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RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Sat Aug 30, 2014 5:46 pm
by dvr
On hard difficulty I have almost never problems to keep up with other empires. And the resources you add seems to add a whole other level of gameplay (which is good). It seems like a lot of fun. I will test for you if you like.
If there are people who are complaining you can leave the resources out in another version? I don't know if is a lot of work or not and if a mod works that way. I am no modder. Far from that.
But I am looking forward to it and I will keep an eye on this thread! And I'm always happy to give suggestion.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Sun Sep 07, 2014 11:03 am
by DownTheDrain
So...any updates on when the mod will be released?
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Mon Sep 08, 2014 8:39 pm
by Tyrador
ORIGINAL: DownTheDrain
So...any updates on when the mod will be released?
It is practically finished. I plan to release at the end of this week.[8D]
There might be some balance issues, which i will fix as soon as someone points me out them.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Fri Sep 12, 2014 2:59 pm
by Rahal
Very much looking forward to this. Setting the mod post ME3 makes much more sense re: DW game mechanics.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Sun Sep 14, 2014 9:05 pm
by Tyrador
Also, this mod is very realism oriented. I can easily claim it to be the most realistic. No more you will find ridiculous hyperstop/disruption or gravitic weapons. However, there are plenty of realistic and theoretically possible weapons that can be used in space. For example I've used gravitic weapon feature of bypassing shields and armour to create Nasty Gamma-Ray emmission weaponry.
Here is a pic of new weapon techs:

RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Sun Sep 14, 2014 9:07 pm
by Tyrador
Thanks to
http://www.projectrho.com/public_html/r ... cience.php articles regarding current and future space tech needed for warfare.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Mon Sep 15, 2014 10:13 am
by DownTheDrain
I honestly don't care too much about realism as long as the technobabble fits the setting, but others might disagree.
Since the mod isn't released yet I'll have to compensate by asking a bunch of questions. [:D]
Any change to the ship sets? The canon ones obviously were fine but some of those that lacked a proper ME source didn't seem all that fitting (Krogan for instance).
Are you still sticking to this being a pirate only mod? If yes, will there be any special events for Collectors, Cerberus, Batarian slavers, whoever or will we all just merrily plunder the galaxy?
Custom galaxy, yes, no, maybe?
Will the canon characters play a role or do you consider them redundant after the end of the Reaper invasion?
If any of my questions has already been answered I apologize for not paying enough attention.
Either way, can't wait for the mod.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Mon Sep 15, 2014 2:13 pm
by Tyrador
ORIGINAL: DownTheDrain
I honestly don't care too much about realism as long as the technobabble fits the setting, but others might disagree.
Since the mod isn't released yet I'll have to compensate by asking a bunch of questions. [:D]
Any change to the ship sets? The canon ones obviously were fine but some of those that lacked a proper ME source didn't seem all that fitting (Krogan for instance).
Are you still sticking to this being a pirate only mod? If yes, will there be any special events for Collectors, Cerberus, Batarian slavers, whoever or will we all just merrily plunder the galaxy?
Custom galaxy, yes, no, maybe?
Will the canon characters play a role or do you consider them redundant after the end of the Reaper invasion?
If any of my questions has already been answered I apologize for not paying enough attention.
Either way, can't wait for the mod.
Change to everything (planets, ships, tech, resources, effects, sounds and etc.), you will see once my download link will be activated on moddb. But the problems is, quote from the first page:
"After almost a month of working on this mod, I've created massive amounts of new assets and features based on ME Universe and Hard Science (with tons of research).
However, my university studying time is approaching very quickly and so I have no more time to finish my mod. Therefore If someone's interested please take over, you don't need my permission, just finish it.
Hopefully my work will not be thrown away and mod will be finally finished."
Sorry about that, I've been doing this mod alone and for an extensive period of time. As I've said above there are loads and loads of new features. However I don't have time to finish the mod. I've used lots of assets from my old Prothean Cycle mod, such as shipsets for example.
