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Council Rework

News 12 comments

Since the announcement of the Alliance, I have seen many people asking what will happen to the Council in DotR 0.7: Divisions. Well, as promised, here is an article breaking down the Council rework, which will hopefully not only allay your fears, but make you even more excited for the Council faction!

New Ships

For every ship removed from the Council and moved to another faction, we have made an entirely new ship to replace it. Starting with the Turians, we have the Verrikan Frigate, a cheap, nimble ship with a powerful main gun that nicely complements any Council Fleet in need of more firepower. Then we have the Undaunted Heavy Carrier - the Turian answer to the Alliances large fleet of carrier. Unfortunately, the Turians aren’t very good at making either carriers or fighters, and so the Undaunted does not match up to the Einstein or Centurion in its role as a carrier. However, it makes up for this drawback with very powerful shields and a respectable main armament, while also serving as a colossal troopship able to take smaller planets on its own.

Undaunted

An Undaunted accompanied by a pair of Verrikan Frigates

Then we have the Asari, whose Nefrane class Cruiser is becoming a neutral ship instead of a Paragon locked ship. However, they are also getting a new ship in the form of the Cybaen class Dreadnought, which is locked to the Paragon faction and bridges the gap between the Nefrane and the Destiny Ascension. The Cybaen is one of the toughest Dreadnoughts out there, and will be a mainstay for the late game Paragon fleet. The Quarians and Geth remain unchanged, though have had improvements to their visuals.

Cybaen

The Cybaen class Dreadnought.

Moving on to Renegade, who were hardest hit by the removal of merc ships. We gave the Batarians a new frigate, the Tunerron class, which is armed to the teeth, if somewhat brittle. The Batarian ships remain in Renegade, as they are Hegemony remnant ships, not pirates. We have also moved the Salarians to Renegade. Lord_Set was not happy with the old Salarian Dreadnought, so a new one was made. The Mannovai class Dreadnought will serve the same role it always has - a Thanix armed stealth Dreadnought, only now it looks far more distinctive and advanced. We also have a plan for Salarian Cruiser and Frigates, however the complexity of Salarian models means these two ships will not be arriving for the 0.7 release.

Renegade 0 7

The Mannovai class Dreadnought flanked by a pair of Tunerron Frigates, with a Har'Suuk class Dreadnought in the background.

On top of that, there will be a few interesting surprises down the line….

New Tech Flow

With the Alliance becoming a faction unto themselves and the Turians receiving many new ships, we wanted to adjust the focus of the early game for the Council. Now, you will begin with Turian ships unlocked, while the Systems Alliance ships they have access to are all locked behind a tier 3 tech. This, combined with the rebalanced costs and stats, should make sure that the Council always has a core fleet of Turian ships, only fielding Alliance ships when they need a fast response force or to bulk up on strike craft. Along with this, the tech tree has seen a moderate overhaul in general to cut down on Alliance and remove Merc related things, allowing me to bring in representation for the Council Associate races more prominently, ensuring the Volus, Elcor and Hanar are not entirely left out of the mod.

Systems Alliance

Systems Alliance

News 15 comments

The fifth playable faction and the release date for DotR 0.7 Divisions is announced.

Dawn of the Rebuild

Dawn of the Rebuild

News 7 comments

Discussing the upcoming code Rebuild of the mode and announcing one of two new playable factions.

Cerberus Roster Review Part Three

Cerberus Roster Review Part Three

Feature 2 comments

The final part of the Cerberus roster review, this time focusing on the mighty Cerberus Titans.

Cerberus Roster Review Part Two

Cerberus Roster Review Part Two

Feature 5 comments

An article breaking down the Capital Ships available to Cerberus in Dawn of the Reapers.

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

Comments  (0 - 10 of 10,538)
Neyala
Neyala

Are mercenaries not supposed to have passive regeneration at all? notice I always have to bring them back to the respective ship builders to repair em at all. Regardless I like to play as them and hope to see them more fleshed out to bring em on par. Keep up the great work :D

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aidoit
aidoit

I am not sure if anyone else is having this issue. The AI in the new version of the mod appears to do very little and only builds a couple ships and may colonize one world. Is there any way to fix it?

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Guest
Guest

I also have noticed this. Gold they do great. Platinum also seems to be broken. Pathfinder and N7 they are as normal. Tested on all map types. Each test was done with all AI on same level, incremented upward with different factions.

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Lord_Setesh Creator
Lord_Setesh

Again insufficient information, what map are you playing on. What faction are you playing against, what is the difficulty. You cant just say it doesnt work and expect us to know why..

Reply Good karma+2 votes
aidoit
aidoit

I am playing on a tiny random map. I was playing as Cerberus against the council. I played another game as the system alliance on another tiny random map against Cerberus. Both were played against silver difficulty.

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cpl_cupcake
cpl_cupcake

I don't know if I am missing something, but I can't get the hero units as Alliance (only game I started on new version).

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Lord_Setesh Creator
Lord_Setesh

Hero Units Still arent in yet, Because you know... Beta.

Reply Good karma+1 vote
cpl_cupcake
cpl_cupcake

Thanks. It looks very good.

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lurker245
lurker245

Now this is just my opinion(and I recognize this is heavily in progress), but it'd greatly improve the flow of the early game if the starter capitals of each faction had a colonizing ability. Or at least if colony frigates weren't consumed upon use. It's a pain in the *** to build a new colony ship for every single planet you want to take.

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Lord_Setesh Creator
Lord_Setesh

Well in mass effect each colony ships is meant to land and be broken down into the initial colony settlement. This is a mechanic we have chosen to adopted given its canon nature. Im sorry you dont like this but unfortunately thats the nature of mass effect.

Reply Good karma+5 votes
DerKommissar
DerKommissar

Makes perfect sense to me.

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