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

4,204,979 views 1,681 replies
Reply #1426 Top

When do you have a minidump ... on first loading the mod or in the game?

Reply #1427 Top

first loading the mod...

Reply #1428 Top

R3 works fine...

 

Reply #1429 Top

Try deleting enabledmods.txt file in the "setting" folder in the mod area

Reply #1430 Top

n/a... 

was a clean install of rebellion...first mod ive used for it

Reply #1432 Top

.... weird it works in the dev....

and until today i have only tried it once

Reply #1433 Top

Other mods have similar problems, first time dumps ... go figure

Reply #1434 Top

it still does not work in rebellion non dev...

Reply #1435 Top

Interesting ... I have never had problems personally and the vast majority of people are OK, apart from 2GB issue, so all I can do is scratch my head ...

Reply #1436 Top

Maybe, due to certain things in the exe, the dev exe is inherently more stable than the regular exe?

Reply #1437 Top

... i did not think of that..

Reply #1438 Top

i wonder if it has to do with the 300-400 little problems that pop up...

Reply #1439 Top

Quoting maxwell, reply 1439
i wonder if it has to do with the 300-400 little problems that pop up...

300-400 problems ... what is this? Couldn't find this in the error log are you sure you are reading it write ...

the most common error is

C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0]

useful to know ... esoteric to say the least (looks like C or C++ debugger output, which is a fat load of good)

There is a problem with a PipelineEffect

A missing texture

and

the PLANETMODULE_TECHORBITALHANGARDEFENSE model has a error in its weapon points allocation

 

PS: I always run Sins with LogOutput and ShowErrors on. I don't use dev mode

Reply #1440 Top

Quoting soase-maelstrom, reply 1440

PS: I always run Sins with LogOutput and ShowErrors on. I don't use dev mode

This.  I hate using the dev exes.  Too much minor shit for me to care.

Reply #1441 Top

Quoting XATHOS, reply 1441

This. I hate using the dev exes. Too much minor shit for me to care.

A Ouija board might help with interpreting the warnings from the dev "tool"...

+1 Loading…
Reply #1442 Top

Quoting ImmortalWKM, reply 1396
R4 seems to have some bugs concerning buff-auras. Tried out Norlamin yesterday and the energy weapon cooldown aura (Jelmi Colony Capital Ship) stacks up to 90% (should be 22%) which makes any Norlamin fleet totally OP. I also noticed that some of the planet abilities have the same behaviour (f.e. 160% to hit instead of 40% and 75% weapon cooldown instead of 25%). You might wanna look into this

Except from that i like the changes you did - especially the dreadnaught nerf and speed improvements for titans/dreadnaughts. The new races are still OP i think, but its gettin a lot more balanced...

 

Any news concerning a fix for that? I looked into the problem myself and at least found the reason why its behaving like that for the Jelmi:

BuffEnergyWeaponBoost_Norlamins.entity

 

entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 4
allowFirstSpawnerToStack TRUE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 1
entityModifier
    buffEntityModifierType "EnergyWeaponCooldown"
    value
        Level:0 -0.075000
        Level:1 -0.150000
        Level:2 -0.225000
        Level:3 -0.325000
numEntityBoolModifiers 0
numFinishConditions 2
finishCondition
    finishConditionType "OutOfRange"
finishCondition
    finishConditionType "OwnerChanged"

 

I don't know if you set the stacking limit on 4 on purpose (because it seems kinda unbalanced with 4 Jelmis at lvl 7+), but if you did you should set "allowFirstSpawnerToStack" to "False" or 1 Jelmi will stack its aura 4 times...

 

Reply #1443 Top

Thanks for the reminder ... you are correct, the buff should not be set to stacking.

Will fix for R5

Reply #1444 Top

I love this modification. Right now I am playing it on Trinity but, I would love to play it on my copy of Rebellion when all the races are unlocked (for Rebellion). Most importantly the Replicators. Have you been busy lately and not been able to work on the mod or have you been piecing it together as you get time?

Reply #1445 Top

Glad you are liking the mod.

All content, and more, has been available since the R4 release (Rebellion)

There is a bug in the R4 release, which occasional causes problems, and which I am in the process of tracking down

Reply #1446 Top

So this has probably been posted somewhere, but I've been looking for days without any luck. With this mod or any others I try to enable, the game refreshes to the loading screen and minidumps. If anyone could be so kind as to help out or point me in the right direction i would be forever grateful.

 

Reply #1447 Top

Quoting niurvindol, reply 1447
With this mod or any others I try to enable

Don't use the ingame mod enabler; it crashes most of the time. Enable mods before launching the game.

Reply #1449 Top

Are you sure the Rebellion patch matches the patch the mod is for i.e Maelstrom R4 with the v1.1 patch of Rebellion?

Reply #1450 Top

Hey, I've just got a few quick questions. First, is there a way to get rid of the dangerous asteroids in the newest version of maelstrom? I've done it before with the trinity version of the mod, but now when I try using the same method (detailed on page 42 of this thread) in the rebellion version it mini dumps. Also, on moddb it looks like you've completely redesign the pirate models, even giving them capital ships! Are they in R4 or are they just previews? This mod is awesome. Thanks for making it.