Diplomacy Expansion Series - Includes new Capitalship known as a Dreadnought, a very large and powerful Capitalship that once at level six or beyond can be upgraded into a Super-Dreadnought. Dreadnought's are automatically and repeatedly built by a special factory ... only one unique factory is made available for each player at the start of the game. Also included in the expansion series are more aggressive Pirates capable of colonizing. Finally beware of dangerous asteroids which fill the gravity well of various planets, they can severely damage fleets through collisions.
Hotfixes for 1.31 version
1. Pirate balance adjusted
2. Ability problems on some planets fixed, i.e shields on enemy craft don't go less than 0.
3. Shield mitigation on Rep Capital ships reduced, also TA support Capital
4. Visual bug with the TA bomber
I've been a huge fan of this Mod for quite some time now, so just wanted to say THANX!!!
One question tho- Is there any way to limit the number of Dreadnaughts, or remove the factory that produces them for custom maps in map creator?
Sometimes in certain games they are just a bit too much/too many for my personal preferences...
I just want to make them feel a bit more valued to own, and also more ominous when a fleet shows up and it's like- OMFG! They've got a Dreadnaught!!!
Regardless, I love this Mod! The Planets and Stars are fantastic and I love the races and backstory as well
Thanx again!!!
....And by the way-
Those F'n Pirates are viciously cool!
Bump, and ZOMG pirates hurt late game.
Hi IceBlade09,
You'll find the pirates a lot tamer in 1.31 ... maybe too tame!?
Hi AKICITA,
Glad you like the mod.
The Dreadnoughts are a ticklish problem. Sins doesn't differentiate between them and other capital ships. I prefer having several in the game, per race, instead off just the human players building them. Rebellion should be different though!
BTW:
"OMFG! They've got a Dreadnaught!!!"
should be ...
"OMFG! They've got a Super Dreadnaught!!!"
That's when you start to sweat!
Just another thought regarding the Dreads-
It seems that they do take up some Capitol Ship slots, but don't use any fleet capacity points. What do you think of the idea that they should use a large amount of those points, say, 200-300, which would make them vastly more valuable and meaningful?
As it is, they just continuosly spawn from the Coordinator in all races, seemingly without limit? (However, I DID have the great thrill of dropping into a Pirate base late game with 14 Super Dreads & a well balanced fleet when they had many HUNDREDS of ships, with multiple extra bases for a massive battle.... Ahhh, SWEET VICTORY!!)
I suppose it all comes down to what ones style of play is...
I'm looking forward to hearing your thoughts!
Anyway, I think my new tagline will be:
"OMFG! They've got a SUPER Dreadnaught!!!"
The Dreads take one fleet slot - if you don't have a slot when the Factory tries to spawn you loose the Dread.
The very first expansion release i.e Maelstrom Expansion v1.191 R1 (Original SoaSE), which was a year ago had Dreads implemented the way you suggest i.e as buildable capitals. You had to research their abilities also. Unfortunately to keep balance and have more than one or two (per race) it was not a good solution. This is because Sins see's the Dreads as just another cap and the chances of building one is 1 in 6. As the AI doesn't build 6 caps (most of the time) you would be lucky to see even one Dread in a game. There was a lot of testing and discussion on this issue on the Maelstrom Sins Forum's (starting around page 12)
With the current implementation of the Dread's every player gets a Dread at the same time - i.e it is balanced - and there are several in-play at the same time. I can control the rate that the Dreads are produced.
"Anyway, I think my new tagline will be:"
How about ...
""OMFG! They've got a SUPER Dreadnaught fleet!!!"
Thanx, and two thumbs up!
CRAP!! I gotta go
Somethin on HUGE just popped into my gravity well.............
OMFG! They've got a SUPER Dreadnaught FLEET!!!!!
Damn I see them too ... shall I bring my fleet in?
Hi I just download'd your mod, and well I place it in the location you told me to and in game the mod comes up on the list but when I try to activate it my games crashes. I'v got the original game version 1.191 and I'm running windows 7. The game runs perfect when the mod isn't turn'd on, I'v set all the graphics to high like you said but it still crashes. please help . . . and also when it crashes I get a minidump.
I just realized I got the wrong mod >.< . pay no attention to my idioicness
1. Dreadnaughts are allowed to continuously spawn with negative capital ship points. I also think their fleet cap usage should be 75-100, not because of their power, but some players not increasing fleet cap and tax% to maintain using them.
2. Can the original planets have some bonuses added, or reduce some of the bonuses of the newer planets? Some of the newer planets make many of the original planets completely obsolete, especially in a random generated map. I think the newer bonuses work well with the addition of dreadnaughts being able to do so much damage.
3. Can the Dangerous asteroids be slowed down some? It'd be nice if you could have them do "orbits" around planets in wide arcs to randomly collide, but I see they are like ships with a short range ability. I noticed early game that without a dreadnaught these are pretty much impossible to take out as the gravity wells have 10.
