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 86 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 94 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  (60 - 70 of 3,422)
z741
z741

hoping this mod isnt dead

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soase-maelstrom Creator
soase-maelstrom

I have at least one update to Rebellion ... which I have been slowly working on. Can't give exact an release date, in the next month or two

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PDubb
PDubb

Considering the elimination of the pirate faction, would it be ok if I were to continue trying to flesh them out a little bit. I've done some offensive balancing, changed flight behavior as well as research for the pirate faction to make them more of a playable race and I can see how they can be a fine addition. If it's ok with you I would like to see what I can do and send it your way. I agree that the plug and play ease is a great asset others can be much more difficult (sins of the fallen--also my other favorite).

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soase-maelstrom Creator
soase-maelstrom

Sorry for the late reply ... no problems with your continued development ... good luck if you go ahead!

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Guest
Guest

is it pirates?

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soase-maelstrom Creator
soase-maelstrom

I'm taking the pirate race out of the game

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PDubb
PDubb

Just curious, but why are you taking them out?

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soase-maelstrom Creator
soase-maelstrom

It the classic Sins 32 bit OS RAM problem.

Through tests LAA does seem to work to a full 2GB but I think it is flaky also I have read that it works/'does not work' differently on different machines (i.e is not guaranteed to work).

The Sins development team do not recommend LAA.

So I prefer to have a stable mod with reasonable high graphics quality that is simply 'plug-and-play'.

Reply Good karma+2 votes
Guest
Guest

could you possibly post the work you've done on it so far? i'd like to take a crack at it myselfand see if i can't make a standalone mod out of what's already been done.

p.s. i'll of course give you credit

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soase-maelstrom Creator
soase-maelstrom

I have not done much more than what is in the current mod.
The time consuming part are the models, textures and sounds which have been done. Though I could add ... debugging errors ... which I believe the pirate race has at least one (possibly the super-weapon). The GUI textures are all there but are not correctly linked.
I do have new voice overs for the pirates.

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Guest
Guest

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Romulus98
Romulus98

I'm having problems with the latest mod for Diplomacy. I have it inside my Mod folder, but when I actually play the game, I only get the default 3 races, I don't get the 3 extra races from the mod.

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soase-maelstrom Creator
soase-maelstrom

If the checksum on your enabled mod is 0 then you have the mod buried one directory too deep ... this happens because of how unzipping programs work these days, they can create a directory that is the same name as the archive and unzipp everything into it. The mod directory is inside that directory. That's the one you want.

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z741
z741

did you edit the enabled mods txt file?

It works like this

Go here: C:\Users\(username)\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82

open the enabled mods file

make sure this is there:

TXT
Version 0
enabledModNameCount 1
enabledModName "Maelstrom Rebellion R7"

P.S, DON'T ENABLE IN GAME!

Also use the LAA it helps

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Guest
Guest

There is a glitch where the capital ships when "destroyed" aren't actually destroyed. When they don't have hp points, They wander off the gravity well floating lifeless and not exploding.

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NexusCron
NexusCron

The Advent Loyalist and Vasari Rebel titans are all wierd, the colour takes up the entire ship instead of taking up only bits, basically, their texture is nothing like it is in base game. Can you fix please?

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Guest
Guest

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JurisDocta
JurisDocta

Not on the mod team but was this since the last patch? If so, Verify through steam and reaaply LAA/4G patch.

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Highest Rated (10 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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