Mass Effect: Unification R6 [NEW RELEASE!]

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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Marth8880
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Re: Mass Effect: Unification r1

Post by Marth8880 »

Dedicated server is up! [GT] Gametoast Domination


ModDB mirror is up: http://www.moddb.com/mods/the-mass-effe ... ication-r1
Last edited by Marth8880 on Mon Jan 14, 2013 12:52 am, edited 1 time in total.
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Re: Mass Effect: Unification r1

Post by Dreadnot9 »

Marth8880 wrote:Dedicated server is up! [GT] Gametoast Domination
This I like. Very very much.

EDIT: Gah, immediately went on server to play, everything seemed to be working fine, but I lost connection :faint:
Last edited by Dreadnot9 on Mon Jan 14, 2013 12:56 am, edited 1 time in total.
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Re: Mass Effect: Unification r1

Post by DarthSolous »

Marth8880 wrote:Dedicated server is up! [GT] Gametoast Domination


ModDB mirror is up: http://www.moddb.com/mods/the-mass-effe ... ication-r1
Sweet!
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Re: Mass Effect: Unification r1

Post by TWINKEYRUNAWAY »

:D Glad others can try it now, and a perfect opportunity for multiplayer matches.
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Re: Mass Effect: Unification r1

Post by DarthSolous »

TWINKEYRUNAWAY wrote::D Glad others can try it now, and a perfect opportunity for multiplayer matches.
Yup, this mod is definately made for MP :D
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Re: Mass Effect: Unification r1

Post by The Nasal Abyss »

I'm going to try and hop online in the server when it's done downloading in about 45 minutes. I don't know if Battlefront will let me, though. I never got that crashing problem fixed. :?

For clarification, the crashing problem has nothing to do with the mod. It's something wrong with battlefront's relationship with my computer. I think they've been together for far too long, and are starting to get sick of each other. :funny2:
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Re: Mass Effect: Unification r1

Post by Maveritchell »

Great work in the art and polish department - the mod looks really nice. But because criticism is how I show I care, here's mine:

I think you guys made the same mistake I did when I made the KotOR sides for the Conversion Pack. You were trying to emulate RPG combat, and in doing so, turned a fast-paced shooter game into something slower and clunkier. I, as a player, don't feel very capable when I play - that is to say that it feels like every enemy unit is too difficult to kill (and of course so am I). Sniper units feel like a waste of time - even on big open maps it takes a ton of shots with a sniper to bring down enemies. That's a symptom of the larger problem above, but it's a good indicator - snipers should be mostly one-and-done. I think that autorecharging shields, at least the way they are forced to work in this game, are a mistake to have on every unit. Shield pickups (yes, I know they weren't in ME) tied with fixed-health shields would be a lot more fun (IMHO).

And was movement speed changed at all on most units? I know some were definitely lowered (the larger Geth units), but on the topic of feeling slow, I feel like there are a large number of units (maybe just a large percentage of what I tried) that just drag their feet moving around.

There's a happy middle ground, of course - I've complained about mods that have too much in the way of one-hit-kills. That's not what I'd like to see here. However, I think that your mod as it is doesn't leverage the game in doing what the game does best, which is a faster pace of play.

One last niggle - I think you've made the lowest level of investment, mod-wise, that you can make with this concept. Your sides look great! - Really they do, but at its heart this is just a sides mod, which is, by itself, a little vanilla (the notion of a sides mod in general). I'm glad you made a few maps - that's a great start - but the economy of these things works like this: Sides take the greatest level of art development and a ton of the up-front time cost, and if you're going to invest in that, invest a little in expanding the gameplay too. Show me something a little bit new! New sides are a dime a dozen. Even a larger variety of new maps available would help (although this is easily the longest pole in any mod tent), because the great thing about a new map is that it always brings something new, gameplay-wise, to the table.

Congrats on pushing out the big release - that's a great accomplishment.
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Re: Mass Effect: Unification r1

Post by THEWULFMAN »

Thanks for the words Mav, we really appreciate them. I agree with you for the most part, the only exception being the shields. I understand what you mean, why you don't like it, but I don't want to change it. If we can get shield regen to delay, we'll do that, but that'd be about the only change to the shield system we'd make.
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Re: Mass Effect: Unification r1

Post by Ant »

Its a very impressive mod :)

I did gameplay on it here:
http://www.youtube.com/watch?v=ZF5bpFQR ... e=youtu.be
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Re: Mass Effect: Unification r1

Post by GAB »

Just a couple of missions.

I'd to say this is the best side mod I've ever played. The models are definitely very well done, the sounds greatly enrich the experience, the details are really nice and the new shell is beautiful.

Congratulations on the mod guys. You deserve it. :thumbs:
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Re: Mass Effect: Unification r1

Post by TWINKEYRUNAWAY »

I thinking about hosting a tournament this friday, you guys would be more than welcome to join. We will have whitefire(The system alliance announcer), and 4 of my channel mates playing. Also it would be a chance to get some matches done in 720p for a few videos.
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Re: Mass Effect: Unification r1

Post by Maveritchell »

THEWULFMAN wrote:Thanks for the words Mav, we really appreciate them. I agree with you for the most part, the only exception being the shields. I understand what you mean, why you don't like it, but I don't want to change it. If we can get shield regen to delay, we'll do that, but that'd be about the only change to the shield system we'd make.
An easy fix for shield delay is to have AddShield set universally (to its desired amount) on a small, looping timer (every X seconds) and then have an on-damage function that sets AddShield to 0 for whatever unit gets hit. You won't be consistent in the delay before the shield starts recharging, but on the average you'll have a reasonable delay. If you test it out, I think that hits close to what you want (the Halo-type shield recharge).
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Re: Mass Effect: Unification r1

Post by THEWULFMAN »

Mav, did I ever tell you how awesome you are? We'll play around with that sometime.
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Re: Mass Effect: Unification r1

Post by willinator »

I haven't had a chance to download it yet, but I'm looking forward to it. Out of curiosity, has anyone found the easter egg I put in yet?
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Re: Mass Effect: Unification r1

Post by Ant »

Also I have a question...is the mod compatible with the Sol Luna?
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Re: Mass Effect: Unification r1

Post by TWINKEYRUNAWAY »

I don't think it does, I tried it and it didn't seem to spawn the era.
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Re: Mass Effect: Unification r1

Post by Zapattack1234 »

I know this is kind of a noob question, but how do u get the dedicated server?
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Re: Mass Effect: Unification r1

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Re: Mass Effect: Unification r1

Post by Glitch25 »

This looks absolutely fantastic!!! :D Only 200 more MB to go! :funny2:I absolutely love mods, creation for the enjoyment of others. This kind of project shows that hard work, dedication, and a strong mod team can really do something incredible.
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Re: Mass Effect: Unification r1

Post by Ant »

Also, sorry for the dumb question but how do you unistall the mod once your done with or...like how do u take out the screen layout and stuff?
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