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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

17 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 59 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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Post comment Comments  (70 - 80 of 3,316)
inka_jk
inka_jk Jul 7 2014, 1:29pm says:

Just a random thing which feels like a bit of a balance issue, but I've only just noticed that the Farscape vessels (I believe that's what they're called, but nonetheless the long ranged frigates for the trade alliance) have the Marza's missile barrage ability, which just feels slightly strong. I know that they often won't have the antimatter for it if they are attacking an enemy since most of their antimatter will be lost to the jump, but it still makes trade alliance really scary, even more than the replicators. Was this intentional or was it meant to be a much weaker version?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Jul 9 2014, 8:54am replied:

"Was this intentional" ... yes.
Missile barrage ability (Farscape) is much weaker than on a capital ...
Haven't noticed any great unbalance ... but willing to revisit

+1 vote     reply to comment
Guest
Guest Jul 6 2014, 2:13pm says:

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soase-maelstrom
soase-maelstrom Jul 7 2014, 2:21am replied:

Pirates are a preview ... I am working on them now.
Also you should be aware that because they maneuver differently to the other races (they use fighter style maneuvering, i.e they are constantly moving) their firepower was increased to compensate.

+1 vote     reply to comment
Coffagenesis
Coffagenesis Jul 8 2014, 4:52am replied:

in my humble opinion they should be static like the other faction. Vanilla frigates dont have a fithing chance againts them, they take to long to turn and fire. I have to admit it`s really creative to make a faction that fights like they do but is better if you make then static. Oh I think the other guy meant the "normal pirates" that raids planets, they are definitely OP, it`s almost 100% guaranteed that you will loose a planet if you get raid. This mod is my favorite Sins of solar Empire mod, keep up the good work sir.

+2 votes     reply to comment
lordzeromih
lordzeromih Jul 24 2014, 10:46am replied:

I second this...

Fighter behavior for frigates is a very cool and impressively applied mechanism but it doesn't fit properly especially to the cap ships. Lol the way they flit through the space with seemingly no inertia compared to their counterparts in other races is just too immersion breaking. And if anything it makes them op. To top it off if they are fitted with better weapons than other races, pirates simply slaughter older as well as newer races. Food for thought!

+1 vote     reply to comment
NoizeSeeker
NoizeSeeker Jul 3 2014, 3:52pm says: Online

Will you be updating the weapon effects for the vanilla factions? The new factions are flashier and seem a lot more scary because of it. Also this mod is a blast.

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Jul 3 2014, 11:32pm replied:

Hi NoizeSeeker,

My development philosophy is the leave the original races as untouched as possible ...

Hope you enjoy your ... blast-ing!

+2 votes     reply to comment
palidins
palidins Jul 1 2014, 11:27pm says:

can u use maelstrom in multiplayer?

+1 vote     reply to comment
soase-maelstrom
soase-maelstrom Jul 2 2014, 1:37am replied:

Though I have explicitly tested this release for multiplayer ... yes people have been playing in this mode

+1 vote     reply to comment
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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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