Matrix Games Forums

To End All Wars Releasing on Steam! Slitherine is recruiting: Programmers requiredPandora: Eclipse of Nashira gets release dateCommunity impressions of To End All WarsAgeod's To End All Wars is now availableTo End All Wars is now available!Deal of the Week: Field of GloryTo End All Wars: Video, AAR and Interview!Ageod's To End All Wars: Video, AAR and Interview!To End All Wars: Artillery
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

[DEV] - [Prothean Cycle and Mass Effect mods merge?] - I'm back!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> [DEV] - [Prothean Cycle and Mass Effect mods merge?] - I'm back! Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
[DEV] - [Prothean Cycle and Mass Effect mods merge?] - ... - 7/28/2012 12:06:42 AM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline



Download Main: http://www.moddb.com/mods/prothean-cycle-mod-for-dwshadows/downloads/prothean-cycle-mod-v-10

Download Patch v1.1: http://www.moddb.com/mods/prothean-cycle-mod-for-dwshadows/downloads/prothean-cycle-mod-patch-v11

Download Patch v1.2: http://www.moddb.com/mods/prothean-cycle-mod-for-dwshadows/downloads/prothean-cycle-mod-patch-v12

Instructions for Main:
1.Make reserve copy of "images" and "sounds" folder which are in DW main directory
2.Extract all files into the main Distant Worlds folder
3.Launch DW
4.Select mod [PCM] v1.0
5.Play

Instructions for Patch:
1.Extract all files into the main Distant Worlds folder
2.Launch DW
3.Select mod [PCM] v1.2
4.Play

Credits:
Tyrador
Kalthaniell

Attachment (1)

< Message edited by Tyrador -- 8/13/2014 8:03:50 PM >


_____________________________


Check it out on: http://www.matrixgames.com/forums/tm.asp?m=3152095&mpage=1&key=
Post #: 1
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 12:26:54 AM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
Download Race file fix:


Attachment (1)

< Message edited by Tyrador -- 6/12/2013 4:42:00 PM >


_____________________________


Check it out on: http://www.matrixgames.com/forums/tm.asp?m=3152095&mpage=1&key=

(in reply to Tyrador)
Post #: 2
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 12:28:13 AM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
Large preview:





< Message edited by Tyrador -- 6/12/2013 4:40:17 PM >

(in reply to Tyrador)
Post #: 3
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 3:56:26 AM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
Status: offline
Some sharp work on display here! I like the idea of an ancient era Mass Effect mod.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Tyrador)
Post #: 4
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 9:42:04 AM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
removed

Attachment (1)

< Message edited by Tyrador -- 6/5/2013 8:07:02 AM >

(in reply to Igard)
Post #: 5
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 10:21:35 AM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline
The ships are really great. I like them, they match Protheans visually. Outstanding work, keep it up!

I like the idea of the mod. Though it might be challenging to develop all that races to the same standard. I'm keeping my fingers crossed!

(in reply to Tyrador)
Post #: 6
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 10:22:46 AM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
This is great idea! I like those ships design - they looks like proteans hi-tech weapons and gadgets with those green lights. I just wonder - isn't Protean military ships hulls should be dark red colored?

Btw, i haven't found any protean empire logo, so i made it by myself, but sadly i can't post links yet on forum because of 7 day-limit, sorry =(

And how will you make some others ancient races - there's almost no info about them, even how they looks like?

(in reply to Tyrador)
Post #: 7
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 11:07:53 AM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
Thanks guys, I doubted ship designs would qualify as a Prothean!

Kalthaniell, when I finish the ship designs, you could use them in your's ME mod, as wrench/remnant ships.

Quadro7F, maybe you could PM me the link with the logo? I have considered making this ships red colored, but I think in space black/gray would be better.

