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City-building game(s)

Found 20 results

  1. Shuttle Drop on Menae

    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.
  2. TMW - Jotila System | "Backwater"

    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. ________________________________________________________
  3. METMW: Viewdeck Condos

    Version 1.0

    5,318 Downloads

    _________________________________________________________________________________________________________ --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!** _________________________________________________________________________________________________________
  4. Version 1.0

    5,095 Downloads

    _________________________________________________________________________________________________________ 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!** _________________________________________________________________________________________________________
  5. METMW: Moon Base Bldg 3

    Version 1.0

    1,026 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!** _________________________________________________________________________________________________________
  6. Version 1.0

    865 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** _________________________________________________________________________________________________________
  7. Version 1.0

    1,184 Downloads

    _________________________________________________________________________________________________________ Featured in ME:TMW Episode #52 comes the makeshift, towering edifices of the lower wealth drell people. Constructed mostly out of raw and spare materials, these monstrosities began sprouting from the ground during economic hardship, and the loss of civil governments on the drell homeworld. As a response to the lack of housing, these towering slum arcologies were a resolution to housing problems, but were constructed by the poor, and not the well off. These arcologies will provide your low wealth sims with some sub-standard roofs over their heads. At least it's something. This BAT requires SimFox's DarkNite modd for maximum suitability to graphics: In-game demonstration There are three available lot variations, with the BAT accompanied by a series of slums at ground level. The excellently made slums at ground level are credited to Wallibuk. _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 2x2 (all) Residential - Parks & Recreation Growth Stage - 3 (R$) Dependencies METMW: Prop Pack Alpha (1.1 or later) METMW: Cision Motors Skycars + Hover Pickup Truck Slum Set by Wallibuk SimFox Day and Nite Modd by SimFox 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.** _________________________________________________________________________________________________________
  8. METMW: Eingana #58 Set

    Version 1.0

    513 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.** _________________________________________________________________________________________________________
  9. Version 1.0

    1,554 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.** _________________________________________________________________________________________________________
  10. 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. ________________________________________________________
  11. TMW - Elysium System | "Cries for Help"

    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...] ________________________________________________________
  12. METMW: Prop Pack Alpha

    Version 2.0

    7,040 Downloads

    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 _________________________________________________________________________________________________________
  13. Version 1.0

    1,391 Downloads

    A replication of the Blood Pack owned Communications Relay tower in a sketchy Chlorine Swamp. The Comm Relay is set on the Tarith System, and serves as a communications relay for the Blood Pack mercenary group which connects with the Lusarn system's various FTL comm buoys to link the planet to the greater galaxy. The BAT is currently available in darknite only and maxis-nite will come in a later date: In-game demonstration The lotting (as shown below) is similar to my others; just plain grass. _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 Build Cost - §9,500 Type - Civics > Parks & Recreation Bulldoze Cost - §50 Flammability - 5 Landmark Effect - 50 Dependencies SimFox Day and Nite Modd Edit - if anyone encounters problems regarding the BAT which doesn't appear, re-download the file as the issue (wrong packaged files) has been resolved. _________________________________________________________________________________________________________
  14. METMW: Mast-One Station

    Version 1.0

    2,817 Downloads

    Here is yet another Mass Effect BAT, though not a model from the official game. Set on the fictitious human colony system Ferust, Mast-One Station serves as a secretive, private and covert human research platform that allegedly experiment and tamper with Element Zero or eezo. But to cover up there illegal scientific operations, the station also supposedly is nothing more than a utility complex, supplying the real research stations with water from underground aquifers and in some cases, produces electricity. Though it's odd "Mast" like appearance, captured in various satellite images, has many skeptical. The BAT has an odd and very different nightlighting to it, reflecting it's strange experiments with eezo. The lotting includes NOB's water production props and building, which is linked in the dependencies list below. It's a required download to allow the lot itself to work and prevent the occurrence of missing dependency "boxes". It's been lotted to blend in seamlessly in any environment, city or industry. Basic Lot information Lot Size - 3x3 Build Cost - §120,000 Type - Utilities/Water/Power (Currently found under both options, but does not produce electricity) Bulldoze Cost - §500 Flammability - 5 Dependencies NOB Series Add Parts and WtoE Ver2 SimFox Day and Nite Modd WARNING! Because the station experiments with a highly volatile and often, unstable element, the explosion generated by this lot when destroyed by a natural disaster or depreciates will produce a large disastrous explosion, destroying an area of approximately 10x10 tiles. You have been warned. -CB Edit: Fixed description formatting. Thanks @gwada971 for reporting.
  15. Version 1.0

