The Maelstrom Mod introduces four new races to the Sins of a Solar Empire Universe. They are independent of the original races and have unique strengths and weaknesses. Maelstrom is available for Rebellion, Diplomacy, Entrenchment and Original Sins.

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

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Highlights Rebellion (Release 13) 30/07/2018

* Update Maelstrom compatibility from Sins Rebellion patch 1.85 to 1.92
* All Races - late game 'Transcendence Research' (combat, non-combat and Starbases) - massively expands logistics, Starbases, Planetary development, etc.
* All Races - Dreadnoughts created only when Capiatlship slots and fleet slot available
* All Races - Dreadnoughts all players have one at the start of the game.
* All Races - Dreadnoughts now have Loyalist and Rebel variants
* Replicator Race - added 'Antimatter Furnace" ability (to ships which can replicate) to reset the antimatter after a ship has been replicated.
* Pirate Race - weapons balance - Capitalships and Titans "Gauss" weapon (50 % reduction)... thanks to robert100
* Pirate Race - fixed a number of Pirate string research and description strings Extensive Bribes says Extensive Brides
* Pirate Raiders - reduced strength. Also add 2 additional capitalship types (battle, Siege)

Comments
shadoxxhd
shadoxxhd

Replicators seem to be broken now - replicate-able ships never generate any antimatter. Instead of only draining AM after build, the antimatter furnace ability permanently nullifies it.

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soase-maelstrom Author
soase-maelstrom

Have you played with the Replicators for an extended time?

You will find that the antimatter furnace resets the antimatter to zero after a ship has been replicated ... that is all. Of course there is extended antimatter research which helps with rates and size, but replication (recharge rate and trigger) is chiefly in battle when the ships under go damage.

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shadoxxhd
shadoxxhd

After I altered the BuffRemoveAntimatter_Replicators.entity file to
antiMatter
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
it did exactly that; before it prevented any antimatter gain.
I was on version 1.91 though - could that be the reason the ability didn't work as intended?

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soase-maelstrom Author
soase-maelstrom

The ability works as intended

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shadoxxhd
shadoxxhd

As I said, in my game it permanently prevented any antimatter regeneration - none of my replication-able ships ever had >0 antimatter, even after researching all the AM regen techs.
If the ability is working for you, the reason is probably some difference between 1.91 and 1.92.

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soase-maelstrom Author
soase-maelstrom

The Antimatter Furnace" ability was added to the latest release (R13). I have re-tested the R13 with the 1.92 patch and there are no problems. The patch from 1.91 to 1.92 was small and as far as I understood it was a few menu (graphics) and string changes

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