Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development for the mod had previously stopped around 2020. However, over the last few years I've worked on numerous edits, aiming to improve features that Incl; Units, factions, balance, hardpoints, projectiles,& a remaster of skirmish mode. I've also created Addt'l units w existing models as a base incl. A Turian Cruiser&Dreadnought;, NormandySR2 w thanix cannon, Geth Prime Cmd. Ship,& Legion's inter/cor. This doesn't include building new models w Modeling Software. I'm unaffiliated w the orig. mod's creators,& all credit for the in game models,& for Mass Effect at War's origin on Moddb goes to thomas39120, Gürteltier,& Smg-Modding. Thank you for this incredible mod & opportunity. Please note, I've uploaded this to Moddb for entertainment purposes only. However if any of the original developers would like this removed, please send me a message.

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Alliance armoured company


Shepard, Liara, Samara, Grunt, Miranda, Legion, Hackett


Miranda Clone, Kai Leng, Illusive Man, Cerberus Commander


Collector General, Saren, Benezia


Reaper Destroyer CommanderReaper Alpha Harvester


Release Version 3.0 is intended coincide with the mod's release on Steam and will be the final release version for Mass Effect at War: Continued. 3.0 builds upon its predecessors, continuing to improve many aspects of the Space & Land experience. Music from the main Mass Effect series as well as the DLCs has been added for every map, faction, and scenario. Additionally a major goal is immersion within the Mass Effect universe so that with every planet, building, turret, buildable item, capturable location and vehicle, etc. you aren't hearing or seeing any remaining aspect of vanilla Empire at War.

Optional in-game camera adjustment- 4 different versions: The tactical camera either remains the same or increases/decreases zoom by 25%, 30%, & 35%

Updates for this build include:

  • Battle & Ambient music tracks from Mass Effect 1,2, & 3 as well as the DLCs including Lair of the Shadow Broker, Overlord, & Citadel

  • Further building upon improvements to, unit & ability icons, unit ID's & descriptions of units, planets, abilities, buildings, locations, ect.

  • Updates to units & factions including the addition of an Asari fighter-bomber & air support version of the Oculus Fighter, bringing the Reapers on land more in line with their depiction in Mass Effect 3

  • Updates to voices such as Asari ships including Destiny Ascension

  • Remastered effects for projectiles, powers, & abilities

  • In-game camera adjustment, with option to increase/decrease zoom by 25%, 30%, & 35%

Unfortunately, I've been unsuccessful at getting Galactic Conquest to work properly despite numerous attempts. As of March 2024, due to work & other obligations I will no longer be actively developing the mod. I may respond to specific requests or critiques that people may have for minor updates but otherwise active development for the mod has ended. Mass Effect at War: Continued has been my first attempt at creating a mod for any game, & it may take someone with a lot more experience with mod development, specifically SW Empire at War/FOC as well as XML format to complete a working version of the Galactic Conquest.

I encourage anyone interested to continue developing the mod & to see if you can get a working version of Galactic Conquest released. If you finish Galactic Conquest & release a new version of Mass Effect at War: Continued, I only ask that you credit myself (Normandy1138_86 / Shepard2134), as well as the original Mass Effect at War mod's creators: thomas39120, Gürteltier, & Smg-modding. Please send me a message if you would like any more information about the mod.

A version of a GC campaign I began creating titled 'The Fate of the Galaxy' can be seen in the xml files & is also listed among the inactive campaigns (in green) in Campaignfiles.xml. Additionally, I've made many edits to the mod's XML & MasterTextFile_ENGLISH (In-game Encyclopedia) that should help any efforts to complete Galactic Conquest mode for Mass Effect at War: Continued.

MASS EFFECT AT WAR-CONTINUED- RELEASE VERSION UPDATE 3.0 Steam release update: README

Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development for the mod had previously stopped around 2020. 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, etc.) as well as designing the framework for the mod & used for Mass Effect at War 2.0- Continued, goes to thomas39120, Gürteltier, & Smg-modding. Thank you all for creating such a memorable experience--- Shepard2134 / 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. It is not for profit, & no financial gain of any kind will be pursued.

Link to the original Mass Effect at War's page
_______________________________________________________________
Features:
Remastered Skirmish mode- This is the continuation mod's primary remastered feature & includes a thorough reworking of both Space & Land modes.

• New units for Mass Effect at War- Continued, using the previously existing models include: a Turian Cruiser & Dreadnought with fighter/bomber complement, an Asari Fighter, an Alliance Carrier, an alternate SX3 Alliance Fighter with Disruptor Torpedoes, a Reaper Oculus Fighter(Land version), & Collector Rocket Trooper

• New heroes include: The Elbrus- command ship of Cerberus General Oleg Petrovsky & Petrovsky's personal heavy vehicle on land, the Yahg Shadow Broker, & an Alliance marine armored Kaidan Alenko with Reave & Overload/Neural Shock (Unfortunately no new character model for Kaidan though)

• Completing the creation of units that were not fully finished in the original mod including: The Cerberus Assault Trooper, Guardian, & Rocket troopers.
• Remastering or completing certain Hero units, such as: The Normandy SR2 now featuring a Thanix Cannon (with Mass Effect 2 sound), a Geth prime command ship, & Legion's own personal interceptor/corvette.

• Ambient & Battle soundtracks from the Mass Effect series including the main trilogy as well as DLC to add additional immersion for both Land & Space battles.

