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RE: [PCM] - Prothean Cycle Mod - (30/03/2013)

 
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RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 6/16/2013 9:53:23 AM   
Tyrador


Posts: 157
Joined: 1/29/2012
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quote:

ORIGINAL: dostillevi

I've taken a few of the races you made and turned them into "spoilers" to make game play interesting. I pulled these races from your mod and added them to my own personal mod with 49 races...

The Zha'til are a capable but enigmatic machine race that inhabits ice worlds. They are ruthless and able to carry on war without penalty, but they have little reason to engage in war and won't usually be the aggressor in a conflict.

The Vandomar are an amphibious powerhouse, focusing on income and wealth. They tend to be friendly with other races. The close resemblance to the Asari suggests some shared heritage, but unfortunately many Vandomar do not see this in a positive light and so they are not fond of the Asari. The Asari have no such negative feelings towards the Vandomar.

The Ditakur give the Ursidians a purpose, as they are capable and also a bit xenophobic. Ursidians now have very strong affinity for each other and a slightly smaller affinity for the rodent races, for whom they should act as protectors.

The Rachni are an insect spoiler in that they dislike the more conniving insect races and are neutral towards or only slightly like the others. I've made them more intelligent than you had them, and the less xenophobic and more intelligent races will see that the rachni are more misunderstood than bad.

Lastly, the Endorumi are highly militaristic and xenophobic amphibian race. They like and are well liked by other amphibious races, and they respect power among other races. They detest humans and have low regard for other humanoids due to what they perceive as a meddling attitude.. Amphibians shouldn't have to stand next to humanoids as the chief galactic powers.

As you can probably imagine, I don't know much about what these races are supposed to be like in the ME universe!


Hey, what about Protheans?
BTW: Info on these races is here - http://masseffect.wikia.com/wiki/Background_Races

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Post #: 121
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 6/16/2013 1:45:44 PM   
AstroCat


Posts: 311
Joined: 7/31/2003
Status: offline
Here's a really small thing, maybe add a more themed scifi money message to go with your other really cool message graphics?

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Post #: 122
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 6/16/2013 2:55:32 PM   
dostillevi

 

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Joined: 8/31/2012
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I ran out of room! I gave the Prothean shipset to the Ditakur I think since I already had their shipset in use. I'm going to experiment with >50 races once I have my game fully modded and stable with 49. I think I read somewhere that you can have more than 50 shipsets, but only 50 race images. I've got a month to figure it out before the EVE Mod gets released . Anyway, right now I'm doing the designtemplates for 9 or so races and its taking forever. I ran a 30 year automated game as the Vandomar though and they really will follow the research priorities.. to the point where they were flying around with highly advanced torpedoes around the same time they were getting hyperdrive and colonization tech.

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Post #: 123
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 7/9/2014 12:03:11 PM   
ChillGuru

 

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Joined: 8/24/2013
Status: offline
Hi! Is this mod compatible with Distant Worlds Universe? I used to play this on Shadows a few months ago. Really awesome mod!

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Post #: 124
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/13/2014 7:02:12 PM   
Tyrador


Posts: 157
Joined: 1/29/2012
Status: offline
Hello everyone, I've decided to return back to update my mod to the Universe version of DW. However, I think that since ancient Mass Effect era is not that popular, I'll do just Mass Effect present era mod. Moreover there is one already done by Kalthaniell with whom I've shared resources and cooperated across his and mine mods. Kind thanks to Demonius and others who made MASS EFFECT mod compatible with DW Universe.

So would it be a good idea for me to merge Prothean Cycle and MASS EFFECT mods? Thoughts and suggestions are more than welcome.


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Post #: 125
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/14/2014 4:54:38 AM   
McMike


Posts: 14
Joined: 9/6/2012
From: deep dark forest of Germany
Status: offline
Good that you're back.

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Post #: 126
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/14/2014 2:15:45 PM   
Balkor Wolf

 

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Joined: 4/17/2013
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Which mass effect mod is compatible with Universe? I've had a look around but can't find it.

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Post #: 127
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/16/2014 2:30:05 PM   
gerishnakov


Posts: 47
Joined: 6/5/2014
From: Brighton, UK
Status: offline

quote:

ORIGINAL: Tyrador

Hello everyone, I've decided to return back to update my mod to the Universe version of DW. However, I think that since ancient Mass Effect era is not that popular, I'll do just Mass Effect present era mod. Moreover there is one already done by Kalthaniell with whom I've shared resources and cooperated across his and mine mods. Kind thanks to Demonius and others who made MASS EFFECT mod compatible with DW Universe.

So would it be a good idea for me to merge Prothean Cycle and MASS EFFECT mods? Thoughts and suggestions are more than welcome.



