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: 380525663
Highlights Rebellion (Release 18) 25/06/2022
* Outlaw Sectors DLC (Rampant Militia) - Militia spawn per owner race for Rampant Militia option
* Emergency Defense (Dreadnought Coordinator) Update. Three waves of emergence fleets spawned depending on level of damage to the Coordinator.
* 30 New Galaxy Maps (over 70 maps total added by Maelstrom)
* Replicators Mercury Frigate Replicate ability buffed ...
* 21 new planets (over 50 planets total added by Maelstrom) with unique textures, balance, random planetary abilities, planet unique bonuses, moons
I know you mean release 18 but looking at the title i spat out my drink at the r18 part
Took me awhile to get the humor ... this release of Maelstrom (... is restricted to adults as it...) contains content that is considered high in impact for players.
Is it possible to tone down the pirates early on? The first attack seems to come with 2 capital ships and many cruisers. With even a fairly small bounty placed. Add on even in 10 FFA they seem to favor teaming up bounty on my makes it hard to play with pirates on for me.
Early in the game the Pirates appears as an advanced power ... you can use them in two ways 1. to increase the experience of your Capital ships 2. buy them out to attack your near enemies and slow them down. In the later stages of the game they can be almost ignored.
Awesome!!
Have fun!
Your thoughts on a couple of recommendations for a future version. Resetting titans, I would prefer they act like Caps and reset when they are destroyed? Second is the Vasari phase gate for everybody but much more expensive? Last would be much cheaper starbases for Tec. Since TEX is supposed to be an economic powerhouse I usually mod the starbases to be much cheaper. It help make the game fun without being overrun in the early game. The first two are from minimods I have used and the last is mine. If not no worries.
Also in another mod I saw they were able to auto do upgrades for capitol ships. With the many additional capital ships that would be a nice addition to Maelstrom.
You can do this now, right click on the abilities upgrade icon and it will autoupgrade
I think you know my modding philosophy for Sins ... keep the original races as per the original developers vision. You know how to mod already so keep tweaking to your own vision.
Do the bots correctly get the fleet increase research? in my long games they seem to stay at the lower fleet amount despite having a large amount of research and plenty of resources.
I think it depends on their difficulty. I can say that these are working in my version at least lol. I got wiped out yesterday by an enormous fleet.
This mod is likely the best Sins mod out there. It is fully fleshed out, has a massive amount of additions, has become mature, and works all the time. As long as you fixed 'Strip to the core' on Water planets, that used to crash. I remember the battlestar days, those were really cool models. Anyway thanks again. oh, btw, they updated Rebellion to 1.97 today.
Thanks for your positive comments ... my intention was to double the assets of the original game ... I found 3 races and a few planets/suns just not quite enough.
I will double check "'Strip to the core' on Water planets" to see if it it is still a issue.
Also thanks for letting me know about the update to Rebellion ... will have to release an updated Maelstrom to comply.
Hey I wanted to ask, I saw that under Large Maps you've added Small, Medium, Large random maps (M) - Maelstrom Style. What's the difference? Higher chance of the newer planets or what?
They are new maps (a few are extensions of original maps, such as adding new players) and yes they use the Maelstrom planets more effectively. Just try them and see.
Sins of a Solar Empire 2 was announced today, available for pre-purchase on Epic Games store.
It wasn't just a fantasy then.
That is great news!
Thanks for letting me know.
Means we'll see Maelstorm 2 coming out... provided Sins 2 is mod friendly?
From the little I know and have seen ... some of models in Sins 2 look similar to original Sins ... if the modding tools are similar I will be able to quickly work on a mod (expand from the original). The Sins developers philosophy was based on being mod friendly ... and it served them well over the years.
