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

15 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 77 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  (4570 - 4580 of 9,353)
bucky699 Feb 14 2013, 10:50am says:

Question, only a small minor thing but are you going to make th emodles move during combat or be static like original sins? Only ask cause i always thought static was boring and un-realistic, combat should be fluid you know what i mean.

+1 vote     reply to comment
Golly Feb 14 2013, 12:35pm replied:

It's either static or acting like a fighter.

Pick one.

0 votes     reply to comment
Jack_Sheppard21 Feb 13 2013, 4:18pm says:

good mood but u can tell me i how can active the mods?

I played every sins of solar, with star wars stargates mod,

and i try import mods nothing hapenning. why ?:(((

+1 vote     reply to comment
Golly Feb 13 2013, 6:12pm replied:


-1 votes     reply to comment
TheHunter191 Feb 13 2013, 4:58pm replied:

the mods could be outdated. steam updates ur SOASE once in a while (that is if its a steam version), and if the mod developers dont release new patches the mods might not work in the later versions of the game.

+1 vote     reply to comment
Masterjon911 Feb 13 2013, 4:55pm replied:


+1 vote     reply to comment
dalekKharn Feb 14 2013, 8:31am replied:

Yeah, when installing a mod, you need to make sure the mod is compatible with the version of sins you are running. For example not all mods will work with Rebellion v1.4. To activate mods, Copy the mod into your Mod folder, there should be a folder named mods with the version number of sins you are playing. Then you go into the options menu, then mods, select the mod you want and then click enable mod.

+1 vote     reply to comment
gty14 Feb 12 2013, 5:50pm replied:

KK working on a mod for sins at min and we have a cap ship design still needs DE-polying but is around 10000

+1 vote     reply to comment
Golly Feb 12 2013, 5:11pm replied:

Yeah they're the Entrenchment poly counts. Not sure if Rebellion is higher.

+1 vote     reply to comment
gty14 Feb 13 2013, 7:03am replied:

Kk thank you anyway :P

+2 votes     reply to comment
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