    2,304 Downloads

    Here is my first BAT contribution to the STEX that is specially for those who have a keen interest in Sci-Fi scenery.This BAT is a model of the Prothean Data Cache Archive from Mass Effect 3's first mission Priority:Mars. It's general purpose is for the storage of accumulated information and often archives the physical memories of Prothean individuals. It's rare to find intact samples of ancient Prothean palaeotechnology and is thus often considered a substantial discovery when unearthed. The BAT itself has nightlighting, but is specifically for users with SimFox's Darknite mod: In-game demonstration: The lotting (as shown below) is merely a plain grass patch, to free people from the need to edit the lot because there were some unnecessary props on it. However, you'll probably need to re-lot in the case of a different "planet texture" - e.g. Desert or Dirt/Rock _________________________________________________________________________________________________________ Basic Lot information: Build Cost - §11,000 Monthly Cost - §25 Type - Parks & Recreation Power - 110 Bulldoze Cost - §100 Flammability - 10 Water - N/a Dependencies SimFox Day and Nite Modd -------------------------------------------- Note: The Information Query on the lot has the BSC Parks interface. Just ignore the fact that it says on the bottom of the panel that it is a BSC Park, because it isn't as I've only made the lot over thie BSC medium Park - It won't be like this for other Landmark and Park/Recreation Lots I have next time around. Enjoy. Note: For those people who are experiencing a missing dependency "box" problem, I have a second downlodable LOT FIX that operates as a separate lot, different from the original. Hopefully, this lot is not dependent on BSC's props, which I am struggling to figure out which prop pack contains the invisible building placeholder for the BSC medium Cerulean Park. So for those who do not have the BSC Parks sets that include the Cerulean park: medium lot, download the item that contains the LOT FIX label. For those who do, then you should encounter no problem with the original file without the Lot fix label. If the issues persists, please leave a comment to inform me. Thanks! I'd also like to acknowledge after giving me some tremendous help and tips on BATing! _________________________________________________________________________________________________________
  16. Presenting Mass Effect: Beyond in 2015 (formerly Mass Effect: The Milky Way [2013-15] and The Milky Way [2013]) Most recent Mass Effect: Beyond Episode: Updated...01/09/2016 Most recent Mass Effect: Beyond Teaser Entry Updated 11/05/2015
  17. TMW - Special #30.1 | "Survivor"

