The reapers have returned from dark space. With Earth under attack and the mass relays in a state of chaos from refugees and the councils fleet engaging reaper forces the galaxy is a mess. The outcome is unknown, the warfare is devastating. The galaxy will never be the same.

Post news Report article RSS Feed Dawn of the Reapers Update 6/26/2011

A simple update regarding The Dawn of the Reapers mod.

Posted by Lord_Setesh on Jun 26th, 2011

It has been almost a month since the inception of this mod. I started with nothing but a good idea, and some experience modeling. Since then though this mod has blown up, you guys seem to love Mass Effect. Its a good thing, keeps me motivated and moving. That brings me to my main point, for the sake of focusing i have worked tirelessly on the Citadel Council. I want to get an alpha out as soon as possible to reward you folks for your constant support, but to my work. The pictures below are of the Citadel Council Fleet and its Stations.

Citadel Council Fleet
The Citadel Council Fleet

Comprised of ships that are seen in Biowares Mass Effect 1 & 2, and Ships based off of Concept art released by Bioware, and also a few i came up with myself.

Citadel Council Stations
The Citadel Council Stations

Stations within The Citadel Council are from all races within in it. Salarian research as well as Asari civilian research. Turian shipyards and Systems Alliance Starbases. All of which come together quite nicely.

If you are interested in helping out or just following it Check out Mass Effect: Dawn of the Reapers a Total Conversion mod for Sins of a Solar Empire.

Post comment Comments
MikeShen001 Jun 26 2011 says:

You have done a job well done considering you only started a month ago i think that i speak for all of the mass effect fans who have been following this mod when i say "keep this mod going"

+9 votes     reply to comment
elite879 Jun 26 2011 replied:

You're right with that assumption. Keep it going!

You've done fantastic work in such a short space, can't wait to see what comes next.

+1 vote     reply to comment
RaGod Jun 26 2011 says:

the Cerberus station is part of the Council stations?

+1 vote     reply to comment
Lord_Setesh Author
Lord_Setesh Jun 27 2011 replied:

Its not specifically a Cerberus starbase, with almost every sci fi universe races have carbon copy starbase designs, just look at star trek.

+3 votes   reply to comment
MikeShen001 Jun 28 2011 replied:

That is true about star trek take for example "Spacedock" that appears in the Search for Spock or "Regula One" in the Wraith of Khan both of these space station or starbases get used in one form or another during the tv series.

+1 vote     reply to comment
ZombiesRus5 Jun 28 2011 says:

I asked this in one of the images, but it's probably more appropriate here.

Have you given a thought to ship roles yet?

At a minimum you will need to designate which ships performs the Scout and colonizer roles. The scout is required or the AI never leaves it's homeworld. The colonizer is required to make sure the AI does a sufficient job at expanding.

I'm also still of the opinion the Normandy SR-2 and SR-3 should be capital ships. Not so much that they are large vessels, but they should be more unique and not spammed. While this would take a capital ship slot the fleet supply could be less than the larger capital ships (which might become Titan class with Rebellion).

This would round out your capital ship selection and leave you filling the frigate/cruiser roles.

Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...

+1 vote     reply to comment
MikeShen001 Jun 28 2011 replied:

I agree about having Normandy SR-2 and SR-3 as unique capital ships but i am slightly confused about the fleet supply issue

+1 vote     reply to comment
ZombiesRus5 Jun 28 2011 replied:

Capital ships in vanilla sins take up 1 capital command point and 50 fleet supply points. The fleet supply is configurable while the capital command point is not.

+1 vote     reply to comment
MikeShen001 Jun 29 2011 says:

So you would like it set to a different amount of supply point for both Normandy's say for example 20 fleet supply points?

+1 vote     reply to comment
ZombiesRus5 Jun 29 2011 replied:

Pretty, much in concept. If the SR2 or SR3 would be considered a "hero" or capital ship type unit, then I couldn't really see it taking up the same amount of fleet supply compared to the Destiny. It would just be another way to balance the game.

In comparison Vanilla Sins has all capital ships taking 50 fleet supply...

+1 vote     reply to comment
MikeShen001 Jun 30 2011 says:


+1 vote     reply to comment
Zig92 Jul 24 2011 says:

I just got finished looking at everything and I got to say I love you guys
Everything looks great so far, Love that almost everything is cannon/Concept art, and what isn't has the ME fell to it.
Keep up the Great work!!!

+1 vote     reply to comment
xPearse Aug 2 2011 says:


+1 vote     reply to comment
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