Fractal Softworks Forum

Starsector => Mods => Topic started by: K-64 on April 01, 2012, 06:21:58 PM

Title: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 01, 2012, 06:21:58 PM
Good day to all you gentlemen, ladies and other assorted titles one would wish to be addressed by. I shall begin by saying that this mod is by no means complete, near complete or in any stage final. Everything that is here at the moment is subject to change, tweakages and all other sorts of hilarity. Right, down to the main article, as it were.

Mass Effect, massively popular sci-fi action/RPG series developed by Bioware and published by EA that features space battles, unfortunately only in cinematics. I felt that the setting of Mass Effect would make for a marvellous mod for Starfarer, as I always wanted to be able to participate in these fights, and there is a rich amount of ships that are featured in the game, so finding a diverse fleet is a non-issue. So after pottering about with adding/editing ships and missions, I felt it was time to go in and do some real damage. The result is a mere glancing blow, due to time and creative retraints, but I think it shall suffice to entice appetites.

Currently all there is, is the mission of the SSV Normandy SR1 versus the Collector Ship, with the player using the Normandy. It is still using vanilla weapons, as I'm not that good an artist for stuff. The mission may not be all that good either, that's what feedback is for, but I hope that it proves to be something that has potential to become something much greater.

Oh, and another thing, the campaign will also start you off with the Normandy as well. Just because it would be nice to have.


Download Link:

MassFarer v0.01 for Starfarer v0.51a: Download (http://dl.dropbox.com/u/15428102/MassFarer.rar) - Outdated
MassFarer v0.15 for Starfarer v0.51a: Download (http://dl.dropbox.com/u/15428102/MassFarer%20v0.15.rar) - Outdated
MassFarer v0.25 for Starfarer v.051a: Download (http://dl.dropbox.com/u/15428102/MassFarer%20v0.25.rar)

Images

(http://i.imgur.com/aGgiv.png)
SSV Normandy - Systems Alliance prototype stealth frigate

(http://i.imgur.com/3h1an.png)
Collector Ship - Gigantic ship capable of abducting the populations of whole colonies

Video

Mission gameplay by Sartek (http://www.youtube.com/watch?v=8MdsjWhAWzw) - Video shows off all 4 missions currently in, so yeah, many thanks to Sartek for getting the video made. In HD too! :D
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: mkire on April 01, 2012, 09:23:29 PM
the normandy either needs to be more maneuverable without hull-mods or needs more weapons/better turret arcs. The only reason i didn't die during my several attempts to fight anything was you stuck a pretty good shield on it.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 02:22:27 AM
I'm actually considering just removing the shields and chucking up the armour/hull points. Not 100% sure on that part yet though.

As for the maneuverability of the Normandy, I want it to be slightly tricky to fly, since apparenlty it was one of the more difficult ships to keep control of. Might increase weapon arcs though, the Collector ship certainly needs some tweaking as well, methinks
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Upgradecap on April 02, 2012, 04:49:59 AM
No, keep the shields on these things. Would be great to have them, but yeah, armor could use a small buff ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: silentstormpt on April 02, 2012, 07:05:46 AM
Been trying to find the Quarian ships, but no luck so far, i remember ME2 having small models of those, if someone could get the 3D models of those then we could get a image from top view
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 07:26:11 AM
Just a quick votey type thingie: Which of these cruisers would be more suiting for spritifying
(http://i.imgur.com/vWLaM.png)

or

(http://i.imgur.com/rN2OD.png)

Though at the moment the only really annoying part is getting new weapons in for the main guns of ships and/or underslung weapons (like on the Normandy)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Upgradecap on April 02, 2012, 07:31:16 AM
I'd vote for the first one.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Uomoz on April 02, 2012, 08:04:24 AM
I'd vote for the first one.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: D0vahkiin on April 02, 2012, 08:44:17 AM
I'd vote for the first one.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Upgradecap on April 02, 2012, 09:22:57 AM
Heh. Just wanted to say that a mission involving the mass effect ships will be featured in my mod in the next update ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 09:30:21 AM
Are you trying to reduce my already too low productivity? :P

But in all seriousness, that does sound rather enticing
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Upgradecap on April 02, 2012, 09:32:20 AM
Well, it most certainly will increase your mods popularity :D, and it'll be a cool mission, atleast i hope so.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 10:29:18 AM
Well, it seems that this weapon I'm trying to add is being more resistant than I would like it to be. Are there any real extra matters to take into consideration concerning them?

EDIT: Nevermind, turns out it was OpenOffice being an idiot to me
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Psiyon on April 02, 2012, 12:49:44 PM
I'd be willing to do a big chunk the artwork for this mod if you can promise me that what I make won't go to waste.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 01:10:26 PM
What kind of artwork do you mean? I imagine a few of the weapons on the ships will have to be invisible, due to the underslung/generic high tech nature of them. I would like to have an extra set of hands on the team, but at the same time I would also like them to feel appreciated.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Psiyon on April 02, 2012, 01:18:26 PM
What kind of artwork do you mean? I imagine a few of the weapons on the ships will have to be invisible, due to the underslung/generic high tech nature of them. I would like to have an extra set of hands on the team, but at the same time I would also like them to feel appreciated.
I was referring to ship sprites, mainly. Using just the basic renders posted in this thread would look very odd ingame.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 01:21:20 PM
I'll possibly have to get back to you on that one, the renders so far aren't looking all that glaring from what I've played, it's mainly the placeholder weapons that are being funny.

I'll see about that though, not writing you out of things yet :P
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Zilerrezko on April 02, 2012, 01:23:48 PM
I remember using my hours just playing mass effect on my xbox every extent. Now I can't even play mass effect without it pausing for 3 seconds then continuing every 5 seconds (exactly too O.o) on my computer.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 02, 2012, 03:44:44 PM
Well, because I'm such a nice guy, here's a teaser pic of what's been done for the next version, which should be released rather soon.

