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

4,200,341 views 1,681 replies
Reply #176 Top

Quoting soase-maelstrom, reply 175
Hi welingen,

Thanks for the feedback ... appreciated!

Yes, the Entrenchment version is a beta. It appears to happen when you have more than 1 Replicator or more than 1 Norlamin and ~30mins of play - a great bug! The TradeAlliance is stable.

Not that it matters as I have rebuilt the Entrenchment mod, problem sorted, and will be releasing it in a week or two. Hope you can continue with feedback on the new releases!

 

Hey there sorry for the late reply, I was just about to get down and dirty analyzing the mod when you say you will release a new revision in a week or two. Can you say in general what you have changed so I that I can analysize the parts that will be the same? I was planning on starting with looking at the economies.

 

EDIT: Ah! I see you want me to do the original SOASE for testing. OK, but my question still remains, what (if any) changes will there be for the next version?

Reply #177 Top

At this stage not too much will change i.e HUD's, voice's, a few abilities (and it won't crash 30 mins into the game) ... if you can wait for a few days I can send you a pre-release for testing.

Reply #179 Top

Hi BadTune,

"the range buff in that force field one" (Binary Planet) checked and will put in stack limit. Thanks for the feedback.

Reply #180 Top

how can i make maps for this in galaxy forge using new planet mods

 

Reply #181 Top

Hi davidt0504,

I haven't made any new maps for the Maelstrom mod so I can't comment.

However, there is nothing special about the new Planets i.e meshes, textures, entity, particle files are in the standard locations.

You could asked another modding team how they inserted their planets i.e the 'Distant Star' team are expert map makers!

Reply #182 Top

davidt & maelstrom, the trick is the modified GalaxyScenarioDef.galaxyScenarioDef. if copy  the mod's GalaxyScenarioDef.galaxyScenarioDef to a copy of the galaxyforge3 folder it then should work with the extra planets/stars

harpo

 

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Reply #183 Top

thanks harpo, helpful as always :grin:

Reply #184 Top

I have been getting a mini dump with the entrenchment version about 25 minutes into the game. Every time i try reloading it, it mini dumps in 30 seconds or less. Im playing a medium map with 4 players and using the cators. 

Reply #185 Top

Your playing the beta version of Maelstrom, with this known issue.    

Good news is take I'm releasing the full version (issue 1) as we speak. I'm updating the Maelstrom website, SoaSE forum and ModDB forum as of today.

The .zip is uploaded (the link above should be good to go) and the .7z is an hour away.

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Reply #186 Top

Thank you for the quick response. Look forward to playing it! Btw, excellent job with this mod. One of my favorites. 

 

  Mike

Reply #187 Top

If there are any improvements you would like to see let me know.

Reply #190 Top

I can't remember everything ... my head is currently buzzing with Diplomacy.

Highlights ... abilities on Starbase's completed, Icons finished, new mines, new sounds, etc ...and yes minidump fixed.

Reply #192 Top

I've played the mod a couple of times and have noticed that with the double planet system it is almost impossible to place your orbital structures. I have to use auto placement. Also it seems that the trade ships are over sized compared to the vanilla edition.

Reply #193 Top

Thanks for the feedback.

The Binary planet orbital structure placement is intentional. Which can be changed if you think it is overly problematic. I wanted this "Planet" to be hard to defend.

When you say the "trade ships are over sized" do you mean their icons or meshes? And for which race/s?

 

Reply #196 Top

I have a suggestion...

Do you still have the planet glow around some of your new planets?

If you do, you can remove it by setting the isAsteroid to TRUE.

Reply #197 Top

Thanks will have a look ... though on the binary I don't mind the "problem".

Reply #198 Top

When you say the "trade ships are over sized" do you mean their icons or meshes? And for which race/s?

I believe it it is the icons as compared to the standard races.

Reply #199 Top

If memory serves me right I think it is the Norlamin Tradeships. Nonetheless, I'll look at it for the next release. Thanks.

Reply #200 Top

Downloaded the entrenchment mod today and so far I have a one hour in game crash on two ocassions.

The is no error report and there is no mini dump screen, it just quits.