[MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AGAIN!

Distribute and discuss mods that are functional. Moderator - Grognak
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Nobal
Posts: 26
Joined: Mon Mar 04, 2013 9:37 pm

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by Nobal »

U can replace 14 races 7 for player use and 7 for enemy use (8 if human female count :D). So Human Male and Female stay, Rockmen Krogan, Zoltan Salarian, Mantis Turian, Engi Quarian, Slug Asari, Crystal Prothean (lockdown ability can be replaced as power barrier used in ME 2 in suicide mission by Samara or what u choose (Jack, Miranda, Samara) and now this is my option, drones boarding and anti personel get different Geth types. System Repair get levitating globe. For enemy Human male (the name of enemy races cant show i think) Cerberus, Human Female Vorcha (Blood Pact), Mantis Turian (Blue Suns or Eclipse), Zoltan Salarian (Eclipse), Rockmen Krogan (Blood Pact), Engi Batarian (Eclipse, Blue Suns), Slug Rachni or Asari from Omega, Crystal Collector (lockdown ability can be replaced as bees or bugs, these bees has been used to paralyze enemy but i dont know why we dont use that type to lock doors). Thats all and if u need create some ships just tell me :)
Image Idea of races :)
Thannis
Posts: 8
Joined: Sun Jan 13, 2013 10:23 am

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by Thannis »

It will be weird to see a cerberus trooper and a vortcha working on the same ship O_O
What do you think about it :
Zoltan -> Quarians (It makes sense, their armors are fragile and let's say they have their own generator. Yes, they built it just before you start playing, with a spoon and an old VHS.)
Engis -> Salarians (they are scientists and engineers,and on the plus i really like Nobal's Salarian)
Mantis -> Drells (assassins, they are fast and strong, perfect.)
Rockmen -> Krogans ( what else ?^^)
Slugs -> asaris (biotic powers)
Crystals -> Protheens
fem human -> Turians (cause a mass effect mod without them is not a good one ^^)
and the drones are geths (great idea)

Vortcha and batarian are not so important compared to those ones

hope I didn't destroy your Language with this post.
Nobal
Posts: 26
Joined: Mon Mar 04, 2013 9:37 pm

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by Nobal »

No no its ok i am so happy to every comments, i add idea of Vorcha and Batarians work with Cerberus cuz Blue Suns, Eclipse, Blood Pact are mercenaries and its good cuz mercenaries fight in side who get more cash then another side :).
All races like Krogan, Batarian, Salarian, Vorcha, Human, Asari and Vorch (the Vorcha dogs) live like mercenaries (Vorcha live only as Mercenary. I must see how ppls happens when named they crew like Urdnot Wrex, Grunt, Shepard, Ashley, Thane, Archangel (Garrus Vakarian) :) i am honored to help with something to someone who create this mod :)
Image Idea of races :)
RiotDragonX
Posts: 4
Joined: Mon Jan 07, 2013 9:32 am

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by RiotDragonX »

Nobal wrote:No no its ok i am so happy to every comments, i add idea of Vorcha and Batarians work with Cerberus cuz Blue Suns, Eclipse, Blood Pact are mercenaries and its good cuz mercenaries fight in side who get more cash then another side :).
All races like Krogan, Batarian, Salarian, Vorcha, Human, Asari and Vorch (the Vorcha dogs) live like mercenaries (Vorcha live only as Mercenary. I must see how ppls happens when named they crew like Urdnot Wrex, Grunt, Shepard, Ashley, Thane, Archangel (Garrus Vakarian) :) i am honored to help with something to someone who create this mod :)
Here is my theory on how this should go down. It works relatively well if you feel like making the sprites for them.

Races
Human: Just leave them be.
Zoltan: Salarian. They are scientists, good with shielding, and probably know a few things about boosting power.
Slug: Asari. The telekinetic powers of the slugs are perfect for Asari, plus there are plenty of references in the ME games of people referring to Asari as 'squids' or 'slugs'.
Rockmen: Krogan. This is pretty self explanitory. They're huge, they're tough, they're slow, and their adaptive resistances could explain their immunity to fire. Plus, a krogan is basically just a boulder wearing armor anyway.
Engi: Quarian. The quarians are well know for their engineering skills. They can build, repair, and deconstruct machines of all kinds. And due to their exo-suits, they would definitely be less effective in a fire fight.
Mantis: Turian. Even in the ME Codex, the turians are known as the most soldier-class war-warlike species in space, krogan aside. They hit hard in combat, they run fast, and let's not forget their reach and flexibility. :D
Crystal: Prothean. This is simply my opinion. There isn't much to run on with this except that they both are almost non-existent in the galaxy. The Crystal's ability could be explained as high-tech shielding instead.

The Rachni wouldn't fit well in this mod, as even though they still exist in the galaxy, they usually stick to their own kind. It's unlikely a Rachni would stray off and join a human crew for any reason.