    Overview ~ Before the crew of the Normandy repair the ship and leave the uncharted garden world system for Earth, the Galaxy's fleet moves in on the Citadel barely hours after the Crucible's activiation to aid any surviving civilians on the barely functioning Citadel Station, repaired and saved from total destruction by the mysterious and resillient keepers. But as they search through the Citadel's rubble, survivors from all around the station begin to appear in significant numbers. Though when they search through the Citadel's Presidium Tower, they discover a survivor who somehow beat the odds and help in large droves pour in. emperordaniel Thanks a lot, very nice of you to say Blakeway Thanks a lot Juls IL. The first picture really isn't SimCity 4, the second one is an almost exact rendition of the first image though Thanks btw! KonstantinII Thanks a lot, and it's a confidential CJ secret XxDirtyDanxX Thanks a lot darkaliendude It would definitely, I'd be all for that! And yeah, I did use PS for the color filtering Thanks! Sylvio Jorge Yes, it's definitely SimCity Thanks! Bipin Thanks a lot Bipin APSMS Thanks a lot, took a while to get the effects and scene right Hellken Thanks RepublicMaster Thanks a lot Will Hazani Pratama Thanks a lot Gugu3 Thank you MilitantRadical Thanks, it's what I was going for SimCoug Thanks a lot, and it definitely is ____________________________________________________________________________ Note: The Ending to Mass Effect 3. This is the second part of the 2 part episode update that depicts the ending of the main story. These 2 updates will be the apex of the Mass Effect: The Milky Way series. 2/2 Special Episodes *Ps. The update has been specially created in the way in which I have made a BAT which is much larger in scope to allow a view of a scene that wouldn't normally be capable of HD quality at SimCity's standard zoom levels. Note V2: Repaired the update for the new ST, and the broken links it had before ____________________________________________________________________________ It's not long until the crew of the Normandy repair their ship and take off, leaving behind the shady uncharted tropical garden world system they had crashed at to avoid the Crucible superweapon's fire. But before they leave the system, they mourn the loss of their Commander. But some refuse to believe that he's dead, some more than others. >--------------------------------------< >--------------------------------------< The crew of the Normandy are still oblivious to the full extent of the damage that the Crucible inflicted on the Citadel and as they repaired the Normandy's systems, they were also oblivious to a crucial discovery that unfolded at the Citadel's Presidium Tower and Crucible Docking Port. When the fleets arrive back at the Citadel, now over Earth, they immediately board the station to search and aid any surviving civilians aboard the severely damaged but still functioning station that had been saved from total annihilation by the resillient and mysterious keepers. They begin their search the Presdium Tower after it was the last location of a comm transmission, made during the Crucible's activation. Here they discover a survivor that had beaten the odds, and help comes pouring in droves. ... ... ... [vague echoes and creaking metal pillars] [echoes] 1 - Hello! Is their anyone in here? 2 - This is it, the transmission was pinpointed to this location. It should be in that way. 3 - HELLO! Are there ANY SURVIVORS? 2 - The Admiral and Commander should be in this area. We'll need to split up to find them. [echoes & vague voices] 2 - SIR, I FOUND THE COMMANDER! HE'S IN HERE! I need help to move him out of the rubble! ....And...He's ALIVE! He's still breathing and barely getting a pulse -- but I'm not sure he's conscious!. 1 - We're ON OUR WAY. Hold your position. 2 - Through here! 1 - Get a shuttle here to retrieve the Commander! [C-Sec and other military search parties move into the area] 1 - Hurry UP and get that shuttle down, this is critical! 7 - Okay, lets get him out of here. 11 - Can you read me? I repeat, we have found the Commander alive. We're transporting him by shuttle to Huerta Memorial. Can you read me? over. 2 - How's the situation at the Presidium hospitals? 7 - CRAZY. 1 - GET THIS SHUTTLE moving, we don't have time. ______________________________________________ 2 of 2
  18. Overview ~ When the Reaper threat is expelled by the Crucible superweapon, The Milky Way and its people are liberated. But on a distant garden world away from the Human home-system, the SSV Normandy makes a crash landing to avoid the Crucible's power. RepublicMaster Thanks a lot Will! Forthwall Thanks Shub Fox Thanks a lot Fox! #1SithLord That's great to hear! Thanks so much Hazani Pratama Thank you! Terring Thanks a lot Bipin Thanks haha KonstantinII It's partly a recap, but if you noticed, there are some fresh images Thanks anyway. gman28 Thanks, there are stories for most of them here already. For Lera Station, Ferust, Lera and Austra. Just not Vemas or Annex. I'll eventually get to them ____________________________________________________________________________ Note: The Ending to Mass Effect 3. This is a 2 part episode update that depicts the ending of the main story. These 2 updates will be the apex of the Mass Effect: The Milky Way series. 1/2 Special Episodes ____________________________________________________________________________ The Reapers have been defeated, the Citadel is in ruins...but the Milky Way is liberated. And as the many people of the disparate worlds of a once divided galaxy begin to emerge from scorched cities and ruined towns...and planets as a whole... ...the crew of the Normandy endure a crash landing on an uncharted garden world; avoiding the Crucible's wrath. ______________________________________________ 1 of 2
  19. Auckland - Fresh Air instead of Foul Air!