Making other ancient races would be a challenge, I divided the on sections (each rival other bias basically):

Densorin - Defender - When the Reapers invaded the galaxy, the densorin attempted to pacify them by sacrificing their children to them (religius maybe with advent design from SoSE)
Oravores - Agressor

Zha - Defender - As Javik in ME3 said that they enhanced themselves with implants, so Zha will be something like Quarians
Zha'til - Agressor - like geth

Rachni - Agressor
Prothean Empire - Agressor

Ditakur - Agressor - The aggressive ditakur wiped out the synril(like Krogan?)
Synril - Defender - The synril claimed to have found the path to eternal peace, but were wiped out by the ditakur(diplomats?)

Endorumi - Agressor
Vandomar - Defender


< Message edited by Tyrador -- 7/28/2012 11:11:02 AM >

(in reply to Quadro7F)
Post #: 8
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 1:17:33 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline
quote:

Kalthaniell, when I finish the ship designs, you could use them in your's ME mod, as wrench/remnant ships.


Thx! That is a great idea. That way our mods would really be connected story-wise. I could replace freedom alliance ships with your protheans one, which would be remnants of the last cycle. Not sure about Shakturi (Reapers) remnants, though. Reaper ships should not be capturable during any of the cycles :/

and btw. nice avatars ;;) It's a bit funny seeing them one under another :P Maybe I should change my avatar to sth ME related too... hmmmm...

EDIT: BTW, do you want me to send you the reapers from our mod?

< Message edited by Kalthaniell -- 7/28/2012 1:19:17 PM >

(in reply to Tyrador)
Post #: 9
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 1:18:53 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
Prothean shipset almost complete, bases and light warships remain:




Attachment (1)

(in reply to Tyrador)
Post #: 10
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 1:26:44 PM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
Wow, so many agressors. Such a brutal cycle, isnt it?

Thank you for letting use you ships in ME mod as well - it would be awesome to have more shipsets, especially for such rare races.

(in reply to Tyrador)
Post #: 11
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 1:28:00 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
quote:

ORIGINAL: Kalthaniell

quote:

Kalthaniell, when I finish the ship designs, you could use them in your's ME mod, as wrench/remnant ships.


Thx! That is a great idea. That way our mods would really be connected story-wise. I could replace freedom alliance ships with your protheans one, which would be remnants of the last cycle. Not sure about Shakturi (Reapers) remnants, though. Reaper ships should not be capturable during any of the cycles :/

and btw. nice avatars ;;) It's a bit funny seeing them one under another :P Maybe I should change my avatar to sth ME related too... hmmmm...

EDIT: BTW, do you want me to send you the reapers from our mod?


Yeah, Reaper ships will make you indoctrinated. Maybe Shakturi (Reapers) remnants could be collectors/zha'til ships? Also I think that it will be a good idea to replace world destroyer with Reaper ship or even with Crucible?

quote:

ORIGINAL: Quadro7F

Wow, so many agressors. Such a brutal cycle, isnt it?

Thank you for letting use you ships in ME mod as well - it would be awesome to have more shipsets, especially for such rare races.

Yes indeed prothean cycle will be brutal
You welcome!


< Message edited by Tyrador -- 7/28/2012 1:32:52 PM >

(in reply to Kalthaniell)
Post #: 12
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 1:38:48 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline

quote:

BTW, do you want me to send you the reapers from our mod?


Yes! That would be great!

< Message edited by Tyrador -- 7/28/2012 1:39:15 PM >

(in reply to Kalthaniell)
Post #: 13
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 2:11:43 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline
I've sent the Reapers. They are on their way.

(in reply to Tyrador)
Post #: 14
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 2:21:59 PM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Kalthaniell

I've sent the Reapers. They are on their way.


Everybody HIDE!!!

Looks great Tyrador. The ships are awesome, though I'm not an expert on ME I can't remember what Prothean ships look like, they certainly look intimidating.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Kalthaniell)
Post #: 15
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 3:20:05 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
quote:

ORIGINAL: Igard


quote:

ORIGINAL: Kalthaniell

I've sent the Reapers. They are on their way.


Everybody HIDE!!!

