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Blog RSS Feed Report abuse Latest News: State of the Mod: Post Alpha V .1

16 comments by Lord_Set on Apr 28th, 2014

State of the Mod: Post Alpha V.1

With our first release and getting some absolutely amazing feedback from you guys, we have begun filling those holes in the mod to really create that level of immersion that you (the fans) expect from us. In this State of the Mod, we will be covering new voice overs to rid ourselves of those pesky stock voices. As well as updated tangent models for our ships (to fix those shadow issues.) As well as give you guys a chance to ask the devs questions regard future development and help shape this project.

Let me be the first to welcome MEDiscovery to the DotR Team. With that being said we have some excellent audio taste tests to share with you guys. Now Cerberus right now is our main priority because they are the most complete. What I have done is uploaded a few audio/sfx clips to SoundCloud to share.

Voice Overs/SFX

Right now the four clips I have uploaded include an updated Mass Accelerator sound effect, Picket Cruiser(Female Voice), Heavy Cruiser (Male Voice), and Cruiser (Male Voice.) This is just a small taste of whats to come though. We plan to do some serious overhauling before our next alpha release so that you guys will have even more fun. For those interested I have included his Youtube channel below where he gives indepth tuts on how to recreate voice overs for almost every race in Mass Effect, some really awesome stuff.

Tangent Maps (Shadowing Fixes)

One of the unforeseen side effects of converting to rebellion was that we didn't anticipate having to do tangent maps. For those who don't know what tangent maps are, they are essentially something that gets attached to a model that dictates how the shadows fall on the model. Most of you noticed while playing the Alpha that shadows don't look quite right. Well we have begun to remedy the problem with some awesome help from Myfist0 of the Sacrifice of Angels 2 mod for Sins. Down below I have included a small example to show exactly how much a difference it makes in terms of appearance in game.

tangent demo

The Difference is night and day, we have been testing in game recently and can't get enough of how much better battles look with the right shadows. So a week out of our first release, we have seen nothing but positive feedback/criticisms. We hope with each successive release that you folks help us find all those little bugs we might miss in development.

Here is your chance guys, after playing our first official release what do you guys have to say? Got any good ideas? Post your questions and Lockerd, Skyline, and I will do our best to answer those questions and get back to you. With our first release that makes you all part of the team, help us to create a better mod and experience for you our loyal fans!

Your Fearless Leader

- Set

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Dawn of the Reapers V .2

Dawn of the Reapers V .2

Aug 31, 2014 Demo 80 comments

Second release of Dawn of the Reapers, comes with a ton of updates almost too many to list.

The Sacrifice of the 55th

The Sacrifice of the 55th

Sep 19, 2012 Other 31 comments

Just the script to the live action trailer I hope to have enough time to work on sometime in the next few months.

Post comment Comments  (4560 - 4570 of 9,410)
csgobino Feb 17 2013, 11:52am says:

i understand why you scaled down all the ships but now they seem to small to fully view all the hard work that's gone into making them all

-4 votes     reply to comment
Reaper_Armada Feb 17 2013, 8:30pm replied:

You can easily see them and engagements look spectacular. I think its a 100% improvement.

+3 votes     reply to comment
Shockmatter Feb 17 2013, 12:46pm replied:

The way they were before made fleet movements too jumbled up and the ships could barely maneuver without constantly bumping into everything. Scaling them down not only makes them more realistic but also improves gameplay. And trust me, you'll still see their gloriousness.

+2 votes     reply to comment
cmgran6 Feb 17 2013, 12:05pm buried:


Agreed i like the larger ships more.

-7 votes     reply to comment
Shepeard Feb 17 2013, 3:04am buried:


Im Commander Shepeard and this is favorite mod on EARTH!!!

-6 votes     reply to comment
TheCrucible Feb 17 2013, 8:57am replied:

And just so you know, it's spelled Commander Shepard, not Shepeard.

+4 votes     reply to comment
Shepeard Feb 17 2013, 3:59pm replied:

well then you did not get it...

-1 votes     reply to comment
Golly Feb 17 2013, 6:24am buried:



-6 votes     reply to comment
Tonarion Feb 16 2013, 11:53am says:

Looking damn good guys :)

But a question: How will you handle the Mass Relays in the mod? Since SoaSE doesnt really have that kind of FTL travel?

Will they still be included somehow? Maybe just as props in every system?

+1 vote     reply to comment
MansoS Feb 16 2013, 8:54pm replied:

Just how i tought it would be. Its the best way to make the Relay System possible in Sins, doing an wormhole relay switch.

But what about Star to Star travels ? they will still be possible right ?

Gotta change my strategy then.. Always bunker the Stars on my Systems on regular Sins xD

+1 vote     reply to comment
Guest Feb 16 2013, 1:21pm replied:

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Shockmatter Feb 16 2013, 12:49pm replied:

Relays will replace wormholes. There won't be any charge up for ftl travel like in Vanilla Sins, as soon as a ship is aligned with a phase lane- woosh, there it goes.

+3 votes     reply to comment
kyle_katarn67 Feb 16 2013, 12:00pm replied:

I believe they'll be used in place of worm holes. Considering they allow system to system jumps and all. Just movement to worm hole areas but with the relays instead

+1 vote     reply to comment
MooCowBanshee Feb 17 2013, 1:29am replied:

Put the worm hole near the end of the system, and link it relay to relay and I don't think you'll have to link the star to the system itself

+1 vote     reply to comment
Joccaren Feb 17 2013, 1:49am replied:

Yeah, in making maps there's no need to link stars to planets, though I would in this just so you can have conventional FTL travel too. I'd make it a lot slower though, and there were modifiers in one of the game files to adjust just Star-Star FTL speed or Planet-Planet/Planet-Star speeds. Not sure if you are able to link two wormholes in different star systems though. The Galaxy Forge was a bit of a bitch in that regard - you can't link a planet that you created in one system to a planet/star in another, unless they've finally changed that. You could move the planets around and make it look like you were jumping system to system, but you wouldn't be able to get to the star in at least one system as none of the planets actually belonged to it, they all belonged to the other system -.-
Not sure if I found a workaround for that eventually, but I doubt it. That really annoyed me when I was into making Sins maps.

+1 vote     reply to comment
Reaper_Armada Feb 17 2013, 9:06pm replied:

You can link two wormholes in different star systems via galaxy forge :)

+2 votes     reply to comment
davidt0504 Feb 18 2013, 4:59pm replied:

If I remember correctly, when I fiddle with adding wormholes in maps as the preferred method of transit from system to system, the AI still tends to pick the star phase lane.

+1 vote     reply to comment
Reaper_Armada Feb 18 2013, 7:03pm replied:

If you just make the lanes normal space transit lanes and not actual wormhole transit as well as removing all connections to stars then they will only go via hose lanes.

+1 vote     reply to comment
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