Hello! As the title says, this thread is going to be dedicated to posting updates and changelogs to the Mass Effect mod that my friend and I are developing for Galactic Civilizations II. (Hence why the first few posts have been reserved. Sorry about that.)
Our intention with this project is to recreate the Mass Effect universe in every way we possibly can within the 4x strategy format of Galactic Civilizations II and make it available for everyone to play and enjoy.
Currently, the 12 playable major races are the: Asari, Batarians, Collectors, Elcor, Geth, Humans, Krogan, Quarians, Rachni, Salarians, Turians and the Volus. We are also looking into replacing the 13th custom race in the game with the Hanar. Each of the races have their own unique and balanced racials, tech trees and super abilities designed in the hopes of emulating the races in the Mass Effect universe as much as possible, as well as making the game more fun to play by catering to different play styles and strategies. Have you ever wanted to see what it's like being a mindless repurposed husk of a former great and empircal race? Assume direct control! Have you always wanted to see what the big deal is with the Asari? Embrace eternity! (I'll stop with the bad puns now..., but hopefully you get my meaning.
We are also in the process of storyboarding/developing ideas for a custom Mass Effect campaign for the campaign mode of Galactic Civilizations II! It's a fairly new idea as Sheep has just discovered that we can do that, but I know that it will definitely be after the events of Mass Effect 3, but I will be approaching the story in such a way that neither of the endings possible at the end of Mass Effect 3 are invalidated so everyone can enjoy the custom campaign.
The mod is available for download here, on our mod blog, which also has our F.A.Q, racial information, changelogs and screenshots. However, as I said before, I will be updating this thread as we update the mod.
***Unfortunately, we had to implement a password with the last update because of some difficulties regarding ownership and credit. To avoid the same issue, we turned off anonymous asks on the mod blog as well. However, I will say that we always reply to people asking for the password as promptly as we can. You can either make an account on tumblr to ask for the password (the reason why is because if you don't have an account and send an ask, it'll be registered as anonymous and the only way we can reply to anonymous asks on there is by publishing it publically, which defeats the purpose of having a password) or you can circumvent that entire process and send me a PM on here, although I must confess that I don't lurk in the forums nearly as often anymore. Please feel free to send us any constructive criticisms, concerns, suggestions, feedback or any questions not covered in our F.A.Q.
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Racials:
Asari:
+30 Diplomacy, +20 Influence, +10 Morale, +6 Logistics
-25 Creativity
Super Ability: Super Breeder
If approval is at 100%, then it gets an 800% bonus to population growth instead of the usual 200%.
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Batarians:
+10 Range, +20 Soldiering, +10 Military Production, +10 Hit Points, +8 Logistics
-15 Loyalty
Super Ability: Super Manipulator
Easily instigates conflics between other races and then profits off of them.
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Collectors:
+100 Loyalty, +20 Trade, +25 Weapons, +7 Logistics
Super Ability: Super Annihilator
Can build a Spore ship, which turns defenseless colonies into toxic worlds owned by you. Can colonize Toxic worlds at the beginning of the game.
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Elcor:
+10 Diplomacy, +10 Soldiering, +20 Planet Quality, +5 Logistics
-20 Espionage
Super Ability: Super Organizer
When attacked, other races sharing a similar alignment as you will come to your aid, and you are rarely attacked by races sharing a similar alignment.
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Geth:
+10 Economics, +20 Military Production, +20 Social Production, +30 Soldiering, +100 Loyalty, +10 Miniaturization, +6 Logistics
Super Ability: Super Isolationist
Can colonize barren worlds and foreign vessels cannot travel more than 3 spaces per turn in their territory.
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Humans:
+30 Diplomacy, +10 Speed, +25 Luck, +6 Logistics
-10 Military Production
Super Ability: Super Diplomat
Secures much better deals through negotiation. Can talk to other civilizations every 4th turn instead of each 8th.
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Krogan:
+50 Soldiering, +25 Courage, +10 Weapons, +7 Logistics
-50 Population Growth
Super Ability: Super Dominator
Receives some free Corvette-class ships whenever the civilization goes to war, with the number of ships being related to the civilization's military score at the time. Can more easily extort money from other civilizations
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Quarians:
+33 Social Production, +33 Military Production, +10 Repair, +10 Logistics
-30 Population Growth, -30 Diplomacy
Super Ability: Super Hive
Ships have a significant range bonus and factory structures are contructed four times faster than normal.
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Rachni:
+20 Population Growth, +20 Social Production, +30 Loyalty, +8 Logistics
-20 Diplomacy
Super Ability: Super Adapter
Can colonize toxic and aquatic planets at the beginning of the game.
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Salarians:
+25 Research, +50 Espionage, +8 Logistics
-10 Soldiering
Super Ability: Super Spy
Starts with a spy and the ability to build Counter espionage centers. Espionage slider can be set to a higher value than anyone else.
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Turians:
+10 Weapons, +25 Soldiering, +10 Military Production, +10 Hit Points, +8 Logistics
-10 Speed
Super Ability: Super Warrior
Receives a first strike ability in ship-to-ship combat. Only applies to the first round of combat.
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Volus:
+25 Trade, +25 Economics, +2 Trade Routes, +6 Logistics
-15 Courage
Super Ability: Super Trader
Starts with all trade techs and receives additional income from trade.
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Hanar:
In development.
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Modifié par loominousfihs, 22 avril 2013 - 06:11 .





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