Looks great Tyrador. The ships are awesome, though I'm not an expert on ME I can't remember what Prothean ships look like, they certainly look intimidating.


Thanks, there were no Prothean ships in ME because they are extinct(thanks to the reapers) except one in ME3 he is on my avatar. So ships are my imagination of what they would possibly look like giving race details[:)


< Message edited by Tyrador -- 7/28/2012 3:22:06 PM >

(in reply to Igard)
Post #: 16
RE: Prothean Empire (Mass Effect) mod idea - 7/28/2012 6:46:59 PM   
ehsumrell1


Posts: 2092
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: online
quote:

ORIGINAL: Igard


quote:

ORIGINAL: Kalthaniell

I've sent the Reapers. They are on their way.


Everybody HIDE!!!



WHAT!!!!! REAPERS!!!!!!

Power up ALL weapons....Cloak immediately, stealth mode!


.....sets nav for home...goes into warp...

< Message edited by ehsumrell1 -- 7/28/2012 6:48:20 PM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Igard)
Post #: 17
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 2:50:07 AM   
tjhkkr


Posts: 1836
Joined: 6/3/2010
Status: offline
All you people are throwing technology at these Reapers...

Do not be too proud of the technological terrors you have constructed; those abilities are insignificant next to the power of the Force...
By the way, what are Reapers?

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ehsumrell1)
Post #: 18
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 3:43:03 PM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
Tyrador. Will you make a Inusannon as a bonus? - most antient known race (exept, maybe reapers). Or this is theme for another mod, like pre-pre-modern era one?

(in reply to tjhkkr)
Post #: 19
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 5:36:45 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
No, I'm working alone and have a lot of other shipsets to do.

(in reply to Quadro7F)
Post #: 20
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 6:01:14 PM   
ehsumrell1


Posts: 2092
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: online
quote:

ORIGINAL: tjhkkr
By the way, what are Reapers?

TJ....go tell Darth Vader to HIDE!

The Reapers, also known as the Old Machines, are a highly advanced machine race of synthetic-organic starships that cyclically purge and devour the galaxy. They live in the dark space between the galaxies in the Mass Effect Universe.

In Star Trek lore, I'd guess the only thing similarly close in description would be Species 8472
and their Bio-Ships from Fluidic Space (Really not close though).

In your Star Wars lore, my best guess would be Yoda (his Force Powers only), Darth Sidius, Darth Maul, and Darth Vader rolled into one and integrated into space vessels (take LEXX for instance, many of them) with nothing but evil devouring intent. And I'm still WAY off.

....as I stated before TJ....RUN!

< Message edited by ehsumrell1 -- 7/29/2012 6:04:02 PM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to tjhkkr)
Post #: 21
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 6:41:30 PM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
Also some intresting facts about reapers from wikia:

Available information suggests that a single race is harvested during each cycle to produce Reaper Capital Ships; it appears that other space-faring races harvested during the cycle are used to produce Destroyer-class Reapers. Exactly how or why this distinction is made is unknown.

And some info about weapons:

Even without their indoctrinating influence, Reapers are immensely powerful warships and their technology is devastating. Sovereign’s destructive power was unrivaled in the known galaxy. Each of the "tentacles" extending from its bow was equipped with a powerful "magnetohydrodynamic" weapon which ejects a stream of molten metal at a fraction of the speed of light which could tear through a cruiser in a single sustained burst. Its gigantic spinal-mounted gun was able to rip through the hulls of even the largest of dreadnought-class ships with ease, effortlessly penetrating their kinetic shields. Sovereign's defences included powerful shields that could block the projectiles of an entire fleet, along with an incredibly strong hull.

So, yeah, everybody gonna die.

UPD: Oh - full proteans ships set is ready! woohoo, nice job, Tyrador

< Message edited by Quadro7F -- 7/29/2012 6:50:53 PM >

(in reply to ehsumrell1)
Post #: 22
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 11:43:01 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline
Yeah, reapers are a true menace. Even if we give them a crazy max boost in DW they still wouldn't be properly represented in the gameplay. If it was possible I would give them about 300% weapon damage and 500% shield strengh bonuses. Their ground troops strengh should be over the roof too.I didn't know you knew so much about ME Ehsumrell :) I always thought few ppl here ever played ME.