4.Can planet bombing cause a gravity well debuff? based on the % of the populace left is the build, income speed ect...
5. Is it possible to add a competition mode to the settings? Such as limiting or disabling experimental weapons, limiting capital ships, and or max researchable tier?
These are mostly suggestions,I messed around with galaxy forge and some of the basic codes like damages and costs in the past, but never really messed with the core play. Appreciate the long hard work. Great job.
Hey scudhawk, I have the same issue going on w Dreads, but as you can see from my previous post, soase-maelstrom responded.
soase-maelstrom, perhaps this is a bug or just something forgotten in the punch-list? I finished a game over the wknd with 24 Dreads (10 SUPER, Bwaaa-hahahaha!!!) and 11 assorted Caps for a total of 35!
So, it looks like the slot limiter isn't working?
Also, I saw in an earlier post sometime back that the Replicator Pathfinder ship (5000 hp) was going to be addressed in this release... They haven't changed in mine, (Maelstrom_Diplomacy_Expansion_1.31_4) and once you get a couple alone in a system (from AI player leaving them alone in a gravity well) and you dont discover them for an hr or so, they just reproduce by hundreds & HUNDREDS! A real gamebreaker as it slows everything down tremendously and putting a most MASSIVE fleet doesnt do any good, as they REPLICATE just as fast as you can destroy them, ARRRGH!!! Guess that's the danger of the 'Cators, eh? LOL!
Still - INCREDIBLE MOD!!!
I saw the 5k hp pathfinder once as well, I assumed it was supposed to be like that.
The Replicator scouts are in my 'test mode'. I'll fix it for R5.
Hi scudhawk,
1. The implementation of the driven by the limitations of Sins. The options, based on the limitations, are
a. AI race builds 1 dreadnought per game and human player/s builds fleets of Dreadnoughts, i.e in-balanced game play
b. All races get a dread at the same time and at regular intervals, i.e multiple dreads in-play.
As I have told Aicita, I have implemented it both ways.
2. The planet balance for R4 is not the final balance. I will be looking at races and planet balances in R6.
3. The dangerous asteroids are meant to slow players down. Play the standard series if you don't like them
4. I don't think so, also just be aware that planets can only have 1 ability.
5. Other than the number of orbital research centers the only way of affecting research is by planetary Artifacts.
Thanks for the feedback.
Just want to thank you again for clarifying, being so attentive to us Players here, and helping us to understand the way things work in the game
Still playing the hell out of Maelstrom, and Loving it!
My pleasure.
AKICITA Jul 28 2011, 10:40am says:
Just another thought regarding the Dreads-
It seems that they do take up some Capitol Ship slots, but don't use any fleet capacity points. What do you think of the idea that they should use a large amount of those points, say, 200-300, which would make them vastly more valuable and meaningful?
As it is, they just continuosly spawn from the Coordinator in all races, seemingly without limit?
soase-maelstrom Jul 28 2011, 7:08pm replied:
The Dreads take one fleet slot - if you don't have a slot when the Factory tries to spawn you loose the Dread.
scudhawk 47mins 58secs ago says:
1. Dreadnaughts are allowed to continuously spawn with negative capital ship points. I also think their fleet cap usage should be 75-100, not because of their power, but some players not increasing fleet cap and tax% to maintain using them.
Dreads take one Capital Fleet logistic slot (you don't need one available), also they take one fleet logistic slot (require one available when they are built).
"What do you think of the idea that they should use a large amount of those points, say, 200-300, which would make them vastly more valuable and meaningful?" ... As I have said before this implementation would result in the Human player having multiple Dreads and the AI player having 0-1 (typically). Its a limitation of the game. I will in the long run just reduce their build rate and reduce the strength of the super-dreads.
IceBlade09 Jul 27 2011, 4:55pm replied:
Bump, and ZOMG pirates hurt late game
Gotta find and kill 'em quick, or just play w Pirates disabled
To be frank I think this comment was based on the pirate implementation for the previous release of the mod and not this release. The pirates have been tamed somewhat in this release ... and yes the pirates do grow, so for very long games its a good idea to prune them!
Yeah, now I just play without the 'Cators, or VERY limited (as in EASY) 'Cators
The Advent dreadnaught is quite weak, was it meant to be more of a support role? To be honest I think it balances better the way it is built. It did not replace a fleet as a single ship, yet its abilities made it more flexible than a meteor meat shield.
"The Advent dreadnaught is quite weak, was it meant to be more of a support role?" Yes, I'll be backing off the Dreads strength for the other races also. The Dreads were introduced to take on (or balance) Starbases.
Urvanian units supposed to have 77% mitigation at start?
The Norlamins have no weapons upgrade research ... shields and armor are their strength. They also have increased shield mitigation in their own culture.
Hey i just started a replicator game and i noticed i didnt have the dread factory did i do somethign wrong?
Dreads are in the expansion series
Should i feel dumb?
No sweat!