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_____________________________________________________________________ Note: Well lol, hello. Randomly decided to make something quick again. It's a shame I haven't been able to make anything more ambitious, but I thought this would be a nice intro to the other side of the Mass Effect Universe. _____________________________________________________________________ _________________________________________________________________
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Hey Simtropolis I've caught a small break between my second and last exam, so I thought it'd be fun to try something SC4 related after such a long while. I decided to just make-do with what I already had, despite there being no real fresh BATs in this image. Starting out with a small scene, like I usually do, but it turned out quite nice "Despite our drive to reach for new stars and tame new worlds; there always lurks, a disaster at every corner. We realize that the galaxy is even wilder than we could possibly imagine, and no amount of technology could prepare us for the reality and the challenges it brings."
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From the album Things I Gone and Done
Just trying to get back into the swing of things :P-
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Overview ~ The Third Anniversary to Mass Effect: The Milky Way / Mass Effect: Beyond, revisiting prominent images from 74 episodes and updates -- And a visit to a moon where dreams live and die. Schulmanator Thanks MushyMushy Thank you Namiko There's a lot of'em here, hopefully you won't come short of any takemethere Thanks a lot _____________________________________________________________________ Note: Today's ME:B/ME:TMW third anniversary -- I guess it's been a long-time and a long-way since the first update Included in this is also the year's first episode [funnily enough, it's kind of a teaser -- kind of :P) _____________________________________________________________________ Three years of Mass Effect: Beyond / The Milky Way, and hoping fora couple more And since I haven't been here to say it, here's a belated [It's that kind of time again when I'm trying to figure out how the Location previews will look like -- a bit messy right now with the different themes :P] Orbiting a gas giant world, the asari garden world colony of "Tana" is a planet host to a diverse range of peoples, drawing alien non-asari from the far reaches of the galaxy, and the many corners of Terminus Space. However, while the planet seemingly promises wealth and a life above poverty, most that migrate to this world find themselves lost in misfortune and deception; many ending up in Tana's slums and the lower levels of the planet's larger cities. While Illium sees similar such issues, Tana's situation is far more amplified as its location makes it a magnet for desperate way-wanderers, escapists from other worlds and unfortunate spacers. While it's not all doom and gloom for those who arrive on Tana, one should never be lost in its alluring calls and often fale promises. [Consider these WIPs] For those who seek salvation in Tana, they often find themselves landing at the port of the planet's capital. Sha'natil Hos, otherwise known as Sha'natil is the largest settlement on the planet, over 2 centuries of history building large domineering towers for the rich, and the great spread of slums and underclass urban areas. It is in this city where dreams begin or die. Of course, that's a story for another day. _________________________________ Normalized Images: ________________________________________________________
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The season is turning so it's the perfect time to take a little tour around the city a take in the sights. (Images are best in full-res enjoy!) Our first stop is Malory Park in Pater. This park recently got a makeover and now features a variety of flora that are even more magnificent in the fall. Next in Pater is St. Michael's Chapel on the waterfront near the Blitzball Stadium. Perfect time for a romantic horse drawn carriage ride. (Those pesky shadows!) Here is the entrance, or exit depending which way you're going, to the Marius Canal that can take you from one side of Pater all the way across to Walden II (Chinatown). The canal is flanked by two Prothean Data Hubs which provide free wireless communication access to the the whole Zone. Just another great service from HuCo. Go down one Zone and you find the quaint waterfront markets of Eon bustling with activity as people scramble to take in the outdoors before winter descends upon them. Above the CBD we find things are quiet in Qiu Chuji. Sometimes people are just too busy to enjoy life. At least they don't have to go anywhere to see something beautiful, they can just look out their windows. A few Zones over and we see the same thing. Now that heavy rain has begun to fall people would rather stay indoors. However there appear to be a few brave souls, romantics, or fools still taking pedal boat tours Ah what's this? Here we see an example of some new slip turning lanes that are going in around the city. We also see the fashionable underground pedestrian malls that are becoming quite trendy in Ionica. (At second glance not sure if my lanes make sense for a T intersection) In Hoa Datong we see a community of experimental housing units with road to hover transition vehicles. Another technological leap forward provided by HuCo. Moving on to Acropolis where we find the AFL Stadium. While it is currently the off-season the revamped grounds at the waterfront provide plenty to see. Next up is the jewel of Acropolis, the Temple of Zeus at the entrance the Elysian Canal that cuts across Ionica from north to south. Finally we come to Stargate Park in Veritas. The park is part of the Olympic grounds that are currently under construction. It commemorates the end of a great war in which many worlds fought over the Stargate technology. Ionica managed to broker a peace treaty and people no longer have to fear the technology being used as a tool for war. Now Sims from across the Universe are able to travel to Ionica instantaneously, provided they have their own regulation approved Stargate. Stargate park isn't officially open, but today they are conducting a test run where they are giving access to the public for the first time. The Stargate is open, cross over and pay us a visit. Comments, suggestions, and questions are always appreciated. Thanks for visiting. TekindusT: The day shot is beautiful but the night shot is... superb. Knew you'd appreciate it Tek. Thanks. gviper: Love it! The placement of the towers in the forefront to those structures in the background really give your images a rich depth-of-field and perspective! And of course, you know me; the night shots are my fav. Yeah I love that effect. The 23 Marina in the foreground is the only building that remains from the original design of that tile. Here's what it looked like before (might have to wait for gif to reload): dedgren: Beautifully conceived and executed dense urbanscape. Heh!- the city council must have gotten a discount on those pedestrian bridges and elevated roundabout crosswalks. David. It's cause they read Art of the Deal. Thanks. citybuilder234: Where did you get that Asian church building that is located on that canal island? I want that for my city of Volcanopolis in SC4. Link is in the text blurb at the beginning of last entry. tariely: wow, more killer mosaics. Have mercy ! :-) I especially liked pict.2 for the non-scyscrapers neighbourhood in the upper part, that gives a sense of scale and some breathing:-). The night shots are amazing again. Hope to have more of that non-skyscraper action as I get further from the center of the city. I know I'll draw inspiration from some of your work. Thanks. Pax00: Love it! It has a nice balance of green and skyscraper Thanks Pax. raynev1: And yet , another stunning entry. I aims to please. Thanks ray. takemethere: I had plans for creating a city center lined with canals but I've have yet to get beyond the conceptual phase. However I never even imagined anything as grand or picturesque as your city. If I ever manage to get to that project, Ionica will certainly be a huge inspiration. I'm curious to see what you'd come up with. I'm sure it would involve some of that intricate road and rail work of yours. Thanks. Terring: Brilliant work!! Thanks Ter. tankman: Some great updates since I last posted, I like the centring of one building. I always enjoy looking at your entries, especially the night ones Yeah it was kind of a trend for the past few entries. Hoping to break away from that a little now. Thanks. Alex_1210: beautiful Thanks. Ln X: Amazing mosaics, canals and city design. I would say ease up on the clouds for two reasons: 1. they are too small in relation to the buildings and 2. they are the same illumination whether in the daytime or in the night-time. Other than that the other photoshop effects are spot on, the reflections of the water in the night-time are always very pretty. Still having trouble with the clouds eh? I'll try to rein it it. It's harder with mosaics because the brush size is never big enough for the scale of the clouds to be accurate. As for the brightness of the clouds at night I justify it as the reflection of the moonlight on the top of the clouds.
