The Maelstrom Mod for Rebellion SoaSE. A epic battle between the six races ... TEC, Vasari, Advent, Norlamins, Replicators and Trade Alliance and their two respective factions Loyalists and Rebels.
PLEASE READ CAREFULLY, NOT FOLLOWING THE SETUP BELOW MAY CAUSE SINS TO CRASH.
Setup for Smooth Gaming
* Sins Rebellion Patch v1.52
Required Effects Settings
* Planet : Detail - High
* Ship : Detail - High , Extras - High , Bump - High
* Building : Detail - Low, Extras - Low, Bump - Low
Optional Settings
* Show Mesh Team Colors - Off
* Show Cargo Ship Icons - Off
* Show Planet Elevators - Off
* Use Colored Skyboxes - Off
Thanks a lot!
Aww yeah, it's finally out! This mod kicks ***!
Gotta say, the Pirate HW2 ships look absolutely amazing!
Are you also planning on releasing an updated manual due to the DLC?
Good question ... haven't looked at the DLC manual for Rebellion to see if there are any substantial additions. Might hold off till I release the full Pirate factions.
Going to check out your mod... Been a while since I looked it over ;) I wish I had the time and energy (and motivation) to create custom effects.
Yes, the effects are a pain to make in Sins. Particle Forge is so basic and trying to make particle effects with meshes is time consuming ... i.e leave it till last
Great job converting... There are some minor weird issues I've seen though.
Vanilla cube mapped vanilla textures are all offset in the poles. Something change with the vanilla textures???
Washed out Advent Loyalist and Vasari Loyalist Titans (possibly a third IIRC). Looks like you downsized the cl texture and wiped out the team alpha layer.
so I am not the only one with those problems, I thought I reported them a long time ago. maybe I didn't, or maybe moddb deleted my comment again... (the cube mapped thing is where the middle of the planets texture conflicts with the poles correct?)
I don't know how long it's been that way. It's been a while since I've touched the mod. But, yes that is exactly what I'm talking about.
the cube mapped thing was rather new, but the titans being all one color is a really old bug, I thought it was just me. guess not
Thanks for the feedback ...
I'll check the planets from the vanllia (new planets should be good)
The Titan textures are huge so I reduced them.
The team alpha layer for the Vasari Loyalist is a interesting problem ... I can't save the new alpha layer (Photoshop). But I thought I copied back the original 'large' texture.
The whole problem with sins+mod size (2GB limit) and texture quality (size) is a compromise as you can't run the mod with full graphics effects (at least for longer games, as the memory loads over time)
Try gimp. It works really well with basic stuff like this.
There's a thought ...
Probably a stupid question, but can this run Rebellion without the DLC?
Should do ...
i wonder is there something new in this mod r6?
see news for R6 release
Is there a way to turn off super dreadnought? Normal dreadnought are perfect for balance. The supers just single-handedly take out everything star bases and titans.
Any one else notice ships on the edge of the gravity well doing nothing but spinning in circles but still taking up logistics points?
Not that I have seen it but ... sounds like fun ... I'll look into it
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the game keeps crashing, first it was a data dump then the game just shut off and no alert would come up - what gives? Didn't have this problem before the 1.52 patch
I have not seen this problem and I have recently tested ... again.
Something here might help ...
Soase-maelstrom.com
Also if you can give me a map/player combo to test then ... I can test more specifically
Is it possible for you to make a compatibility patch so we can play alongside Enhanced 4X mod? so we would have something that changes the vanilla factions and be able to use your new factions? and is that 2GB hardcoded into the game or can we get past it with a LAA tweak?
I like the idea however, it is not straightforward to make mods (especially planet mods) compatible ... and each time a mod (either) is changed or a new patch for sins is released then this would need upgrading. Seems like a lot of work ... time which I don't have.
"is that 2GB hardcoded into the game or can we get past it with a LAA tweak?"
