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Highlights Rebellion (Release 14) 30/12/2018

* Compatibility - updated Maelstrom compatibility from Rebellion patch 1.92 to 1.93
* Compatibility - updated Maelstrom compatibility for Minor Factions DLC
* String work - fixed a number of strings
* Starbase - increased the maximum ability levels, from 8 to 16
* Starbase - all races Starbases have gravity well movement similar to Vasari Starbase
* Ability work - fixed Tec Dreadnought ability missile attack icon and string
* Ability work - fixed Replicator Starbase hoard frigate production
* Fighter movement - Capitalship's of Pirates race no longer use Fighter Attack movement. reduced Capitalships firepower by 50%
* Dreadnought - for all races the Dreadnought initial Hull and Shield have values of 3000
* Dreadnought - for all races the Dreadnought leveling-up values for Hull ans Shield, increased from 250 to 500
* Research - Transcendence Research Balanced between races

News for Maelstrom Mod, July 2018, Rebellion

News for Maelstrom Mod, July 2018, Rebellion

News 6 comments

We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 13) 1.92 + DLC's

News for Maelstrom Mod, April 2017, Rebellion

News for Maelstrom Mod, April 2017, Rebellion

News 12 comments

We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 12) 1.9 + DLC's

News for Maelstrom Mod, September 2016, Rebellion

News for Maelstrom Mod, September 2016, Rebellion

News 8 comments

We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 11) 1.85 + DLC's

News for Maelstrom Mod, July 2016, Rebellion

News for Maelstrom Mod, July 2016, Rebellion

News 14 comments

We are pleased to announce the coming eight release of the Maelstrom mod for Rebellion 1.85 + DLC's

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Maelstrom Rebellion Expansion v1.93 R14 (+DLC's)

Maelstrom Rebellion Expansion v1.93 R14 (+DLC's)

Full Version 20 comments

The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...

Maelstrom Rebellion Expansion v1.92 R13 (+DLC's)

Maelstrom Rebellion Expansion v1.92 R13 (+DLC's)

Full Version 16 comments

The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...

Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Maelstrom Rebellion Expansion v1.9 R12 (+DLC's)

Full Version 74 comments

The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...

Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

Full Version 114 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the...

Maelstrom Rebellion v1.85 R10 (+DLC's)

Maelstrom Rebellion v1.85 R10 (+DLC's)

Full Version 52 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the six races ... TEC, Vasari, Advent, Norlamins, Replicators and the Trade Alliance, with...

Maelstrom Rebellion v1.82 R9 (+DLC's)

Maelstrom Rebellion v1.82 R9 (+DLC's)

Full Version 106 comments

The Maelstrom Mod for Rebellion SoaSE. A epic battle between the seven races ... TEC, Vasari, Advent, Norlamins, Replicators and the Trade Alliance, with...

Comments  (0 - 10 of 3,798)
Juan_Ca
Juan_Ca

Hello, first of all I think the last changes were really positive, now the AI can stand against pirates and this don't mess some maps were pirates could just oblierate you before expanding, that was a major issue for me, just wanted to add some bugs to the list, I am currently playing the R14 version:

_ When capitals ships are destroyed, some ship debris after the explosion just glitch, instead of floating dinamically the animation turns 90 degrees every 1 second. Weird because all other animations like rocks floating works good.

_ The rebel auto spawning ships and the ones that are by default lurking the planets initially can go over planet orbit limits, I found my ships pursuing them in the middle of hyperlanes a couple of times.

I don´t know if this ones were included with 1.93 or are amd drivers related.

They weren't there when playing 1.9 with the R12 version, but that was with an intel hd graphics.

Over all really good job!!, this mod keeps me playing the game, it is like a must have expansion that enhances an old game, similar to what I feel with the Age of Empires 2 new expansions made by the modders community.

