics, a 'random' bonus and possibly a single ability. The most distinguishing of which is a texture. I can make any number of textures.
2. I have no problems adding races and planets etc, however I am limited by Sins itself. Planets take about 11 MB of RAM adding then say 10 planets take 110 MB. With six 'complete' races in the game the 2GB limit to Sins is a challenge too meet. 110 MB is half a fleet for a new race. I've spent a good 3 months, together with integration of TSOP, to optimize the RAM footprint of Maelstrom, I just can't squeeze anymore from the game.
3. A compromise would be to lower the graphics details to the mod i.e ship details or planetary structure details.

+1 vote   reply to comment
Elite222
Elite222 Apr 10 2011 replied:

understood

+1 vote     reply to comment
Elite222
Elite222 Apr 4 2011 says:

Shouldnt we be having R4 by now?

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 5 2011 replied:

Hi Elite222,

Thanks for the interest.

Battling with some unexpected subtleties of planet pipeline effects and textures, i.e rendering of moons for various planets. Also getting the textures just right (i.e eliminating pole pinch, and high quality rendering) for the new planets and moons is taking a bit longer than expected.

However, I am pleasantly surprised with the results! It is a good step forward.

To wet your appetite ... R4 will have about 30 planets, 5 stars and 50 moons all with unique textures and effects.

ETA in about 2 weeks.

+1 vote   reply to comment
Elite222
Elite222 Apr 5 2011 replied:

No battlestar valkery? :(, other then that amazing job on the planets and stuff (Try combining the Celesus Planet's mod with Maelstrom ;) )

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Apr 5 2011 replied:

"No battlestar valkery?"
As I said I'll look into it for R5 which will concentrate on the fleets.
"Try combining the Celesus Planet's mod with Maelstrom"
Which mod?
I think you will find that quality and quantity of the planets in R4 will be a good fit.

+1 vote   reply to comment
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Nov 14 2010 by usnsmith

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