It is a limitation of the OS and that Sins is a 32bit application i.e limits the memory address space to 2GB. I and other have run the LAA with some success, however, there are no guarantees it will not cause sins to become unstable (or some some experts say)
Very good, but this version need always some corrections. For example, Advent progenitor mothership have a problem with the size / form of his shield, the same for others motherships / advent dreadnought, Replicators cannot purchase research for corvettes or launchers (same problem for Advents, for High Tech planets).
Another problem with your mod, all original planets like terran, volcanic, ice, have the same :
Noelshack.com
Look the north of the planet.
Noelshack.com
Noelshack.com
Look this shields (others ships have the same problem). Can you fix it ?
Strange skin for the Titan.
Noelshack.com
Hi Razor-Wind,
Thanks for the feedback ...
Addressing some of your concerns
1. Normally each ship's shield in Sins is a unique mesh (and follows the contours of a particular ship). I have made shields common to classes of ships i.e Titans, Dreads, Capitals, Cruisers, frigates ... this saves 300 meshes (if you include the new races in this mod). Sins has major constraints for RAM usage and the number of meshes.
2. For the original planets .... just remove the planet meshes from the Maelstrom mod folder
3. Textures for some ships (Titans) ... I am aware issue and will fix it for the next release.
Does this mod have it's own Galaxy Forge ?
Yes, there is a folder, in the Maelstrom mod, called Galaxy Forge. I have not tested it on Rebellion yet ...
Great mod
Some planets like Ancients planets have a grid problem. You can only place structures on automatic with this kind of world.
new version for rebellion+DLC, this is great.
SO ******* KEEN FOR THIS !!!!!!! :)
Hmm... I installed it and it shows in the mods to enable in game. But when I enable it, it changes nothing.
Try
Soase-maelstrom.com
in the "FAQ General" section
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Is the DLC required for this?
No
First off, fantastic mod Maelstrom.
I however have only one issue (personally). I don't like the auto production of Dreadnoughts, nor do I even like the Dreadnoughts themselves.
How can I remove them from the game?
Also, same applies to the asteroids. They actually fly TOWARDS my fleets, ruining their purpose.
In the GameInfo of the mod there is a file (text) called
GalaxyScenarioDef.galaxyScenarioDef
Within that file you will find
item "Pirate:Frigate:Frigate_AsteroidLarge_Militia"
item "Pirate:Frigate:Frigate_AsteroidSmall_Militia"
remove the 5 occurrences of each of the above. Also remember to reduce the item count (from 15 to 5)
In the GameInfo of the mod there is a file (text) called
GalaxyScenarioDef.galaxyScenarioDef
For each race and in more than one place there is a single line
item "XXXX:Module:DreadnoughtFactory"
were XXXX is the race (Tec, Phase, Replicators, etc)
remove this line and change the item number (i.e reduce item number by one)
i cant see trade alliance.
See
Soase-maelstrom.com
look under the heading "FAQ General"
strange bug:advent does not have the giant exploitation research
Can anyone point me where to get more maps for this incredible mod? I tried and replaced the file provided in the mod to make maps myself in galaxy forge but it pops up error every time.
Unfortunately I have not made any new maps in Rebellion, so I can only give general advise (till I get around to making new ones myself).
There is a folder in the mod called, strangely enough, "Galaxy Forge". I noticed that the GalaxyScenarioDef.galaxyScenarioDef file in this folder is out-of-date. So copy the above named file from the folder "GameInfo" to the "Galaxy Forge" folder.
Not sure if the GalaxyForge.exe is the current version ... it can be downloaded from
Sinsofasolarempire.com
Just place updates into the "Galaxy Forge" folder of the Maelstrom mod and you should be good to go ...
Tried replacing GalaxyScenarioDef.galaxyScenarioDef but it still gives me "dont send" error. and when I replaced updates from the official website it launches but without maelstrom content like new planets
see
Soase-maelstrom.com
Forums.sinsofasolarempire.com