The Maelstrom Mod introduces four new races to the Sins of a Solar Empire Rebellion Universe. They are independent of the original races and have unique strengths and weaknesses. Maelstrom is available for Rebellion, Diplomacy, Entrenchment and Original Sins.
The Maelstrom Mod for Rebellion SoaSE. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates, all with their two respective factions Loyalists and Rebels.
You play on which level ?
I do not remember what planet I Was on. : - °
I think I'll try again some.
It was can be bad luck.
I'll watch the bonus planets this time.
(Super-Dreadnoughts was lv 10.)
In any case GG for the texture of the vessels.
It's more original than some models that I've seen.
I play on different levels depending on what I test ... however, if I want a challenging game, and not test, I would play at or around the cruel level.
I added the Dreadnoughts with the release of Entrenchment, they were designed to take on Starbases (when the Dreanoughts leveled up and became Super-Dreadnoughts)
I think it is the "rail gun" that makes the pirate faction so powerful.
I think it should not be used by a admiral vessel. The result is a massacre for the enemy.
"Rail gun" is a very powerful skill rebel TEC titan !
IA pirate is a win vs. IA all faction
It is very easy to win "vicious difficulty" when incarnating the pirates.
Otherwise after playing for hours at this mod the rest is fairly well balanced.
Especially Norlamin vs. Replicators. It's a good fight in the end.
As an enormous fan of the game, I devoted myself to redo an estimate on this interesting mod.
A lot of time played with this mod.
By the way, merry Christmas :-p
Thanks for the feedback.
Glad you are having fun with the mod.
As you must be aware the pirate race is a first release of the fully featured race ... don't expect too much, especially correct balance. Having said that I will look into re-balancing the Pirate race.
Cheers,
Happy new year
Sorry, i made a mistake.
No weapon " rail gun ".
It is the " Gauss " weapon that is powerful. (big damage)
;)
Cheers ... thanks for the clarification.
Hello, i have idea for frigate replicators, frigate create without antimatter and have small regen antimatter
Drive.google.com
To avoid spam frigates
Thanks for the ideas.
If I understand you ... the ability is to reset the antimatter after a ship has been replicated.
I played around with this idea a while ago ...
I am considering changing the ability to be similar to the Varsai Basestation, Maul, which generates Hull/antimatter by absorbing debris from destroyed ships.
Resetting antimatter might be a good idea in either case
I want to make a mod combining several mods with your mod in the base. what do you think about this?
It is a fun idea ... but, what limits large mods is the 2GB memory limit of a 32 bit program like Sins. Maelstrom hits this limits by itself. You can try the LAA patch (4GB patch that comes with the mod and is available online elsewhere).
The current crashes with the mod as RAM related not any bug with the mod itself.
thanks a lot)
i found a bug:
i wanted to level pirate panic at the illustria vessel (pirate loyalist titan) but instead i got hijacking ability. in the leveling interface it says that pirate panic has been leveled, but i cant use it only the not leveled hijacking ability
Also what i noticed that more titans share their abilities, for example is the ray blast ability at one of the advents titans, one of the norlamins and the illustria. The pirate capital ships share the same: a lot of them have the ram attack ability or even complete the same abilities except the 4.th one. its a bit boring if these ships all have the same abilities. Also the pirates seem to be a bit overpowered, their weapons as well as their armor have a lot of reasearch that can be done for, and they are already extremely strong wihtout it.
Yeah, this was it, keep up the great work!
Hi there,
Thanks for the feedback.
I will look into the Pirate Titans ability.
With regards your other comments about ability variations on some Titans and Capitalships ... I am considering making variants on Titans, Starbases and Dreanoughts (up to 4) ... so I will be changing the abilities.
The Ram ability of the Pirate is a general theme ... so multiple ships use this ability.
With the Pirate firepower ... as the Pirates are constantly circling their target the time they can fire (have their weapon banks facing the enemy) is reduced, so the firepower has to be increased correspondingly.
Crash?
Hello everyone. First THANKS for this great mod!. Now my problem: I´ve created a map and want to fight against all new races. After 1 hour the game crashes and i don´t know why. After this i´ve tested on a two player map with all races. The result: The game crashes only if i have a Normalin or Pirate enemy...what can i do? (log files not awaileble atm)
There is nothing wrong with any of the races... I have tested them much more thoroughly.
The problem is that Sins is a 32 bit program and can only access 2GB of RAM. The biggest share of the memory usage is textures for the models, by turning down the graphics effects settings this reduces the overall RAM footprint of the game.
There is also a 4 GB patch that comes with the mod (see zip file) that uses Large Address Aware (LAA) ... not guaranteed to always work (without causing its own instabilities) ... as the developers would recommend its usage. However lots of people use it especially for large mods.
You can also try playing without the Pirate raiders
Does this mod work on 1.82 sins? or do i need to download R9 version of maelstrom?
As you thought the mod releases are targeted at specific patches of the original game and mods are not backward compatible
I hope that translation of your answer is: "no it doesn't work, you need to download older version like R9 of maelstrom" :)
Each release of the mod specifically states which Sins patch it works with
I have loved this mod for years; I cannot tell you how happy I am that you keep updating it.
My question is:
How would I add the special planets into other mods?
Cheers, glad you have been enjoying Maelstrom.
As you may of noticed, there are no planet mods which stack onto large mods. This is because it is not a simple process and involves altering the new mod 'by hand' (a delicate and convoluted process). Also there are a lot of assets for the planets which need to be extracted (strings, models, abilities, Hudicons, textures, entity files, particle effects, etc). Without a good knowledge of Sins modding this would be a challenge.
