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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Highlights Rebellion (Release 9) 08/12/2015

* All Voice Overs replaced
* Taken out the Pirate Race to reduce mods RAM footprint.
* Bug fixes (see below)

Highlights
______________________________________________________________________________
Planets and Stars
* Fixed Planet DLC's problem.

Norlamin
Fixed the Norlamim's colony capitalship amplify energy (3rd ability) ability
Fixed Research "Another Victory", now requires research to use
Fixed Research "Wrath"
Fixed Norlamins rebel and loyalist pictures mixed up (in alliance selection)

TradeAlliance
* Fixed Farscape vessels, missile barrage ability i.e it is overpowered - reduced target count from 5 to 3, reduced damage by 25%
* Improved TEC Rebels relations with TA.

Other
* Taken out the Pirate Race to reduce mods RAM footprint. Will include in Expansion version of the mod
* Taken out auto generating Dreadnoughts. Will include in Expansion version of the mod
* Taken out challenging and aggressive Pirates. Will include in Expansion version of the mod
* Taken out asteroids. Will include in Expansion version of the mod
* Taken out dangerous asteroids. Will include in Expansion version of the mod
* All Voice Overs replaced

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

News for Maelstrom Mod, June 2014, Rebellion

News for Maelstrom Mod, June 2014, Rebellion

News 18 comments

We are pleased to announce the coming eight release of the Maelstrom mod for Rebellion 1.82 + DLC's

News for Maelstrom Mod, December 2013, Rebellion

News for Maelstrom Mod, December 2013, Rebellion

News 4 comments

We are pleased to announce the coming sixth release of the Maelstrom mod for Rebellion 1.8 + DLC's

News for Maelstrom Mod, September 2013, Rebellion

News for Maelstrom Mod, September 2013, Rebellion

News 2 comments

We are pleased to announce the coming sixth release of the Maelstrom mod for Rebellion 1.52 + DLC

News for Maelstrom Mod, May 2013, Rebellion

News for Maelstrom Mod, May 2013, Rebellion

News 2 comments

We are pleased to announce the coming tenth release of the Maelstrom mod for Diplomacy

Maelstrom Rebellion v1.82 R9 (+DLC's)

Maelstrom Rebellion v1.82 R9 (+DLC's)

Full Version 78 comments

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

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

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

Full Version 92 comments

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

Maelstrom Rebellion v1.8 R7 (DLC's)

Maelstrom Rebellion v1.8 R7 (DLC's)

Full Version 78 comments

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

Maelstrom Rebellion v1.52 R6 (DLC)

Maelstrom Rebellion v1.52 R6 (DLC)

Full Version 68 comments

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

Maelstrom v1.37 R10 (Diplomacy SoaSE)

Maelstrom v1.37 R10 (Diplomacy SoaSE)

Full Version 16 comments

Standard Series - the Maelstrom Mod introduces three new races to the SoaSE Universe. The TEC, Advent & Vasari are still found building and battling...

Maelstrom Expansion v1.37 R10 (Diplomacy SoaSE)

Maelstrom Expansion v1.37 R10 (Diplomacy SoaSE)

Full Version 2 comments

Expansion Series - includes a new Flagship of the Titan class. This ship is massive but slow, only a single Titan ship can be in-play at one time. There...

Post comment Comments  (2810 - 2820 of 3,401)
RaGod
RaGod

I have tried the mod, its a lot of fun, but I really dislike the way the Dreadnoughts are implemented, something that strong really should be built with credits and materials instead of antimatter...

Also I read the notes but I jumped into a gravity well with about 15 pirates, 30ish TEC ships and then every asteroid in that grav well turned and went straight into my flagship destroying it.

Is there a way to turn Dreadnoughts and Asteroids off?

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Santa-Ρrʌжis
Santa-Ρrʌжis

I plan on playing without the expansion, I'll wait for dreadnoughts when they release them in rebellion. Asteroids are also just too much for me, they just don't make sense i figured they would just act like mines only bigger, but they don't they home in and knock the crap out of you and no one else. The pirate capitals are fun though, is that part of the expansion?

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soase-maelstrom Creator
soase-maelstrom

"Asteroids are also just too much for me, they just don't make sense i figured they would just act like mines only bigger, but they don't they home in and knock the crap out of you and no one else."