The hardest part is luckily fully completed, like planets, map, effects, resources&shipsets (partly) and tech. It's 80% done basically.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Mon Sep 15, 2014 4:06 pm
by DownTheDrain
ORIGINAL: Tyrador
However, my university studying time is approaching very quickly and so I have no more time to finish my mod. Therefore If someone's interested please take over, you don't need my permission, just finish it.
I missed that part.
Now I has a sad.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Tue Sep 16, 2014 6:29 pm
by Tyrador
Here's the download link for the mod:
http://www.moddb.com/mods/prothean-cycl ... 0-finished
I am really sorry to not be able to complete this mod. Thank DW modding text tools, they are extremely time consuming to manage. If there would be some sort of editor (there is one but no download link), I've might have completed the mod.
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Sat Sep 27, 2014 7:25 am
by fruitgnome
THX to share although it's not ready. [:)]
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Tue Dec 16, 2014 7:23 pm
by Taeryc
Its still entirely playable, or rather, it is until it adds to many resources to a colony. Or maybe I'm just getting unlucky. Can anyone confirm that?
If that's the case, I'd simply remove some of the added purely luxury resources like droids and whatever and leave it to medi-gel to pop up, but i've no idea how to do that.
[Deleted]
Posted: Wed Feb 27, 2019 3:16 pm
by Anonymous
[Deleted by Admins]
RE: [PCM] - Prothean Cycle Mod - (30/03/2013)
Posted: Wed Feb 27, 2019 7:01 pm
by Retreat1970
Woah this one was buried deep
[Deleted]
Posted: Thu Feb 28, 2019 9:21 am
by Anonymous
[Deleted by Admins]
RE: Prothean Empire (Mass Effect) mod idea
Posted: Tue Mar 05, 2019 3:40 pm
by rjord2021
Some news for Mass Effect fans......
I have begun converting this mod over to Distant Worlds Universe......
I will continue this mod in a new post in the next few weeks.
Instead of being called Prothean Empire, Mass Effect 4 or Mass Effect: Andromeda this mod will be further developed with the name :
Mass Effect
Currently looking at the work done by Tyrador 6 or 7 years ago and there is much work to be done.

RE: Prothean Empire (Mass Effect) mod idea
Posted: Tue Mar 05, 2019 4:03 pm
by Retreat1970
You have a lot on your plate already.
RE: Prothean Empire (Mass Effect) mod idea
Posted: Wed Mar 06, 2019 12:51 am
by Hattori Hanzo
ORIGINAL: Retreat1970
You have a lot on your plate already.
Will some of them finally see the light.. ??? [8|]
RE: Prothean Empire (Mass Effect) mod idea
Posted: Wed Mar 06, 2019 6:44 am
by rjord2021
ORIGINAL: Hattori Hanzo
ORIGINAL: Retreat1970
You have a lot on your plate already.
Will some of them finally see the light.. ??? [8|]
The Star Trek and Star Wars mods are still being worked on ..... they as well as Stargate are more complicated as I need to create the ships for a lot of races.
Ships are probably the most complicated part of modding.
For the Mass Effect mod it took me 90 minutes to put together the images for 34 races.
Some things are easy...other things take more time.
RE: Prothean Empire (Mass Effect) mod idea
Posted: Wed Mar 06, 2019 11:31 am
by Hattori Hanzo
ORIGINAL: rjord1
ORIGINAL: Hattori Hanzo
ORIGINAL: Retreat1970
You have a lot on your plate already.
Will some of them finally see the light.. ??? [8|]
The Star Trek and Star Wars mods are still being worked on ..... they as well as Stargate are more complicated as I need to create the ships for a lot of races.
Ships are probably the most complicated part of modding.
For the Mass Effect mod it took me 90 minutes to put together the images for 34 races.
Some things are easy...other things take more time.
that's for sure, but the main problem probably seem to be that you have too many mod-projects opened at the same time [and you continue to add project to project to project and so on..].
you know, we all greatly appreciate your hard work: it would be GREAT to see one day one of the above mod finished !!! [:D]