Drones
Attack Drone: Geth Rocket Trooper. A small platform equipped with space maneuvering functions whose sole purpose is to do as much damage to the enemy as possible before destruction.
Beam Drone: Geth Shock Trooper. Small quick platforms used for making precision strikes on the enemies target rooms.
Hull Repair Drone: Geth Recon Drone. For appearances sake only. There aren't many other units that would be built for this purpose, so finding a match would be pretty hard.
Boarding/Personnel Drone: Geth Destroyer or Geth Prime. Large, sturdy, hard to kill units. Used solely for defense and offense against personnel. You can keep one aboard to take care of intruders, or send one crashing into the enemies ship to harass and kill their crew.
Defense Drone: Geth Sniper. Uses their long range abilities to target incoming missiles and blast them out of the air.

The geth wouldn't be hard to do. It would only take 2 or 3 different pixels for the different drones, and perhaps just color change the rest to differentiate the different types.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by DryEagle »

Since (as far as I'm aware) you can't control if you get male or female humans, I would keep them both the same race, otherwise things like special event options and even starting crew will be a bit messed up in places I'm sure. Messed up meaning illogical.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
Nobal
Posts: 26
Joined: Mon Mar 04, 2013 9:37 pm

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by Nobal »

Drones
Attack Drone: Geth Rocket Trooper. A small platform equipped with space maneuvering functions whose sole purpose is to do as much damage to the enemy as possible before destruction.
Beam Drone: Geth Shock Trooper. Small quick platforms used for making precision strikes on the enemies target rooms.
Hull Repair Drone: Geth Recon Drone. For appearances sake only. There aren't many other units that would be built for this purpose, so finding a match would be pretty hard.
Boarding/Personnel Drone: Geth Destroyer or Geth Prime. Large, sturdy, hard to kill units. Used solely for defense and offense against personnel. You can keep one aboard to take care of intruders, or send one crashing into the enemies ship to harass and kill their crew.
Defense Drone: Geth Sniper. Uses their long range abilities to target incoming missiles and blast them out of the air.

The geth wouldn't be hard to do. It would only take 2 or 3 different pixels for the different drones, and perhaps just color change the rest to differentiate the different types.[/quote]

Hmm if i think u mean Geths in platforms? (Attack drone, defense drone, hull repair)
Image Idea of races :)
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by DryEagle »

You may find this useful if you still haven't got a complete set of ships:
http://www.ftlgame.com/forum/viewtopic.php?f=12&t=12725
Feel free to include it in your mod - naturally, if you do, a mention wouldn't hurt ;)
If you use deviantart, Troodon80 has a ton of nice graphics of ME ships, send him a note and he'll do you ones with transparent background like I have used here.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
iMax_
Posts: 14
Joined: Sat Feb 16, 2013 6:09 pm

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by iMax_ »

I'm back, after a while...
I've almost forgotten because of my holidays..

To Nobal: your sprites are amazing, could you post the link so I can include them?^^

To DryEagle: the Hammerhead looks nice, but its no spaceship, its "an infantry fighting vehicle that hovers over the battlefield"^^

My allocation for the races:

Human - Human
Zoltan - Salarian
Engi - Quarian
Rockmen - Krogan
Slug - Asari
Mantis - Turian
Crystal - Prothean

Drones - Geth

The Normandy is renamed so you can't destroy her (is her right?)
Also the shields and weapons are working, thanks to Superluminal :D
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by speedoflight »

iMax_ wrote:I'm back, after a while...
I've almost forgotten because of my holidays..

To Nobal: your sprites are amazing, could you post the link so I can include them?^^

To DryEagle: the Hammerhead looks nice, but its no spaceship, its "an infantry fighting vehicle that hovers over the battlefield"^^

My allocation for the races:

Human - Human
Zoltan - Salarian
Engi - Quarian
Rockmen - Krogan
Slug - Asari
Mantis - Turian
Crystal - Prothean

Drones - Geth

The Normandy is renamed so you can't destroy her (is her right?)
Also the shields and weapons are working, thanks to Superluminal :D
I guess it is "IT", not her lol. As far as i remember, the Normandy is not alive right? (only played mass effect 1, since my computer cant handle more.. lol.).

As for the crew, i really cant tell since i only remember mass effect 1 and barely. The problem with the crew is u cant make more ships, cuz u dont have any more crew sprites available.
My currently mods / wips ->
ImageImage
iMax_
Posts: 14
Joined: Sat Feb 16, 2013 6:09 pm

Re: [MOD] FTL: Mass Effect (Total Conversion) *LINK FIXED AG

Post by iMax_ »

Yeah, in german it's called "die Normandy", what makes it female^^

Guy under me corrected, i understand this now :D

Actually i can make more ships and just change the crew later.
The only problem at the moment is that i can't edit the boss with superluminal..

Edit: Should i replace the original font with the font used in Mass Effect?^^
Last edited by iMax_ on Thu Apr 04, 2013 3:54 pm, edited 2 times in total.
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