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Pirates - CapitalShip Pirates - Frigate Longrange Pirates - Frigate Siege
Blog RSS Feed Post news 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)

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

Jun 28, 2014 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...

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Maelstrom Rebellion v1.8 R7 (DLC's)

Dec 18, 2013 Full Version 78 comments

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Maelstrom Expansion v1.37 R10 (Diplomacy SoaSE)

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Post comment Comments  (70 - 80 of 3,376)
JurisDocta
JurisDocta Aug 18 2014 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 Creator
soase-maelstrom Aug 25 2014 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 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 Creator
soase-maelstrom Sep 1 2014 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 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
ronaldtravis56027
ronaldtravis56027 Aug 15 2014 says:

oh i noticed that there are planets that are "colonizable" but i cannot find the tech for these planets any where. i dont have the mod with me now. i am at my bro's house because i am with out internet ATM.. will lwt you know what planets i am taking about, less you already know

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Aug 18 2014 replied:

If you are playing the Pirate race ... they are a preview only

+1 vote   reply to comment
FarengarTheGreat
FarengarTheGreat Sep 28 2014 replied:

Speaking of Pirates, were you trying to copy the mothership from Homeworld? The tall one? Just asking

+1 vote     reply to comment
lordzeromih
lordzeromih Oct 8 2014 replied:

All of the pirate ships are based on Hiigaran ship models. Which suits perfectly imo if you think about their reliance on salvage corvettes (HW1).. :-P

+1 vote     reply to comment
ronaldtravis56027
ronaldtravis56027 Aug 15 2014 says:

i cant seem to find the page for the rebellion maelstrom... can i get some help

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Aug 18 2014 replied:

You have found it ... this is it

+2 votes   reply to comment
JurisDocta
JurisDocta Aug 6 2014 says:

Norlamin Loyalist testing results.

1. Could the Skylark Two hypothetically take over any Advent building next to an upgraded Advent hanger? Just curious.
2. Suggestion: Norlamin Freedom (Loyalist) Pre-6 abilities should only target Allied/Owned worlds.
3. Disrupter Force shows up now but doesn't work. I assume its a radial de-buff based on the description but there's no range set for it. Even if it's a shot based attack, I've seen my turrets take on a TEC force with no passive regen disabling. Is it supposed to work like the Kondalian Carrier's EM Interference because if so...it's not.
4. The Norlamin Freedom's Induced Productivity ability is inconsistent with its description.
5. It doesn't seem like the educator headset does anything. Is there a hidden effect?
6. The Colonization stat doesn't rank right away when I start colonizing neutral worlds.
7. There seem to be a few skips in the soundtrack, particularly with the super Brassy theme.
8. Titan Foundry isn't unlockable until Titan prototype IV
9. Suggestion: Urvanian shield regen should not be available in the beginning.

also,
1. Pirate base did not register to the Sterilizers when I tried to take a Pirate colonized world
2. A TA Lancelet I fought did not have the new capship name for whatever reason.

+2 votes     reply to comment
soase-maelstrom Creator
soase-maelstrom Aug 12 2014 replied:

1. Unfortunately not ... ability distinguishes whether module has shields or not
2. Pretty sure this can't be done
3. Thought I checked it ... will check it again
4. Will look into it
5. It's part of the storyline ... that is all
6. Most probably a problem with the game engine
7. Most probably Sins lagging ...
8. Will look into it
9. It does not give the Urvanian frigate an unfair advantage ... the Norm's need some 'extra' help at the start

1. Most probably a problem with the game engine
2. Will look into it

+1 vote   reply to comment
JurisDocta
JurisDocta Aug 18 2014 replied:

5. Just wish maybe that one had the research effect then maybe have Zone of Force just be the ability maybe? Just an idea.

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Aug 25 2014 replied:

If I recall the Zone of Force is already attached to a researchable item ...

+1 vote   reply to comment
JurisDocta
JurisDocta Sep 1 2014 replied:

Yes but there is a separate research speed/cost upgrade when you research Zone of Force. That is what I'm proposing be shifted to Educator Headset.

+1 vote     reply to comment
soase-maelstrom Creator
soase-maelstrom Sep 1 2014 replied:

Possibly ... being true to the story the "Zone of Force" is a one hit research item. However it does not mean that we can't add something else within the "Educator Headset" research

+1 vote   reply to comment
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