As the attack force and number of bombers are greater than the fighters, the number of fighters formation can be changed to 10(new faction). Also, is it more reasonable to change the new race supply increase to 3,000? The old races are all 4,000. Considering the intensity, it can be less as appropriate. Also, can the old-race economy be slightly stronger? Like adding a technology that reduces global resource use by 10%
I liked this mod so much that I studied every race carefully and hoped to adopt the balanced suggestions. In addition, I want to ask whether the injury calculation and armor type did not change
"I want to ask whether the injury calculation and armor type did not change." ... I don't understand the question
"As the attack force and number of bombers are greater than the fighters, the number of fighters formation can be changed to 10(new faction)" ... Not sure what you are asking as you can select how many fighter or bombers you have in a fleet.
"Also, is it more reasonable to change the new race supply increase to 3,000? The old races are all 4,000." ... new race generally can field fleets stronger than the new ranges, so the balance is that the original races can field larger fleets.
"Also, can the old-race economy be slightly stronger?" ... I don't what to change the original races ... in actual fact balance can be change substantially if you play against 'harder AI's' or you set teams of AI or latter on in the game the AI's naturally team up against you.
Thank you!I mean the bomber of new faction like pirate is obviously better than fighter,better to change it
A group has 7 bombers, each attack power is 10.It is too strong
You can't compare bombers with fighters as they have different weapon types ... ANTIVERYHEAVY for bombers (optimized for destroying structures and large ships) vs ANTILIGHT for fighter (optimized for destroying other bomber/fights and frigates)
see answer below
thank you! I partially agree with you that the difference between the fighter and bomber values of the original three races is not that great. In addition, the Mercury Frigate's ability of Replicator requires 120 antimatter, but its upper limit is only 100. The Replicator race don't has any ship or structure which can repairs hull, I wonder if it is intentional
"Mercury Frigate's ability of Replicator requires 120 antimatter, but its upper limit is only 100." I thought I include antimatter containment size increase in research ... something I will fix.
"The Replicator race don't has any ship or structure which can repairs hull, I wonder if it is intentional" ... they have the replication ability instead, I don't want to give them too much of an advantage.
Thanks for answering! After testing, other parts of the mod are perfect, and the balance is also good. I personally think that the gap between fighters and bombers can still be narrowed. Now the fighters of the new race are useless, and I look forward to the new version!
I would like to know how you compare fighters and bombers (as they have different roles)?
I would also like to know how you compare new and original fighters performance?
The ratio of base DPS of the fighter group to bomber group. You can see the difference between old(3) and new(4) races. I have seen the calculation formula of different types of armor for different damage attacks before. Although the distribution is different, the total value should not be too different. At least, the original race is designed in this way
Been busy ... I'll look at it later.
Thanks for the info.
The mod is amazing, just one gripe I have had to be that the stock Races get a Major boost in supply and unit capacity when comparing the upgrades compared to the new factions. Is this due to balance reasons?
I haven't altered the original races ... they are the gold standard.
Normally people complain about the new races being overpowered.
Considering how many setup options there are in the game (maps, AI difficult levels, teams, etc) you can find a game setup which suits your gameplay.
It's been a while... I start up the latest version of maelstrom and the terran planet (home world) doesn't have the planet ability anymore and the culture did not spread at all. I was just wondering if this is part of the update or something else is going on. Started with the original races.
Not sure whats going on as I haven't made any large changes ... apart from adding lots of new planets. It could be the particular map you used. I'll have a look... cheers
I'll keep experimenting and see if I can get some answers thanks... Greatest damn mod sins has ever had and will be
Cheers
Why doesn't hull steal work on the Rebel Replicator Titan?
I will have to check
Encountered something that ruined a play... a player that was my ally but turned on me late game the way the ai does, they were pirate rebels, but all their planets became unable to incur any damage at some point, no matter how long i bombard or with how much. Planet health drains to nothing, but every simple planet they have is invulnerable.
Can't find any info on this, there's no indications or anything i can find that conditions this. It's not they're prevented from loss like starbase, they stay full health no matter what. I was replicators, so no means of destroying or stealing the planets.
I would say that a nearby minor factions planet had the ability boost planet resistance to bombardment