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

4,197,446 views 1,681 replies
Reply #1676 Top

Quoting Fabiulu, reply 1672

I'm not sure if it is intended but after destroying a ship, the now burning ship stays floating around the planet. If I zoom out I still see the ship icon but cannot select it since it has already been destroyed

Have you got any other mods stacked on Maelstrom?

Reply #1677 Top

Quoting Zero1989, reply 1673

When the next update for Maelstrom?? What's new in this one??

I have been busy with RL (building a house).

In the next update I will add late game research for combat, non-combat, defense and for all races.

Dreadnought will only be created if there are capitial ship slots available, also loyalist and Rebel Dreads will have independent abilities.

I will also update some of the Capital and Titan ship abilities

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Reply #1678 Top

Ok, just played the new update and the trade alliance is really over classed.  The AI had a single level 1 titan, 2 dreads and 2 cap ships and about 20 frigates wiped out two fully loaded tec starbases, 28 squadrons of fighters and about 40 cannons and mines without losing a single capital ship.  In the end, the AI only lost a handful of frigates.  Almost all of the alliance AI ships were firing well outside the range of anything in the system.  I am going to back to the previous version, much less frustrating lol.

Reply #1679 Top

The Trade Alliance ship firepower has not been changed from the previous release.

I am not surprised that the Tradeallinace fleet had no troubles taking out the defense of your planet.

To make a informed reply I would need to know ... the AI difficulty level, game time, relative position of starbases, dreadnought levels, etc.

Consider ... super-dreanoughts are equivalent to leveled up titans ... they were designed as starbase killers. So you had effectively 3 Titans attacking your planet and you had no support/defense fleet

 

 

Reply #1680 Top

Quoting soase-maelstrom, reply 1679

The Trade Alliance ship firepower has not been changed from the previous release.

I am not surprised that the Tradeallinace fleet had no troubles taking out the defense of your planet.

To make a informed reply I would need to know ... the AI difficulty level, game time, relative position of starbases, dreadnought levels, etc.

Consider ... super-dreanoughts are equivalent to leveled up titans ... they were designed as starbase killers. So you had effectively 3 Titans attacking your planet and you had no support/defense fleet

 

Your right and that makes sense.  No critique intended.  You have done an awesome job with the mod and I have spent 100+ hours in it.  I really appreciate all you have done.  Incredible work. 

Reply #1681 Top

1 year later still playing this mod, love it!

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