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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)

Jun 28, 2014 Full Version 58 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)

Dec 18, 2013 Full Version 76 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)

Sep 10, 2013 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)

Apr 26, 2013 Full Version 14 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)

Apr 26, 2013 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...

Maelstrom Rebellion v1.1 R5

Maelstrom Rebellion v1.1 R5

Apr 6, 2013 Full Version 160 comments

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

Post comment Comments  (50 - 60 of 3,313)
Alessia19
Alessia19 Jul 13 2014, 2:19pm says:

I've a question, its going to be great if its a yes and its still gonna be great if its a no, because I love this mod either way. Could I be able to enable this mod along with another?

+1 vote     reply to comment
Aiakos
Aiakos Jul 13 2014, 1:45pm says:

Pirates so op.Can you do something about it?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Jul 13 2014, 11:16pm replied:

Are you referring to the default Pirates or the new Pirate race.

Also be aware that the new Pirate race is a preview only, a WIP

+1 vote     reply to comment
Aiakos
Aiakos Jul 14 2014, 8:17am replied:

ofc new pirate race,they are unstoppable.ur mod so good,without new pirates would be better. :) I'll wait ur update for this.ty for ur mod.

edit:sry for double comments

+1 vote     reply to comment
HydroAmbience
HydroAmbience Jul 12 2014, 8:29pm says:

Since I haven't seen this anywhere else on here. Why is it necessary for me to turn down the effects/graphics on this modification while ingame?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Jul 13 2014, 11:24pm replied:

For any large mod the RAM used by the game + mod has been a problem since 'day one'

Reason is that Sins is a 32 bit program and has a 2 GB RAM limit. If you go over that limit then ... minidump

The only way a player has to reduce the RAM usage is by reducing the games graphics effects settings

I have spent a very considerable amount of time tackling this problem, even incorporating the 'Sins Optimization Mod'. I consider that Maelstrom is fully optimized. The other possibility I am considering is splitting the mod into two or more min-mods.

Note also there is a 4GB patch which comes with the mod download (see zip file) which helps with the RAM usage. However, there are some caveats with this patch - which have been discussed over the years by the modding community. The latest discussion can be found here ...

Forums.sinsofasolarempire.com

+2 votes     reply to comment
soase-maelstrom
soase-maelstrom Jul 13 2014, 11:28pm replied:

Yes you can have as many of the deployable refineries as the like ... they are independent of each other and the gravity well they are in

+1 vote     reply to comment
Guest
Guest Jul 16 2014, 9:22am replied:

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soase-maelstrom
soase-maelstrom Jul 16 2014, 12:17pm replied:

if you want to micro-manage (by phase jumping around your colonies) ... because the mines are only deployed after a phase jump i.e if they just sit at home they do not deploy refineries (possible one).

+1 vote     reply to comment
Guest
Guest Jul 16 2014, 11:51pm replied:

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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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