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To whom this occurred, I've been playing the mod since June ( this version), and curiously, a couple weeks ago something odd happened, and to my knowledge there were no updates on Steam for Sins ( was also out of town with no internet) In the middle of playing, either A. My cursor randomly disappears after selecting any UNSC vessel ( sporadic occurrence, I believe it's the game itself, will be re-downloading to attempt fix.) B. All of the icon textures or menu textures have either partially disappeared or completely disappeared. I tried unpacking the RAR file from my first download of the mod and reinserting. Same issue. Right now I am reinstalling the entire mod. Never has happened before, and adjusting all settings, including on my desktop screen and graphics card settings- nothing worked to fix. I've narrowed this down to a problem with the mod. Maybe corruption somewhere? Or a file broke down somehow? I don't know. Every other mod I have run has not given me any problems. Any ideas or solutions to this would be appreciated.
Curious, but is the Death Star ( I or II) at all included?
The LAA is required to use the mod. It allows Sins to bypass the size requirement to allow for playing additional content over a GB if memory serves. Without it you cannot run the game and will always crash.
If you fail to upgrade your planets as you gain control, they will be taxed heavily due to no infrastructure. Which then, will take away from the amount of credits you pool in every second or so. So if you have an income of 70 per second, and yet you have 7 under developed planets and their tax rate is negative -80, you will not gain any credits. Game mechanic in all the SoASE games.
Merry Christmas to the community and the mod makers :D
Curious, but is anyone else having problems with the Covenant AI? Seems like no matter what map I choose once they're mini expansion fleet is obliterated, the Covvie AI just throws up it's hands and says "I quit"....
(Changed name however am with team, was Appo), Last I heard, granted I have been extremely busy and haven't talked shop or progress on the mod, it is still active, however due to real life constraints, time is as you know limited. Hope that clarifies your question.
Curious here, but would it be possible to put a "block" as to how far a faction can level their research? I was thinking, more or less, in the theme of canon, that say one were to be doing the fall of reach campaign, the UNSC faction couldn't be able to reach a certain part of the research tree- for example, can not research post Covenant-Human War technology (IE: Autumn-Class, Infinity, shield refits, highest armor capable would be Titanium-A, etc). Now I know that one of the main goals is to make the mod as canon as possible- would it be possible to "control" the AI for certain missions as to how much they are able to research? Or is it hard code blocked? (To which if so hard coded, I know some ITs who can break hardcode surprisingly).
To be quite honest, from what I know of the Devs motives to make this mod near 100% book accurate in the universe, SMACs were often clustered together in groups for the sole purpose that they were a MAJOR threat in number. It is also for that reason why you see SMACs in Halo 2 clustered in groups, and why the Covenant ships sent in strike teams to destroy them on the inside, and had the fleet hold back. Hopefully that answers your qualms as to why the AI cluster SMACS or as to why they are so overpowered in numbers. Just how the cannon was set, and that is exactly what the Devs strived to do. Make things accurate.
Hey, noticed a weird AI bug on the Fall of Reach map. At first the Covies attacked one of my worlds with about 6 CRS and 5 ORS class ships- after my SMACs ripped them apart, the covie AI essentially died- until I captured 3/4ths of their planets then they started rebuilding their ships (only after I blew up their titan factory). This rebuild lasted about 10 minutes to which Infinity wiped them out altogether. An hour later, another mini fleet came up again; and again squashed it with Infinity and a few SMACs up the whazoo as well. Not sure if anyone else has had this weird every hour mini fleet bug glitch thing, but I felt it should be noted.