    The town of Auckland is much like it's real life counterpart (except with out the apartments) and it's now a nice, clean, liveable city. Nestled near the Timbuktu Lake, this city takes advantage of it's majestic location and is also home to beautiful red woods. However, it was not always like this. It was previously like other Timbuktu cities, horrible and disgraceful. Please comment and rate this
  20. Overview ~ The City of Ark'bor is notorious for its criminal links to Omega Station. Major merc and gang factions from across the Terminus Systems base themselves here, but not typically on Ark'bor, but it's underbelly. The Underground City below Ark'bor is a city devised to test even the most fool-hardy people. No person is safe from death, and no place here is devoid of danger. Like Omega Station, corruption, social tension and confrontations are a big part of the Underground, and so are an eternal nightlife, brothels galore and black markets as far as thee I can see. It's hell under an industrial nightmare. And it's waiting for you. Ggamgus: Thanks a lot, and don't mind at all if you do that Forthwall: Thanks Forth! Kakado_to_save: Haha, funny you should say Thanks Eytan! Aaron Graham: Thanks! MilitantRadical: Thanks a lot! Dabadon5: Thanks! Alex_1210: Thank you! K50: Thanks k50 KonstantinII: Nice of you to explain, but I'm already fully aware of the physics I take a lot of interest in astronomy, and watch documentaries as well as read books, but I am again, following the game Mass Effect, and in the game, those are the given details of the planet "Tosal Nym". Thanks though Liszak: Really? Please don't, I can't have someone erasing there work because of me Lol, Thanks for the comment RepublicMaster: Thanks Will, always nice to see you around Linoa06: My all time favorite game series Thanks a lot!! SimCoug: It actually didn't require much considering I only used one type of tree, and it was dead (and some shrubs, dirt and rocks ) Thanks SimCoug MamaLuigi945: Wow, you're really too kind Thanks a lot! #1SithLord: Couldn't agree with you more _________________________________________________________________________________________________________ Note: Happy Easter everyone! And since it's easter, I've decided to whip up a rather special and interesting concept for SimCity, something that I'm sure no one has attempted. By using photoshop (a big contributor to making updates), I've tried to make the illusion that the city is underground by blackening/blocking out the rooftops. It hasn't exactly turned out great, but hopefully, it'll be a break from the typical above-ground cities we all make. Also, just to note, I've changed the name of the Antheon Nebula Cluster (my own star cluster creation for the Mass Effect Universe) and renamed it to the Violaceus Nebula Cluster, which sounded more appropriate for the nebula. So, in short, the Antheon Nebula is now the Violaceus Nebula. _________________________________________________________________________________________________________ From the Xe Cha system's Tosal Nym in the Shrike Abyssal, to the Citadel in the Serpent Nebula. After hopping from system to system, cluster to cluster, we're now returning to the Violaceus Nebula (fomerly Antheon Nebula/Plain) to re-visit the Nesu'luun star system's Kanaze. To repeat, Kanaze is a planet, notorious in the galaxy for its criminal links to Omega Station, a carved asteroid joint with an inhabited space station in the Omega Nebula. The polluted planet's controversial capital city, Ark'bor, is the center of all the activies between Omega Station and Stagnum. Major mercenery bands and criminal factions in the Terminus Systems like the Blue Suns, Blood Pack and the Eclipse base many hideouts and gang operations between these two locales, often causing extreme havoc and deadly confrontations and in the process, killing civilians caught in the cross-fire or are not co-operative. Though often enough, the activities of these factions are not always evident on Kanaze's capital city. Most of the chaos happens in the city's true underbelly. A place where no mere person can survive without a tough outershell. In a place where hostilities are always a possibility, and where danger lurks more often than you'd probably like it to. That is, Ark'bor's Underground City. A large underground system of slums and cheap apartments, it's also home to the merceneries and gang factions of Omega and Kanaze. They often take base in the Underground's many abandoned offices and markets, turning them into their hideouts and base of operation in Ark'bor. Plunged into an internal darkness, the Underground is lit eternally with lights, illuminated signs and holograms that wildly appear around the city. All over the Underground, nightclubs and disguised brothels litter the city, likewise on the surface. Though the action in the Underground is more active than above ground, due to business being under the table, and invisible to higher galactic authorities. Every race in the galaxy lives under Ark'bor, in this poverty stricken subterrenean metropolis. Drell, Turians, Elcor, Asari, Humans, Salarians, Vorcha, Batarians, Volus, Quarians and even Krogan live under one city, side by side. And being so close to each other, confrontations between some are always an inevitability; with street fights, riots and widespread violence around the Underground found common. Along the sewage canal and some of the supporting beams keeping the city under safe from collapse, a roadway littered with trash and wildly parked vehicles, the Underground's inhabitants walk through as if a normal day, and the signs above their head continue to flicker and glow, illuminating the dark underground city. Pawnshops, markets, bars and strip clubs existing side by side. A popular go amongst all of the city's people. Crowds, more stores and clubs along the sewage canal. The poorest of the Underground's inhabitants setup tents along the roadway as affording or inhabiting cheap housing above them is either overated, overpriced, or overly dangerous. Meanwhile, in anther part of the Underground, a young Quarian is on his pilgrimage, leaving his previous life on the Migrant Fleet and instead living in Ark'bor's Underground City. He lives out his life in hopes that one day he'll be able to make something of himself. For now, he does nothing more than stare at his omni-tool, dazed and bored, sitting precariously on the weak aluminum and iron roof. Some parts of the Underground remain quiet. Empty. But when you look in deeper, there's always something that's bound to surprise you. Along the sewage canal again, trash, tents and more stores as well as another nightclub and brothel in the building. And a strange and suspicious looking faint "Blue Suns" logo is painted on the wall of the building. Could it be? Skycars pass by, the few who can manage to even own one, yet strange that they live in the poverty-stricken zone of the city, under all the glamor of spacious high-rises that tower above Ark'bor's smoggy industrial skyline. While people walk, minding themselves, the scene of Blue Suns mercs killing an unco-operative Salarian affiliate causes people to stop, watch for a split second in shock, and then scramble as fast as they can. The Salarians blood begins to spread over the roadway, an example of how easy it is to die in the Underground. In another part of the Underground, more people are found walking in the streets, obstructing a flatbed skytruck. It's looking more and more like the driver is about to target somebody. Best be outta' the way. This poverty stricken city, continues to prevail, at the cost of lives. Mercs hide behind every corner, and it's only a matter of time 'til someone else is targeted. The poor continue to live out their lives and signs illuminate the narrow roadways of the city. And no matter how you look at it, this city will always be shadowed in the darkness of the prevelent gangs that ride between Omega and Kanaze. Forever a city of death, despair, pain and survival. This is the Underground. _________________________________________________________________________________________________________ Thanks for viewing TMW! Rate, comment and +1 if you enjoyed the update.
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