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

4,210,380 views 1,681 replies +10 Loading…
Reply #376 Top

The problem with the spawn ability is that you can only trigger it via antimatter or resources.
End of quote

Hi soase-maelstrom,

I've been following this post for a while and noted the conversation about spawning Dreadnaughts and getting the AI's to successfully build them. As I can see from your posts you have a firm grasp on the issues that result in spawning capital ships as the normal Sins rules don't apply well in this regard.

So here's my idea, based off of this mod I created (https://forums.sinsofasolarempire.com/391100). Look for the level eight ability that scuttles the capitalship to call in a flagship.

The basic idea is to use a capitalship as a spawner for the Dreadnaught and pick a required number of levels to reach to "spawn" the dreadnaught into existence and destroy the capitalship spawner. This technique does a one for one flip on capital ship levels so their would not be an opportunity to exceed maximum capital ship supplies.

You could use an existing capitalship like I did or have one built that looks like a dreadnaught factory. I'm not sure what the rules are for leveling up capitalships but it seems the AI pays for the increases based on the games I've played (assuming the requirement was level 3 or 4 to get the dreadnaught).

I chose a higher level in my mod as I gave a free Flagship up front but made you work to get an additional Flagship. Build too many capital ships and it becomes difficult to level up as they all split the experience was the basic idea...

Hope this gives you another idea to chew on.

- ZombiesRus5

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Reply #378 Top

Hi Quiet_Man,

Is there a possibility to scale an ability by the number of buildings (so ship yards) that have them? So to reduce the number of ships spawn when more buildings are there?
End of quote

Don't think so.

Or what about just let them spawn and have everyone rush to build ship yards? Increase the slot count and cost for ship yard so the player has a negative impact when building many?
End of quote

Following on the work you have been doing I'm currently testing the following scenario ...

1. All races, on game start have 1 unique Dreadnought factory that can't be built by the AI or player.

2. The Dreadnought can't be built by the normal capitalship factory but is spawned by an ability of the Dreadnought factory, every 1/2 hour and having sufficient antimatter (which takes 1/2 hour to accumulate)

As you suggested, you could have the Dreadnought factory spawn other capitalships from the same ability or have 3 additional abilities that could spawn various combination of capitalships.

Reply #379 Top

@ZombiesRus5: That is a very good idea.

 

I have continued the test game and finally the AI started to build more capitals. But still only up to 6 now, after looong time and when having more resources than they can spend. On the performance side it runs still quite well (6 players at 6 stars, 144 planets (including asteroid fields and stuff), mostly colonized)

For a another test I will set capital resource costs to 0. It could be just that AI spends money SO fast to never get capitals early on? I checked the AI players and they had huge queues not only on ship building but also research.

A possible solution could then be a re-balance of the game to make e.g. research more expensive than capitals? Also is it possible to have the frigate factory build bulks of ships? So to increase the cost for a build order but have multiple ships build?

I just have the nasty idea to change the frigate factory to spawn ships. The spawn is taking fleet support into account, so no problem on this side. The ability could be scaled to be similar expensive (but get accordingly many ships) like capitals and the AI could no more queue tons of little ships taking up resources and fleet support without use.

If the AI can be brought to play more with capitals, you could use ZombiesRus5 Idea to come to the dreads without need for the fix factory.

Reply #380 Top

For a another test I will set capital resource costs to 0. It could be just that AI spends money SO fast to never get capitals early on? I checked the AI players and they had huge queues not only on ship building but also research.
End of quote

And that is why the Dreadnought fleet logistics was initially set to 25 ... didn't help.

A possible solution could then be a re-balance of the game to make e.g. research more expensive than capitals? Also is it possible to have the frigate factory build bulks of ships? So to increase the cost for a build order but have multiple ships build?
End of quote

There is every indication that the AI chiefly constructs Capitals based on numbers, capitalship numbers (i.e min:max) not logistics or resources. Is possible to have the frigate factory build bulks of ships? This is controlled by the AI.

I just have the nasty idea to change the frigate factory to spawn ships.
End of quote

The human player could easily take advantage of this.

If the AI can be brought to play more with capitals, you could use ZombiesRus5 Idea to come to the dreads without need for the fix factory.
End of quote

Agreed, though I don't think it likely, I think the unique spawning Dreadnought factory is the simplest solution.

Reply #381 Top

agreed, the unique factory is the simples solution. I just don't like the limitation.

What about giving the ship spawn ability to planets? You can move your home planet. Could the ability be moved this way?

Reply #382 Top

Quoting Quiet_Man, reply 381
agreed, the unique factory is the simples solution. I just don't like the limitation.

What about giving the ship spawn ability to planets? You can move your home planet. Could the ability be moved this way?
End of Quiet_Man's quote
the thing against you suggestion is that the abilities are on a planet TYPE, not home planet, so if you move your home planet the abilities DO NOT MOVE.

harpo

 

Reply #383 Top

i love this mod but  i never use the replicators or fight against them as they are to  strong i was wondering why

Reply #384 Top

Quoting Shmily123, reply 383
i love this mod but  i never use the replicators or fight against them as they are to  strong i was wondering why
End of Shmily123's quote

Because the new factions are not balanced out fully yet and the only way to do that is to get input from people like you who are playing and have decided that something isn't on par with the others.  Why are the replicators too strong in your opinion?  It may have been something already discussed and fixed or it might not be.  The only way to know is if you provide your input.