(http://cloud.steampowered.com/ugc/540671188346967708/9D37C7EAAE4F3C73B12021E7CDD96A9B84E916B0/)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Uomoz on April 02, 2012, 03:52:27 PM
If that sounds like a reaper I'm sold.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: silentstormpt on April 02, 2012, 07:40:02 PM
Quoting the stuff from the other thread

Theres one slight problem, we only seen the cruisers and fighters of all races, no dnaughts

http://troodon80.deviantart.com/gallery/32481208

fixed link*
Alliance Dreadnought:
http://uk.ign.com/wikis/mass-effect-3/Model_Alliance_Dreadnought
http://fc05.deviantart.net/fs71/f/2012/068/7/d/mass_effect_alliance_dreadnought_and_cruiser_by_supermanlovesaspen-d4s943f.jpg

Volus Dreadnought (note that its basically made by Turians so it should look exacly the same):
http://images.wikia.com/masseffect/images/2/2d/WA_VolusDreadnought.png

cant find asari cruisers, no frigates besides the Normandy

Also u'll need to make those 2 times bigger so it fits the sizes of the fighters:

http://troodon80.deviantart.com/gallery/32481208?offset=48#/d4s3rqx

Theres also a mod for the Sins of the Solar Empire thats making models for custom ships based on the ones available to fill the gaps:
http://www.moddb.com/mods/mass-effect-dawn-of-the-reapers
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 03, 2012, 05:57:55 AM
Don't suppose you have top-down pictures of those ships, for easy spritification? :P
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Nodscouter on April 03, 2012, 06:23:39 AM
I'll possibly have to get back to you on that one, the renders so far aren't looking all that glaring from what I've played, it's mainly the placeholder weapons that are being funny.
To be fair, the edges and the borders, at least on the Normandy, look a bit blurry, so it wouldn't hurt to have someone clean stuff up just a tiny bit.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Upgradecap on April 03, 2012, 06:44:39 AM
I might actully be able to help you with this mod ( the coding work, at the very least), I'm cluttered in work ( working on two mods) but i could take the time to help you. Yeah :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: K-64 on April 03, 2012, 07:37:37 AM
I think balancing is the real work that's going to be annoying for me. That and figuring out how to get the weapons to feel like what you see in the Mass Effect games while still being enjoyable to play
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
Post by: Zilerrezko on April 03, 2012, 07:46:45 AM
Quote
I think balancing is the real work that's going to be annoying for me. That and figuring out how to get the weapons to feel like what you see in the Mass Effect games while still being enjoyable to play

that's the hardest thing probably, is getting everything balanced, especially after you get everything working which can take a while as an amateur (god I'm still in that phase -_-)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 03, 2012, 11:15:46 AM
Latest version is now available for download. Check first post (http://fractalsoftworks.com/forum/index.php?topic=1986.msg23754#msg23754). Balance is still an issue, but at least there's variety of things now

EDIT: How does a minimod sound, where instead of the spacecraft, it has the likes of gunships? It wouldn't cease development of the proper mod, just a wee side project I thought might be interesting.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 03, 2012, 11:27:42 AM
I'm going to immidiately going to work on a mission with your new ships ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 03, 2012, 11:30:10 AM
Hehe. I look forward to the results. Might be a few extra surprises for you to use in there as well, that I didn't put in a mission ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 03, 2012, 11:34:19 AM
Yeah ;D
EDIT: are you using the reaper in a mission?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 03, 2012, 11:43:13 AM
Holy crap, reapers are powerful!!! Just made a mission with them, which also featured a ksi-class leviathan from my mod, and i can only say that those reavers completley destroyed the leviathan. Those Echo-Pulse cannons didn't stand a chance :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 03, 2012, 02:34:15 PM
Good to see that the Sovereign class isn't underpowered ;D

Also, a quick question; is there a way to change the shuttle from the standard pod?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 03, 2012, 02:58:22 PM
Don't think there is a way to do it yet. You should do some more reaper designs, just to make them more cool, and you should also make the reaper main beam, as seen in me3. Yeah 8)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 03, 2012, 03:05:05 PM
I am planning to have the ME3 Sovereign variant, as well as Harbinger, if I can find a decent reference pic of him. Also if I can find a good top-down view of the walkie ones in flight, I'm wanting to get one of them in too

EDIT: also, does anyone have any clue as to how big the freighters are compared to other ships?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 03, 2012, 03:17:49 PM
Don't know about the freighters though, but you can use mine as an example. I estimate mine to be about the size of a reaper destroyer, whig would be 300-400 meters.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 02:55:43 AM
Got a shiny new video up on the first post now as well now
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Uomoz on April 04, 2012, 03:46:05 AM
Really nice mod. I'd like to contribute with the sound for this (scripts and files), that's the only real thing missing.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 03:48:38 AM
Would really love to have this in campaign. A reaper faction and a systems alliance faction. Maybe all of the races ;D ( I could help out with scripting the campaign)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 04:12:50 AM
Really nice mod. I'd like to contribute with the sound for this (scripts and files), that's the only real thing missing.