hmm alright, well if you like I can try and make a few new ones for yall
Just saying, the balance in the game is in direct correlation to the books. For instance, in the short story "The impossible life and possible death of Preston J. Cole", on a capital ship Cole commanded one plasma beam tore through around 6 decks on his ship and nearly crippled it... Many of the halo novels show that. Covenant EP just melts UNSC armor and ships to slag. As for the other areas of combat, the Covenant tended to have superior numbers when it came to fighters/bombers.... All in all, they modeled this release heavily off the books. Hope that clears up why the UNSC is rather weak
Question- would the maps from the 0.56 version be compatible with 0.75.1? Just curious considering I liked some of the older maps- PS am designing some maps- rather larger and will try to capture an "Accurate" depiction of the Halo universe
It only works for capital ships I believe- minus the prowler capital ship
It looks great, though in my opinion it kinda seems to spin a little too fast; that and this is just me here, I like the skins for the death clones however, just thinking, to me at least it one would think if a ship was just impacted by a couple hundred missiles, rockets etc. that there would be chunks of metal missing or twisted/warped areas. I know that's a lot so im not suggesting it :P But if that we're possible ( Cause I know how long it takes to script, code and re-animate and insert a death clone off the original model). Perhaps that's an idea for the future if you like :P
That could be possible, though from how Cole said it and the way I suggested it; it might be a decorative type deal only. The only thing I can think of is it it possibly giving a "Damage" buff to ships in the system since the Halo arrays that were broken, such as the Alpha Halo fragment, contained an extremely rare element that only afflicted humans... So it would have to be a Covvie only both though there is no way to implement that in the game.
Actually, you all are wrong, I'd activate the self-destruct. Rather go by my own then by some group of wacko aliens.
So I was wondering, if just out of curiosity, when I saw the latest Halo movie(forget that name but it had John Locke in it and his ONI team), would there be planets/stars/gas giants, that contained pieces of the destroyed Installation 04 and others that were destroyed? I only ask considering the fact that within that movie it stated that the explosion were so powerful it actually caused pieces to fly through slip space and end up at random parts of the galaxy. Not sure if that's feasible or not, though it is a thought, and I would be interested in helping out however I could with that if need be.
If they board the Cairo they're screwed :P #117
Hey again, I did have another idea (this time most likely plausible in the game); the addition of the "Gamma-Class" Space Station. Actually the class of the station was never stated in Halo lore, however, the one on Earth and Reach were named Gamma Station, so it is most likely a "Gamma-Class" space station. The only stations other than these two known were the SMAC stations, Anchors, and the orbiting rings on Harvest(and other stations). Anyways, according to Halo wiki, the Gamma Station on Reach acted as a tactical space station, however, it was also used for civilian trade, communications via tightbeam to Earth, ensure working comm links to ground forces it orbits etc. However they were also used as a "repair yard". "Fighter hanger" and also known to have a civilian complex to it. THe only two known as stated were the ones on Reach and Earth, though one would assume a station this massive, with all the bells and whistles, would be found orbiting major UEG planets. For more info and pics here's a link: Halo.wikia.com
Well, if they do that for "Easy" they should throw in cannon fodder, or for the hardest setting, Grand Admiral or "Arbiter"
I agree, that would probably be the best way to do such an idea. I know the sins engine is limited, so I am amazed at what has been done already.
Love the detail to them, however I do have a suggestion. Perhaps the covenant slipspace portal should have a tinge of blue to it as it did in Reach and in Halo 3:ODST where you would see the covenant cruisers pop in. :P Just a thought.
So, getting back onto ModDB after my last modding endeavor didn't go well, or so thought... Wanted to drop in and say that as a modder myself, specifically within detailing, skinning and such; I would like to say a job well done, the mod really looks great at the point it is now in it is current state of development and I am eager to see what will come of it. I did have a suggestion though, granted I know nothing of the sins engine other than that it's a pain at times; would it be possible to create a planet upgrade that would be called "Military Capital". I thought of this when playing the mod, and uncovering Reach, figured that there should be an option to make it a military capital. Could probably make it to where the upgrade gives a major boost in production, mining, and defense. My apologies for the wall text; but should you need another free hand with the project let me know.
Well, I know that some of the ONI ships did have minor EP weapons, however they weren't even 115 percent of what a covenant EP weapons was...
I agree with you, it's not worth the risk, plus with the major security breach flaw in the OS mainframe, and its notability for hacks viruses and such..... I'm keeping 8.1 for now.
Hey Thunder, I ran into an error with the mod; upon downloading the file, my computer read it as 4 file. A file my computer did not recognize. I run a Windows 8.1 Computer with an AMD A4 Quad Core processor with integrated AMD Raedon HD 8800 Graphics Card.
Not sure why this is happening. Any advice?
Just tried to download and it says the link is bad. Anyone else getting this? It might be easier for a lot of people to just put the download up on mod db
Would be a good idea to not let S-117 find this... these things tend to go.... nuclear.... when he's around them.