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Mass Effect Civilizations- ME Mod for Galactic Civilizations 2


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#1
loominousfish

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 So my friend SuperSheep and I are working on a mod for Galactic Civilizations 2 which will allow you to play in the Mass Effect universe! (He's doing all the hard coding and modding, I'm just helping out with dialogue and lore.)

Right now he's going through the tech trees and editing them to fit the races, but he's having trouble with the Elcor. And unfortunately I don't know much about the Elcor. :/

So does anyone here know a bit more about them? In terms of history? We're basically just rewriting the descriptions for the tech trees so it fits each race better, but the Elcor are a bit tricky since we don't really know much about them...

All help is welcome and accepted!

Edit: Should you wish to take a look at the mod, we have a tumblr showcasing our progress, updates, changelogs and screenshots. 

http://masseffectciv...ions.tumblr.com

Once it has reached a certain level of completion, the mod will be released for download for everyone to enjoy! :happy:

Modifié par loominousfihs, 21 décembre 2012 - 08:21 .


#2
Edolix

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They don't really talk about the Elcor's background all that much unfortunately. All I know is that the Asari found them when they were only just starting to explore space, who then helped them find the nearest Mass Relay and establish a trade route to the Citadel.

If you need more information, you could look the Elcor up on the Mass Effect Wiki. I'm sure there's lots of stuff on them there.

#3
loominousfish

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The Elcor page on the Mass Effect wiki is pretty bare. As you said, they don't really talk much about the Elcor at all really. I can talk for ages about the Turians, Salarians, Asari and heck, even the Hanar, but not the Elcor. There's not much about them in the codex across all three games as well, and they don't appear in the books or comics much at all. Or at all, I should say.

The problem with the Elcor tech tree is that the race that they're based on, their tech tree has a lot to do with Dark Energy. The reason why we chose that race to base the Elcor on is because they're super peaceful and they fit. But their tech tree is really weird. What we're trying to do is just change the descriptions and the names of their techs to fit them more, while also retaining what the techs actually do.

Ex: The Elcor's tech tree starts off with something called "Xeno Mysticism." It's basically the first bit in their tech tree, and it just adds a +10 luck bonus. But since we'd like to limit the amount of space magic within this mod, we'd like to tweak the name a bit.

#4
loominousfish

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Edit: Alright. Prothean beacons just fixed a whole ton of problems. But help, ideas, Elcor history headcanons and brainstorms are still very much appreciated!

#5
Thuellai

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The elcor aren't necessarily insanely peaceful. Their characterization is slow and deliberate, but remember the elcor ambassador? He's prideful when describing their warriors. The elcor are big, scary, careful tanks of a race. The only area where they're notably meek, that I've seen, is colonization, and that seems to be a cultural thing.

#6
Constipator369

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Can't wait to play it. Many people will be angry because there are no playable drell. Hanar as well, but less so. What a pity the number of races is limited. I think you should abandon the collectors and put hanar/drell joint forces instead.

#7
loominousfish

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Unfortunately, if we put in the Hanar/Drell, you wouldn't really get to see the Drell all that much. Basically, there is no way for us to put two species on planet. So we could integrate the drell by putting them into the Hanar tech tree as something like, "Drell Assassin Training," but if you opened up diplomatic channels with them it's going to be a Hanar on the other end so you won't get to see much Drell at all really.

We have a similar problem with the Geth and the Quarians, because we can't have two races on one planet at a time, and we cannot have it so that the starting "planet" is actually a fleet of ships, or in the Geth's case, that space station thing that got destroyed by the Quarians. However, what we can do is just make it so that the starting planet for the Quarians looks like The Migrant Fleet, but it can't actually function as a ship, if that makes sense.

#8
Guest_Arcian_*

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Man, I've always wanted a Mass Effect 4X game.

+Infinity

#9
euromellows

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This is a great idea, GalCiv2 is still my favourite 4X game.

#10
Iron Star

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I just read through the racials, and I'd just like to point out that the rachni and quarians super abilities should be swapped for greater lore consistency (spelling). Rachni can colonize toxic planets (hell, their homeworld has a toxic atmosphere), whereas quarians have huge problems colonizing new planets due to their very weak immune systems that need very special atmospheres. Also, quarians are dextro-amino acid based, making most kinds of food etc deadly to them. As for the rachni super ability, quarians have lived on the migrant fleet for three hundred years, so that their ships have a longer range is plausible. And they're good engineers, so that could be the reason why they buld structures so much faster.

I realise that this might not be as easy as just switching, and that the rest of their respective trees fit them better, but I thought you should know. :)
Good job thus far and keep it up!

Also, wouldn't it be better to rename the krogan to the "Krogan Clans" instead of the "krogan rebellion"?

Modifié par Get fired up, 22 décembre 2012 - 07:17 .


#11
loominousfish

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Get fired up wrote...

I just read through the racials, and I'd just like to point out that the rachni and quarians super abilities should be swapped for greater lore consistency (spelling). Rachni can colonize toxic planets (hell, their homeworld has a toxic atmosphere), whereas quarians have huge problems colonizing new planets due to their very weak immune systems that need very special atmospheres. Also, quarians are dextro-amino acid based, making most kinds of food etc deadly to them. As for the rachni super ability, quarians have lived on the migrant fleet for three hundred years, so that their ships have a longer range is plausible. And they're good engineers, so that could be the reason why they buld structures so much faster.

I realise that this might not be as easy as just switching, and that the rest of their respective trees fit them better, but I thought you should know. :)
Good job thus far and keep it up!

Also, wouldn't it be better to rename the krogan to the "Krogan Clans" instead of the "krogan rebellion"?


I noticed that! I actually pointed it out to my partner, but he needed a bit more convincing. Your comment may help, thank you.

As for the Krogan, as far as I know they've been renamed to the "Allied Krogan Clans." The screenshot depicting them as the "Krogan Rebellion" is a wee bit old. 

Thank you for your input! Keep 'em coming!

#12
loominousfish

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The mod is now available for download!

Instructions and the actual download link can be found here: (MAKE SURE YOU READ THE INSTRUCTIONS FIRST)

http://masseffectciv...om/tagged/Links

Modifié par loominousfihs, 25 décembre 2012 - 01:09 .