Sounds are the only asset that I'm having real trouble finding/extracting. If you're offering help in that department, I'd gladly take the assistance :)

Would really love to have this in campaign. A reaper faction and a systems alliance faction. Maybe all of the races ;D ( I could help out with scripting the campaign)

For the campaign, I was hoping to have the reapers be less of a faction and more of a "menace" (to put it lightly) to everyone. As it stands, with the Sovereign class being powerful as it is, more than one would probably depopulate the campaign map too quickly. Though I haven't really thought of factions that much, I'll admit. Was thinking Systems Alliance and Geth though
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Uomoz on April 04, 2012, 04:37:29 AM
For the campaign, I was hoping to have the reapers be less of a faction and more of a "menace" (to put it lightly) to everyone. As it stands, with the Sovereign class being powerful as it is, more than one would probably depopulate the campaign map too quickly. Though I haven't really thought of factions that much, I'll admit. Was thinking Systems Alliance and Geth though

I'd like to see this mod as a total conversion, with his own "system" (I'm probably gonna make a "private" version of this total conversion using some of your beautiful assets but removing shields mechanic that don't fit ME universe imho). Reapers would work as you said, an almost impossible to kill menace. You could implement pretty much any factions (turians\quarians\geth\alliance\minor fleets like the mighty Volus flagship) to spice up the thing.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 04:41:51 AM
Ever played sots? In that game there was a "grand menace" which, if enabled, randomly goes around your systems and kill anything in them. And to top that off, they where nearly undefeatable, only if you knew how to work against them. Would love to see my personal TimCORP fleets clash against a reaper armada ;) (another minimash, Anyone ;D)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Uomoz on April 04, 2012, 04:44:09 AM
Ever played sots? In that game there was a "grand menace" which, if enabled, randomly goes around your systems and kill anything in them. And to top that off, they where nearly undefeatable, only if you knew how to work against them. Would love to see my personal TimCORP fleets clash against a reaper armada ;) (another minimash, Anyone ;D)

You don't need to minimash 2 mods, they can easily work separated.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 04:46:09 AM
Yeah, but the fleets will Ignore eachother. Weird having a genocidal reaper fleet just ignore a scout fleet :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 05:12:05 AM
Not to nitpick, but in a way the shields do sort-of fit, not in the current sense though. I have them still in as kinetic barriers, though IIRC they're more the hull-hugging shields rather than the bubble-shields in Starfarer. I did debate with myself whether or not to have more armour instead, but settled for the shields, to have that regeneration factor of it. Also the more top-down render pics the better, I'm needing stuff for Cerberus fighters and gunships, geth transports and pretty much any dreadnought (Got the geth one, that's no worry).

As an additional query: Would folks rather the weapons be as they are, invisible source points at the barrels, or should I cut off parts of the ship to make that the "barrel" of the gun? Note that the likes of the Normandy will keep invisible weapons, since they're underslung
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 05:15:56 AM
Request: please get the homeworld of every race in mass effect ;D I
If you have the sprites I'll gladly make you the planets. And add atleast one ship of every race. Would make my day happy ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Uomoz on April 04, 2012, 05:51:11 AM
Not to nitpick, but in a way the shields do sort-of fit, not in the current sense though. I have them still in as kinetic barriers, though IIRC they're more the hull-hugging shields rather than the bubble-shields in Starfarer. I did debate with myself whether or not to have more armour instead, but settled for the shields, to have that regeneration factor of it. Also the more top-down render pics the better, I'm needing stuff for Cerberus fighters and gunships, geth transports and pretty much any dreadnought (Got the geth one, that's no worry).

As an additional query: Would folks rather the weapons be as they are, invisible source points at the barrels, or should I cut off parts of the ship to make that the "barrel" of the gun? Note that the likes of the Normandy will keep invisible weapons, since they're underslung

The Kinetic Barriers in ME don't actually regenerate in combat. It's a heating issue (if I remember correctly) that need to be disposed after the fight, so there isn't any actual regeneration while the ships are engaged. A high Armor value should be better suited to emulate Mass Effect fields generators (imho).
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 05:56:01 AM
Not to nitpick, but in a way the shields do sort-of fit, not in the current sense though. I have them still in as kinetic barriers, though IIRC they're more the hull-hugging shields rather than the bubble-shields in Starfarer. I did debate with myself whether or not to have more armour instead, but settled for the shields, to have that regeneration factor of it. Also the more top-down render pics the better, I'm needing stuff for Cerberus fighters and gunships, geth transports and pretty much any dreadnought (Got the geth one, that's no worry).

As an additional query: Would folks rather the weapons be as they are, invisible source points at the barrels, or should I cut off parts of the ship to make that the "barrel" of the gun? Note that the likes of the Normandy will keep invisible weapons, since they're underslung

The Kinetic Barriers in ME don't actually regenerate in combat. It's a heating issue (if I remember correctly) that need to be disposed after the fight, so there isn't any actual regeneration while the ships are engaged. A high Armor value should be better suited to emulate Mass Effect fields generators (imho).

This ^_^ any eta on the next update for this mod? And pm if you need campaign scripting, I'm always free for work :D
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 06:12:06 AM
The ETA is basically however long it takes me to find decent pics to use for the sprites of ships. If I can get a dreadnought and normal frigate for the Alliance, I may be able to get a simple Alliance-Cerberus thing going for the campaign setup ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 06:15:11 AM
I'm guessing you have figured out goes to code the campaign? If so, Remember that the cerberus station is close to the sun :),
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 06:20:31 AM
Nah, I'm just musing with myself on things. While not-so subtly hinting at the need of pics :P

Don't really want to commit to getting the campaign in until I have a decent amount of assets for it
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Trylobot on April 04, 2012, 07:37:19 AM
Yeah, but the fleets will Ignore eachother.

That's not entirely accurate. I have discovered that a faction can define its own spawner by extending an existing API class, and can reference the id of any known other faction with a simple string identifier, and the game does not throw an error of any kind if the faction id does not exist at that time (I'm guessing the statement is just ignored, or effectively ignored).

This is big, because it means that mashups don't necessarily have to do this.

In other words, you are free to setup the relationship between your faction and every other modders' faction as well, and when anyone loads any mods with a referenced faction id it will seem to just automatically work again - you would just have to know their faction id in advance.

