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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: 145
Joined: 1/29/2012
Status: offline

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


Posts: 308
Joined: 7/31/2003
Status: online
Here's a really small thing, maybe add a more themed scifi money message to go with your other really cool message graphics?

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

 

Posts: 216
Joined: 8/31/2012
Status: offline
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.

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

 

Posts: 19
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!

(in reply to dostillevi)
Post #: 124
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