Welcome back! A merge of the two would be great, but I'd also just be happy with an up to date, detailed Mass Effect mod. I've done a little work of my own on the ME mod (for my own use) over the past few months so I'd be happy to chip in.

(in reply to Tyrador)
Post #: 128
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/16/2014 3:26:08 PM   
Icemania


Posts: 1435
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From: Australia
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A merge would be very cool!

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Post #: 129
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/16/2014 3:32:24 PM   
Tyrador


Posts: 157
Joined: 1/29/2012
Status: offline
quote:

ORIGINAL: gerishnakov


quote:

ORIGINAL: Tyrador

Hello everyone, I've decided to return back to update my mod to the Universe version of DW. However, I think that since ancient Mass Effect era is not that popular, I'll do just Mass Effect present era mod. Moreover there is one already done by Kalthaniell with whom I've shared resources and cooperated across his and mine mods. Kind thanks to Demonius and others who made MASS EFFECT mod compatible with DW Universe.

So would it be a good idea for me to merge Prothean Cycle and MASS EFFECT mods? Thoughts and suggestions are more than welcome.



Welcome back! A merge of the two would be great, but I'd also just be happy with an up to date, detailed Mass Effect mod. I've done a little work of my own on the ME mod (for my own use) over the past few months so I'd be happy to chip in.


I should have been little bit more clearer on merging, as I will add only 4 races to ME mod (Council races (one race), Collectors, Protheans and Rachni, plus most of graphics from prothean cycle mod.

I'm almost done BTW, only custom map and components remain to be added.

Here's a pic of a new 'planet':




Attachment (1)

< Message edited by Tyrador -- 8/16/2014 4:32:45 PM >


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Post #: 130
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/17/2014 12:46:34 PM   
Demonius


Posts: 40
Joined: 7/6/2004
From: Hessen, Germany
Status: offline
Is my release universe download still available?

I really didnt check up on all the patched in changes as well.

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Post #: 131
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/17/2014 8:39:19 PM   
heenka

 

Posts: 4
Joined: 5/30/2014
Status: offline
that is awesome i got this game just because of the mass effect and prothean cycle mod :D are you going to add new techs and sounds aswell ?

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Post #: 132
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/17/2014 8:50:58 PM   
Tyrador


Posts: 157
Joined: 1/29/2012
Status: offline

quote:

ORIGINAL: Demonius

Is my release universe download still available?

I really didnt check up on all the patched in changes as well.


Yes it is. I've downloaded it from Kalthaniell's MassEffect mod page 7, where you posted it. Thanks again for updating it, you've save me a lot of work. :)

quote:

ORIGINAL: heenka

that is awesome i got this game just because of the mass effect and prothean cycle mod :D are you going to add new techs and sounds aswell ?


Yes, I'll add bunch of new tech with reworked tech tree, also components from the Mass Effect universe. I've already reworked and added 9 new resources. Addition of a lot of new sounds and custom map are partly done. This mod will be exclusively pirate focused, so there will be no playable normal empires.

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Post #: 133
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/18/2014 4:22:44 PM   
Demonius


Posts: 40
Joined: 7/6/2004
From: Hessen, Germany
Status: offline
Exclusively pirate? Well, wont be playing it then :/

(in reply to Tyrador)
Post #: 134
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/18/2014 7:03:05 PM   
Tyrador


Posts: 157
Joined: 1/29/2012
Status: offline

quote:

ORIGINAL: Demonius

Exclusively pirate? Well, wont be playing it then :/


Playing as Collectors or Cerberus with Shepard is not interesting? Well well

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Post #: 135
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/22/2014 12:11:51 PM   
gerishnakov


Posts: 47
Joined: 6/5/2014
From: Brighton, UK
Status: offline
I'll definitely download this mod once you've gotten it done and up to date, Tyrador, your work looks really high quality. I've been thinking recently that I might, of course using the work that has come before me, with permission, build up a mod specifically set in the post-Reaper War galaxy. I.e. something equivalent to the vanilla DW's Shadows Era.

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Post #: 136
RE: [PCM] - Prothean Cycle Mod - (30/03/2013) - 8/22/2014 4:26:32 PM   
Tyrador


Posts: 157
Joined: 1/29/2012
Status: offline

quote:

ORIGINAL: gerishnakov

I'll definitely download this mod once you've gotten it done and up to date, Tyrador, your work looks really high quality. I've been thinking recently that I might, of course using the work that has come before me, with permission, build up a mod specifically set in the post-Reaper War galaxy. I.e. something equivalent to the vanilla DW's Shadows Era.


Great idea! It will fit neatly with the DW Shadows Era.

I will release this mod really soon and I would very much like it to be a free to mod community project, so I'll include some modding assets for ship's graphics as well.

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Post #: 137
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