If you are in need of an example please download The Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0) as a separate mod by itself (not as part of a mashup collection)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 04, 2012, 07:39:32 AM
Trylobot, you've just saved my day ;D

EDIT: Can you use the string identifier to call within a, I.E TimCORPModGen, instead of TimCORPSectorGen?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Trylobot on April 04, 2012, 07:57:13 AM
If it's defining faction relationships in there, then yea; in theory any class that includes the appropriate API calls to the Starfarer objects can do this.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Haresus on April 04, 2012, 08:41:58 AM
So, Occuli squad for the Collector Cruiser? I think there was someone who had mentioned that, but I could not find it, so yeah.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 08:45:02 AM
Got that chucked in, makes the mission a wee bit more difficult now
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Preddy on April 04, 2012, 12:03:00 PM
Pretty brilliant mod going here, I love it!

The only thing I've noticed is how OP the reaper is. I mean, I know it's meant to be OP, but it's also non-canonical in the sense that it can fire in every direction. I'm not sure if it was mentioned or seen in ME1, but in ME3 the codex talks about the fact that the reapers' weapons only fire forward. At the moment I can't see anything getting remotely close at all.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: K-64 on April 04, 2012, 12:15:23 PM
I was going by the ME 1 Sovereign weaponry, as can be seen at this (http://www.youtube.com/watch?v=XLkiiopocDA&feature=player_detailpage#t=315s) part of the video.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: WKOB on April 05, 2012, 02:21:49 AM
Hey there K64, figured it'd be more appropriate to post here than on TW. Do you mind helping me out a bit with what code you used to change the campaign starting ship?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 05, 2012, 02:25:55 AM
Hey there K64, figured it'd be more appropriate to post here than on TW. Do you mind helping me out a bit with what code you used to change the campaign starting ship?

If you're going to do it for yourself, and as a part in any mod, then go into starfarer-core, data, world, factions, find player.faction and change the first fleet (which has number 1) into 2, and change the other fleet into number 1. Then find all ship variants you want to set as a starting ship, and there you go
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: WKOB on April 05, 2012, 02:31:46 AM
Ah, thanks.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Upgradecap on April 05, 2012, 02:36:20 AM
No problem :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.15 (Updated 03/04/2012)
Post by: Haresus on April 06, 2012, 06:13:48 AM
Eagerly awaiting the next version!
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 07, 2012, 06:28:22 AM
Latest version released on StarFarer Hub. Includes campaign support with Cerberus, Alliance and Collectors thrown into the usual crowd.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Haresus on April 07, 2012, 07:09:46 AM
Hell yeah!
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Preddy on April 07, 2012, 11:00:46 AM
Are both Cerberus and the Alliance supposed to be trying to colonise the same world? The Alliance fleets keep flying to the Cerberus station.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 07, 2012, 11:08:08 AM
Hmm, that shouldn't be happening. I'll have a look and see where the problem is
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 07, 2012, 11:10:44 AM
Are both Cerberus and the Alliance supposed to be trying to colonise the same world? The Alliance fleets keep flying to the Cerberus station.

Heh. The script specifically sets "Earth" As the alliance homeworld and "Fenris" As the cerberus homeworld.
In that respect, they shoulden't try to ever come close to eachother.
And are the collectors behaving properly?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Preddy on April 07, 2012, 05:08:36 PM
Are both Cerberus and the Alliance supposed to be trying to colonise the same world? The Alliance fleets keep flying to the Cerberus station.

Heh. The script specifically sets "Earth" As the alliance homeworld and "Fenris" As the cerberus homeworld.
In that respect, they shoulden't try to ever come close to eachother.
And are the collectors behaving properly?

It's Arcadia and Tarnis respectively for me. Made a third attempt, this time the Alliance made it to Arcadia, "resupplied their station", disappeared and no station appeared.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 07, 2012, 05:10:57 PM
Yeah, I've noticed that problem as well. Upgradecap is currently looking over the scripts to see what's gone wrong, so a hotfix should be out soon ;)

Also I've noticed that in the campaign, the Collector ships are pretty deadly, rather difficult to dodge them in the Normandy now for me
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ChrisG619 on April 08, 2012, 11:14:08 AM
'm having trouble installing this mod. I got Starfarer 2 days ago, so I don't know much about it. I'm using windows vista if it makes a difference. Could you please give me a step by step guide? If there is a thread somewhere telling giving you one then post a link. When I click on the mod I get a box asking to pick a program to open it with. The mod is currently sitting in the mods folder, but it isn't being picked up by the game. I'm no good with computers, so if this is a stupid question I'm sorry. Thanks in advance for the help.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Heavy Weapons Pony on April 08, 2012, 11:22:14 AM
Right now I think the Normandy needs a little PD its kinda really useless against Fighters.



Also the Kinetic Cannons or whatever are OP as heck.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 08, 2012, 11:22:25 AM
Vista user here too.
You have to activate the mod on the start program, press thr mods button, press the mod itself, and start the game ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: frag971 on April 08, 2012, 11:26:44 AM
What's the point of this mod if in the end Shepard blows everything up anyway? :(
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ChrisG619 on April 08, 2012, 11:32:41 AM
I mean that it says that you have no mods when you click on the mod button in the launcher. If you have the time, I would like to know what you do from clicking on the download link on the website (yeah I have no idea when it comes to games on a computer).
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 11:38:12 AM
You just open the .rar, and drag the folder to the C:\Program Files (x86)\Fractal Softworks\Starfarer\mods (Windows 7) folder
Then it should show up in the launcher
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ChrisG619 on April 08, 2012, 11:41:27 AM
What program do you use to open it? My PC just asks what program to open it with.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 11:46:02 AM
You'll need to install WinRAR first, if it's the .rar that's the trouble
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ChrisG619 on April 08, 2012, 11:48:15 AM
Cheers!!! Just got it working. My computer was recently reset, so it doesn't have many program's. I've got to say, the community on these forums is fantastic. Thanks for the help.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 11:56:33 AM
Glad to be of assistance ;)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 08, 2012, 01:10:20 PM
Been secretly changing the "dreadnought" on the ME1 into something closer to the DN that should have been on ME3, but its only present on the model ships Shepard has on hes cabin

(http://s14.postimage.org/6w6720625/ME_Alliance_DN_Prototype.jpg) (http://postimage.org/image/6w6720625/)

it is a work in progress
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 01:12:51 PM
There's a wee bit of misalignment at the front red-thingie bit there. But other than that, looking excellent. :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 08, 2012, 01:35:32 PM
Its actually for replacement, as in work in progress usage.

