soase-maelstrom soase-maelstrom

[MOD] Maelstrom [Trinity | Rebellion]

[MOD] Maelstrom [Trinity | Rebellion]

http://www.soase-maelstrom.com/

 

Compatibility

Maelstrom is currently compatible with

Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.94

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Credits

For contributions in testing and concepts
ICEman, Quiet_Man, Malanthor, UncleJ and many others
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Introduction

The Maelstrom Mod introduces four new races to the SoaSE Universe.

It keeps the original races, the TEC, Advent and Vasari who are still to be found building and battling as usual.

All of the new races are independent of the original races and have unique strengths and weaknesses.

Learn more and download the Maelstrom Mod at ...

ModDB Website                    

 

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Please note that for all mods the 'Installation and Change notes' are included in the download.

Use the recommended 'Graphics Effects Setting' as stated in the Installation notes of the mod.

Installation & Release Notes

4,205,153 views 1,681 replies
Reply #1526 Top

I installed this plus enabled it but now Soase won't load at all. The sceen only shows the fist. Please help!!

Reply #1527 Top

Quoting slazinger, reply 1526

I installed this plus enabled it but now Soase won't load at all. The sceen only shows the fist. Please help!!

It's not updated for v1.52 yet. Of course it wouldn't load.

Reply #1530 Top

Any plans for a non-DLC version?

Reply #1531 Top

Quoting SpardaSon21, reply 1530
Any plans for a non-DLC version?

I don't understand the subtlety of your question ...

I thought if you have DLC functionality in the mod then people both with DLC and without can still play the mod

Reply #1532 Top

I was just wondering if your mod has any DLC features as required for functionality.

Reply #1534 Top

Yes, but does it require the DLC in order to run, or is it just compatible with the DLC?

Reply #1535 Top

Quoting soase-maelstrom, reply 1531
I thought if you have DLC functionality in the mod then people both with DLC and without can still play the mod

I have not tried to turn off the DLC (steam), if it is possible, to test.

Reply #1536 Top

not seeing in any of the research through colonization to colonize planets such as oceanic, jungle, etc.  just giant and hi-tec

Reply #1537 Top

Quoting Xak1982, reply 1536
not seeing in any of the research through colonization to colonize planets such as oceanic, jungle, etc. just giant and hi-tec

Have you purchased the DLC?

Reply #1538 Top

I have the same problem, and I have not.  You should disable those planet types from being loaded for those without the DLC.

Reply #1539 Top

Thanks for fixing that logistics slot problem, it was driving me nuts lol.

 

The Ancient and Ring worlds still won't allow you to build there unless you do auto-build though :(

Reply #1540 Top

Quoting Xak1982, reply 1536
not seeing in any of the research through colonization to colonize planets such as oceanic, jungle, etc. just giant and hi-tec

I remember what I did ... I changed some of the Maelstrom planet research types to the new DLC planet types ... bugg..er. I'll change them back in the next release

Reply #1541 Top

Quoting digdug83, reply 1539
The Ancient and Ring worlds still won't allow you to build there unless you do auto-build though

I noticed it too ... but a bit late to change it. I think that this got "lost in the wash" moving to the DLC.

I'll increase the gravity wells in the next release.

 

Reply #1542 Top

The Replicators bombardment research is blocked due to Planetary Weapons research being removed.

Reply #1543 Top

Quoting digdug83, reply 1542

The Replicators bombardment research is blocked due to Planetary Weapons research being removed.

Cheers ... for the Rebel faction

Reply #1544 Top

I read that you removed lots of research.  I was happy... until I loaded up the game. X|

I think you added just as much as your "removed".  The tech trees still look like an entangled mess with far too much on each faction.

Reply #1545 Top

Quoting XATHOS, reply 1544

I read that you removed lots of research.  I was happy... until I loaded up the game.

I think you added just as much as your "removed".  The tech trees still look like an entangled mess with far too much on each faction.

Number of research items for the new races is similar to the original races

Reply #1546 Top

Quoting soase-maelstrom, reply 1545

Number of research items for the new races is similar to the original races

It still doesn't help the tangled mess you call a tech tree.  I haven't torn through it fully to see what you specifically dropped, and what you kept, but it looks just as overly complex as before.  Research and balance was always this mod's weakness.  It is getting better with each release, though.  Means less work I have to do to warrant using it with the core races.

On a side note, the custom textures and particles look just as excellent as ever.  I will always give you props for that.

Reply #1547 Top

Quoting XATHOS, reply 1546

It still doesn't help the tangled mess you call a tech tree.

Curious to hear any observations you have on the Tech tree and where you consider it tangled... some of the new DLC research has been thrown in where it fits ...

Loyalist and Rebels factions are starting to have unique research

Quoting XATHOS, reply 1546
Research and balance was always this mod's weakness

It was the last thing I was interested in as there are so many combinations of playing the game (maps, AI AI level, locking players, creating AI teams to fight against, etc)... single player mode.

 

Reply #1548 Top

Quoting XATHOS, reply 1546

It still doesn't help the tangled mess you call a tech tree.  I haven't torn through it fully to see what you specifically dropped, and what you kept, but it looks just as overly complex as before.  Research and balance was always this mod's weakness.  It is getting better with each release, though.  Means less work I have to do to warrant using it with the core races.

 

It's not really that much of a tangled mess. I found it logical and no more difficult to follow than the original 3 races. I think you're just not used to these new races. Balance is pretty much on par with the original 3 races (granted there are some balance issues in the base Rebellion game, but that's not the fault of the modder). The Replicators are a bit OP in the end, but this is by design, since they have research costs that are twice as costly. I find that a good addition to the game and would oppose nerfing the Replicators in this regard. Otherwise, balance-wise, I found this mod to be acceptable. There are real tradeoffs to be made by choosing between Loyalist vs Rebellion factions.

 

@soase-maelstrom

I seem to be having issues though with your website. The website, http://www.soase-maelstrom.com/ does not seem to be working on a smartphone (I use Android Dolphin browser).

 

The one recommendation I would like to make is for you to set up a forum for people to discuss balance, strategy, etc, specifically for this mod, rather than leaving it all in this thread.

 

Reply #1549 Top

where did you get the inspiration for the new races?

Reply #1550 Top

Hi, I am using your mod and so far its great except one problem.

For some reason, the planet graphics seems to be glitched.

-> Planet graphics without Maelstrom = Perfect

-> Planet graphics with Maelstrom = The graphics get cut at the poles of the planet (as you can see on the right).

Same thing occurs to Volcanic and Desert Planets, but not Asteroids and Dwarf Planets.

I am only using Maelstrom mod. Is there a way to solve it?

All the graphic settings are highest.

Computer is Windows 8 64-bit, 8Gb, i7 processor (up to 3.2GHz) if that matters.