Great work on those protean ships Tyrador. I like the stations, that docking rings match the ships shape nicely. I'm eager to see what will you devise for the next ancient race. Which will it be?

(in reply to Quadro7F)
Post #: 23
RE: Prothean Empire (Mass Effect) mod idea - 7/29/2012 11:57:22 PM   
ehsumrell1


Posts: 2092
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: online

quote:

ORIGINAL: Kalthaniell

I didn't know you knew so much about ME Ehsumrell :) I always thought few ppl here ever played ME.



In spite of my Star Trek So'na heritage, my family name was 'Shepard' in a previous life!

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Kalthaniell)
Post #: 24
RE: Prothean Empire (Mass Effect) mod idea - 7/30/2012 3:00:15 AM   
Quadro7F


Posts: 23
Joined: 7/25/2012
Status: offline
quote:

ORIGINAL: Kalthaniell
Yeah, reapers are a true menace. Even if we give them a crazy max boost in DW they still wouldn't be properly represented in the gameplay. If it was possible I would give them about 300% weapon damage and 500% shield strengh bonuses. Their ground troops strengh should be over the roof too.


To make it nearly 90% accurate, we need:
1) Make all Reapers major ships indestructible by any weapons. Minor ships with boost 1500% on shields and armor, and 2500-3000% on weapons (or maybe it's not good enough and we need like 8000% and 12000% ).
2) We need to create some kinda hi-end ultra-heavy weapon called "Crucible" with its own researh technology tree, available only for Asari from start (and for other races by ancient locations in Galaxy, so they need to find them first, to be able to start research).
3) After killing each planet (fully populated colony), Reapers get another cap ship and after killing each race - they get indestructible cap ship (Sovereign class). So the more races they killing (while player runs from them) - the more powerfull they become. Cool, isn't it?
4) And the last - you can kill indestructible Sovereign class cap ships by Crucible weapon platform, but only 1 per shot (and reloading time is 2-5 minutes, depending on research progress), and, of course, dont forget, what in single Reaper's fleet could be more, than 1 Sovereign ships at once, and there could be more, than 1 fleets together, so...


...everybody gonna die , exept primitive aborigine races and monkeys in caves, of course.


Almost perfect balance, according ME Universe, isnt it?

< Message edited by Quadro7F -- 7/30/2012 3:12:23 AM >

(in reply to Kalthaniell)
Post #: 25
RE: Prothean Empire (Mass Effect) mod idea - 7/30/2012 12:30:32 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
quote:

ORIGINAL: Kalthaniell

Yeah, reapers are a true menace. Even if we give them a crazy max boost in DW they still wouldn't be properly represented in the gameplay. If it was possible I would give them about 300% weapon damage and 500% shield strengh bonuses. Their ground troops strengh should be over the roof too.I didn't know you knew so much about ME Ehsumrell :) I always thought few ppl here ever played ME.

Great work on those protean ships Tyrador. I like the stations, that docking rings match the ships shape nicely. I'm eager to see what will you devise for the next ancient race. Which will it be?


Rachni, although in prothean cycle they have been animals. Nevertheless I will make them faction with proper shipset which would be kinda insectoid organic.

quote:

ORIGINAL: Quadro7F

quote:

ORIGINAL: Kalthaniell
Yeah, reapers are a true menace. Even if we give them a crazy max boost in DW they still wouldn't be properly represented in the gameplay. If it was possible I would give them about 300% weapon damage and 500% shield strengh bonuses. Their ground troops strengh should be over the roof too.