• Updated voices & sounds such as for the Asari ships & the Destiny Ascension (for example some are from the Command & Conquer and Star Trek: Armada series, as they seem to fit well with some of the units)

• Improvements to the English encyclopedia & MTD command bar, including unit/hero & ability icons, unit/hero ID's & descriptions of unit/hero, planets, buildings, capturable locations, abilities, etc.

• Balancing units & factions while taking the lore, story, & characters of the Mass Effect series into account.

• With the non-canon units present I've tried to preserve the original meaning & function of the units within the original mod creators' vision. They are designed to fit in without seeming out of place.

• Remastered effects such as for projectiles, powers, & abilities

• Numerous other features have been remastered as well

With this mod, I wanted to focus on the Mass Effect Universe. However, the Reaper faction's capital ships weren't able to 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."
In Mass Effect at War: Continued however, they're still formidable & in Space Skirmishes, the Alliance & Cerberus factions both have perks to help compensate. For example, Alliance & Cerberus hero units have the bonus of being cheaper, built faster, & not counting towards the population limit. These perks are due to the strength of Sovereign class Reapers (As well as Harbinger & Sovereign hero units) & don't apply to Land Skirmish matches.

============================================================================================

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

____________________________________________________________________________

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

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

-----------------------------------------------------------------------------------------------------------------------------------

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

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Mass Effect at War: Continued- Release v. 3.0- Steam release version update

Mass Effect at War: Continued- Release v. 3.0- Steam release version update

Full Version 1 comment

Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development...

Mass Effect at War-Continued v3.0 patch

Mass Effect at War-Continued v3.0 patch

Patch

Fixes an issue with the Alliance Carrier's Hanger Hardpoints. Install using a program that opens .zip files (such as 7zip or WinRar) extract Patch_MEAW_C_v3.0.zip...

Optional In-game camera adjustment

Optional In-game camera adjustment

Patch

Optional adjustment to in game camera- Subfolders have choice of 1 of 4 versions- The tactical camera either remains the same or increases/decreases zoom...

Mass Effect at War: Release 2.0.0 version 1 no camera changes

Mass Effect at War: Release 2.0.0 version 1 no camera changes

Full Version 1 comment

Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development...

Mass Effect at War: Release 2.0.0 version 2 +25% camera zoom in/out

Mass Effect at War: Release 2.0.0 version 2 +25% camera zoom in/out

Full Version

Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development...

Mass Effect at War: Release 2.0.0 version 3 +30% camera zoom in/out

Mass Effect at War: Release 2.0.0 version 3 +30% camera zoom in/out

Full Version

Mass Effect at War: Continued, seeks to recreate the epic space & land battles from the Mass Effect series, particularly of Mass Effect 3. Development...

Post comment Comments  (0 - 10 of 22)
StephenG2014
StephenG2014 - - 786 comments

Hey just played the updated Steam version, love it, how long til we get Galactic Conquest?

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Normandy1138_86 Creator
Normandy1138_86 - - 87 comments

Mass Effect at War: Continued is now available on Steam. Update version 3.0 on Moddb just released to coincide with the Steam version. Steamcommunity.com

Reply Good karma+1 vote
Normandy1138_86 Creator
Normandy1138_86 - - 87 comments

The large black lines coming out of certain units in ground battles can be fixed by going to advanced video options and turning 'shader details', to its lowest setting. This is something I learned only recently after getting a new computer. Unfortunately this issue appears to be specific to certain unit models, and since the models are no longer able to be edited (this was the reason the original mod's creators ceased development) there won't be able to be a more permanent fix.

Reply Good karma+1 vote
TheKerberos
TheKerberos - - 118 comments

Hey man, I played as reapers in skirmish and the models are bugged out black lines half of my screen when looking at them. Land battle, tried turning into beta 32 bit but still not works I use steam.

Still looking forward to the galactic conquest >_<

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BottledMilkGames
BottledMilkGames - - 39 comments

I heard the rumors and I'm glad they were right. Good to see this mod is still going after an entire decade, long after my 15 year old self tried his hand at continuing this mod. Thank you and good luck!

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Normandy1138_86 Creator
Normandy1138_86 - - 87 comments

Thank you! Also if you are interested in being involved with the mod in any way you are more than welcome

Reply Good karma+2 votes
SandalWillsIT
SandalWillsIT - - 3 comments

I am interested DM me please and we can talk more.

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BagaturKhan
BagaturKhan - - 7,873 comments

As i said in Review, this mod is great, but REALLY needs a GC.
Maybe you can start since the renamed planets and then create new ones. You have a lot of potential.

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Roadhouse699
Roadhouse699 - - 4 comments

This would doubtlessly be a lot of work, but I think this mod could really shine if it used a lot of the functionality of Thrawn's Revenge/Fall of The Republic. It'd probably require the XML files being rebuilt from the ground up, but I'm certain that Corey Loses, the creator and team lead for TR and FoTR, knows about this project and likes it a lot.
Apart from that, though, I'm fairly certain his team is releasing some new tools to help build campaigns/GC maps shortly after they're done with Revan's Revenge.

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Guest
Guest - - 689,106 comments

Мод хороший мне очень понравился, надеюсь в скором времени он станет еще лучше.А я пошёл в 10 раз проходить радужные концовки масс эффект 3.

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