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From the album Weekly Challenge #24 - Fantastic Photoshop
The Alliance vessel SSV Normandy [SR-2] on a close base-approach to drop Kodiak shuttles amidst the ensuing chaos on one of Palaven's classified militarized moons, Menae.- 1 Comment
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From the album Weekly Challenge #21 - Farming Scenes
Rural human colony on Demeter.- 3 Comments
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Version 1.0
845 Downloads
Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ METMW Prop Pack Beta is an archive of common Mass Effect Transport and Vehicles as well as airborne transports and ships. This release is a part of my on-going 100k special uploads for ME:Beyond (formerly ME:TMW) Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ > Updates - METMW Prop Pack Beta will be updated when applicable, given that there are newly and readily available props from the METMW project. - METMW Project BAT and Lot files will be readily displayed with the required version, specified from a specific date of update onwards, or a file version. - When new the Prop Pack is updated, it's ideal to download and keep up to the most recent version, to prevent any issues regarding lots, or just to keep up to date with some of the really awesome sci-fi content on offer!. Mass Effect: The Milky Way Project > Prop Pack Beta | Bβ > Installation As with any prop and texture packs, installation only requires you to unzip the file and unload any prop files in the zip to your Local Disk drive's Program Files directory (in C: drive in most cases) SimCity 4 Folder, and locate your plugins folder. When replacing your older Prop Pack with a more recent version, simply download the newer version, follow the same steps and in addition, remove any obsolete files from the previous Prop Pack Alpha version from your plugins folder. Otherwise, if you know which files do not need replacement, unzip the folders you require. Included in this first version of the Beta prop pack is: (preview does not depict all available content in beta download -- best to leave some as a surprise!) ItemColors #Orientations #Elkoss Combine, Cision Motors Skycar11 Civilian1Elkoss Combine, Cision Motors Skyvan5 Civilian / 1 Ambulance theme1Human Systems Alliance, Geneva-Class Cruisers2 (SSV Nairobi & Tokyo)1Human, Standard F-61 Trident Fighter2 (H.S. Alliance and Cerberus)1Human Systems Alliance, M35 Mako1 Standard3Human Standard, M28 Grizzly, Tank1 Standard2Hover Flatbed Truck; W/ and w/o Cargo3 W/o Cargo / 1 W/ Cargo1 W/o, 2 W/Batarian Na'hesit Rigged Mantis Gunships1 Na'hesit Faction Colors1Note: The Skycars included in this prop pack are intended to supersede the original series of sky cars released. _________________________________________________________________________________________________________- 3 Comments
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TMW - Rosetta Nebula | Alpha Draconis (Intro)
Huston posted a City Journal entry in Mass Effect: Galactic Codex
Welcome. This City Journal is dedicated to the recreation of the entire Mass Effect Galaxy; that being it's known worlds. This is complimentary to the 'proper' Mass Effect: Beyond City Journal, as a reference and information page to the galaxy's worlds (in any case, the ME:GC lacks the story oriented writings and presentations that ME:Beyond normally provides). This will be done systematically: first, system by system, star cluster by star cluster, then mentioned systems with unknown galaxy locations will be listed. Each planet revealed will be accompanied with a single image and information input, on top of the planetary overview display. This will give you the chance to glimpse all the galaxy's planets. This CJ will likely end once all planets and notable stellar objects and systems are covered. ________________________________________________________________________________________ First off, let's start with the star cluster; Rosetta Nebula in the Terminus Systems, at a known star system by the formal designation Alpha Draconis. ________________________________________________________________________________________ Stars : 1 Planets : 2 Notable Natural Satellites : 0 Notable Dwarf Planets or Asteroids : 0 Notable Artificial/Orbital Stations : 0 Detected as an Earth-like world via telemetry by human scientists based in the Enoch system in 2165 CE, 2175 Aeia became of special interest to the Human Systems Alliance upon its finding. The deployment of flyby probes sent specifically to monitor and verify the scientific hypothesis of Aeia, it became upgraded to a garden world colonization priority when initial scans and images of the planet verified its garden world state. However, when an Alliance survey ship, the SSV [Hugo] Gernsback, was dispatched to the system in 2173, the ship inexplicably stopped reporting back, effectively blacking out upon reaching the system. Later unofficial surveys of the planet made by the 'then-Cerberus' human vessel, the Normandy SR-2 and its crew detected and confirmed the planet's nitrogen-oxygen atmospheric makeup. The planet's atmosphere suggested carbon-based fauna and photosynthetic flora. however the Normandy's extraction of Gernsback survivors, found evidence of neural-degeneration when native flora was consumed by non-native sapients. Later years and further scans of the planet have made it a rather undesirable world, currently moderately ranking on the Alliance's colonization priority. (The above depiction is of 2175 AR2's largest moon; Unnamed) A large gas giant world, and second from the star Alpha Draconis; the formally unnamed world, known only as its catalog name 2175 AR2, is a standard hydrogen-helium Jovian. Initial surveys of the planet detected the world and 21 natural satellites. One moon of particular interest, yet to be named, is of a near-earth size, and contains a relatively thick nitrogen-methane atmosphere. The few observations made by short probe flybys of the unremarkable system yielded evidence of hydrocarbon seas and lakes; similar to that of Saturn's moon, Titan. It's other moons are largely airless, with only one other moon that appears to have a substantial atmosphere. _______________________________________________________________- 12 Comments
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Overview ~ Over 20 years after the reaper war, some normality begins return to the galaxy. Many of the galaxy's mass relays have largely been repaired and reactivated. With the reaper threat on the galaxy curbed, the large, formerly sentient machines now litter the galaxy's many worlds after they fell in 2186. While large numbers of the reaper capital ships, destroyers, processing ships and other classes of reapers have been removed, many still lie derelict across the galaxy. On the small asari backwater of Jotila, in the Nehyran Reach, an eager expedition crew decide to unlock the secrets of the Reapers for themselves, finding a derelict ship dead on the planet's expansive global desert. MilitantRadical Thanks a lot, the 're-branding' was pretty unexpected heartless I guess it usually depends on people who want them. Sometimes it depends on me I'll consider packaging them on putting them up on the STEX Tonraq Thanks Carl IL. Stargate ( ) Artimus Thanks, glad you like it Namiko I guess in a way it is. But ideally, it was meant to look like that in the first place (I just sucked at BATing at the time) Thanks a lot _____________________________________________________________________ Note: While technically, this isn't the first update that takes place after the Reaper war (the updates Survivor[#30.1] and Normandy Crash Landing[#29.1] come to mind - yes, the series follows the destroy ending), but it is the farthest I've gone past the Reaper war, over 20 years in aftermath. Not sure how applicable this is, but it is how it is for now. _____________________________________________________________________ On a bone dry, and near waterless planet, an asari-dominated expedition team head toward the site of a derelict reaper, a remnant of the devastating reaper war in 2186, over 20 years ago. To unlock the secrets of the reapers and the technology they behold, the expedition team takes it into their own hands, getting prepped to enter a destroyer class reaper that was downed when the crucible dispersed and unknown wave of energy across the galaxy's expansive mass relay network. ________________________________________________________