Conceptually these asteroids are attracted by the phase engine emissions of ships. Moreover it is not possible, within the limitations of the Sins AI, to make them maneuver more randomly.

"The pirate capitals are fun though, is that part of the expansion?"
Yes

Reply Good karma+1 vote
soase-maelstrom Creator
soase-maelstrom

"I really dislike the way the Dreadnoughts are implemented ..."

When it comes to the Dreadnoughts there are a number of complex issues as SINs was not designed to handle them (you will have to wait for Rebellion)

There is method to this madness. Consider the following,

1. The AI does not build many Caps
2. There is no way to differentiate a Dreadnought from any other Cap
3. A Dreadnought has to be either a Battle, Support, Carrier, Colony or Siege Cap i.e there will be 2 caps defined as the same type.

Conclusion: the chances of seeing a Dreadnought, built by an AI, is small. This was confirmed through testing.

Question: do you want Dreadnoughts in the game, other than your own?
Question: do you want more than one Dreadnought, per AI player, in a game?

My answer to the above questions is yes!

To implement the above every player gets an equal number of Dreadnoughts. This can only be implemented via an ability via a structure.

Reply Good karma+1 vote
soase-maelstrom Creator
soase-maelstrom

"Is there a way to turn Dreadnoughts and Asteroids off? "
Try the NON-expansion version.

Reply Good karma+1 vote
soase-maelstrom Creator
soase-maelstrom

"something that strong really should be built with credits and materials instead of antimatter..."

An early version of Maelstrom Expansion has Dreadnoughts that were true Caps, were buildable and the abilities required research (I think R1 for Original Sins the Expansion version, not sure about R2).

Reply Good karma+1 vote
Ori`verda
Ori`verda

I agree, asteroids are a pain and dreadnoughts are just unbalanced as they are currently, but i disagree that they are strong or OP, I destroyed one in little less then a minute while "raiding" my enemies capital with a very meager force of one colonizing capital ship and 4-5 starting frigates, I ended up conquering them thanks to the two VERY expansive carriers and some micro-management.

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soase-maelstrom Creator
soase-maelstrom

"I agree, asteroids are a pain and dreadnoughts are just unbalanced as
they are currently, but i disagree that they are strong ..."
They typically start off as 'normal' caps. As they gain experience and hence abilities they rapidly become monsters. At level 6 they become Super-Dreadnoughts, at level 10 ... well bring a big fleet with you.

Reply Good karma+1 vote
Santa-Ρrʌжis
Santa-Ρrʌжis

looks like a pretty good mod, gonna track this
Anyway... is there a big difference between the entrenchment and diplomacy versions of this? I only have diplomacy 1.01 and i was worried it will not work as well so i dled it for entrenchment

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Santa-Ρrʌжis
Santa-Ρrʌжis

btw disregard my first comment about diplomacy and entrenchment versions

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Santa-Ρrʌжis
Santa-Ρrʌжis

About 10 min into the game my screen goes black, the game is running, and I have it at the recommended settings stated in the instructions, why is this happening?

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soase-maelstrom Creator
soase-maelstrom

The most likely reason is that you are still hitting the 2GB limit of Sins. It also depends on your OS, your RAM and your background processes.

Try the default graphic setting for Sins.

Another possibility is problems with your graphics card ... check that you have the latest drivers.

If problem persists tell me your
1. OS (also is it a laptop or PC)
2. RAM
3. Graphics card

PS: These versions of Maelstrom ONLY run for Original Sins 1.191, Entrenchment 1.051 and Diplomacy 1.011.

Reply Good karma+1 vote
Santa-Ρrʌжis
Santa-Ρrʌжis

Actually I fixed the problem i was having by lowering ship extras to high rather than highest, other than that i followed the recommended settings in the instructions. Now it works great

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sithpal
sithpal

any help? wehn i try to play it works well for a few min then it starts flickering untill i cant see anything at all

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soase-maelstrom Creator
soase-maelstrom

Use the recommended graphics settings for Maelstrom ... if problem persists reduce the settings further.

Reply Good karma+1 vote
sithpal
sithpal

so what is the recomended graphic settings for maelstrom

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soase-maelstrom Creator
soase-maelstrom

Its stated in the download section. Its stated in the mod you download. Etc. As a safe mode just use SINs default graphic settings.

Reply Good karma+1 vote
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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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