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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 59 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  (40 - 50 of 9,250)
Shockmatter Sep 9 2014, 5:02am says:

Tell me, all, which Council races' ships would you want to see created that aren't already in the mod?

+2 votes     reply to comment
Pandemonium_Reaper Sep 8 2014, 7:14pm replied: Online

Lockerd is right, but if you want the Turians to have access to all their ships in Mass Effect, that's gonna take time, or even they'll become like CouncilRebel, Turian Exclusives

+1 vote     reply to comment
kyle_katarn67 Sep 8 2014, 11:06pm replied:

Not really the Turian fleet was massive, only two types of ships (and the frigate doesnt stand up against well anything lol) would be sorta unfair for their forces, and making them council rebel exclusives doesnt even make sense.

+3 votes     reply to comment
Councilor_Sparatus Sep 9 2014, 2:04am replied:

It would be very difficult to code but it is possible to an extent; the corvettes in stock sins are proof of this. I personally don't see this happening in the foreseeable future, however.

+2 votes     reply to comment
Pandemonium_Reaper Sep 9 2014, 2:34am replied: Online

That's also one of my concerns, if all the reserved entities are all used and no more room modding....but there's still hope...if not....we'll dismiss that claim.

+1 vote     reply to comment
Pandemonium_Reaper Sep 8 2014, 11:59pm replied: Online

Agree, maybe Dutch_Gamer wants the featured Council Vessels that were not included to the Mod to be available, but again, more ship additions means more time or simply making each Council Races to become individual factions..which is hard though

+1 vote     reply to comment
Dutch_Gamer Sep 9 2014, 12:56pm replied:

yeah you´ve got a good point but it just seems that the council is missing something (excepting the salarians) and as kyle said it is kind off weird that the turians only have 2 ship types

btw Lockerd you're right I thought it was the turian cruiser because it was under the cruiser tab

+2 votes     reply to comment
Councilor_Sparatus Sep 9 2014, 2:01am replied:

As I understand it, Turians arereceiving one more cruiser. IIRC that is going to to be the full extent of the Hierarchy forces for the time being. (Excluding the Volus Dread. and potential Fighter/Bomber.)

+2 votes     reply to comment
kyle_katarn67 Sep 9 2014, 12:42am replied:

Thatll never happen any way lol individual council factions.

+2 votes     reply to comment
Pandemonium_Reaper Sep 9 2014, 12:46am replied: Online

maybe not possible in the future. But I tried this way to my SoaSE, The Council was divided into Asari, Alliance, Turians, Quarians, etc. lol :D

+1 vote     reply to comment
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