Btw there's a nice way of how to make the Sovereign "arms" move, just make the arm a turret "gun", remove the arms on the actual ship and place the turrets with a angle of 20' or 30' with no actual weapon fire, also this will make the arms non "collidable" allowing you to set the normal main reaper beam to be fired from a single point with a 120' arch on front as a hard-point.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 01:40:34 PM
Well, I'm intending on having 2 separate Sovereign class models. One for Nazara in ME1 and one for the reapers in 3. Since Nazara did have beams on its arms.

On another note hotfix released (http://dl.dropbox.com/u/15428102/SSVConvoySpawnPoint.java). Just chuck that in the C:\Program Files (x86)\Fractal Softworks\Starfarer\mods\MassFarer\data\scripts\world folder and overwrite the one that's there
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 08, 2012, 02:01:38 PM
Just checked and yeah for some reason that reaper actually fired from its legs, something that doesn't happen on ME3 but u need to understand that, its not an actual reaper Weapons that he was using (check here: http://masseffect.wikia.com/wiki/Disruptor_torpedoes#Normandy_Weapon_Upgrade:_Thanix_Magnetic-Hydrodynamic_Weapon ).

Also heres something for you:

http://www.mediafire.com/?9fknc6fz95k8t5y
(http://s7.postimage.org/709weuynr/Reaper_Destroyer.jpg) (http://postimage.org/image/709weuynr/)

http://www.mediafire.com/?y97qpzk41sx7964
(http://s11.postimage.org/9henwy3jz/Reaper_Destroyer_Right_Leg_Turret.jpg) (http://postimage.org/image/9henwy3jz/)
(http://s18.postimage.org/bdayjt4id/Reaper_Destroyer_Left_Leg_Turret.jpg) (http://postimage.org/image/bdayjt4id/)

Those are Destroyers (the ones who land and cause havoc on the cities), small ones with around the size of a Cruiser.

Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 02:05:02 PM
Was just going by what I saw here (http://www.youtube.com/watch?v=XLkiiopocDA&feature=player_detailpage#t=315s). :P
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Haresus on April 08, 2012, 04:41:16 PM
The weapon the Reapers use is not an actual Reaper weapon? Whaaaat? :P
Anyway, keep up the good work, give us an Alliance Carrier (There is no official look for those, so just do something inspired by the Cruisers/Dreadnoughts) and also, I have been neglecting my Massfarer duties, but should Cerberus really have better armor than the Alliance? I would think that they would have worse armor, better shields, cannons with a bit more range, less ammo and the same damage/possibly less, as well as being slightly faster.

Essentially, Cerberus AI/VI tech gives them an edge in range, they are known for depending a lot on shields (or atleast we can guess that from ME3 fighting styles), they do not have the same supplies as the Alliance does, therefore it is easier for them to run out of ammo (and they have worse armor), because they can not depend on numbers or firepower, they are faster (Also an effect of their lower armor).

They should also not have any capital ships, unless these are VERY experimental and there is only one or two of them.

How I view it:
Cerberus: Less resources, no capital ships, worse armor, faster, longer range, superior shields.
Alliance: More resources, capital ships, armor, slower, shorter range, worse shields.

Just my suggestions, thoughts, ideas, I might be completely off here. Also, did I just write the same thing in 3 different ways in this post? Wow...
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 04:45:53 PM
That depends. Because in ME3 at a certain point, I recall hearing someone say that Cerberus cruisers can outperform Alliance ones in every aspect. Plus I don't really think that they're hurting for supplies, considering what they have especially in 2 and 3; constructing the SR-2, resurrecting Shepard, the Cronos station itself (that thing is freakin' huge when you look at it), government plants, multiple corporate backers and fronts funneling them money. Then remember they were doing all that in complete secrecy
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Haresus on April 08, 2012, 05:26:17 PM
I do not remember that certain piece of dialogue, you sure you do not know who said it?
Anyway, having a lot of money does not necessarily mean they have the resources to build heavily armored and well-supplied ships. They have to produce that stuff, or buy it. Both of them can be very complicated if you want to keep it secret.
Not to mention that Cerberus also have a shitload of these research projects draining their money. Resurrecting Shepard cost loads, it was probably one of the biggest and most expensive projects they have ever done. Normandy 2 is also a great money-drain. Normandy 1 cost as much as a heavy Cruiser, Normandy 2 was almost twice the size and had even more top of the line technology.

Also, the Thanix cannon. Cerberus were not the ones who researched it, the Turians did. And they spread it to the Alliance and other Council fleets. Even if this may not have been installed on all ships, it certainly helped the Alliance learn more. This must have given the Alliance superiority in firepower against Cerberus.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Haresus on April 08, 2012, 07:47:03 PM
Unfortunately there is almost no material on this subject whatsoever, so in the end, it is all opinions, and you are the modder who decides everything.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: WKOB on April 08, 2012, 09:11:10 PM
Should the Kinetic Drivers have a considerably longer range? Someone somewhere is going to have a bad day and that's why we don't eyeball it and so on.