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soase-maelstrom Creator
soase-maelstrom

"The rebel auto spawning ships and the ones that are by default lurking the planets initially can go over planet orbit limits, I found my ships pursuing them in the middle of hyperlanes a couple of times." ... I assume you are referring to the pirate raider (base game pirates), sorry but this is a feature of the implementation

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Juan_Ca
Juan_Ca

Hi, no sorry, my explanation was poor, I was refering to ships literally crossing the hyperlane but using their sub light engines. That applies for the ships from outlaw sectors and the rebel ones that the game spawn near planets that are not colonized. They seem to try to escape but instead of jumping they flee using sub light engines until the middle of the hyperlane most times, of course my ships can only go behind them because of the auto attack or if I specifically tell them to attack, but you can´t move to that place using the mouse pointer.

If my ships are in the middle of the hyperlane and tell them to jump, they just do a mini jump to the other planet.

Here, I uploaded an image that I could catch, in this case the fighters and bombers from my carrier pursued some ship way out the orbit and were returning back.

Flickr.com

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soase-maelstrom Creator
soase-maelstrom

I haven't noticed this ... it would a base game issue not a mod issue as I haven't altered/used any features of the outlaw sectors

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Juan_Ca
Juan_Ca

Hey, me again, I had some time and tested the game on my notebook and the first bug wasn't there, probably is related to AMD drivers or Windows 10 then, it is also in the base game, so not the mod fault at all.

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soase-maelstrom Creator
soase-maelstrom

Others have noticed this issue before ... and I have come to the same conclusion after inspection.

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[SSC]Borealis
[SSC]Borealis

Even more bugs here for you, at least one cant be intentional, the other one just seems very… weird. They both deal with pirates, one with the Raiders and one with the loyalist´s factions Illustria Titan.

First about the raider thingy. They colonize worlds during their raids (okay, neat), and spawn some buildings and units on captured planets. Also cool. But is it intentional that these buildings can MOVE? In the case of the defense platforms, it seems interesting, and they actually keep their ability to shoot. But factories/broadcast centers that move around? I found out about this when i captured one of these structures with the Trade Alliance Cygnus Battlecruiser (WHICH, BTW, CAN CAPTURE DREADNOUGHT FACILITIES THAT BUILD OTHER FACTIONS DREADNOUGHTS!). These structures also loose their normal abilities (Building ships/spreading culture). Here comes the question in mind, are they treated like ship-entities because they are spawned rather than built?

The same game has also shown me that the buildings on these pirate planets can be pushed around by sending ships through them; they would just move the buildings (including that pirate base building that gets spawned for whatever reason, looks like the pirate base planet (just with less colour) and has the size of a starbase) out of their way if they got a move order that would require them to fly through the structures.

Second, and i dont see where this can be intended, is a bug with the Illustria titan´s abilities "Hijack" and "Pirate Panic". "Hijack" actually has 2 bugs, one lesser however. The worse bug is the following:
When leveling Pirate Panic, it enables Hijack, and vice versa. This is more than annoying, believe me. You cant really see what you get from the next Level of the ability, as you level another ability than advertised. This certainly needs fixing for the next release. It can be played, but you need some patience because you will fall for it at SOME point.

The lesser bug about Hijack is that it is called different when it is active and you have to deactivate it. So basically you activate Hijack but deactivate the same Thing just it got another name for the time it was active. Just a bit immersion breaking, but not at all as game-confusing as the previous one.

A question about one of the pirate starbases abilities, the stun field - do the pirates use 5th and 6th order technology as described in its tooltip?

Now, to some general not-bug-related-feedback.
The mod is incredible. Otherwise i might not have taken the time for all my comments, but i wish the best for this mod and the people (the single person?) behind it. And i wish everyone else to enjoy it as much as possibly possible too.

