Release 5 of Maelstrom
The new release sees further optimization in both memory footprint and speed. Attention was focused in the following areas
1. Ship models and textures for the 3 new races
2. Replacing some abilities for Replicator and TradeAlliance Capitalships.
3. Particle effects for ship abilities
4. Update to 1.32 patch
For contributions in testing and concepts I would like to thank ...
ICEman, Quiet_Man, Malanthor and many others
The major changes in Release 5 are as follows ...
Graphics and Particle Effects
- fixed visual bug with the Alliance bomber
- altered the color of beam weapon fire for new races
Gameplay
- added new abilities on Replicator and TradeAlliance capital ships
Balance
- Replicator scout frigate balance (for Diplomacy)
- Reduced shield mitigation on Replicator capital ships and TradeAlliance support capital ship.
Research
- Replicator dominion cruiser research tier corrected
Bugfixs
- ability problems on planets Aurora, Rock Giant, and Ice Giant
- Replicators Tritium Cannon (orbital cannon) now does damage to enemy ships upon impact
- Fixed 'Trade' Pact for the Trade Alliance - no more mini-dumps
Models
- replaced models and textures for new races fleets
Planets
- Fixed some planet textures i.e terran, ice, volcanic and desert (for Original Sins)
Pirates
- Pirate raiding strength and growth rate reduced
will this release have an auto instaler?
Hi dud3141,
Looked into it and there is a problem with long file names in a DOS batch installer. Just ran out of time looking for a new hoe and moving. But I haven't given up on the idea.
I am so happy. this is my favourite mod!, maybe you could put in a new jungle planet. And perhaps change the metropolis planet texture to one more like coroscunt.
Glad you like it. In R6 I will be spending more time on requests, it will be about balancing and tiding up. Jungle planet and 'coroscunt' appearance to metropolis - got it, I'll see what I can do.
New ship models and textures are really great. I just can say thanks for a very good mod.
And i agree with Grizzly256, a jungle planet could be a good idea.
Jungle planet ... what characteristics / abilities do you recommend?
There could be tradeable goods, such as exotic animal parts.
And maybe plants which could be used to make medicines (as we do on Earth), so the populaton growth would be increased.
That should be doable ... any ideas on a ability for the planet?
Not for now.
I think the Norlamins passive shield mitigation needs to be lowered. Also whats up with the Norlamin dread being able to pretty much bring it back to full shield every minute I mean with 77% passive mitigation and its weapon damage being almost equal to other dreads it needs a slight nerf like replacing the shield ability with something else. I was watching one of my allies go against one of their super dreads with one of his super dread AND a supporting fleet, and he got ricked rolled. Also I noticed the Vasari dread can only attack with its side pulse beam guns while it is in the middle of an enemy fleet. I think it would be nice for it to be able to attack with all of its weapons with out having to get surrounded.
Hi B.O.S.S,
Never intended the new races to be completely balanced until late in the mod development ... guess what R6 will focus on!?
Thanks for the detailed feedback, it is appreciated and has been noted. Keep me posted on anything else you find.
No problem and thanks for taking the time to read suggestions of reviews it really shows dedication for the mod. Also thanks for reading my post it's appreciated.
You save me lots of time finding bugs and noting areas of improvement ... thanks again.
Me thinks that the trade alliance is a bit overpowered in the terms of autocannons..... but thats because im using them. Either that or the enemy dreadnaughts just need a buff or two.. although id increase the trade alliance dreadnaughts size just because i keep thinking they are capital ships when i look at them.
Agreed, the new races in general are a bit over-balanced compared to the originals. R6 should cut them down to size.
In R5 I reduced the dread sizes, for the new races, as they are hard to maneuver and keep bumping into thins.
So I just downloaded and installed this mod and also updated my SoaSE Trinity and then realized that the game had been updated to v 1.34 where as the mod install notes say it will work up to only v 1.32. And so after I enable the mod and hit apply changes the game freezes as if to change over but then stops responding. Is there anyway around this? Or does anyone know how to change my update to v 1.32?
It R5 works with 1.34, a few buttons in the main menu aren't there.
Try turning the graphics effects setting to the default ... its more than likely crashing as Sins+mod is using 2GB or more of RAM.
So I just tried that and am still getting the same problem. Any other ideas?