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From the album Hall of Fame
Entered the Hall Of Fame from the Best Picture Competition.-
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From the album Hall of Fame
Entered the Hall Of Fame from the Best Picture Competition.-
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Version 1.0
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_________________________________________________________________________________________________________ --100K VIEWERSHIP SPECIAL UPLOAD-- Featured in ME:TMW's Episode #70.1 comes the Viewdeck Condos, as scene as a background condo structure. Among Vancouver's many residential condos and apartment complexes, the actual condos are over several decades old, refurbished numerous times, and has been given numerous renovations and additions to the building complex. The apartments (once) provided the comforts and ambience of a 21st century loft or condo apartment, while giving the tenant a view of the crowding metropolitan skyline of the evergrowing city of Vancouver. The in-game lot has 5 varieties, with few ground decorative variations. It's in the R§§ / R§§§ wealth levels and grows at stage 6 to 8+, of high and medium density. In-game demonstration Attention! This building currently is only 'compatible' (so to speak) with SF Darknite. A Maxis-nite will be made available soon, but this cannot currently be guaranteed Attention! _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 5x6 (all) Lot Type - Residential Growth Stage - 6-8+ (Medium, High) Wealth - R§§ / R§§§ Occupant Capacity - 1300 City Style - Euro Contemporary/Houston/New York Do you Plop? Search for... BuildingPlop Console Code - Hu_TRP Dependencies METMW: Prop Pack Alpha (1.3 or later) Nams Prop Pack VOL01 and/or Nams Prop Pack VOL02 by namspopof Light Replacement Mod (LRM) v4.0 Mega Pack by MandelSoft VIP Girafe Car Pack VOL. 1&2 (v1.0) by girafe BSC MEGA Props CP Volume 01 by C.P. BSC MEGA Props CP Volume 02 by C.P. Recommended Download☆ SimFox Day and Nite Modd by SimFox (Optional) Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** Problems? **Contact me if there are any problems, whether comment below or PM!** _________________________________________________________________________________________________________- 20 Comments
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Version 1.0
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_________________________________________________________________________________________________________ Featured in ME:TMW Episode #63 comes the destroyed, colonial edifices of the human and batarian world, Anhur. Before the degradation of Anhurian society under corrupt leadership, the planet was home to substantial human and batarian populations. However, while it was human and batarian dominated, relatively large minorities also coexisted, contributing to the world alongside. Few of Anhur's cities contain structures with destinct design patterns which resemble that of the Krogan. Interestingly, one of Anhur's notable architects was off oddly, Krogran descent and stood out as an odd profression for a Krogan to be in. Regardless, numerous towers were designed similarly, and as such, one of Hatun'dek's more notable skyscrapers was born. During the civil war, the structure was home to human militants, using the structure as a staging base, being one of the few skyscrapers left in the city standing. It is a testament to the durability of Krogan architecture. Because this BAT is of ruined buildings, there are no nightlights to speak of: In-game demonstration _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 6x5 Lot Type - Landmark Landmark Effect - 40 Dependencies METMW: Prop Pack Alpha (1.1 or later / Optional) METMW: Anhur Colonial City Ruins Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________- 4 Comments
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Version 1.0
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_________________________________________________________________________________________________________ Unlike most BATs I've released, this particular BAT has not yet been featured, but in any case is one of Scott City's main Spaceport Terminals on the colony of Terra Nova. One of the many terminal and port structures that serve and connect Terra Nova's capital to the wider galaxy, it holds the passenger terminals, civilian immigrations processing, terminal security and the spaceport's tower control center and communications array. While not the only terminal structure on the spaceport, it does however house the control tower which keeps contact with airliners and ships that cross within the spaceport's control/contact radius. Fun Fact: This BAT is rendered in HD. Just thought it'd be fun... In-game demonstration Attention! This BAT currently only uses the dark-nite lighting system, and a maxis-nite version will come shortly after. Attention! _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 3x9 (overhanging prop) Type - Landmark Landmark Effect - 30 Plop Cost - §65,000 Monthly Cost - §130 Dependencies METMW: Prop Pack Alpha (1.2 or later) METMW: Cision Motors Skycars + Hover Pickup Truck Light Replacement Mod - Belgium Set SNM Security Fences v2 (v1.0) SimFox Day and Nite Modd (Optional) Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots. Ideally, when a lot using this prop is released, list this items as a dependency and link it to this page for download** Problems? **Contact me if there are any problems, whether comment below or PM!** _________________________________________________________________________________________________________- 19 Comments
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Version 1.0
1,024 Downloads
_________________________________________________________________________________________________________ Featured in ME:TMW's Episode #64 comes the HSA Lunar Communications Garrison. The third building in a three structure communications complex, it's a common lunar communication way point and a military garrison that is a part of a vast first-port-of-call defense grid that encompasses the 'airspace' over Earth. A series of bases around the moon similar to this collectively work together to monitor the activities around the human homeworld and are paramount to the maintenance of safety and defense against extra-terrestrial threats and invasion within the Earth System. In-game demonstration Attention! This contains only the building in on the right currently. Other buildings will be made available when 100% completed. Attention! _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 (overhanging prop) Type - Parks & Recreation Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots. Ideally, when a lot using this prop is released, list this items as a dependency and link it to this page for download** Problems? **Contact me if there are any problems, whether comment below or PM!** _________________________________________________________________________________________________________ -
Version 1.0
