Highlights Rebellion (Release 18) 25/06/2022
* Outlaw Sectors DLC (Rampant Militia) - Militia spawn per owner race for Rampant Militia option
* Emergency Defense (Dreadnought Coordinator) Update. Three waves of emergence fleets spawned depending on level of damage to the Coordinator.
* 30 New Galaxy Maps (over 70 maps total added by Maelstrom)
* Replicators Mercury Frigate Replicate ability buffed ...
* 21 new planets (over 50 planets total added by Maelstrom) with unique textures, balance, random planetary abilities, planet unique bonuses, moons




Maelstrom Planets
Gas Planets
Ammonia, Chlorine, Helium
Giant Planets
Gas Giant, Ice Giant, Terran Giant, Rock Giant
Technological Planets
Ancients, Artificial, Ring, Hyperion, DysonSphere
Terran Planets
Goldilock, Neo-Luna, Nova-Terra, Utopian, Binary, Paradise, Diasporian
Ice Planets
Frigian, Gelid, Tempest
Volcanic Planets
Lava
Mineral Rich Planets
Carbon, Silicate, Mineral, Mining, Legendary
Extreme Plants
Irradiated, Toxic, Relic, Extinct, Fractured, Coreless
Biological Rich Planets
Aurora, Forest, Tundra, Jungle
Industrial Planets
Ecumenopolis, Metropolis, Industrial, Fortified, Valerian
Small Planets
Eccentric, Hycean, Meso, Planetar, Rogue
Unusual Planets
Aura, Chthonian, Enigma, Proto
We are pleased to announce the release of the Maelstrom mod for Rebellion (release 17) 1.96 + DLC's.
We are pleased to announce the release of the Maelstrom mod for Rebellion (release 16) 1.96 + DLC's
We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 15) 1.94 + DLC's
We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 14) 1.93 + DLC's
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...
Honestly, the mod is sweet, however, for whatever reason the dreadnought version of the game has many errors for me. I tried reinstalling and the like with no go, however not dreadnought version works great.
Anyhow, errors ive seen is skins not showing up and just remaining an outline like when youve placed a building que down. Game crashes seemingly randomly, with some games going for 30 mins to an hour and others ctd within minutes. Sounds not playing properly, such things as battles and warp jumping will just not have any noise when you watch them. Certain A.I. missions remain ongoing even if you completed them. Again, this is all only with hte dreadnought version.
Hi LordAndross,
Thanks for the feedback.
These problems are new to me. Please note that the expansion is identical to the non-expansion except for the Dreadnoughts.
My first thoughts are ... your graphics card is being pushed over the limit. The reason I say this is that, you don't have problems with the non-expansion mod and these problems have not been seen on the PC platforms the mod's were developed and tested on. The mod has been stable for a number of months ... prior to release.
But to clarify, can you give me some info:
What operating system are you running?
What CPU?
What version of Sins have you got (v1.191)?
How much RAM is installed?
What is your graphics card?
What scenario's are you playing? i.e map size, number of players, races in game, etc
Hey, I posted a question about a problem in your thread on the sins forum, but it seems to have dissapeared lol So I thought I would reply in here.
I had the problem with the textures.
I tried your reccomended detail settings to no avail.
I have also downloaded the latest expansion to make sure I downloaded the right one first time around. Still only showing meshes. So far, I can only see the meshes on the mercury and pathfinder frigates.
The replicator drednought has got its textures, but no other capital ship has. I think one of buildings didnt have it either, the one that allows research of populations and non combat technologies
You asked for my pc specs as well if I remember :D
2.8ghz athlon II 240
4GB ddr3
9600GT 512
Windows 7 64 bit
thanks :)
PS: have you tried turning the team mesh colors off
Thanks for the reply. I have turned mesh team colours off and it seems to be far better :D
Apologies, I thought it was just the meshes, but the team colours may have made it look like that
Thanks for the help, and thanks for a great mod!
The fault is mine ... I have to fix the team colors.
Glad you like the Mod
SoaSE is a great game.
Thanks to Ironclad and Stardock!!
Are there textures for the Norlamins and TradeAlliance?
Please note that the textures for the Replicators are simple (conformal tiling) , if in doubt have a look at the pictures on the Maelstrom website (http://www.soase-maelstrom.com/) or more detailed pictures here (Mod DB) in the pictures section.
The reason for simple textures for the Replicators is two fold 1. time, 2. I want to have a particle effect over the Hull of the Replicator ships, like millions of nanites swarming about.
Ummm, quick question, I noticed the Norlamin cannot upgrade their weapon tech....won't their combat efficiency become far worse than the other teams as the game progresses and they get better, faster beams and projectiles? While the Norlamins essentially stay at their starting weapon tech.
That is true ... the Norlamins are a happy-go-lucky bunch, they don't have a siege frigate either and have you tried their siege Capitalship.
No the Norlamins win with culture and abilities - have a look, in particular, at the Mallidax and the Skylark 2 cruisers!
Hmmmm, maybe something like this wouldn't even be possible, but, is there any chance the Norlamins might get some special defense, maybe a stronger defensive weapon, or some orbital device that could weaken enemy weapons proportional to the allegiance of the world, taking over through indirect means is nice, but when a large force barrels into you planet, well...I got well and truly crushed without making any real impact on the enemy forces.
The orbital beam defenses of the Norlamins are quite powerful and long range(compare them with the advents for instance).
Try to get your Mallidax cruisers rolling out of your frigate factories, with their capture ability. Its hard but not impossible.
Capitals are hard to defeat when in cultural influence, i.e high shield mitigation. Research shields.
Research culture and build cultural platforms.
Finally, a "stronger defensive weapon, or some orbital device that could weaken enemy weapons proportional to the allegiance of the world" is possible, but play some more and then give me some further feedback.