Reply #385 Top

Hi Quiet_Man,

the unique factory is the simples solution. I just don't like the limitation.
End of quote

Can you clarify? What are the limitations that concern you?

Reply #386 Top

the thing against you suggestion is that the abilities are on a planet TYPE, not home planet, so if you move your home planet the abilities DO NOT MOVE.
End of quote

This solution was one I considered, but as you point out it won't work.

Each Dreadnought factory is unique to a race i.e it spawns a Dreadnought that is unique to a race with unique abilities. So unless you make the Dreadnoughts identical across the races it will not work. By extension, any ability attached to a planet that spawns ships can not be race dependent.

Reply #387 Top

i love this mod but i never use the replicators or fight against them as they are to strong i was wondering why
End of quote

Adding to Stant123 comments ... balancing is a complicated process. It takes time.

I typically play at the unfair level with multiple AI's teamed against me. I don't make or accept peace treaties.

Reply #388 Top

Quoting soase-maelstrom, reply 385
Hi Quiet_Man,


the unique factory is the simples solution. I just don't like the limitation.
Can you clarify? What are the limitations that concern you?
End of soase-maelstrom's quote

not to much, just that it won't move where you might want it. I'm playing with the map builder and an interesting scenario is where you need to rush to a different system because the enemy in your own system is to strong. But this is not really supported by the game rules. If you give up your world the other will get a head start and just follow you. So forget it.

I just came upon a value in the gameplay.constant "Buildship". Sounds straight forward, but I wonder what it might do to AI capital ship building? Update: Seams it does nothing for capital ship building. So I'm waiting for your Dread factory.

Do you plan to remove fleet support for Dreads at all than? Cause with the AI always filling their fleet support to the limit, it would not spawn dreads for them.

Out of fun I might try to make the capital ship yard over-expensive (like 100k) give the capital ship yard abilities to spawn all sorts of capitals and remove fleet support requirements from all capital ships. It might become an interesting battle.

Reply #389 Top

Do you plan to remove fleet support for Dreads at all than? Cause with the AI always filling their fleet support to the limit, it would not spawn dreads for them.
End of quote

Dreadnoughts require a minimum fleet logistic slot of 1 to spawn and that is what I am testing.

 

Reply #390 Top

I wrote you a message.

You can also use 0. If you set the spawn function to spawn min 0 and max 1, it will create one ships.

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Reply #391 Top

Quoting Stant123, reply 384

Quoting Shmily123, reply 383i love this mod but  i never use the replicators or fight against them as they are to  strong i was wondering why
Because the new factions are not balanced out fully yet and the only way to do that is to get input from people like you who are playing and have decided that something isn't on par with the others.  Why are the replicators too strong in your opinion?  It may have been something already discussed and fixed or it might not be.  The only way to know is if you provide your input.
End of Stant123's quote

 

there research tree it makes them invincible after fully researched, makes there research all free to. edit other races tech tree im not modder just sayin my opinion but also maybe if you can get the kol beta as extra ship for tech.

Reply #392 Top

You can also use 0. If you set the spawn function to spawn min 0 and max 1, it will create one ships.
End of quote

Thanks

Reply #393 Top

there research tree it makes them invincible after fully researched
End of quote

It makes them a tough opponent, after a number of hours of gameplay, invincible no.

I don't intend to change the original players.

Balancing is a continuing process.

Reply #394 Top

This is probably the most impressive mod I've ever taken for a spin. I feel like I should have paid for it.

However, I seem to be having a problem with the textures: all of the ships of all the Maelstrom races appear to be basically the same off-white texture, apart from the color they reflect from the ambient light. I didn't notice at first, since I was playing the Replicators and figured it suited them, but once I encountered the Norlamins and the Alliance, I knew something was wrong.

For example, here's the Replicator's Ranger Host on ModDB:

And here's mine:

Here's the Alliance's Devlon Cruiser on ModDB:

And here's mine:

It's as if they're lacking a layer of something, isn't it? This is at 'highest' detail on a GTX 480 with the 258.96 drivers.

I've seen this on the FAQ:

Q: I'm having problems with the textures, some of the ships and
     structure don't have textures only meshes.
A: Try turning the team mesh colors off.

Yet I already turned them off, early on, because all the Replicator ships were appearing entirely covered by their team color, like so:

I don't suppose anyone has any ideas. My own troubleshooting has gotten me nowhere.

Reply #395 Top

Adding to what I said on ModDB, try turning the colored skyboxes off (in the effects menu)

Reply #396 Top

Maelstrom has already stated before that the replicators are not meant to have much of a texture.

Sorry, I have been procrastinating making the passive flairs for some time now...

Reply #397 Top

Hi Syneptus,

I am thinking of updating the models of the Replicator and Norlamins fleet for release 3 of the mods. So don't be sorry it worked out alright in the end.

Reply #398 Top

Heh, as long as it's working as intended and not a problem on my end. I've been having stability problems with vanilla Sins, so I'm mostly making sure this isn't another symptom of whatever that is.

Thanks.

Reply #399 Top

I've been having stability problems with vanilla Sins
End of quote

Is this for Sins+Maelstrom or just Sins? Also specifically what do you mean by stability problems?