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. 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.

Preview
Maelstrom Rebellion Expansion v1.96 R17 (+DLC's)
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PredatorSpam113
PredatorSpam113 - - 78 comments

Good job) thanks)

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

Cheers

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trackpads
trackpads - - 19 comments

Awesome!

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trackpads
trackpads - - 19 comments

What changed?

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trackpads
trackpads - - 19 comments

I only ask bc the change log in the new version is still for R16. Thanks again for all the hard work on this!

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

Yes I forgot to update the release notes in the mod download.
This update took more time an expected as creating planet abilities are very limited within the game ... so lots of trial and error with lots of testing ... but I got there eventually

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trackpads
trackpads - - 19 comments

Awesome!!! Thanks!!

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

Enjoy!

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Spartacus1976
Spartacus1976 - - 12 comments

Hello thanks for the update! I have a question: the dreadnought coordinator is spawning fleets everytime i attack the same home planet. I thought it was spawning fleets just once.Is this a bug or is it normal?

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

So you found my little surprise!
If you are going to take out a home world you had better hit it hard and fast. The fleet recall is in 10 minute intervals. I can set it to infinity ... if there was a compelling reason.

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MrPerson
MrPerson - - 1,801 comments

Is there a way for you to set how many enemy ships are in your home system's gravity well to spawn the fleet?

I played my first game in several updates last night and a single militia ship spawned the entire defense fleet 15ish minutes into the game, which kind of breaks the early game lol

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

"Is there a way for you to set how many enemy ships are in your home system's gravity well to spawn the fleet?"
Only with a ability you can autocast ... this is a problem because a human player can exploit it.

I have considered a better solution after a few hours spent with various entity modifier lists ... two abilities (one hidden) one passive ... and which will take into consideration enemy fleet sizes and also the level of damage to the Dreadnought coordinator.

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trackpads
trackpads - - 19 comments

Thanks for adding it!! Awesome!!

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

Is best used for larger maps and middle to late game Home world defense

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hasenZZG
hasenZZG - - 34 comments

Great to see the R17 update and the random events fixed! Thank you for your effort great man

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

It took some time for me to get around to it.
Hope you have fun!

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MrPerson
MrPerson - - 1,801 comments

Its not a big deal at all, but will militia ships be turned into your faction's ships eventually? Other mods have done it before and it helps a bit with immersion, but if not its not a big deal.

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

... its like magic ... done for R17. or at least the minor factions are represented by 7 races

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MrPerson
MrPerson - - 1,801 comments

Not sure what you mean. I'm about to start another game, but the game I played briefly as the Norlamins, all my Militia (the ones that spawn at your planets) were random ships from the 3 vanilla races instead of....Norlamin ships

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

So the Militia you are referring to are the "grey's" (ships and structures) that are generated on unoccupied planets at the start of the game? Which are almost exclusively TEC.

Simple to inter-mix the 7 races.

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MrPerson
MrPerson - - 1,801 comments

No I mean if you have the DLC that added the "Rampant Militia" feature that spawns both neutral and Player/AI Empire aligned frigates/cruisers on planets they own, and will respond to threats or attack neutral or hostile neighboring planets automatically and cannot be controlled by the player.

The base game has them be the same ships as the empire you are playing, and most mods now have changed it to be the mod Faction's ships now too. I was just wondering why it hadn't been done for this mod yet, but I also know its not a big deal.

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

Thanks for clarifying ... I'll look into it

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MrPerson
MrPerson - - 1,801 comments

No problem if you don't want to change them if its a lot of effort for little gain.

Also this "Rampant Militia" was what I meant above when I said that those ships attacked the dreadnought building and triggered the reinforcement fleet about 15min into a game; for clarification.

Hopefully I can stop bugging you now :P

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

Found the setup for "Rampant Militia" in the Gameplay.constants files. Simple to update.
Cheers

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MrPerson
MrPerson - - 1,801 comments

Just got done with a really long session and it was really fun, didn't crash on me once, even in the end game.

only bug (?) I think I noticed was that I sent an attack from the Oberyn Rebels minor faction (Replicators) and the system was taken over with some of their ships left over, specifically Mercury Frigates. over the next few hours I kept getting notifications that a "Dark Armada" had arrived where I sent them, but I ignored it. Just went back and looked where I had sent them and there were 139 Mercury Frigates sitting in the gravity well and I can't scuttle them because they belong to the minor faction.

Tl;dr replicator minor faction abilities that let you attack with them replicate forever if they aren't destroyed in the attack

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

Thanks for the feedback ... I can see how that can happen after a long time and constant attacks from the enemy.
Simple solution is to delete or buff the Mercury Frigates replicate ability

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MrPerson
MrPerson - - 1,801 comments

They weren't even being attacked, once the fight for that planet was over, the frontline moved away from there and never came back to fighting, but they kept replicating themselves.

Maybe hostile trade ships, militia or scouts count or something.

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

"Maybe hostile trade ships, militia or scouts count or something. "
Yes. Basically the ability is triggered when under threat. Passing pirates, raiders (ability of a enemy minor faction)?

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Kremblin89
Kremblin89 - - 38 comments

So does that mean there will be a small update in the near future or are the changes to militia spawns etc be saved for the next major update? Also good changes, thank you for sticking with this mod over the years.

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

Cheers. There are a number of things I am planning to tweak and also add ... as the last major update for the mod ... in a week or two.

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Karrok
Karrok - - 14 comments

Thanks very much for the awesome update!

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

Cheers

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