Mass Effect at War 2.0 originated with thomas39120, Gürteltier, & Smg-modding on Moddb C. 2013. A while back it was removed by the mod authors & has been considered a dead mod since then. Over the last few years I’ve worked on edits to the mod aimed at improving; units, faction balance, hardpoints, projectiles, & more. I am not affiliated with the original modding team, but my goal with this release is to help continue the amazing work that they began with creating this mod. All credit for building the models (Units, buildings, weapons etc.) as well as designing all of the framework for the mod & used for continuing the mod goes to thomas39120, Gürteltier, & Smg-modding. Thank you all for creating such a memorable experience--Normandy1138_86 Mass Effect at War: Continued is a free modification for Star Wars Empire at War Forces of Corruption that I have uploaded for entertainment purposes only. The mod is not for profit, & no financial gain of any kind will be pursued.
- This version 0.9.5 is an updated beta that I am hoping will be an improvement over the first version released. Unfortunately this will probably be my last major upload on Moddb for quite a while (I would also like to upload this build to Steam in the near future). I currently don't have a whole lot of time available to work on the mod. Further updates in the near future will be in response to specific, suggestions, bug reports, or any other feedback from players. Other than this there probably will not be a whole lot in the way of updates in the near future.
Updates for this build include:
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Improvements to unit id's and descriptions
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Changes to Space Skirmish aimed at improving faction balance, including removing the huge advantage that the Alliance and Cerberus had in updating to Starbase level 2. They still have a slight bonus but its not as overwhelming as before. This was due to the bonus giving too much of an early advantage over the Reaper faction who don't actually get Sovereign Class Reapers until Starbase Level 5 (Not counting the single hero units of Sovereign in level 3 and of Harbinger in level 4)
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Improving and finalizing units' Strong against & Vulnerable to, in-game encyclopedia entries
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Edits to certain units intended to increase the rate at which the AI for computer opponents and allies, will build certain units and heroes. For example the Alliance's AI for computer opponents & allies will now build Turian Cruisers & Dreadnoughts as much as it does their for their Alliance Navy counterparts
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The Alliance AI for computer opponents and allies will now regularly build the Normandy SR2
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The Cerberus AI for computer opponents and allies will now regularly build the Cerberus prototype corvette and the T38A- Long range bomber
MASS EFFECT AT WAR 2.0-CONTINUED: README
Mass Effect at War 2.0 originated with thomas39120, Gürteltier, and Smg-modding on Moddb C. 2013. A while back it was removed by the mod authors & has been considered a dead mod since then. Over the last few years I’ve worked on edits to the mod aimed at improving; units, faction balance, hardpoints, projectiles, & more. I am not affiliated with the original modding team, but my goal with this release is to help continue the amazing work that they began with creating this mod. All credit for building the models (Units, buildings, weapons etc.) as well as designing all of the framework for the mod and used for Mass Effect at War 2.0- Continued, goes to thomas39120, Gürteltier, and Smg-modding. Thank you all for creating such a memorable experience--Normandy1138_86
Mass Effect at War: Continued is a free modification for Star Wars Empire at War Forces of Corruption that I have uploaded for entertainment purposes only. The mod is not not for profit, & no financial gain of any kind will be pursued
Beta version 0.9.5 hopefully will be very close to a final version release. Please leave a comment or send me a message if you have any suggestions, critiques, or are interested in helping develop the mod.
Link to the original Mass Effect at War's page
Features:
- Remastered Skirmish mode- This is the continuation mod’s primary remastered feature, and includes a thorough reworking of both Space and Land modes.
- New units using the existing models including a Turian cruiser and dreadnought with their own fighter/bomber complement.
- Remastering of certain Hero units, such as the Normandy SR2 now featuring a thanix cannon (with the sound from Mass Effect 2), a Geth prime command ship, Legion’s own personal interceptor/corvette.
- Updated voices & sounds such as for the asari ships and the destiny ascension (for example some sounds are from the command & conquer series as they seem to fit well with some of the units)
- Editing the English encyclopedia and, improving descriptions of units, planets, abilities, ect.
- Balancing units and factions while taking the lore, story, and characters of the Mass Effect series into account.
- There are a few ‘non canon units’ but they are designed to fit in naturally without seeming out of place
- With the non canon units present I have made an effort to preserve the original meaning and function of the units within the original mod creators vision
- Completing the creation of units that were not fully finished including the Cerberus, Assault Trooper, Guardian, & Rocket troopers.