To make it nearly 90% accurate, we need:
1) Make all Reapers major ships indestructible by any weapons. Minor ships with boost 1500% on shields and armor, and 2500-3000% on weapons (or maybe it's not good enough and we need like 8000% and 12000% ).
2) We need to create some kinda hi-end ultra-heavy weapon called "Crucible" with its own researh technology tree, available only for Asari from start (and for other races by ancient locations in Galaxy, so they need to find them first, to be able to start research).
3) After killing each planet (fully populated colony), Reapers get another cap ship and after killing each race - they get indestructible cap ship (Sovereign class). So the more races they killing (while player runs from them) - the more powerfull they become. Cool, isn't it?
4) And the last - you can kill indestructible Sovereign class cap ships by Crucible weapon platform, but only 1 per shot (and reloading time is 2-5 minutes, depending on research progress), and, of course, dont forget, what in single Reaper's fleet could be more, than 1 Sovereign ships at once, and there could be more, than 1 fleets together, so...


...everybody gonna die , exept primitive aborigine races and monkeys in caves, of course.


Almost perfect balance, according ME Universe, isnt it?


No it will be overpowered, Reapers are tough but not invincible. Remember it took 200 years to eradicate Protheans. But it present cycle it took them only few months to conquer 50% of known galaxy

Also World destroyer should be Crucible.

< Message edited by Tyrador -- 7/30/2012 12:35:52 PM >

(in reply to Kalthaniell)
Post #: 26
RE: Prothean Empire (Mass Effect) mod idea - 7/30/2012 2:10:25 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline
True, making them too accurate would kill the gameplay ( or indoctrinate it:P). Either way we can't do it. Tyrador is right, the main difference in strength lies in unfair tech advantage. If a race you play can achieve the level of Protheans it should be able to stand up to reapers. So I guess in a way it balances it out :)

(in reply to Tyrador)
Post #: 27
RE: Prothean Empire (Mass Effect) mod idea - 7/30/2012 7:11:32 PM   
Tyrador


Posts: 158
Joined: 1/29/2012
Status: offline
Kalthaniell, is it a good idea to make savegame in which all star names, planet names and faction positioning will represent/reflect Mass Effect galaxy map? And Give Reapers some colonies in galactic far rims as well?

< Message edited by Tyrador -- 7/30/2012 7:13:44 PM >

(in reply to Kalthaniell)
Post #: 28
RE: Prothean Empire (Mass Effect) mod idea - 7/30/2012 10:39:44 PM   
tjhkkr


Posts: 1836
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: ehsumrell1
quote:

ORIGINAL: tjhkkr
By the way, what are Reapers?

TJ....go tell Darth Vader to HIDE!

The Reapers, also known as the Old Machines, are a highly advanced machine race of synthetic-organic starships that cyclically purge and devour the galaxy. They live in the dark space between the galaxies in the Mass Effect Universe.

In Star Trek lore, I'd guess the only thing similarly close in description would be Species 8472
and their Bio-Ships from Fluidic Space (Really not close though).

In your Star Wars lore, my best guess would be Yoda (his Force Powers only), Darth Sidius, Darth Maul, and Darth Vader rolled into one and integrated into space vessels (take LEXX for instance, many of them) with nothing but evil devouring intent. And I'm still WAY off.

....as I stated before TJ....RUN!


Aw... they sound like a bunch of partying dudes and dudettes...
I think Yoda would love to party with them... :)
Thanks; I had no idea what they were...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ehsumrell1)
Post #: 29
RE: Prothean Empire (Mass Effect) mod idea - 7/31/2012 12:54:54 AM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
Status: offline

quote:

ORIGINAL: Tyrador

Kalthaniell, is it a good idea to make savegame in which all star names, planet names and faction positioning will represent/reflect Mass Effect galaxy map? And Give Reapers some colonies in galactic far rims as well?

Personally I like my galaxies completely random. But if you want to create a kind of pre set 'scenario' it might be worth a try. It shouldn't be the main idea behind the mod though. At least imho.

(in reply to Tyrador)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> [DEV] - [Prothean Cycle and Mass Effect mods merge?] - I'm back! Page: [1] 2 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109