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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

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

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Post comment Comments  (20 - 30 of 3,338)
Janissaire
Janissaire Sep 10 2014, 10:56am says:

Why you use the diplomacy section?nobody check your mods,make your mod in the rebellion section to.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 15 2014, 12:38am replied:

I do not have the pleasure of understanding what you mean

+1 vote     reply to comment
JurisDocta
JurisDocta Sep 6 2014, 2:06pm says:

TA Rebel Testing results
1. Suggestion: Name for colonization techs should be [planet type] markets. That fits more with their philosophy and differentiates from TEC techs.
2. Tarleton's Superior Weapons ability doesn't match its description.
3. TEC Rebels should have better relations with TA. It's at -10 when it should be IMO -5 or greater.
Other matters.
1. Is Waterworld Supposed to have orbital defenses? Just surprised me because nothing in the description lead me to believe it was an ancient type planet.
2. What is the Asteroids' ability that I see a graphic for?
3. I saw some pirates set up around the planet but they didn't colonize it.
4. Pirates should have the new graphic effects IMO.

Sorry for the slow testing. I've been pulled in a variety of directions these past few weeks.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Oct 15 2014, 12:39am replied:

Thanks for the feedback ... and sorry for the late reply ... have been busy with RL

+1 vote     reply to comment
JurisDocta
JurisDocta Oct 16 2014, 2:01pm replied:

Same. I will try to have Norlamin Rebels game done within 24 hours but I already see a serious bug with the Jelmi leveling that I have to figure out what's going on.

+1 vote     reply to comment
JurisDocta
JurisDocta Aug 18 2014, 7:04pm says:

Replicator Loyalist testing results
1. Is it correct that the Solaris anti-matter is only for making Hords?
2. On the right hand card when hovering the cursor next to a planet the bombers' icon doesn't show.
3. The Helleria Plasma Bomb ability mentions overcharge when there's no overcharge type ability.
4. Interlocked coverage is inconsistent with description
5. When constructing an orbital thumper, the damage changed from 157 to 156 and some of the thumpers have different damage values.
6. Suggestion: Phase jumps ought to be either Red like the Vasari or maybe even purple.
7. Neural attack should have a more visible particle effect
8. Dominion's capture research ability doesn't match ability nor does it have a particle effect.
9. Question: can the Replicator AI ever turn off Disable Engine?

Also:
1. When (a lot of) my forces are in a neutral well and the pirates colonize, is their base supposed to be able to jump away?

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Aug 25 2014, 4:13am replied:

Hi JurisDocta,

As always thanks for the feedback ...

1. Yes
2. Will look into it
3. Will look into it
4. Will look into it
5. Controlled by the game or possibly as a result of interaction with an ability
6. Not sure why ... I seem to remember trying to vary them for each race
7. Possibly, currently it is audio only
8. Capture is limited to structures without shields ... so that they can't capture dreadnought factories. I might expand the structures they can capture though
9. Are you referring to the starbase?

Also
1. Yes, some of the pirate structures can move and jump ... but very slowly

Cheers

+1 vote     reply to comment
JurisDocta
JurisDocta Sep 1 2014, 2:51pm replied:

1. But how much anti-matter is really needed to make a Hord?
6. They look similar for the new races
9. Yes

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Sep 1 2014, 10:12pm replied:

1. Hord generation could probably be just time triggered
6. Thanks ... its been too long since I last looked. Will look into it
9. I could have the AI's Starbase engines enabled. The AI will have them off all the time. The reason I have this ability is that a human player can position (or re-position) a Starbase at a critical defense point and not have it wander off ...

+1 vote     reply to comment
JurisDocta
JurisDocta Sep 6 2014, 1:59pm replied:

9. Perhaps de-sync the cooldown time by a few seconds so an AI Solarus could re-position itself if needed. Just a thought.

+1 vote     reply to comment
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This looks pretty good! :D

Nov 14 2010, 8:47am by usnsmith

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