- Numerous other elements of the mod have been remastered as well
When updating the mod I also wanted to focus on the Universe of the Mass Effect series. Obviously the Reaper faction's capital ships can't be quite as powerful as in the lore. For instance the ME codex mentions that "In the case of a Reaper capital ship, these kinetic barriers can hold off the firepower of two dreadnoughts simultaneously, but three clearly causes strain, and four typically results in destruction."
Within the mod however, they are still formidable & in Space Based Skirmishes, the Alliance & Cerberus factions both have certain perks in order to help compensate. This includes a much faster & cheaper upgrade to starbase level 2 (This has been changed for the alternate beta v. 0.9.5-- They still have slight bonus but not as overwhelming as the initial release--This was due to the bonus giving too much of an early advantage over the Reaper faction who don't actually get Sovereign Class Reapers until Starbase Level 5 (Not counting the single hero units of Sovereign in level 3 and of Harbinger in level 4). For both the Alliance and Cerberus all hero units continue to have the bonus, of being cheaper, faster, & not counting towards the population limit. These perks are due to the strength of Sovereign class Reapers & don't apply to Land Based Skirmish matches. I'm hoping this concept has been implemented well, if you are encountering any major imbalances or other issues please let me know. Changes can be made for a future release.
Galactic conquest is not playable at the moment unfortunately. It is my hope that someone who has more time than I currently have can help finish the galactic conquest mode. I’ve had some decent progress regarding planets. 41 of the 55 planets currently have a full description, (i.g. history, population, terrain, weather) as planets within the mass effect universe. It will take some time to incorporate this concept into the galactic conquest mode.
Listed features that were already present in thomas39120, Gürteltier, & smg-modding’s original Readme & mod (others were removed as they are not currently applicable)
- Remastered effects
- All Defenses Unlocked in Space Combat
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System requirements:
Windows 7 (32/64 bit) or higher
1024MB graphics card
8GB of memory
5 GB hard disk space
Direct x 9c or higher
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Installation Guide:
- If you don’t have one already, create a folder called “mods” in the “forces of corruption game folder” (which is itself within the base Empire at War Folder).
-Using a program that opens .zip files (such as 7zip or WinRar) extract the contents of Mass_Effect_at_War_C_archive.zip into the “mods folder” you created earlier. You can also extract the .zip file to your desktop or to any folder and then Copy and paste the contents of the unzipped file into your mods folder. This should be 3 files in total: The “Mass_Effect_2” folder, “Mass_Effect_Version2” shortcut, & the “Readme_2.0”: Copy all 3 into your “mods” folder”.
The main Mass Effect at War mod folder should appear as:
In the disc version of Empire at War:
OS (C:) (Or D or F: depending on where your install is)\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Mass_Effect_2
AND
In the steam version it should appear as:
OS (C:) (or D: or F: depending on where your steam installation is located)\Program Files(x86)\ Steam\steamapps\common\Star Wars Empire at War\corruption\Mods\Mass_Effect_2
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Running the game-
For the disc or any version other than Steam-
Create a copy of the shortcut of Forces of Corruption’s original one on your desktop
-Make sure it is listed as a copy of the shortcut otherwise it will not work
-Right-click the copied shortcut and go to “properties” and then to where it says “target”--On the last line behind the–swfoc.exe" copy and paste MODPATH=Mods\Mass_Effect_2
(just add one space between swfoc.exe”-- you don’t need to add a \ in between)
An example of how it should appear after copy and pasting to the “target” area of properties: "C:\Program Files (x86)\LucasArts\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\Mass_Effect_2
For the Steam version:
Right click the Empire at War launcher in your steam library. Under properties in the top general section there will be an area called launch options. Copy and paste swfoc MODPATH=Mods\Mass_Effect_2 into the launch options area
The mod will now load when you launch Empire at war Forces of Corruption from your steam library- but only when launching Forces of Corruption (launching as Empire at War will still load the Empire at war base game)
Keep note of the launch option for the mod: swfoc MODPATH=Mods\Mass_Effect_2
To play the vanilla forces of corruption again, remove the above launch option code from the launch option area
Mass Effect at War: Continued Is a free modification for Star Wars Empire at War: Forces of Corruption. No financial gain will be pursued. All credit for creating the original Mass Effect at War 2.0 goes to thomas39120, Gürteltier, and Smg-modding. Please note that I am uploading this for entertainment purposes only. All credit for the idea for the mod and its release on Moddb go to thomas39120, Gürteltier, and Smg-modding. If any of the original mod's authors would like me to remove this from moddb please send me a message.
Link to the original Mass Effect at War's page