My Feedback:

-Norlamin are fun to play, but rebels can get slightly op at lower difficulties (while im STILL not capable of more difficult Things :( )
-Normal races generally feel weaker than your new added ones, they probably should get some buffs
-The planets feel destinct from one another and their unique design makes the galaxy feel much more alive, which is great in this game!
-New races are destinct from each other and the core ones, however they have one thing they are all equal in, starbases. These are all the same, which doesnt feel all too well. (Besides design obviously)
-Every design is brilliantly done and looks stunning, really helping the immersion.
-Having one Trade Alliance player in-game can cause lags and projectiles not being rendered anymore due to the excessive use of fighters. Please consider emstrengthening their weps and armor mainly rather than giving them more squadrons/fighter per Squad. Performance issues are there and lags can take seconds.
-The background of the build-cons the pirates use has the same colour when you can/cant build something and its therefore different to tell if you can or cant do so. Maybe just change that colour to a slightly brighter tone so it can be easier differentiated between the things you an and cannot build. Just an idea to make them slightly more user-friendly.

So yeah, i have excessive fun with this mod, i had it in the past and look forwards to its future!

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soase-maelstrom Creator
soase-maelstrom

Thanks for the feedback.

With regards the pirate structures ... they are in fact ships ... there is no way to spawn structures in Sins ... hence all the behavior you are seeing is a result of this limitation.

Will look into "Hijack" and "Pirate Panic" ability swap.
Will look into strings descriptions.

Glad you are enjoying the mod

Cheers

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[SSC]Borealis
[SSC]Borealis

Bug report!

When Trader alliance rebel Dreadnough is missing enough antimatter to use the ability, the string for the overcharge (or whatever its 2nd ability is called) is missing. This also happens whenever the ability gets used, until it turned off.

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soase-maelstrom Creator
soase-maelstrom

thanks ... has been noted

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Nikzzz
Nikzzz

I sent you 3 message via your SINS Forum.. Each one are related to:-

---- Titan Ability Rework & minor attack pattern
---- New variants of Dreadnoughts for all factions
---- Powerful yet interesting flagship gameplay..

Most details regarding it are posted at your profile... FYI i've mentioned it before in 2018 but i bet you're too busy working on your project so i'm here to ask again...

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soase-maelstrom Creator
soase-maelstrom

Thanks for ideas ... have read them ... they are interesting, though I would not be interested in implementing all of them.
Unfortunately I am busy with real-life ... working on my new home.

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Nikzzz
Nikzzz

Also, question related to Dreadnought parts...

Why those Dreadnought aren't equipped with related factions special weapons like Traders Railgun, Advent Psionic Surge, Vasari Phase Cannon???

If it's too much problem, these weaponry could be just added to sub-factions which use it the most like:- FYI

TEC Rebel Railgun used on Ragnarov, Psionic Surge used on Eradica & Phase Cannon used on Vorastra...

Unless you guys planned on adding these weaponry on modified Flagships instead, i'm fine with it.... PLEASE DISCUSS IT WITH YOUR TEAM SOMEDAY

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soase-maelstrom Creator
soase-maelstrom

Not sure why I should change the Dreadnought weapons?
The Dreadnoughts have been in the mod since "Entrenchment".
BTW I am the sole developer/team ... always have been.

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Nikzzz
Nikzzz

One last thing... Does Railgun Cannon becomes Pirates special weapon???

Everytime i faced against either AI Pirate or rogue Pirate unit equipped with Railgun, it seems that it's firepower are much stronger than Ragnarov at base value..

It's frustrating though... I like Railgun weaponry but facing against fleets of Pirate Cap Ship equipped with Railgun, it like destroys my base defense like small flies many times....

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Nikzzz
Nikzzz

Not change it but add it though...
Most of it's weaponry can remain the same..

I'll give the example related..
--- TEC Octinev's frontal Missile Launcher can be replaced with --Railgun
--- Advent Ashlaria frontal Plasma Launcher can be replaced with Psionic Surge
--- Vasari Draumilus Phase Cannon can be fired from both flanks although only one cannon per flanks..

