The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates. All with their own respective factions Loyalists and Rebels.
Rebellion Version
* Rebellion 1.96 + compatible with all DLC's
Required Game Setup
* If you have a 64 bit operating system and 4-8 GBytes of Ram and a decent graphics card ... then you should be able to run all graphics settings at 'extreme'
* Mod Checksum: 373319297
Highlights Rebellion (Release 17) 22/05/2022
* Bug fix - for Stellar Phenomena DLC - random events no longer causes crash.
* Updated ability - blackout ability of Norlamins Dreadnought. Enemey engines and phase jump are no longer disabled by this ability.
* Home World defense - if the Dreadnought Coordinator, located at the Home World is attacked an large emergency fleet is spawned.
* New minor factions planet abilities - 27 new abilities including race specific abilities.
* New minor factions planets - from 17 to 39 minor faction planets including race specific planets.
* New minor factions planet defense capabilities have been substantially increased, that is more ships and tactical structures.
* New galaxy maps - 25
* Missing planet icons for galaxy forge have been added
Good job) thanks)
Cheers
Awesome!
What changed?
I only ask bc the change log in the new version is still for R16. Thanks again for all the hard work on this!
Yes I forgot to update the release notes in the mod download.
This update took more time an expected as creating planet abilities are very limited within the game ... so lots of trial and error with lots of testing ... but I got there eventually
Awesome!!! Thanks!!
Enjoy!
Hello thanks for the update! I have a question: the dreadnought coordinator is spawning fleets everytime i attack the same home planet. I thought it was spawning fleets just once.Is this a bug or is it normal?
So you found my little surprise!
If you are going to take out a home world you had better hit it hard and fast. The fleet recall is in 10 minute intervals. I can set it to infinity ... if there was a compelling reason.
Is there a way for you to set how many enemy ships are in your home system's gravity well to spawn the fleet?
I played my first game in several updates last night and a single militia ship spawned the entire defense fleet 15ish minutes into the game, which kind of breaks the early game lol
"Is there a way for you to set how many enemy ships are in your home system's gravity well to spawn the fleet?"
Only with a ability you can autocast ... this is a problem because a human player can exploit it.
I have considered a better solution after a few hours spent with various entity modifier lists ... two abilities (one hidden) one passive ... and which will take into consideration enemy fleet sizes and also the level of damage to the Dreadnought coordinator.
Thanks for adding it!! Awesome!!
Is best used for larger maps and middle to late game Home world defense
Great to see the R17 update and the random events fixed! Thank you for your effort great man
It took some time for me to get around to it.
Hope you have fun!
Its not a big deal at all, but will militia ships be turned into your faction's ships eventually? Other mods have done it before and it helps a bit with immersion, but if not its not a big deal.
... its like magic ... done for R17. or at least the minor factions are represented by 7 races
Not sure what you mean. I'm about to start another game, but the game I played briefly as the Norlamins, all my Militia (the ones that spawn at your planets) were random ships from the 3 vanilla races instead of....Norlamin ships
So the Militia you are referring to are the "grey's" (ships and structures) that are generated on unoccupied planets at the start of the game? Which are almost exclusively TEC.
Simple to inter-mix the 7 races.
No I mean if you have the DLC that added the "Rampant Militia" feature that spawns both neutral and Player/AI Empire aligned frigates/cruisers on planets they own, and will respond to threats or attack neutral or hostile neighboring planets automatically and cannot be controlled by the player.
The base game has them be the same ships as the empire you are playing, and most mods now have changed it to be the mod Faction's ships now too. I was just wondering why it hadn't been done for this mod yet, but I also know its not a big deal.
Thanks for clarifying ... I'll look into it
No problem if you don't want to change them if its a lot of effort for little gain.
Also this "Rampant Militia" was what I meant above when I said that those ships attacked the dreadnought building and triggered the reinforcement fleet about 15min into a game; for clarification.
Hopefully I can stop bugging you now :P
Found the setup for "Rampant Militia" in the Gameplay.constants files. Simple to update.
Cheers
Just got done with a really long session and it was really fun, didn't crash on me once, even in the end game.
only bug (?) I think I noticed was that I sent an attack from the Oberyn Rebels minor faction (Replicators) and the system was taken over with some of their ships left over, specifically Mercury Frigates. over the next few hours I kept getting notifications that a "Dark Armada" had arrived where I sent them, but I ignored it. Just went back and looked where I had sent them and there were 139 Mercury Frigates sitting in the gravity well and I can't scuttle them because they belong to the minor faction.
Tl;dr replicator minor faction abilities that let you attack with them replicate forever if they aren't destroyed in the attack
Thanks for the feedback ... I can see how that can happen after a long time and constant attacks from the enemy.
Simple solution is to delete or buff the Mercury Frigates replicate ability
They weren't even being attacked, once the fight for that planet was over, the frontline moved away from there and never came back to fighting, but they kept replicating themselves.
Maybe hostile trade ships, militia or scouts count or something.
"Maybe hostile trade ships, militia or scouts count or something. "
Yes. Basically the ability is triggered when under threat. Passing pirates, raiders (ability of a enemy minor faction)?
So does that mean there will be a small update in the near future or are the changes to militia spawns etc be saved for the next major update? Also good changes, thank you for sticking with this mod over the years.
Cheers. There are a number of things I am planning to tweak and also add ... as the last major update for the mod ... in a week or two.
Thanks very much for the awesome update!
Cheers