1,754 Downloads
_________________________________________________________________________________________________________ Featured in ME:TMW Episode #63 comes the destroyed, colonial edifices of the human and batarian world, Anhur. The degradation of Anhurian society under corrupt leadership and pressures of a legal slave trade left the planet's cities in chaos and destruction. In the wake of a civil war fought between a mostly human Anhur militia and a mostly batarian Na'hesit slave movement, cities across the world suffered strenuous attacks and fierce bombardments that leveled communities and severed infrastructure. The remains of most of Anhur's early colonial cities are nothing but ruins and twisted metal by the end of the war in 2178 CE. Because this BAT is of ruined buildings, there are no nightlights to speak of: In-game demonstration The BATs are overhanging lots placed on 1x1 size lots. This maximizes their ability to function around MMP. The Junk props are also able to be placed aside each other to become clustered. _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 (all) Lot Type - Parks & Recreation Dependencies No Dependencies! Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________- 19 Comments
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Version 1.0
860 Downloads
_________________________________________________________________________________________________________ Featured in ME:TMW's special Episode #60 comes as a special release. The ET3 Heavy Vehicle, commonly used in mining and excavation operations is widely utilized across human extra-solar colony operations and dig-sites across the galaxy. Also gaining significant sales among alien races, the extension of ET3 to the galactic market has made it a top selling industrial vehicle, not only finding use in mining and excavation, but often retro-fitted to adapt to other needs such as Emergency vehicles, Extra Vehicular Transports and other demanding jobs on hostile terrain and environments. With a tough, pressurized and versatile build makes the human developed ET3HV popular in the galaxy's industrial market. In-game demonstration Attention! This is not automata for the following reasons: 1) The model is far to large to be on the road 2) I lack the knowledge to develop automata. So for your piece of mind, I'm here to say that these models are mere props, and not functioning vehicles. Attention! _________________________________________________________________________________________________________ Colors and Skins Available: Black Blue Brown Gray Green Orange Red White Yellow BONUS: HSA Tokyo Spaceport [industrial] Maintenance Vehicle. [Desaturated Blue] *All items are orthogonal except the bonus Maintenance Vehicle Content which has an angled prop. Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots. Ideally, when a lot using this prop is released, list this items as a dependency and link it to this page for download** _________________________________________________________________________________________________________- 6 Comments
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Version 1.0
509 Downloads
_________________________________________________________________________________________________________ Featured in ME:TMW Episode #58 come a series of crash-site ruins of archaic starships and warships that were destroyed in the wars between the ancient Inusannon and Thoi'han (two extinct sapient races from Mass Effect). Ruins like these litter Eingana since the remains and skeletons of all starships began making planetfall due to the garden world's gravity. These are perfect for those looking to create ominous crash sites on other worlds, but you could be as creative as you want with these ruins. The set consists of a explorer's camp-site and five starship/warship ruins, with one rendered in HD. This BAT is compatible with both Maxis-Nite and SimFox's DarkNite modd [exc. temporary campsite]: In-game demonstration !ATTENTION! The props shown above are lotted with an offset, meaning that they're are not centered. This is for aesthetic purposes during placement. !ATTENTION! _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 (applies to all/all objects are offset) Type - Parks & Recreation Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________ -
Version 1.0
1,550 Downloads
_________________________________________________________________________________________________________ These are series of multicolored Cision Motors Skycars and a human-designed Hover Pickup, both using Mass Effecting technology to reduce the needed propulsion to bring the vehicles upwards. The Skycars come in an assorted four color series while the Pickup is only available in one color option, first featuring in an Origins update [Jeff "Joker" Moreau #1] in the ME:TMW series. While the Skycar was initially available in the Alpha Prop Pack for ME:TMW bat project, there is a slight difference to this set [besides a color variety], being that the scale of the Skycars were corrected to match ideally with nams' people props. The comparison of scales is as shown below. This BAT is compatible with both Maxis-Nite and SimFox's DarkNite modd: In-game demonstration !ATTENTION! This download contains Vehicle Props and not functioning automata nor MMPs. An MMP version will come at a later date !ATTENTION! _________________________________________________________________________________________________________ Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________- 14 Comments
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TMW - 2181 Despoina System | "The Leviathan"
Huston posted a City Journal entry in Mass Effect: Beyond
Overview ~ Only having been discovered by human probes in the last 5 years, the still uncharted world only given the designation 2181 Despoina, is found to be a planet of vast and never ending oceans of liquid water, with a breathable nitrogen-oxygen atmosphere. As the search for an answer to the Reaper war grows desperate, the Normandy's crew is drawn to this very planet in the Psi Tophet system, in search of what appears to be rogue 'Reaper-killing' Reaper. Hidden on this planet, in the depths of a stormy ocean and amongst a wreck of ships, both familiar and unfamiliar, lies the very answers to some of the galaxy's dire questions and the help the war against the Reapers desperately needs. Schulmanator It's not a good time to be an organic being anywhere Benedict Thanks, what do you think of the blueness of the prefabs? KonstantinII Well, everything except for the rocks, trees, terrain and water mod and the radio dishes. MilitantRadical RepublicMaster Lol yeah, Thanks tankmank A lot has happened in the past two weeks, good to see you catching up on the updates gigius76 Wow, it's great to see another fan of the CJ! Thanks a lot, and there'll be plenty more ME:TMW from where that came from MaTSW Really? I never really thought I was any good at writing Tonraq Thanks a lot Carl NMUSpidey Of course they're evacuating! Otherwise, they wouldn't have dubbed this a galactic invasion by a massive fleet of highly advanced sentient ships ___________________________________________________________________________________________ Note: This is part two to the multi-part episode special 'To The Reaper'. If you're unsure about what happened in the previous episode or missed it out, click on the banner below to go to the previous episode that is part of the multi-part episode special To The Reaper. In this episode special are new BATs that will not make it out of this City Journal (b/c of their purely novelty purpose) and a series of odd SC4 pictures with photo-manipulation ranging from relative to heavy editing, depicting 2181 Despoina's underwater scenery, Leviathan's habitat, Leviathan's mind, and the uncharted shipwrecks. Also, I thought I'd have some dialog[ue], since this CJ sorely misses this kind of thing. I've had it for episodes #22, #27 and #38. It needs more dialog[ue] episodes, so here it is.