This member has provided no bio about themself...

Comment History  (0 - 30 of 34)
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Dawn of the Reapers

Playtester from SOTP here. We have reason to suspect that a user on steam known as Frstwlf stole assets from your mod without developer permission. I hope you are now aware of this. link Steamcommunity.com

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Enhanced MOS v1.70 Sub-Mod

Problem Here. A great deal of units (I'm sure most of them are added ones, like greenway axe and swordsmen, simply say unlocalized placement text for their names and descriptions, despite all other values being there. help please?

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Covenant Invasion

Insert never forget here

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

3. If the Forerunners are a DLC expansion only, and not ingrained as playable in the game proper, I don't have a problem with it, but it won't make any sense if they are in the game proper. The only real presence the Forerunners had in the Universe Circa 98,000BCE-2556CE was in sentinel Automatons and maybe automated ships, but we would know if the Forerunners had even that if the comics, games and books didn't keep a consistent position about them until 2557, when the Promethean Automatons enter the stage. No forerunner ships yet, other than Mantle's Approach, are active still, and the Approach was destroyed in relatively short order. If we were to assume that an entire faction could be gleamed out of them, then that's a monumental task in itself, since there would be no basis for certain ship designs like carriers, Destroyers or frigates without making them unplayable out of sheer ease of ***-whupperey. some designs mentioned in-books are well over 15 kilometers long. if you did have a good amount of ships for the forerunners, how powerful would they be compared to their UNSC or covenant counterparts. would Low alpha and Good armor and HP be the balance, or High Cost, both resource-wise, and fleet-pointwise outweigh the Hp, Shields, Damage Output, and Armour? Then there's PVP. Would it be fair if someone with the forerunners plays against A UNSC or Covenant opponent and the latter two are just incapable of winning not out of their own skill, but because the deck is stacked against them? These are points that have to be considered now or in-future concerning them.

Good karma+6 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

In addition, the timeframe to fire off another round shouldn't be able to significantly change until reactor bonuses are researched. Canonically it makes more sense since the Reactors on any UNSC ship provide power to the MAC cannons, and the higher abilities of better reactors leads to a drastic cut into how long it would take for any ship to fire. Case in point with an Autumn compared to it's base design. The Autumn, with better reactors, can put out something like 15-20 shots more than the Halcyon because of the overhaul to its reactor systems, and the change into how the gun fires, with each shot having 55-70% of the damage of one Halcyon round, but with three shots fired puts out even more Alpha damage per shot.
Then we move over to the Covenant, which in-game can't take on a mid-game balanced UNSC fleet with any kind of consistancy because of the low Alpha damage. Canonically, it isn't true. The CCS-class was capable of crippling a frigate with one plasma round, and a destroyer in a few. smaller Covenant ships are an even match for frigates because of the limited armament of their designs, but the much larger ships (Destroyer-sized and above), should be destroying UNSC ships left and right, but they just aren't when fighting a competent UNSC player. Against AI they do Moderately well, but when My fleets come in, they end up completely destroyed in short order, and I regularily play on Legendary.

Good karma+6 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

I've provided some constructive criticism in the past, and I think it's worked for the best in some regards. Personally, I think this mod is the most accurate, most engaging, and most realistic (by universe standards) mod for a game to depict the Halo Universe I've ever seen. I had a few points I wanted to quip on
1. Covenant ships should have differing ways to seige planets. I mean by that is some, like the SDV Corvettes from Reach, Should have dropship particle effects, but not with an escort for them.
2. UNSC fleets in the latest stage of the game (Right when the player or AI has most, if not all of the upgrades for the fleet) are overwhealmingly broken. Canonically, it makes sense, and it will in-game, but it makes playing as the covenant all the harder to do since most covenant ships excluding the Titan and some of the capitals have very low Alpha Damage. and the UNSC having that Alpha damage in their MAC cannons makes it broken when the reload times for a shot to be fired is cut into fractions of its original time.

Good karma+6 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

What about a different walker for each asteriod. Scarabs for Deterium and a Harvester or two for Titanium since it's the harder of the two to get out?

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ New Covenant Titan

I think with that I would have... White wine.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ New Covenant Titan

So then what will become of the covenant battleship? will it be a new capital-class ship?

Good karma+3 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Drop It Like It's Hot

Well the boarding ability shouldn't work if the shields on a target are up, otherwise the frames wouldn't get into the ship. But they're short on modeling staff, amoungst other things. that'd take time to model, then properly implement. Maybe as an add-on when the forerunners are added, or if the fanbase requests it en-masse.

Good karma+4 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Hope you hold onto the Idea. thanks for the compliment! Maybe it'll be a thing in the future?

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Returning Patrol

The prophets going on tour throughout Covenant space.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

In addition to the campaign for the game, the sizes of the sectors and goals would differ with each stage of the war. First you have the first contact scenario, then you have the outer colony seiges, then the end of the outer colonies, then the mid-war era, where the UNSC recovers its footing, and even deals massive blows against the covenant, then theres the fall of reach era and the end of the war. All of it put together, say in 2.5-5-year sectons of the war, would add up to one hell of a campaign.

