[IDEA] Mass Effect Universe

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foxunit
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[IDEA] Mass Effect Universe

Post by foxunit » Thu, 4. Feb 10, 15:02

MASS EFFECT UNIVERSE



Hello everyone,

as you can see Im planing on recreating the Mass Effect universe.
Why, becuase Im a huge fan of ME and want to fly through the that universe completing naval based missions, being part of the alliance or serve as a turian commander or salarian fighter pilot.
If you are wanting the same and are willing to help, Im up for help anytime ^^.
If you want to enjoy the setting but are not able to help, thats ok too just sho wme that you like the idea xP gives the idea some love ;).

First things first: Im new to the whole modding thing, but Im willing to learn and Im motivated, one could say Im drived by my love for the universe ^^. So it will porpably will take some time to complete my vision of the mod, but I will try as hard as I can. That being said please dont expect right away that im going to blow your brains out ^^".




/////First steps/////


Creating the known ships of the series:

Alliance:

-Cruiser

-Shuttle

-Fighter

Turians:

-Crusier

Asari:

-Destiny Ascension

Merchant collective:

-Frighters

-Arkships

Quarians:

-the Flotilla

Geth:

-the dropship/frigate class

Reaper:

-Sovreign

Collector:

-the collector vessel


Those are the ships we have refference on, so unless in further DLCs there is more info on the ships we have to create new ships to give the player some variaty. Of course my bigggest concern is, to create the ships in the style of their race and that the mew ones fit into the overall design. This will be a long term problem, wich will consume a lot of time and energy, but Im happy to try.


/////What to come?/////

-recreating the main stations, Omega, the Citadel and some I dont have the names ready atm xD

-figuring out a way emulate landing on planets. Propably through video sequences.

-thinking of a way to recreate the mass relays effect.

-establishing the main sectors and economy

-creating subfactions and their relationship





As said before, feel free to help or create stuff yourself ^^ maybe we will make it.

http://img402.imageshack.us/gal.php?g=horizon2q.jpg

Im looking for every form of critique so give it to me xD
Last edited by foxunit on Fri, 5. Feb 10, 10:59, edited 4 times in total.

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Matterom
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Post by Matterom » Thu, 4. Feb 10, 15:03

its good but are you shure you could get enugh work for this
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Post by foxunit » Thu, 4. Feb 10, 15:19

Geekey265 wrote:its good but are you shure you could get enugh work for this
what do you mean? oO

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Matterom
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Post by Matterom » Thu, 4. Feb 10, 15:35

well you have to concider content and help
its one thing i overlloked with my startrek mod
it wasent somthing i could do allone with my avalible recorces
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Post by foxunit » Thu, 4. Feb 10, 15:44

There is a lot of ground to cover in the Mass Effect universe, Im sure the Star Trek universe also has many things to offer.

First off I want to recreate the system that are present in ME, along with all their unique stations, eg: Omega, Purgatory (even if it would be destroyed by that time) and that alike.

The major downside with the universe so far is, that there are not so many ships present. We know the Alliance crusiers, the turian cruiser, the Flotilla, the Reapers, the Geth and some random ships wich are either used by anyone or are just not be tied to any race in general.

So the main weak point of that project is to develop ships that fit into the universe. Everything else is pretty much taken care of.

If it is that what you mean.

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Matterom
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Post by Matterom » Thu, 4. Feb 10, 15:47

you going to do somthing with the Mass relays
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Post by foxunit » Thu, 4. Feb 10, 15:51

Well the warpgates are pretty close the Mass Relays, I think that I will do a replacement for the start and maybe later if I find a way to recreate the "relay effect" I will implement that, but that is a task that is ahead of me and I know Im not ready to deal with it fully yet.

Im creating some ships for each faction atm and want to get some oppinions on them, before I throw myself into absolute planing ^^"

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Iifrit Tambuur-san
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Post by Iifrit Tambuur-san » Thu, 4. Feb 10, 16:08

Board Rules wrote:8. Images posted should not exceed 640 x 480 and 100kb in size
@foxunit

4/6 in the first post in this thread exceed this limits.
I removed the img-Tags once just to see that they are readded.

You have 2 choices now:
1. Remove all img-Tags in the next half hour on your own or
2. I will do this once again.