___________________________________________________________________________________________ 2181 Despoina. A system orbiting the star Psi Tophet at a distnace of 1.3 astronomical units. Despite being a garden world, Despoina poses little, if an direct significance to the war, until the crew realizes what they''ve been searching for all this time was locked here on this planet. And after days of searching the cluster, the narrowed search for Leviathan with the help of Dr. Ann Bryson closes in on its very location. As the Normandy's systems scan the planet, analyzing the basic details of the world, EDI's scans of the planet reveal a wet and watery garden world, with oceans that span the entire planet. With little visibile land from low-orbit, an assumption that 2181 Despoina, a world discovered by human probes from Skepsis 5 years ago, is a water world and a cesspit of storms and wind would be pretty accurate. And judging from EDI's scans of the planet, a treacherous storm system moving over the location of Leviathan's energy validates the assumption. With the launch of a probe, EDI is able to establish the location of Leviathan along the southof the equatorial zone of Despoina. Simultaneously, John, Kaidan and Liara acknowledge the confirmation, gearing up and heading for the shuttle with Steve to approach the location on Despoina. Cortez, what's the status on the probe we launched?Tracking it now Commander, I've confirmed that Leviathan's signal originates from this planet -- I heard, how uh, Ann helped us locate it. Pretty spooky stuff. Makes you wonder. What exactly is down there?Bryson's team called it a Reaper killer. From what we've seen, it doesn't want to be found.It doesn't have a choice. We're here. Absolutely. But then what? Let's say it is a Reaper, do we really want its help?Nobody says we have to be friends with it, but if it has the Reapers worried then we need its help. Commander! New readings from the probe. It's narrowed down Leviathan's location, but you're not gonna like it. Let's hear it.There's nothing but ocean. I show a concentration of structures floating on the surface, but the probe's giving us a signal below that. Way below. Underwater? Looks that way. The shuttle should still be able to reach it. That's possible? The Kodiak's specced to almost 1000 atmospheres, though I've never actually tested that. Well I guess we'll find ou-- STATUS! Some kind of pulse hit us -- systems are shutting down -- Brace for impact! As the pulse passed, the Kodiak, with its critical systems and propulsion out of whack, crash landed onto the wreck of an old and rather familiar ship -- which appeared to be a human vessel. As the Kodiak came to halt, the four quickly picked themselves up. With Steve still on the pilot's seat attempting to bring power back to the shuttle, John, Kaidan and Liara deboarded and found themselves on the derelict shipwreck, with the skies above them gray with clouds and pouring rain. It was obvious that the storm system supposedly moving over the wreck was here, but it was the least of there worries given their stakes and objectives. Everyone alright? A little banged up, but fine. How's the shuttle Cortez? Checking now. I'll see if I can get power restored. Copy that. We'll look around. Look at this. Whatever the pulse was, we're not the first to get hit.Could be Leviathan's last line of defense. Amazing. I don't recognize any of those ships. How long have they been here? As they searched through the wreck, they found functioning datapads scattered over the make-shift tents that were obviously occupied by the survivors of the crash, their remains still on the stretchers at the time of their death. Each and every message they read seemed to tell the same situation they had encountered just moments before. But as they read in deeper through the datapads and notes left behind by the surviving crew, ominous details about their fate began to linger, and subtle hints of Leviathan's effects on the human crew surfaced. The feelings of cold, darkness as tell tale signs of the Reaper's slow and inevitable take over of their minds. But in an instant, the situation soured and the all too familiar siren of an incoming Reaper blarred over the wreck. Ground forces came pouring in to distract the three, as the Reaper capital ship scowered the waters for signs of Leviathan. With quick actions, firepower and precision shots, they made it through the masses of the souless Reaper troops. With Steve finishing off repairs to the shuttle, within moments, Leviathan emitted a secondary pulse that downed the Kodiak once more, but on a fortunate note, the Reaper capital ship as well buying John, Kaidan and Liara some much needed time to search through the wreck for anything useful. Discovering that the ship was a survey vessel, named the MSV Monarch, they found rigged Atlas diving mechs barracaded on the deck, likely to have been for exploring Despoina's ocean depths. What were supposedly going to be used in the intial survey of Despoina, were now going to be what survey's the location of Leviathan; and after feeding power to the inactive barracade with power cells from the shuttle, they got it open and took an Atlas diving mech out for test-run. Okay Commander, let's get you out of there and I'll run a systems check. Shepard, I gotta say...I'm not too crazy about this plan. We've come too far to stop now. The only way home is through Leviathan. Okay, seals check, oxygen pressure is nominal, systems are go. It's as ready as I can make it.Let's go. But Shepard... I'll be fine... Closing hatch. Engaging systems, ready. Testing comm link. I read you. Here it goes. Commencing dive in 3...2...1. Suit holding up Commander?Looks good so far. Good. We're getting some comm interference an--*noise*rs4ts#@%^can you read me*noise*$E(#aa$#&^ Cortez?...Cortez? As John descended further into the ocean depths, the comms between him and Cortez were scrambled, nothing but garbled words drowned out by a wall of white noise. Outside, everything grew darker, and the only thing visible was the few rock formations that casted shadows against the surface and trickles of light from native bioluminescent sea-life. Reaching over 3000 m below sea level, the Atlas finally made contact with the sea floor. Through the intense darkness of the ocean floor, John fired a sticky light against a rock, to allow him to see his surroundings. Although the bioluminescent jellyfish-like animals nearby provided some illumination, it was hardly enough to break through the darkness. I'm not sure if you can read me up there, but it looks like I've finished the major descent. Can't see much from here. Suit is...holding up. Emergency system have