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

4,199,697 views 1,681 replies
Reply #1327 Top

Not quite sure of the question? The Dreads have a 4th ability - superdreadnoughts.

Reply #1328 Top

He means that Rebellion introduced an additional level for abilities; previously in Trinity abilities maxed out at 3 levels, in Rebellion this has been increased to 4.

Reply #1329 Top

Quoting Lavo_2, reply 1328
He means that Rebellion introduced an additional level for abilities; previously in Trinity abilities maxed out at 3 levels, in Rebellion this has been increased to 4.

It did occur to me after my initial reply, it just seemed like an unlikely request ... if the original races will use the ability I would consider it, otherwise you would create some large in-balances

Reply #1330 Top

In your R2 release for Rebellion the Norlamin Loyalist Tier 1 research (forgot the name) that says it turns capital ships into labs doesn't work.

Reply #1331 Top

Quoting SpardaSon21, reply 1331
In your R2 release for Rebellion the Norlamin Loyalist Tier 1 research (forgot the name) that says it turns capital ships into labs doesn't work.

 

It worked for me.

Reply #1332 Top

Quoting SpardaSon21, reply 1331
In your R2 release for Rebellion the Norlamin Loyalist Tier 1 research (forgot the name) that says it turns capital ships into labs doesn't work.

It worked for me also

Reply #1333 Top

Well, for me it also doesnt work. 

1.04 Rebellion split that Vasari tech. Maybe thats the issue?

Reply #1335 Top

I am a long time lurker and thought I would try and help by reporting that mine does not appear to be working either. I love the mod and I look forward to seeing the rest of the races ported over. If there are any files I can provide to help diagnosis the problem, please let me know.

Reply #1336 Top

Quoting nightreign, reply 1336
I am a long time lurker and thought I would try and help by reporting that mine does not appear to be working either

As  arctor1 pointed out the problem is with the 1.04 patch ... splitting of the research item. Simple.

My tests were on 1.031 which worked ... can't test everything, all the time.Have been doing most of the recent tests on the Rebels ...

Thanks for the feedback. If you finding anything else let me know.

Reply #1337 Top

The 3rd level of Norlamin capital ship skills are bugged, they offer decreased bonuses. for the norlamin battleship, its first skill which increases attack speed and shield regen, the 3rd level of the skill increases shield regen normally, but completely removes the attack speed bonus for the previous levels.

Reply #1338 Top

As chundai says, the 3 level of the skylark of valeron power surge is bugged it dont give weapon cooldown only shield regen. (according to what it reads) Same goes for jelmi class "shadow support" lvl 3. havent checked anything else yet.

Capitol laboratories also dont work, tested it both with the first ship built before research was completed and after when i had 4 ships, never got any extra research tiers.

The titan "total control" ability when picked shows a satring not found.

Reply #1339 Top

Thanks, most of the problems I believe comes from the move to new patch ...

Reply #1340 Top

Quoting soase-maelstrom, reply 1326

Which ones?

Specifics, eh?  If I recall, and this is based on the old models, it was all of them minus the Jelmi and Skylark of Valeron.  I didn't care, but a friend pointed it out to me long ago.  Got a good laugh out of it.

Reply #1341 Top

Quoting XATHOS, reply 1341
If I recall, and this is based on the old models, it was all of them minus the Jelmi and Skylark of Valeron

I just don't see it ... each to his own ...

Reply #1342 Top

I dont recall that either, but people do tend to see lot of different figures in the clouds so i reckon it can be done with models aswell...

In any case they are really good now.

Reply #1343 Top

I did notice you left in some coding that isn't used anymore.  It got fixed when I tore apart the mod.  I also noticed you left in some things for future races...

Quoting soase-maelstrom, reply 1342

I just don't see it ... each to his own ...

Quoting Malanthor, reply 1343
I dont recall that either

Gentlemen, we are talking about dildos.  Let's just drop the matter and move on.


Reply #1344 Top

True, personally i dont have that much experience with dildos, each to hes own i guess. ;)

Reply #1345 Top

Hey,

can you quickfix these issues? Basically I avoid playing Loyalists since one of their greatest skills - Capital Laboratories - is not working. And if additionally the Skylark of Valeron issue would be also fixed in a Hotfix - that would be awesome. I mean playing this Mod is overall nice, but these things annoy me (assumingly not just me ;) ) a lot.

 

Reply #1346 Top

Quoting Moorleiche2k, reply 1346
Hey,

can you quickfix these issues? Basically I avoid playing Loyalists since one of their greatest skills - Capital Laboratories - is not working. And if additionally the Skylark of Valeron issue would be also fixed in a Hotfix - that would be awesome. I mean playing this Mod is overall nice, but these things annoy me (assumingly not just me ) a lot.

 

The labs work fine with me, and I tore apart the mod.  I haven't noticed any bugs on the Valeron, either.

Reply #1347 Top

Hey, I am having a problem with the Rebelion 1.04 version.  It won't let me unzip the folder. 

File format is .zip

 http://i1144.photobucket.com/albums/o493/LupusVir/Maelstrom_zps8da6f60e.jpg

I hope that will link to my photbucket account.  Should have a picture of what happens when I try to extract. 

http://i1144.photobucket.com/albums/o493/LupusVir/compressed%20folders_zps5db4bba9.jpg

This one should have a picture of what happens when I just click extract all.

 

Reply #1348 Top

I would say that the download is corrupted ...

Where did you downloaded it from?

Reply #1349 Top

On Zombie's list of mods, I followed the link.

I can delete and re-download.  Where should I do it from?

Reply #1350 Top

I was asking where you downloaded, from general interest, not for a specific reason, as I really haven't had people mentioning problems with downloads.

ModdB more than likely has the largest servers so check out ... http://www.moddb.com/mods/maelstrom