Yeah...while I have no experience with modding of Sins, I was digging around in the text files and that's what I was thinking. Thank you for your response, and again, for your efforts on this mod!
Oh boy! this is great! I've been playing your mod since before the Battlestar-issues! I still enjoy it very much, thank you for your hard work lasting years and years. Almost a full 1GB of content here. Thank You!
Cheers
CZekalem na to
Moja przyjemność
Hi there,...:) I've been a fan of the game, but after what I've seen your mod, it gave me the satisfaction to play the game again... I feel like you've just filled in the gaps on the game that the original creator was not able to fill in,.. Awesome designs, I know that you used some design on Homeworld but for me it's like another fan service for both of the game, tnx for the bonus...:D Thanks for your mod man, I hope to see more of your exciting mod..:)
Glad you are having fun
NO i tak
Pozmienialem w ustaieniiach tak jak pisales, lecz dalej mi wyrzuca gre.
czasem jest mini dump a czasem ze gre wywala poprostu. Nie wiem o co chodzi mam aktualnego patcha ale najczesciej wywala jak gram piratami.
Try reducing the graphics effects settings ...
Also try playing without the Pirate Raiders (i.e the Pirates from the original game)
Just stumbled across this, and when i saw Homeworld Ships for Sins i couldnt wait for the download to finish! Played my first couple games now and here are some thoughts:
1.) Great Work at all, delivering so much new content!
2.) Technically well done, problem-free install and no crashes so far
3.) More Maps which use the new Planet types and such would be nice
4.) Are you aware that there are some graphics missing? like in the game end screen or in the Norlamins Research Tree the background appears to be plain white
Can provide more feedback after playing around with all the new possibilitys... so much new, such happyness! Great thank-you for all the work!!!
Glad you are enjoying the mod ...
4.) You are seeing the RAM limitation of the game, i.e 32 bit program (Sins) has a 2 GB RAM limit. Try reducing the graphics effect settings. This problem also causes the game to mini-dump.
Cheers
Guys, of all, only you have added new units old factions. Therefore, it is the only one favorite mod, for my favorite game. I hope you add more units to the game, it would be very cool
Hi,
Cheers.
Glad you are still enjoying Sins ... my favorite game also!!
I am still developing the mod and will re-visit the possibility of adding extra races.
Thank you for that answer, I also hope that you are going to add new ships to old races
At this stage I will not be adding new ships to the current races ... not sure what would be the reason/advantages.
Okay, thanks anyway
I thought this mod was dead when I looked through the images and noticed that the latest image is from 2012. Is the mod finished?
A couple of things ...
1.I will be supporting patches released by the developers (there is at least one more in the pipeline 1,86)
2. I will be supporting any new DLC's
3. The Pirate race was not complete till recently (i.e new research, abilities, hud, voice-overs etc)
4. The new 1.85 patch has improved memory support for mods ... i.e I can add new features/races (though I have not formalized exactly what I will do ... because I am not sure exactly how effective improved memory support is)
5. Currently I am working on extending and diversify Starbases and Titans for the new races (i.e multiple types/ dedicated types of Starbases and Titans)
That's awesome. Thanks for replying so quickly, and although I've never played your mod before I hope to soon :)
Live long and prosper ... and have fun!
I have an issue where seemingly at random the game will simply close in the middle of any game I play. Due to the random nature of this bug and the fact that no error message is ever appearing when it closes I can't pinpoint what would be causing this. If there is anyone with the same issue please offer some advice on how to fix this. It would be much appreciated.
Sins is a 32 bit program and has a 2GB RAM limit ... so the program will crash when its RAM usage approaches that limit.
To overcome the limitation you can try ...
1. Reduce the graphics effects settings (as the textures for the models take up to 60-70% of the RAM)
2. There is a 4GB patch that I have included with the mod (see the zip file in the mod download). The 4GB patch helps 32 bit programs extend their addressable memory space. Most large mods recommend this patch ... though the patch itself, in some combines of hardware/drives/OS, has its own instabilities (hence the reason the game developers do not general endorse or recommend it)
I've followed your advice and turned down my textures to their lowest levels. Now I am able to play all of my skirmishes through even on the large 10 player maps I like to play on. Thank you very much for the advice!Although there is one more thing. So when I applied the 4gb patch my game gets REALLY choppy even at lowest settings so how can I uninstall the patch or remedy the choppiness issue?
You don't have to turn the graphics effects to the lowest settings ... medium to high is fine. In fact you can monitor RAM usage via the Task manager.
There are instructions and/or messages for the 4GB patch included. Basically the program makes a backup copy of the altered .exe file in the location of the original.
Alright I got everything sorted out now and maelstrom is working like a charm. Thanks a lot for being so kind as to reply to all my questions. Keep up the good work it's people like you that make the modding community of any game a great thing to be a part of!
Glad to help ... I hope you have fun with the mod!
Hello, what is the difference between Large Adress Aware and the 4gb patch included in your mod? Which is better? I have 4gb ram windows 7 x64. Which one should i use?
They are the same ...
4GB RAM does not give you much headroom ... you might get some slowdown as Windows starts using Hard Disk space to supplement its RAM.
Hi, i have downloaded this file twice and both times i extracted the R11 zip i get an R10 mod file. i was wondering if this is normal or if i'm missing something?
It was a simple miss labeling of a folder.
The R11 release has a full featured Pirate race
Was a typo ... but it is the correct version