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

Distribute and discuss mods that are functional. Moderator - Grognak
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BrenTenkage
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Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by BrenTenkage »

Heh can't wait to play with that Allience crusier...now if we can get a lot more ships in, it would be nice, shame we don't have as many good pictures of other ships, I don't mean they are bad, its hard to make a set ship, I don't think that the Krogan have ships....

EDIT: BTW if you make a new ship into the game and need someone to Beta Test it, give me a buzz, I can help ya on that one. Just want to see this mod soar
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
Captain_Brian
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Joined: Tue Nov 27, 2012 10:29 pm

Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by Captain_Brian »

davidov92 wrote:
Vexov wrote: Asari are amazing warriors, i think they could be the mantis rather then a slugh >.<
Nah, here I'd agree with OP, Asari are the only ones with psychic powers like the slugs...well, kinda psychic. Well, biotics.

The way I'd see it:

Humans stay humans, obviously.
Engi are Geth, because they're robots, and they're tech-savvy.
Mantis are Rachni, due to resemblance and fighting capability.
Rockmen would be Krogan for incredible resilience.
Zoltan in my vision would be Salarians. They add a power bar to main systems, so I'd just say Salarians know a thing or two about efficiency and so they could make the system run with less power.
Slugs would be Asari because psychic/biotic powers.
Crystals would be Protheans because apparently they are able to survive in zero-atmosphere, and well, they're a lost ancient race.

Would've loved if there would be a way to add another race: Turians. Gotta love them stubborn motherlovers :lol:
Vexov wrote: Maybe use the Alliance ship instead of the one built by Cerberus?
If you're talking about my trial there, that wouldn't be a big deal. Replace orange with blue :lol:

I made the engi quarians instead because of them being able to repair faster and being LESS durable, seemed to fit quarians much better than geth.

The Zoltan seemed to fit the Geth as they are the only race that are mechanical, so it seems to fit that the geth could possible "link" into systems to boost their power.

Mantis - Rachni just made sense for above reasons

Rockmen - Krogan, same as above

Slugs - Asari, same as above

Crystals - Prothan, I actually did this :) I just didn't mention it because I wanted it to be a surprise. I switched all the text out, I just need to do the art work.

I agree about the Turians, and am actually looking into it. I THINK you can add another race, they just have no bonuses like humans. But I'm not sure, does anyone know if this is true?


That Normandy is looking good! I'd suggest working in really high resolution for your master working set, and then shrink it down to in-game sizes, that way it isn't as pixelated.


For the ship art, I was just going to plaster the cerberus logo on the rebel ships and the alliance logo on the federation ships.
DarkKat
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Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by DarkKat »

I just picked up this game and was thinking to myself how perfect this could fit with Mass Effect and what races would fit the various races in the game for skill sets. A quick google search later and found this lovely mod. Good work!
Mantis as Rachni is good but I would of almost wanted to see them done as Turians who are known for their dedicated and battling prowess.
Kind of wish adding other races and perks like one good at piloting or ship weapon skill up quicker so other races could get in. I know it would kinda break things but a Volus who offers a small discount at shops (maybe 10-15% for having them as a crew.
Rockman I'd kinda want to see as an Elcor...maybe Crystal. Seem to fit the slow plodding, resilient, and still combat capable. Though Krogan work just as well. Really glad you went with Quarians over geth for the Engi. Now all the game needs is romance options! I jest. Great work! Looking forward to updates on this mod.
DarkKat
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Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by DarkKat »

alextfish wrote:Yikes, it'll be insanely confusing having the "Geth" (Zoltan) use the Engi sprites. I think you should try to find some way to differentiate them from Engi. Maybe just shifting the colour to be more silvery might do.
Having them a little slimmer and / or changing the single 'eye' to red or a teal color would also help. I can see how it is confusing. A darkish blue color on the skin or red for the skin could also help since the geth kinda had different color schemes.
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Kieve
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Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by Kieve »

DarkKat wrote:
alextfish wrote:Yikes, it'll be insanely confusing having the "Geth" (Zoltan) use the Engi sprites. I think you should try to find some way to differentiate them from Engi. Maybe just shifting the colour to be more silvery might do.
Having them a little slimmer and / or changing the single 'eye' to red or a teal color would also help. I can see how it is confusing. A darkish blue color on the skin or red for the skin could also help since the geth kinda had different color schemes.
I'd rather see red, with little antenna on the back. Geth Primes ftw! :D
...but since those were hardened battle platforms, it'd only make sense if they were replacing the Rock or Mantis race, not squishy Zoltan.
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BrenTenkage
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Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by BrenTenkage »

Kieve wrote:
DarkKat wrote:
alextfish wrote:Yikes, it'll be insanely confusing having the "Geth" (Zoltan) use the Engi sprites. I think you should try to find some way to differentiate them from Engi. Maybe just shifting the colour to be more silvery might do.
Having them a little slimmer and / or changing the single 'eye' to red or a teal color would also help. I can see how it is confusing. A darkish blue color on the skin or red for the skin could also help since the geth kinda had different color schemes.
I'd rather see red, with little antenna on the back. Geth Primes ftw! :D
...but since those were hardened battle platforms, it'd only make sense if they were replacing the Rock or Mantis race, not squishy Zoltan.
Well think about this, They are diverting power to the system they are at, reducing their shields and combat effectiveness
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
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Kieve
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Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by Kieve »

BrenTenkage wrote:Well think about this, They are diverting power to the system they are at, reducing their shields and combat effectiveness
Yeah... Geth Prime don't do that. Hostile targets take priority, at which point you don't want to be in the same vicinity as one without some heavy weaponry and tech / biotic powers to back it up.
I was just musing on the idea that little geth prime sprites would be neat, but they wouldn't make any sense within the context of actual gameplay.
DarkKat
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Joined: Tue Dec 11, 2012 7:23 pm

Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by DarkKat »

Kieve wrote:
BrenTenkage wrote:Well think about this, They are diverting power to the system they are at, reducing their shields and combat effectiveness
Yeah... Geth Prime don't do that. Hostile targets take priority, at which point you don't want to be in the same vicinity as one without some heavy weaponry and tech / biotic powers to back it up.
I was just musing on the idea that little geth prime sprites would be neat, but they wouldn't make any sense within the context of actual gameplay.
I want to say Geth Primes were more then just red in color, though ME3 might of normalized that. What gave away a Prime was the three glowing dots and some armor difference. Still though as all the platforms varied in color to help change the sprite some maybe a bluish silver tone or something to make it different then just a sprite swap. Its up the the creator though.
DarkKat
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Joined: Tue Dec 11, 2012 7:23 pm

Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by DarkKat »

This might be a bit of a noobish question but how do you install this mod? I tried GMM but it kept saying that the mod is a bad zip file or as it stated 'bad magic number for file header.
boa13
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Re: [MOD] FTL: Mass Effect (Total Conversion)

Post by boa13 »

Are you sure the file was properly downloaded? Try right-clicking on it and using "Save As", or using another browser if you have one.

You can also verify that the file is correct by adding ".zip" after ".ftl" in the file name, and opening it with a normal Zip utility such as 7-Zip or WinZip.
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