FYI... Just some suggestion and no offense here except pure interest...

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Nikzzz
Nikzzz

Another question that been bothering me for a long time....

WHY ADVENT'S ASHLARIA Dreadnought looks alot similar to Helleria Titan??? Why there's no Advent units that can fire Psionic Surge weaponry other than Eradica Titan???

Is there any specific reason to it??????

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soase-maelstrom Creator
soase-maelstrom

"WHY ADVENT'S ASHLARIA Dreadnought looks alot similar to Helleria Titan???" ... They don't look alike.
"Why there's no Advent units that can fire Psionic Surge weaponry other than Eradica Titan???" because the Psionic Surge is a Titan weapon.

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Nikzzz
Nikzzz

Understood.. I'm not forcing you to add it at all.. Just hoping that just one of it would be much better in the next Maelstrom update someday...

Either adding 1 more variants of Dreadnought or rework Flagship to become powerful fighting entity amongst defensive battle is the best i could ask you to discuss with your team

FYI.. I'm not asking you to neglect real-life part as i can understand that everyone has their own life as well..

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soase-maelstrom Creator
soase-maelstrom

I am not sure what you mean by Dreadnought variants ... as they already have abilities variants for each faction ...
I has been a long time since I played with the flagships ... I personally don't think it is interesting

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Nikzzz
Nikzzz

Other variants could be like: -

--- Supercarrier (Battlecarrier-type) works like any other cap ship carrier except it's capable of holding on it's own against enemy cap ship for a time unlike any Carrier-type Capital Ship although it should have larger strikecraft squadron.. Closest example to it are TEC Octinev..

--- Megacruiser (Battlecruiser-type) works like any other cap ship battlecruiser except it's capable of facing against medium-sided fleet for a time on it's own unlike any Battlecruiser-type Capital Ship although 25% slower in mobility.. Closest example to it are TEC Octinev..

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Nikzzz
Nikzzz

Regarding to Dreadnought Variants, Most of the Dreadnought existed are Battleship-type which deals heavy assault on the frontline battle..

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soase-maelstrom Creator
soase-maelstrom

Exactly what they were designed for (since entrenchment and the addition of Starbases) ... super-Dreadnoughts are Starbase killers

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Nikzzz
Nikzzz

In respect to these reason too thats why i suggest these weapons added to certain sub-faction...

TEC Rebel - Railgun
Advent Rebel - Psionic Surge
Vasari Loyalist - Phase Cannon

In addition, Supercarrier should have 16 squadron with 5 fighters or 4 bombers or instead 12 squadron with 9 fighter or 7 bombers at max level...

Megacruiser equipped their weapon at all side which allows them to face enemy ships from multiple directions although their weapon are light to medium-type damage weaponry...

FYI... It's the best i can suggest & NOT FORCING YOU TO MAKE THIS AT ALL.... JUST SOME REFERENCE FOR POSSIBLE UPDATE IN THE NEAR FUTURE...

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Nikzzz
Nikzzz

One question, do you guys plan on adding a different type of Dreadnought for each factions??? Although new one require certain condition needed to be fulfilled...

Is it possible someday to have it added into the mod someday between late 2019 till mid 2020??? ((Just my guess though))

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soase-maelstrom Creator
soase-maelstrom

No I will not be making Dreadnought availability dependent on research ... it would ruin the balance amongst the races, i.e all races get a Dreadnought around the same time and at similar intervals.

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Nikzzz
Nikzzz

Okay then... Is it possible to work on these weapon addition to certain sub-faction someday..????

About flagship part, i experiencing it's unique flagship gameplay from these 2 Rebellion Mod

1st one is Distant Star although 2nd one is the craziest one (Crazy Mod) but the best flagship battle i've ever played in all Rebellion gameplay...

It's upto you what you intend to do with it...

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Highest Rated (11 agree) 10/10

This looks pretty good! :D

Nov 14 2010 by usnsmith

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