Also, completely forgot to actually click that link you gave me earlier. PM it, please?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 08, 2012, 11:22:48 PM
Which link was that again?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: WKOB on April 09, 2012, 01:37:40 AM
The one where I post about it in the wrong thread. Trade Scavengers.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 10, 2012, 08:56:09 AM
Reaper Fighter (same used by collectors on ME2) they can be seen on the last fight on ME3

Couldn't get a image from directly top view so i guess this will work instead:

http://www.mediafire.com/i/?ips7zzgde9626u2
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 10, 2012, 09:02:45 AM
Geth DN:

http://www.mediafire.com/i/?8gtm8764s0ncuas

Geth Fighter:

http://www.mediafire.com/i/?zkzsucic4zgj91h
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 10, 2012, 09:07:27 AM
Destiny Ascension:

http://www.mediafire.com/i/?7nk0murco5xifn9
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 10, 2012, 09:14:00 AM
Turian Fighter:

http://www.mediafire.com/i/?p2ayr8ugmg7326b

Turian Frigate? (found the image it was calling it a frigate from ME1, looks like the cruiser tho):

http://www.mediafire.com/i/?hrud26a99wa59h4
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 10, 2012, 09:14:40 AM
Already got those things, I'm afraid ;)

Though I appreciate the support. Collector fighters are even in the campaign right now, rather vicious things
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: WarStalkeR on April 10, 2012, 09:42:49 AM
As I thought, Reapers are powerful indeed... Without activating Main Caliber weapon Samekh don't stand a chance against Sovereign-class Reaper. Had to activate it, and only after 6 (That's a LOT) shots of Main Caliber weapon Sovereign-class Reaper was disabled...
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 10, 2012, 09:49:09 AM
As I thought, Reapers are powerful indeed... Without activating Main Caliber weapon Samekh don't stand a chance against Sovereign-class Reaper. Had to activate it, and only after 6 (That's a LOT) shots of Main Caliber weapon Sovereign-class Reaper was disabled...

Now, Remember that the reapers fielded dozens of sovereign class reapers 8)
And I managed to kill the reaper with three TimCORP battlecruisers, and about 10 minutes of tedious micromanagment with the ships, but he did go down eventually :)

Also, warstalker, you should see that the TimCORP fits all criterias for joining the fight for universe mod :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 10, 2012, 09:53:19 AM
U'd be amazed if u knew that sovereign isnt actually a perfect reaper but only parcial reaper, the ones on ME3 are actually stronger in terms of their main weapon
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: WarStalkeR on April 10, 2012, 10:38:50 AM
Now, Remember that the reapers fielded dozens of sovereign class reapers 8)
Who said that IDF have only one Battleship? And who said that IDF biggest ship is Battleship? Battleship only 600 meters long axis, after that goes Dreadnought (1200 meters long axis), Mothership (4600 meters long axis), Titan (16 kilometers long axis), Flagship (86~122 kilometers long axis), Arkship (2600~8200 killometers long axis) and if this isn't enough, IDF can drop the Sphereworld, which have radius of 4.5 billion kilometers...

And I managed to kill the reaper with three TimCORP battlecruisers, and about 10 minutes of tedious micromanagment with the ships, but he did go down eventually :)
6 shots from Main Caliber - under 2 minutes :)

Also, warstalker, you should see that the TimCORP fits all criterias for joining the fight for universe mod :)
Upload it, and when I will start to implement other races and their scripts, I will start asking questions about behavior, convoys & etc :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 10, 2012, 10:42:08 AM
Uploaded already; check my thread for the 1.5.1 version ;)
Also, not to forget, if you want to talk about convoys etc. Pm me :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: geekysauras on April 18, 2012, 12:51:38 AM
I've played all of your mod, and I have to say I love it. I was dyeing for someone to do one. but just a couple of points on sovereign. Though he is powerful already, he isn't strong enough, you have to try and remember he has the best tech bar one in the whole galaxy. My suggestion is thus double his weapon range but half the damage as it is closer to the actual sovereign. secondly he doers have a blind spot he cant shoot backwards, that may also ease the overpowered problem. that may make him even stronger over all but sovereign was taken down by a Turian defence fleet, Earths 7th fleet (I think) and the help of over random ships. Other than that, great mod! seriously enjoyable. anyway I just thought I'd be nice. you can completely ignore me of course but any thanks for making it.

Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 18, 2012, 09:12:14 AM
FOUND QUARIAN SHIPS (finally, but only Cruisers):
http://troodon80.deviantart.com/art/Mass-Effect-3-Quarian-Ship-Reference-296010963?q=gallery%3Atroodon80%2F32481208&qo=10

Cerberus Cruiser:
http://troodon80.deviantart.com/art/Mass-Effect-3-Cerberus-Cruiser-Reference-295997629?q=gallery%3Atroodon80%2F32481208&qo=15

Reaper DN (on ME3):
http://troodon80.deviantart.com/art/Request-Reaper-275190154?q=gallery%3Atroodon80%2F32481208&qo=215

Useful Stuff:
http://browse.deviantart.com/?q=mass%20effect%20ship&order=9&offset=24#/d4u8ejt
http://kavinveldar.deviantart.com/art/Reaper-Comparisons-278977343?q=gallery%3Akavinveldar%2F25936055&qo=1
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ciago92 on April 21, 2012, 09:41:22 AM
I don't know if this is because I was running Relics and Omega's Minimash(1.82 I think?) but the SSV convoys deliver to the Illusive Man! We've been sold out!!
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 21, 2012, 09:54:06 AM
Yeah, there are traitors in the SSV. Payed ofcourse by an another leading power ;)

It's because an script error which i can't find.... yet!
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: lezflano1 on April 21, 2012, 10:00:11 AM
How do you even fight the reaper or get the reaper in campaign :L
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 21, 2012, 10:02:32 AM
How do you even fight the reaper or get the reaper in camping :L

Isin't possible. It dosen't have engine flares, so it would crash the game. But this kind of thing will be possible in later versions.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: lezflano1 on April 21, 2012, 10:06:43 AM
Are you even able to edit it into missions?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 21, 2012, 10:08:26 AM
Is it not in one of them already? Anyways, my mod also features a mission with the reaper ;)

Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: lezflano1 on April 21, 2012, 10:18:34 AM
Yeah i just seen that allready had your mod downloaded playing it now The only thing is if you capture all the points you still cant get either of the leviathans same with the leviathan mission theres not enough fleet points :(
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on April 21, 2012, 10:26:55 AM
Yeah, you need the Random BattleS (http://fractalsoftworks.com/forum/index.php?topic=679.msg7033#msg70339) mod to make it play properly.
Else the levithan can't deploy in any situation. Unless you're extremely skilled in campaign.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: lezflano1 on April 21, 2012, 10:48:36 AM
Thanks playing it now  ;D ;D
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 22, 2012, 01:05:02 PM
Alright, I haven't given an update in a while, and I apologise for that. Just had quite a few other things on my mind, like exams and other mods. However, this sign of life does mean that I have been doing some work on MassFarer. More ships, more weapons and closer to the lore is on the cards for the next release. To grab your attention to the mod again, here are some teaser pics of some of which is to come:

Spoiler
(http://i.imgur.com/vJvLu.jpg)
[close]
Spoiler
(http://i.imgur.com/0oNA2.jpg)
[close]
Spoiler
(http://i.imgur.com/YFtnw.jpg)
[close]

Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Vandala on April 22, 2012, 02:21:49 PM
Latest update doesn't work.

EDIT: I mean I can't download it.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 22, 2012, 02:25:17 PM
Hmm, seems that Starfarer Hub is down. here's (http://dl.dropbox.com/u/15428102/MassFarer%20v0.25.rar) the download link for v 0.25

Will update the OP with such
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Vandala on April 22, 2012, 02:25:59 PM
That worked.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 22, 2012, 05:30:38 PM
Another appetiser for you folks
Spoiler
(http://i.imgur.com/u2Ncj.jpg)
That's right, the command pod is now the Kodiak ;D
[close]
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 23, 2012, 03:12:25 PM
Okay, I hate to bump my own thread, but it's rather important (modwise, that is) that I attention-*** this.

I'm in need of an arsty person to do some photoshopping stuff for me. While not absolutely crucial to the point of grinding the mod to a complete halt, it would be really, really, really beneficial to the next version if I could get this stuff done
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 23, 2012, 04:36:38 PM
what ships still needs "re-cutting"
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on April 23, 2012, 05:20:21 PM
It's not really the standard spriting work that's been done on the mod, I'm fine with that part. I'd say more, but, well it wouldn't be as fun :P
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Armadillo on April 30, 2012, 04:28:00 AM
Okay, I hate to bump my own thread, but it's rather important (modwise, that is) that I attention-*** this.

I'm in need of an arsty person to do some photoshopping stuff for me. While not absolutely crucial to the point of grinding the mod to a complete halt, it would be really, really, really beneficial to the next version if I could get this stuff done

I'd love to help out if I had the expertise with photoshopping.
Need anything else though mod wise, I'd be happy to oblige. :) Looks good so far!
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ciago92 on May 04, 2012, 05:34:16 PM
any idea if this is .52 compatible? I'm guessing no, I think I heard all the convoy scripts break :-(
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on May 04, 2012, 10:44:28 PM
Not sure, been doing quite a bit of other things at the moment, so Starfarer and associated mods have taken a bit of back-burner time. The next MassFarer update will be a big 'un though, to accommodate the 0.52 stuff and because I'm nice ;D
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Haresus on May 22, 2012, 09:42:56 AM
Dead or still working on it?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: WKOB on May 23, 2012, 12:48:30 AM
He's still working on it, mate.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 23, 2012, 04:01:19 AM
I'm currently working on a ME mod for a different game, among other things it involves me making turian ships from scratch. I don't mind donating those when I'm done. You guys interested?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ciago92 on May 23, 2012, 05:01:22 AM
Just out of curiosity, what game are you making the scouts for? I love all things mass effect so if its a game I have I want to see the mod lol
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 23, 2012, 05:35:49 AM
Gratuitous Space Battles (Turian Space Navy mod) and when I'm done, I'll make another mod for Distant Worlds Legends, also introducing Turians. There will be more ships than just scouts, I already have two cruisers and a frigate, along with a destroyer.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on May 23, 2012, 05:38:30 AM
Got any previews for the ships? Just curious since I would like to keep all the ships being the ones that are seen ingame or keeping to the style of the "canon" ones, and I'm quite the nitpickish person when it comes to that front :P
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 23, 2012, 05:45:32 AM
Well, there were only two ships in ME so anything I'll do can be accurate. I copy the style of the original designs (obviously), but I went with a non-standard (aka better) colour sheme based on this one: turian frigate (http://images4.wikia.nocookie.net/__cb20100212084911/masseffect/ru/images/6/6e/Turian_cruiser_sketh_1_(Art_Book).jpg). Here's a preview of one od the ships:
(http://i1181.photobucket.com/albums/x423/Kalthaniell/TurianSitelloFrigate.png)
*EDIT Thx Yoshi for showing me how to shrink the imgs ^^
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: IIE16 Yoshi on May 23, 2012, 07:14:56 AM
Well, there were only two ships in ME so anything I'll do can be accurate. I copy the style of the original designs (obviously), but I went with a non-standard (aka better) colour sheme based on this one: turian frigate (http://images4.wikia.nocookie.net/__cb20100212084911/masseffect/ru/images/6/6e/Turian_cruiser_sketh_1_(Art_Book).jpg). Here's a preview of one od the ships:
(http://i1181.photobucket.com/albums/x423/Kalthaniell/TurianSitelloFrigate.png)
*Sry for big res

*shrinks img*
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 23, 2012, 10:01:54 AM
Magic trick! Sweet ;) thx
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Czaran on May 25, 2012, 06:01:21 PM
Well since this thread is still active I'd like to add my ... less than useful input.
I have the 3d model of a Quarian diplomat ship...and thats it. No liveship or anything quarian to be found in the static mesh files I have, might be my fault.

