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

Image RSS Feed Latest Screens
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

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Maelstrom Rebellion v1.82 R8 (+DLC's)

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

Jun 28, 2014 Full Version 66 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 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)

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 15 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  (60 - 70 of 3,342)
Nero_amatam
Nero_amatam Jul 25 2014, 7:19pm says:

Is there any way to combine this mod with the Enhanced 4X mod? What I want is basically the E4X gameplay with the races included here. I already tried laying one over the other. Is there a way to place these races into another mod? If so, how would I go about doing that?

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Jul 28 2014, 10:49pm replied:

Large mods have to be integrated ... they do not stack

+1 vote   reply to comment
Nero_amatam
Nero_amatam Jul 29 2014, 1:16am replied:

I know, I'm asking how to go about integrating them. I don't expect it to be easy or fast, but I want to do it right instead of jumping in blind. Would you mind giving me a few pointers on what I need to do?

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Jul 31 2014, 1:02pm replied:

"I don't expect it to be easy or fast" ... if this your first attempt at modding Sins then it will definitely not be easy or fast. It would not be easy or fast for myself if I attempted it. There is a chap on the sins forum that has integrated several mods for his local group, ask around the forum for help ... maybe he will let you have a copy.

The best thing you can do is join the sins modding community at

Forums.sinsofasolarempire.com

Generally to help debugging turn on LogOutput and ShowErrors. This can be done in the file rebellion.user.setting by setting LogOutput and ShowErrors to TRUE.

The file rebellion.user.setting can be found at
C:\Users\Skylark\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting

1. Main integration file is GalaxyScenarioDef.galaxyScenarioDef
which is found in the GameInfo folder of each mod

2. I am not familiar with Rebellion integration specifically the file RaceSelectDialog.window (found in the folder Window folder of the mods) and whether they stack for races

3. I have done a lot of RAM optimization for my mod, specifically the textures. I have converted everything to the dds format which has the highest compression. What this might mean is that the RAM footprint of the integrated mods will be very large ... and you will experience minidumps to the RAM limitations of Sins. If you use the Maelstrom models exclusively then it will not be a problem

+1 vote   reply to comment
lamphare2012
lamphare2012 Aug 16 2014, 8:46pm replied:

Pirate race cant coloniz the ocean plaent 。No research get it done!This bug is in r8 1.82

+1 vote     reply to comment
Nero_amatam
Nero_amatam Jul 31 2014, 4:52pm replied:

Thanks for your help. I'll go and get started on the forums. Do you know the name of the fellow I should be looking for in particular?

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Jul 31 2014, 7:43pm replied:

I believe his name is XATHOS

+1 vote   reply to comment
JurisDocta
JurisDocta Jul 23 2014, 9:44pm says:

First round of testing...TA loyalist.
1. Nice work with the capship name pools. Having said that, it's a bit confusing to see both "Defiance" and "Defiant". Good work tho.
2. The Ancients World has a little shifting thing the wrap does on each end of the rings.
3. The illusion fighter description doesn't really match the description carrier cruiser's strike force ability.
4. The Titan Foundry can't be built until Damocles prototype IV
5. Are bombers supposed to have autocannons?
6. The Diplo is still a bit screwy with the replicator loyalists liking everyone.
7. The starbase mobility thing keeps appearing in the race selection screen.
8. Even when the Pirates leave a planet they were bombarding, when I finish the job they colonize it. Is that supposed to happen?

So far big improvements Maelstrom!

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Jul 28 2014, 10:55pm replied:

Hi JurisDocta,
Good to have you back
1. Cheers
2. I don't mind the effect. The model is quite complex so fixing it would be time consuming
3. will look into it
4. will look into it.
5. Yes. Does this concern you?
6. I got lost in the complexity of setting this up ...
7. will look into it.
8. Yes, it increase the likelihood of the pirates colonizing

+1 vote   reply to comment
JurisDocta
JurisDocta Aug 6 2014, 8:24pm replied:

5. Does seem a bit strange conceptually for a bomber unit that's all.

+1 vote     reply to comment
Guest
Guest Jul 22 2014, 10:58am says:

This comment is currently awaiting admin approval, join now to view.

soase-maelstrom Creator
soase-maelstrom Jul 28 2014, 10:56pm replied:

Still a couple of weeks away ... the voice overs have taken a lot of time (1500 audio files).

+1 vote   reply to comment
lordzeromih
lordzeromih Jul 21 2014, 12:32am says:

Hey Soase-maelstrom!
I just got around to read the Skylark Series by Doc Smith and (even though it's not that great) I found how nicely you have worked your norlamin ships keeping the best from the books. I am very impressed! Lol after reading Skylark of space i came to view the norlamin Skylark in a whole new light. And I finally understood why the heck it spouts phrases like "Hot Dog, let's go!" or "Check. Investigation underway." XD
You have implemented very fine nuances there. Now I love this mod even more. Very cool.

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Jul 21 2014, 1:25am replied:

Hi lordzeromih,
Glad you read the series ...
"I just got around to read the Skylark Series by Doc Smith and (even though it's not that great)" ... just bear in mind that the The Skylark of Space was written between 1915-1921 and is one of the earliest novels of interstellar travel and the first example of space opera

PS: I hope I won't disappoint you but for R9 I have changed all the voice-overs for all the ships on all the new races.

+1 vote   reply to comment
JurisDocta
JurisDocta Jul 23 2014, 9:47pm replied:

I was more of a Ralph C++ kid myself *holds up "Joke" sign*. In any case it's not a bad thing to change the voice-overs, considering everyone at the TA were sounding like robots lol.

+1 vote     reply to comment
lordzeromih
lordzeromih Jul 21 2014, 8:14am replied:

That's no problem if you have changed the voice overs man... If anything I imagine they will only be even better!
And I agree that considering the era in which he wrote, the novels show remarkable scientific potential. I mean the low frequency sonic cannons, eddy current induced metal melting etc they are actually in reality now! And his theory of powering the Skylark using metal x was pretty neat (disregarding relativity). Even though he treated the women in the novels like porcelain dolls and Seaton seemed to be the finest specimen of humanity :-P
Best luck for R9!

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Sins of a Solar Empire: Diplomacy Icon
Platform
Windows
Developed By
soase-maelstrom
Contact
Send Message
Official Page
Soase-maelstrom.com
Release Date
Released Jul 28, 2010
Mod Watch
Track this mod
Share
Community Rating

Average

9.5

305 votes submitted.

You Say

-

Ratings closed.

Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010, 8:47am by usnsmith

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Embed Buttons

Promote Maelstrom on your homepage or blog by selecting a button and using the embed code provided (more).

Maelstrom Maelstrom
Maelstrom
Statistics
Rank
1,002 of 22,802
Last Update
5 months ago
Watchers
1,005 members
Files
65
News
21
Reviews
87