come online, life-support operational. Scanner indicates the probe is below my position. Looking for a way down. Shutting down all non-critical systems to preserve remaining power. Not sure how much juice the thrusters'll need to get me back to the surface. Can't worry about that now. Getting some strange readings from the probe; something's definitely down there. Reading the probe directly below me. Looks like the final drop. Can't see anything just yet. Plummeting further into the underwater chasm, he reaches further into what appears to be the floors of a cavern. He searches for the probe, finding it wedged into a rock on the edge of a deep drop. Looking around for signs of Leviathan, he fires a sticky to light his way through the cavern. Immediately after, a strange rumble from below rocks the cavern and shakes the very water around the Atlas. Emerging from the chasm further below arises an enormous Reaper-like creature, but with a strange organic build. Not metallic or plated. But a hardened shell protecting the organic's very flesh. It wasn't what John expected. As it emerged, it's organic Reaper-like form became more evident, and its clearly enormous size dwarfing the Atlas. And when it rose. It spoke. Through mental pulses, communicating and voicing its anger through a voice in John's head. You have come too far. I had to find you. This is not your domain, you have breached the darkness.You killed a Reaper. I need to know why.They are our enemy, one that seeks our extermination. But I thought you were a Reaper. They were only a cause. We existed long before. Then what are you? Something more...Vivid images began to rack John's mind. As if he were mentally transported into...a dark...and cold place. As Leviathan gained control of Shepard's mind, he found himself trapped in that cold and dark place, surrounded by a vast emptiness with a confusing environment he could not contemplate. He spoke to Leviathan through his memories, visualized through very people he found under the thrall of Leviathan's mind. *cough-choke*Your mind belongs to me. Breathe.Ann..*cough-choke*..What's happening?Your memories give voice to our words. Accept this.Leviathan gave answers to the very origin of the Reapers, their purpose and yet, other such details still remained a blur, even for the sapient aquatic race that intentionally created the AI that built up the Reaper armada and initiated the cycles of galactic extinctions. And before Leviathan trapped John, he attempts to convince it to release him. With no viable options at hand and their location and saftey on Despoina compromised, John convinces it to release him in the hopes that they defeat the Reapers as retribution for their lost race. But however, the Leviathan creature makes it clear that it/they will not fight for the cause of lesser races. As Leviathan releases him, he gains consciousness and immediately pulls back, engaging the Atlas' thrusters to get back to the surface.\ As he surfaces, the Atlas lands back on the wreck of the Monarch. Steadily, John eases out of the seat and falls to the ground, weak, half concious, and unstable. Stumbling on the ground, he draws the attention of brutes making their way across the wreck, but within seconds, the two spontaneously engage each other while ignoring Shepard on the floor of the wreck. Kaidan and Liara who are firing on the remaining husks, cannibals and brutes in the distance then make the run to get John, Liara providing a cover fire while Kaidan picks John up from the cold hard steel floor. Shepard's back. Cortez, talk to me. We're good to go. I don't know what the Commander did but the pulse is offline. Steve brings the shuttle down to the wreck, opening the doors to allow Liara, Kaidan and John in. As they board, husks from out of nowhere begin gripping on the shuttle. The door behind them seals shut, and they make a run for it before the Reaper makes its way back. But they were too late. Commander, we got a Reaper inbound! But to there luck, a pulse directed at the Reaper disables it, and the capital ship passes them by, heading for the waters. The Reaper crashes into the ocean and drowns behind them, as Cortez brings the Kodiak upward, leaving behind them Despoina and the enigmatic leviathan creature. ________________________________________________________- 14 Comments
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Overview ~ On the human colony of Elysium, a world diverse with races living in an orderly co-existence, Reapers arrive to take the colony's cities. As the reapers rain down on the capital and its surrounding colonies, comm traffic floods the airwaves and people struggle to evacuate and survive. Shuttles are on the move and dispatched fighters attempt to save who they can with strikes on reaper hot-zones and escorting civilian transports. One can only wonder at the despair and destruction witnessed by those on the ground and in the city that remains under siege. Schulmanator Thanks a lot. It looks like Queensferryian's are supplying the Reapers air support units Benedict Thanks MilitantRadical Thanks, and haha, can't help myself. Must not let ME:TMW lag behind KonstantinII A splash of photo-editing. KonstantinII Lol yeah, though Harvesters don't survive in a vacuum despite their half-organic/half-synthetic make up, as far as I know. spursrule14 Cool ___________________________________________________________________________________________ Note: This isn't part two of the twin-update special episode 'To the Reaper'. This instead, is more of an update intermission, something else happening in another part of the galaxy simultaneously on the human colony of Elysium. ___________________________________________________________________________________________ [11km-W Illyria: We're getting scattered reports around the capital. Comms are starting to go down, and we're getting evacs through as fast as possible. These damn Reapers are just dropping out of nowhere!][14 km-SW Illyria: Intercepting a warning from the Fifth Fleet, they're suggesting we scatter the populace. The Reapers want the cities. We could minimize casualties if we make it harder for them to round civilians up][12734-South Suburban Outpost: WE'VE LOST SOUTHERN ILLYRIA. I REPEAT, DO NOT APPROACH SOUTHERN DISTRICTS. ANY CIVILIANS AND ALLIANCE FORCES WITHIN THE AREA SHOULD PULL BACK AND EVACUATE THE CITY] [9.6km-N Illyria Comm Station: Elysium Alpha, what's your status?][14 km-Downtown Illyria: We're cornered at the colony administrations center. I don't think we'll be able to make it. We're trying to move the civilians as fast as we can, but we're out of op--*noise*][12435-South Suburban Outpost: We're retreating back to the outskirts of the city. Attempting to make contact with the next colony][unregistered Comm Traffic - Yugo District: Please, is there anyone on this frequency? We're trapped at a prefab on Eighth Street Yugo District. We have a dozen people and are desparate for evacu---tion----Ple----re----*noise*] [9.75km-N Illyria Comm Station - Registered Alliance Shuttle 43: Alliance Comm Station North: Confirmation, we are en route North, clear of any Reaper presences][9.6km - N Illyria Comm Station: Acknowledged, keep to regulated routes, the fighters will be accompanying evacuation shuttles along to the northern colonies][unregistered Comm Traffic - Yugo District: ---vryone, keep firing on the ledge, we can't let them break through. Wilson, go with Takashi and Chase and make sure ther----the---clear---*noise*] [unregistered Comm - Approx. Illyria : We need evacuation, we have