I T-s

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Roady1976
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Post by Roady1976 » Thu, 4. Feb 10, 16:12

May i suggest Talking to Tenk who has already created a Normandy
http://forum.egosoft.com/viewtopic.php?t=236328

Perhaps you could maybe come up with a collaberation of work together?
Just an idea...

Best of luck with this project and i look forward to seeing it mature.

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Post by foxunit » Thu, 4. Feb 10, 16:18

Already considered that, maybe if Tenk is willing to work with such a beginner xD

Willus Killus
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Post by Willus Killus » Thu, 4. Feb 10, 18:00

A ME mod would be awesome, and I think it would fit into the X engine quite well however im afraid I cant help at all.

Might be hard to find material to reference though...

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Matterom
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Post by Matterom » Thu, 4. Feb 10, 18:01

alredy broght that up
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foxunit
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Post by foxunit » Thu, 4. Feb 10, 18:41

Well the wiki gives away many things aswell does the codex, I think that is good enough to do basic modding. As the DLC will enlighten the Universe more we might get new Infos on various things, about those things that are not referenced, well we are open to use our imagination arent we?

Sure the stuff has to match the overall style, but I guess that can be done.

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Post by Tenk » Thu, 4. Feb 10, 19:28

foxunit wrote:Already considered that, maybe if Tenk is willing to work with such a beginner xD
I wish I had time but I've got too much work on at the moment to have any time to model :(

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Post by foxunit » Thu, 4. Feb 10, 19:55

I understand that, model consumes time and skinning takes even more time -.-" oh man. Anyway hear ya.

Ok a little update on the ships:

Dreadnoughts the migthiest ships ever existed obviously, those will be M0 (or very strong M2)

Alliance Dreadnougth 6 in total:

Everest Class:

Armarment:

-Main Mass Driver (Something like the Point-singularity-projector but with a bit more punch, forward)

-10 AA-Laser-banks (5 topside and downside)

-30 Mass Driver turrets (15 on each side)


Kilimanjaro Class:

Armarment:

-originally 156 mass drivers (78 on each side) I think I will cut that down to 78 in total (39 on each side/13 turrets with 3 guns each)

-12 AA-Laser-banks (6 topside and downside)



Cruisers 13 in total:

at the moment there is a lack of stats for the cruisers, however, taking a look at the battle for the citadel, each cruiser has a two barrel main-mass-driver, several GARDIAN banks (AA laser) and torpedo bays. so I guess it will look like this:


Armament:

-Main-mass-driver equal to the PSP

- 12 GARDIAN AA Banks

Im gonna update the post tomorrow[/b]
Last edited by foxunit on Thu, 4. Feb 10, 23:53, edited 1 time in total.

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Matterom
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Post by Matterom » Thu, 4. Feb 10, 22:59

if you ever get to the "time to put it in game because i have enough modles" point i will be will ing to give you a scripting hand and also configure the neccisary T Ships TDocks and all other kinds of files for you, hell ill even put it all together
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Post by jayboyo123 » Thu, 4. Feb 10, 23:25

I could give you a hand with modeling a ship, im not amazing but eventually I could produce something half decent.
Heres a link to a ship I started making for a halo mod which shortly came to a halt. Its no way near finished, but it gives you a rough idea of what I can do with a few hours :P

http://img199.imageshack.us/img199/8803/poaz.jpg

foxunit
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Post by foxunit » Thu, 4. Feb 10, 23:56

Of course help is allways appreciated, I will throw a list of things together wich i want to include for the first testing phase.

Gonna write a lot tomorrow ^^

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Post by Killjaeden » Fri, 5. Feb 10, 00:45

Kilimanjaro Class:
Armarment:
-originally 156 mass drivers (78 on each side) I think I will cut that down to 78 in total (39 on each side/13 turrets with 3 guns each)
-12 AA-Laser-banks (6 topside and downside)
Better get used to it ->
X engine: maximum 6 turrets possible.
in those 6 turrets maximum 12 working guns possible.
how you split guns up (all in one turret model or each in it's own or whatever combination), up to you.
incl frontguns = max 84 lasers. no way to change it.
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foxunit
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Post by foxunit » Fri, 5. Feb 10, 10:28

Ahh well to bad xD but still more than enough, cause the Kilimanjaro-class is the only one that features that many mass drivers.

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