In terms of looks though I'd say the diplomat ship would look better as a fighting ship than the liveship. Imagine 7 or 8 flak cannons on either side just demolishing missiles and fighters :)
Spoiler
(http://img515.imageshack.us/img515/8918/75386135.png) (http://imageshack.us/photo/my-images/515/75386135.png/)
(http://img140.imageshack.us/img140/9029/32361436.png) (http://imageshack.us/photo/my-images/140/32361436.png/)
(http://img210.imageshack.us/img210/6262/26069959.png) (http://imageshack.us/photo/my-images/210/26069959.png/)
[close]

The textures are kinda ... slightly broken but nothing much I can do about that.
Also I'm a miserable artist, even with a sprite maker program thing, so I guess these are just good reference for whoever wants to make this if they have the time
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 26, 2012, 01:08:30 AM
(http://i55.tinypic.com/2v8039j.jpg)
(http://i51.tinypic.com/17wdcg.jpg)

I kinda did that a year ago or so for DW. Just remembered:P It's old, so it's not an artistic expression of greatness, but if you are willing to overlook quarian battleships looking a bit like they were designed similarly to mass relays and accept the other ones as geth cap ships (which by the way no one ever saw, except for dreadnought) it might be handy or even a bit cool ;)

Link:
http://www.mediafire.com/?2q5i8k9hb36xfjd
http://www.mediafire.com/?1bbmw97g657h35i
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on May 26, 2012, 02:25:56 AM
What's DW?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on May 27, 2012, 04:24:57 PM
Distant Worlds. It's a 4x space strategy game. Imao the best of it's kind.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: ciago92 on June 04, 2012, 01:04:48 PM
please don't die on me :_( I loved this mod
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Kalthaniell on June 04, 2012, 02:39:07 PM
Maybe there's still hope. I stick with my graphics donation proposal. Didn't get an answer though :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on June 25, 2012, 06:49:50 AM
http://troodon80.deviantart.com/art/Mass-Effect-3-Alliance-Dreadnought-Reference-305895984

Found a dreadnought finally...
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: theSONY on June 25, 2012, 11:37:40 AM
dunno if 'ya watch this but what a hell
http://www.youtube.com/watch?v=FKUgN-OfhMY&lc=xWZ5vvwBS6rvcbRuKxz85iHhewHomY08GBl5EM15byI&feature=inbox

fun stuff ^^

PS: ::)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on June 25, 2012, 12:21:03 PM
Well, as has probably been noticed right now, the mod has taken a bit of a hiatus at the moment. I wouldn't say it's dead either, although production won't begin again until 0.53's released.

http://troodon80.deviantart.com/art/Mass-Effect-3-Alliance-Dreadnought-Reference-305895984

Found a dreadnought finally...

Ooh, excellent. That'll be of great help to me, thanks :)
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Taricus on August 27, 2012, 08:21:44 AM
And poking this with a large stick. This was a absolute blast in .52 (Where the SR2 was overpowered, and anything with a reaper beam could just dominate entire fleets :P )
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: K-64 on August 27, 2012, 09:29:30 AM
"Ah yes, MassFarer. The awesome mod for Starfarer allegedly waiting for a new release. We have dismissed that idea."

Read that as I have basically lost all motivation to continue on it (Mostly due to lack of decent ship sprites found for each class for everyone, and the "photographic" style doesn't look right to me). That said, if anyone wants to pick up on it and continue, I'd be more than happy to let them and provide help if needed. However, being a lead on it has since lost its appeal to me. Deepest apologies to all.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Titann on November 11, 2012, 09:04:27 AM
mod is dead? if not, I want new release
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Upgradecap on November 11, 2012, 10:15:14 AM
mod is dead? if not, I want new release

Ugh, the post above you gives you all the information you need to understand and read to realize that this mod is dead.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on November 14, 2012, 10:35:39 AM
mod is dead? if not, I want new release

Ugh, the post above you gives you all the information you need to understand and read to realize that this mod is dead.

Yes sadly,
but here's a link for material if this mod will ever get picked up in the future

(Remember! Ask the original owner of this mod first!)
http://www.matrixgames.com/forums/tm.asp?m=3144439


Boy, did i facepalm hard this time  Kalthaniell over there is the original owner of the mod on that link.

let me go into my dark corner over there.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: silentstormpt on April 24, 2014, 08:05:41 AM
I know this is partly necroing (ok it is, quite old thread) but i found this:

http://euderion.deviantart.com/art/Mass-Effect-Top-View-Size-Comparison-Chart-427768304

could prove very useful for anyone that could pick this up.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: xenoargh on April 24, 2014, 07:31:38 PM
About those sprites... there you go. (http://fractalsoftworks.com/forum/index.php?topic=1131.msg133223#msg133223)

Now all you people need is a spriter to add turret positions that don't look terrible, which is easy, and a developer / ship designer to get it to the point of being a functional SS faction.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: auxxlr8 on February 17, 2020, 09:54:35 PM
Dead Mod?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: e on February 17, 2020, 10:02:46 PM
Dead Mod?

Dude... The last response was literally more than FIVE YEARS AGO, take a wild guess.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Vayra on February 18, 2020, 03:32:12 PM
can a mod ever, truly, die?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: e on February 18, 2020, 04:45:22 PM
can a mod ever, truly, die?

You know... What is death anyway? :o

Do mods hold a little modding funeral for their abandoned or outdated?
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: auxxlr8 on February 18, 2020, 08:28:30 PM
Just hoping someone would pick it up, i love Mass Effect.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: Sundog on February 19, 2020, 02:25:00 AM
Hey auxxIr8, welcome to the forum! Just so you know, bumping threads and posting in very old threads are both against the rules here.
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: NephilimNexus on February 19, 2020, 04:03:46 PM
When disengaging the autopilot does it say "ASSUMING DIRECT CONTROL?"
Title: Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.25 (Updated 07/04/2012)
Post by: auxxlr8 on February 20, 2020, 01:29:35 AM
Sorry wont do it again chief  ;D ;D