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.

Description

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.

Preview
Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)
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Guest
Guest - - 700,999 comments

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?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

It was a simple miss labeling of a folder.
The R11 release has a full featured Pirate race

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Was a typo ... but it is the correct version

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Scout11
Scout11 - - 3 comments

You can install more epic ships and titans and more races and more research trees of weapons and armor

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Freelmeister
Freelmeister - - 13 comments

I do like how the pirates are much stronger, but they may be too strong. Started a random small 1v1 against a Hard like I normally do, pirate raid comes up and they head out. 7 minutes later a victory screen pops up, the pirates killed their capital im assuming. Then I try Cruel, two pirate raids and they lose. Weird, I thought so I let the blue level pirate raid attack me against a fleet of 2 caps and about 250 sup worth of frigates and they actually won.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

I would turn Pirates off for small maps ...
I typically play/test on huge maps... Vast being my favorite.
Nevertheless, I agree that the pirates may need some trimming ... particularly in the early stages of the game.

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Freelmeister
Freelmeister - - 13 comments

I did some testing on the map "Return to War" using Hard Aggressor AI presets, and loyalists, two trial runs each(Actually didn't take that long). All stock races died on the first wave along with the Alliance, Pirates didn't even care, and the Replicators and Norlamins survived with moderate damage.

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

If the AI's get it into their heads to continually send pirates at one particular race, particularly early in the game, then that race gets smashed.
If you play as the Pirate race at unfair levels and beyond then opponent races love raising bounties against you and you are constantly hit with Pirate raids.
Depends on the relationship levels one opponent has with the other ... also if a race is going a vulnerability, for instance low fleet supply or ship numbers.

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Guest
Guest - - 700,999 comments

Hey guys, i just installed the game again after some time and i stumbled upon this mod and decided to try it out, but im not sure its working :O
the game shows the mod in the mod-menu, i enbale it and hit apply, i also made sure to have the required graphic settings on high, but when i come to the faction select screen, i cant find the new factions ._. the game just shows me vasari, tec, advent loyalists and rebels but nothing of the new ones mentioned in the mod's description.
i havent started a game yet, i just panicked and ran ehre to ask what i might be doing wrong :P

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

If the checksum on your enabled mod is 0 then you have the mod buried one directory too deep ... this happens because of how unzipping programs work these days, they can create a directory that is the same name as the archive and unzipp everything into it. The mod directory is inside that directory. That's the one you want

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sergio93x
sergio93x - - 1 comments

hello guys, i also just downloaded this mod and i have the same problem.
I apologize but i do not understand how to solve this.
could you please explain a little more on how to solve this please??

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Typically with unzipping software you are multiple opens to decompress a archive ... you have say two most common options to decompress a archive here or alternatively decompress to a specifically (named) folder (an option which maybe be the default). If you decompress to a folder then it creates a new folder and places the mod in that new folder ... if you then copy this new folder with its contents to the mod section of Sins then it no longer is in folder structure that Sins recognizes and hence the mod can't be enabled

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niko1032
niko1032 - - 2 comments

My game just crashes randomly, or rather after some specific amount of time. Doesn't matter what i do in the game, it will always crash. Is there any way around this?

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soase-maelstrom Author
soase-maelstrom - - 2,620 comments

Turn down the graphic effects settings ...

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