people here wounded, and Reapers are getting closer to us! WE HAVE NO WEAPONS, please anyone on this frequency!] [unregistered Comm - Approx. Illyria : ANYONE? I NEED HELP, I've lost everyon----][unregistered Comm - Approx. Illyria : OH GOD. THEY'RE COMING!][unregistered Comm - Approx. Illyria : MOVE EVERYONE OUT! If there's anyone out there Alliance, Hierarchy, anyone who can get us out of this mess, please!][unregistered Comm - Approx. Illyria : I'm Reyxa T'Yuveri, I'm stuck in my own home in downtown! I can't get out and all I'm hearing outside our explosions and sirens. I don't want to look out, but I need help! Is there anyone out there?!] [Registered Comm : Illyria Commercial Spaceport, Air Control Tower, Comm Channel ACT4 : I don't think I can do this. I'm trapped. There's nowhere else to go. Erin -- I'm sorry --/-- *gunshot*] [illyria Spaceport : The blizzard moving in over region's impeding evacuation efforts. We have zero-visibilty in our area, and we're trying to hold our position. But we have reports of Destroyers closing on our position. We have shuttles moving, but movement is slow. We'll have more reports in later. There'll be some shuttles carrying refugees moving into the comm station. Be ready.][illyria Spaceport : Dispatching fighters to hot-zones. They'll be providing cover and distraction while we attempt to evacuate and regroup.] [illyria : This is an automated warning system - Warning, the human Systems Alliance is issuing a full scale evacuation of the city of Illyria. Approach of Illyria by civilians is not recommended. Reaper forces have taken vital zones of the colony. If possible, vacate the city at the best possible opportunity. Soldiers within Illyrian colony borders, are authorized to take any action possible to repel reaper forces from civilian heavy areas. Evacuation of extracted civilians at first possible opportunity is recommended. Warning, the human Systems Alliance is issuing...] ________________________________________________________
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Version 1.0
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This is a late December 25th Christmas present to from to all of you. A rendition of the Namakli Project Scarab Prefabs, rusted and dirtied from a harsh arid environment. This, in a futuristic city, or in just a normal, present day urban neighborhood, could serve as slum housing, or project housing quick fixes. These collection of lots are low wealth (R$), growth stage 1. Perfect for new flourishing colonies. The BAT is tailored to darknite only and maxis-nite may or may not come in a later date: In-game demonstration There are four available variations in lotting and prefab module placement. When re-lotting the BAT(s), it is possible to put them side by side, with minimal texture glitches when merged together(tested claim). This allows you to create a wider variety of lots, and unlimited structural sizes and combinations. The prefabs are designed to almost be like lego pieces, fitting together perfectly. _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x2 (all) Type - Residential Growth Stage - 1 (low density) Sorry for the lack of lot info. It's all I have right now. Dependencies METMW: Prop Pack Alpha (1.1 or later) SimFox Day and Nite Modd BSC Mega Props JMyers Agriculture 02 BSC - VIP girafe bushes / BSC - VIP girafe berries LBT Mega Texture Pack vol.02 Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders contained in the zip file in a common folder to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________ Staff Edit 1/3/2020: Added File Descriptor. -CF- 11 Comments
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Version 2.0
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Mass Effect: The Milky Way Project > Prop Pack Alpha | Αα METMW Prop Pack Alpha is an archive of current and future props, necessary for the lots of my BATs to operate, and prevent the occurrence of unwanted brown boxes. Lots using these props in specific releases will be hotlinked to here and will be clearly specified under the dependencies list of my releases. Mass Effect: The Milky Way Project > Prop Pack Alpha | Αα > Updates - METMW Prop Pack Alpha will be updated when applicable, given that there are newly and readily available props from the METMW project. - METMW Project BAT and Lot files will be readily displayed with the required version, specified from a specific date of update onwards, or a file version. - When new the Prop Pack is updated, it's ideal to download and keep up to the most recent version, to prevent any issues regarding lots. Mass Effect: The Milky Way Project > Prop Pack Alpha | Αα > Installation As with any prop and texture packs, installation only requires you to unzip the file and unload any prop files in the zip to your Local Disk drive's (C: drive in most cases) SimCity 4 Folder, and locate your plugins folder. When replacing your older Prop Pack with a more recent version, simply download the newer version, follow the same steps and in addition, remove any obsolete files from the previous Prop Pack Alpha version from your plugins folder. Previews of some of the props included in this first version pack: _________________________________________________________________________________________________________ Recommended download for optimal use of prop pack: Most prop files are only offered in simfox darknite. For those who don't use simfox darknite, it is strongly recommended over the use of the default maxis-nite. This choice is, however, optional. SimFox Day and Nite Modd _________________________________________________________________________________________________________- 6 Comments
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TMW - Arvuna Satellite System | "Trapped Colony"
Huston posted a City Journal entry in Mass Effect: Beyond
Overview ~ Days on end go by as the search of Dr. Garneau becomes a wild goose chase in the select few systems where Garneau has been thought to have found. The crew then find themselves scowering the backwater garden world satellite system of Dranen, Arvuna for the seemingly difficult to find scientist. But with the Balor system in dismay, and cities being overrun by Reaper forces, the Aysur system is cut off from the Caleston Rift's own Mass Relay. With virtually no way of escape, many take their chances to go off-world in shuttles that attempt to make the run for the Balor Mass Relay. And with the Normandy crew spending several days on the world searching for Garneau, distress signals from nearby cities and settlements drag the crew into aiding with evacuation on the now isolated colony. Schulmanator They sure do! You'll get to see just how much trouble they cause in later updates Efkin Thanks #1SithLord Lol, indeed. Thanks 976 Thanks a lot Dryan, really appreciate the comment Fox Sorry disappoint Fox, here's another serving of ME:TMW ___________________________________________________________________________________________ Note: My BATs for this update rendered poorly, with most of the buildings having no nightilghts despite having rendered them. I only got some of my BATs to actually have nightlighting--gonna have to re-export the rest. And I've spent just about three days trying to get them done, but my computer doesn't really want to co-operate. Better get a new laptop soon Oh and just to mention, this is a side story of a multi-part update I'll be doing soon, and that picture of Arvuna and Dranen was made by me. Yep. Me. ___________________________________________________________________________________________ Amongst the dozens of moons of the gas giant system of Dranen, lies a water world claimed by humans as a backwater system, posing little political and strategical influence for the Alliance, as well as the Citadel Council. Thus the system is largely left to fare on its own, just as any other colony in the Terminus is claimed to do. But as the galaxy plunges into galactic war, Reapers invading begin to encroach on colonies and clusters, and while Arvuna remains safe from the mean time, escape from the Rift's only relay isolates the human population that reside on the colony. It leaves many on edge. And many to take their chances either on Arvuna to stand their ground, to evacuate and make an attempt to run for the relay. It all seems quiet on the water world colony, but as fears of an impending offensive on Arvuna lingers, many take their transport ships, freighters and shuttles to the skies to evade the danger and possibility of attack. A colony wide exodus is underway with thousands evacuating countless settlements. However, some of the many try to wait it all out. But out in the oceans, encountering calm skies then intermittently treacherous storms, Joker flies the Normandy around the planet, in search of Dr. Garneau, who may possibly have leads on the location of Leviathan. After many hours of scanning for the doctor on Arvuna, they find no signs of the him anywhere. On the side, EDI and Comm Specialist Traynor receive and pinpoint numerous distress signals from a multitude of colonial settlements around the planet. As their search on Arvuna for Garneau brings no avail, they plan to head out of the system and look to the several more potential locations. But before they leave Arvuna, Samantha informs the Commander of the distress calls from multiple townships, and convinces him to aid in evacuation before perusing his search. With the backing of his crew, he decides to aid in transporting a number of isolated colonists out of the system, they head for one of the settlements closest to the Normandy's location, knowing fully that the Normandy is capable of escaping the cluster through the Mass Relay, undetected. Joker makes the approach for the settlement of Himavrta, in the treacherous rain, and with the radiation shielding in their sights, they know that the settlement is not far out. Though in an almost zero-visibility environment, scanners reveal that they're close to the colony, and below them is the shoreline of the Himavrta Island settlement. The torrential rain and gusty winds make flying conditions oddly difficult, and mass effect fields are up to allow the Normandy to easily maneuver on the Earth-like gravity world. In the ship, people seem restless. James and Steve try to keep themselves busy and prepare to help with the evacuation, clearing space in the cargo hold for evacuees with the help of crew. In the Engine room, Engineer Adams, Ken, Gabby and Tali try to keep the Normandy's systems operating smoothly and managing the eezo core, with pounding weather scrambling some of the Normandy's systems. Meanwhile, in the crew quaters, Dr. Chakwas tries to file through the numerous records that she is intends to manage while tending to her supplies. Garrus tries to pull himself away from calibrating the Thanix cannon and gets ready to get to ground with the civilians. Liara, in her own private quaters, is busy with managing broker contacts, before she loses all communications beyond Arvuna. Instead, she begins flicking through her datapads. Kaidan on the starboard observation deck, looks into the storm restlessly, before immediately deciding to get up and check the situation on the CIC. Joker, being the pilot on the bridge, along with EDI co-piloting the Normandy, has little visual range in his field of view, with the storm obscuring his sight. He relies on the ship's array of sensory data and scanners to inform him of their location and any dangers that might be ahead of them, while at the same time, EDI simeltaneously carries out system tasks regarding the Normandy and informing Joker of any impending hazards. Samantha as well tries to manage data and distress signals coming from all over Arvuna, with John listening in to her every regard, with communications from various settlements before deciding to ready himself for the civilian extraction on the ground. Down below, Himavrta's inhabitants lay distressed, and despite the storm, a little torrential downpour seems to be the least of their worries. Unsure about the situation in Balor, many residents make their way to the settlement's rural spaceport landing zone. Crop shuttles, Kodiaks, Kowloon class freighters and arriving privateer ships help people to go off-world as the Reapers slowly expand their reach in the Rift. As many take to the mass planetary exodus, the lack of lights in the colony make it obvious as to the scale of the inhabitants that have decided to leave Himavrta and Arvuna. As more people are encouraged to evacuate the nearly defenseless colony, the skyline of Himavrta continues to darken in the deep storm's casted shadow. Just on the outskirst HImavrta. the wind turbines that the settlement is dependent on for electricity are abandoned one by one, as per shutting down the colony. With few people to maintain the systems, the power generated is dependent on the few turbines that are still being managed, while the rest are left alone, likely to be thrown off by the dangers of the high winds. Those who have chosen to stand their ground on the settlement try to wait out the storm, and may decide to leave when it is too late. But for now, the stubborn inhabitants left behind lay in wait while their neighbors leave their prefabs abandoned. Down, closer to the shores, a colonist remains calm about the situation, despite the number of abandoned prefabs around him. The storm's intensity rises and falls, with winds blowing the rain into some radical angles and onto the windows of Himavrta's colonial prefab windows. Fortunately, most people have begun to become adapted to Arvuna's wild weather systems of snow, ice and rain. But seeing as the colony nears the equatorial belt of the planet, rain is seen as far more common than snow. At Himavrta's rural spaceport-landing zone, shuttles which arrived, have now mostly left, with other arrivals coming to extract civilians from the township. People wait in prefabs and shelters, awaiting more rescue help from privateers and shuttle pilots. Waiting for what seems like hours, more shuttles arrive to extract locals for evacuation. The shuttles carrying the many residents of Himavrta then lift off with an intent to reach the Balor Mass Relay. Their chances of succeeding in evading the cluster's invading forces seem to be dwindling. But as their distress signal is caught by the Alliance frigate, Normandy, the many civilians still stranded on the ground have high hopes to escape the cluster for safer colonies, or even the Citadel. The stranded colonists, stressed and in fear, then board the Normandy with haste, the ship's crew guiding them into the ship, ready to leave behind their isolated and endangered colony. -- Once they board all the civilians they can take, the Normandy lifts off, it's Loading bay filled with shaken refugees and anxious colonists. The ship leaves Arvuna behind, heading for safer, unoccupied neighboring clusters and even the Citadel in an effort to transport the civilians safely to a more secure area. ___________________________________________________________- 8 Comments
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