Post news Report RSS News for Maelstrom Mod, May 2019, Rebellion

We are pleased to announce the coming release of the Maelstrom Expansion mod for Rebellion (release 15) 1.94 + DLC's

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Highlights Rebellion (Release 15) 04/05/2019

* Compatibility - updated Maelstrom compatibility from Rebellion patch 1.93 to 1.94
* String work - fixed a number of strings
* Titan - Pirate Loyalist ... abilities "Hijack" and "Pirate Panic" swap-over fixed, strings fixed
* Titan - Replicator Rebel ... ability "Nanite Dissolvers" fixed (deleted unused instantAction NanoLeec reference)
* Dreadnought - Vasari Loyalist ... ability "Maximized Firepower" ... string updated, cooldown times and burst time balanced.
* Dreadnought - Trader Alliance Rebel ... ability "Overcharge" hud icon fixed
* Dreadnought - Norlamins Rebel ... research prerequisite 'Interference' deleted
* Dreadnought - Pirate Rebel ... abilities levels updated so 10 levels can be used
* Dreadnought - Pirates Loyalist & Rebel - firepower reduced by 30%
* Balance - Pirates Loyalist & Rebel Capitalships - firepower reduced by 30%

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eelse
eelse - - 5 comments

Nice!

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

Cheers

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Juan_Ca
Juan_Ca - - 42 comments

I don't know if you fixed it in compatibility, but the Starbases stance is set to local engage, every one of them but the Vasari and the Replicators ones. If the player is human you can easily change it to gravity well but the AI sadly won't do it, so they just remain in place, like a normal Starbase.

Another thing I noticed is that the Titan from the rebel Replicators sometimes uses the nanite bombs ability (when set to automatic), in a target near the range border, but the ability simply doesn't reach that far (probably due to the definition in the file??, the few one that uses cone area restriction to delimit damage spread).

Overall, the other things are already listed in your notes. Pirates rebalance is welcome, they were just imposible in Very Hard for the AI players, even I lost some systems properly defended with two Starbases like nothing when their Titans were pushing with a big escort fleet.

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

" don't know if you fixed it in compatibility, but the Starbases stance is set to local engage, every one of them but the Vasari and the Replicators ones. "
I'll look into it.
"Another thing I noticed is that the Titan from the rebel Replicators sometimes uses the nanite bombs ability (when set to automatic), in a target near the range border, but the ability simply doesn't reach that far (probably due to the definition in the file??, the few one that uses cone area restriction to delimit damage spread)."
I'll check that out also.
Thanks

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TenshiRay
TenshiRay - - 1 comments

Oof, it's gonna be hard to get used to the Pirate debuff. Oh well. Thanks for keeping the mod up to date! Cheers

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Arling
Arling - - 61 comments

:-D G R E A T work People. Well done.

A wish to a future version:
Please go Your own way(s) with Your own Engine so You can free Your-self from the limitations of Sins of a Solar Empire - or - from the limitations of The Iron-Engine.

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sirmathew
sirmathew - - 14 comments

Any update??
This was/is on top of my list of Best Sins mods.

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

Yes, R16

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saarimatthew
saarimatthew - - 4 comments

Really like the mod and thanks for including. Was wondering if there is way to disable dreadnoughts or limit to 1. They look great, but they just seem way too strong compared (1 level 7 was able to wreck a titan that head two basic capital ships with it) to other capital ships to us especially given you can have multiple for cheaper than a titan.

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chronus1326
chronus1326 - - 17 comments

Thank you! I still miss the Battlestar days, those were epic.

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