Good karma+2 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Thanks for Answering my Question. I also had a follow-up. What if you divided the proposed Human Covenant War map into several sectors with a base campaign structure? Like you could play each of the seperate sectors in a more or less chronological order, with the outer colonies taking like ten seperate maps and named after respective years of the war, but would be accurate based on the relative positions of planets via starcharts. You could play either side of the war, but there would be 3 covenant AI for every two UNSC AI, to make it play out more or less like the actual war. Then you have the Inner colonies after the outer in the timeline sense, but a much more up close and concentrated series of seiges and battles.

Good karma+2 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Eh. Covenant Starbases weren't that overpowered. I haven't had any problems destroying them. the superdestroyer on the other hand, i always try to kill first.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Mars

So mars is a desert world still, or is it terran now? I'm seeing what looks like a lot of savannah on the surface, some sprawling deserts, and a lot of forested area on the flip side. this side looks like a transplanted part of Africa. It looks so damn beautiful.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Mars

it's also known to hold forerunner artifacts. maybe there might be a sentinel factory artifact there?

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Community: Give. Me. That. Update.
Devs: The whiners need to be stopped. If you won't do that, I will. (Flashes CSO)
Community: I. Am ordering you.... TO SURRENDER THAT UPDATE!!!!!
Devs. No, sir.
Community: Commander, Arrest that Brony! Arrest Them!!!!!

Good karma0 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Rearm

uni Wanted to point this out. Whats the size of the fighter/ bomber complement, and the fleet cost on the Eion in the private build? if it's only one squadron, the the UNSC has no suitable, dedicated carrier for strategic operations. A light carrier is suitable for small battlegroups, but becomes increasingly cost-prohibitive at a higher level if the cost to deploy reaches 12-20 fleet points. Not to moan and complain here, but if the Eion can only deploy one squadron, then other ships like the Phoenix Assault Ship or standard cruisers should be able to deploy at least one more squad than they currently do. The Thermopolae-class is good and all, but I'm not bothering to deploy more than two at any time, even if they carried 100 squads of fighters.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

I downloaded the CSO change. Still haven't installed it yet. Great April Fools joke.

Good karma+2 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

so non-capital ships other than the strident won't get shielding? And all capital ships will, or just some? I'm assuming the shield research will give them a base amount, but will the amount of shield points be upgradable by so many a percent? I know its a stretch, but I never have trouble beating covenant fleets of equivalent or even greater size than my own in the late game; adding shields to the ships that provide fleet-wide buffs seems overpowering, but it depends on how many points are added. if it's less than 5000 then it isn't much of a problem, but if it were half the total hitpoints of a ship then it's game breaking, so there must be a relative balance.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Beautiful work. Absolutely astounding with what you've had to work with so far. My main question lies in UNSC shielding. Will older models at the higher techs, like the Athens, Paris, Halberd, and other ships gain shielding with a researched tech? I wouldn't think so for gameplay purposes, but having older but still effective ships outfitted with shields doesn't seem like that much of a stretch in-universe. You'd think any ship in the Infinity's escort fleet would have some rudimentary shield design onboard.

Good karma+2 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

I was wondering if you'd fix the way multiple capital ships in a fleet would function. I Don't really like how I have near 30 marathons and autumns and they're so spread out in a thin line. I want them to be a bit more clustered up. Also could there be different fleet formations available other than the "Square " ones? thanks.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Infinity Vanity

I've found that a better way is to tech rush to the higher levels with an economy rush to fuel it until your armor and hp levels are maxed then mount massive offensives.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Flood World

Great texture. The current flood world looked like a greenhouse clone. At least this one looks like you could reterraform it after glassing or nuking the flood out of it. It looks nice. However, I don't like the idea of the shield world being under the flood biomass. None of it should be visible.Why would the flood cover a shield world with a metal exterior with biomass, and a river with a lake? I'd have given them something that resembles the one seen in Halo Wars, because it's the only one we've seen that has that level of flood coverage.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Sins of the Prophets

Infinity outbrawls three assault carriers? I demand an update where we can publicly test her capabilities.

Good karma-1 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Due to Popular Demand

Well when UNSC players kill one it makes for a good firework.

Good karma+5 votes
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Infinity [WIP]

Specs the Infinity needs.
4 Mac Shots. average mac damage equal or better than the Thermopalae
Able to bombard planets. Obsurd damage output from bombing due to spartan teams on board, along with other equiptment
Mini-mac system onboard resembling that on the Phoenix assault ship, but with 4 times the strength
A missile barrage ability 3 times the strength of the Autumns. Autumn needs it's ability to be upgradeable to level three.
Energy Shielding Equal to or better than a fully upgraded Covenant Assault Carrier, and Hull points better than a fully Upgraded Thermopalae class. (With all the researchable buffs it's about (42250)
Fair Mobility
relatively faster fire for missile systems and Mini-Macs compared to other UNSC Vessels.
Uninfectable or takeable by Autumn-class Spartan Boarding Parties.
Base credit, titanium, and Hydrogen isotope Cost about 2.4-3.8 times higher than a Thermopalae-class, and a base cost of either 4-8 capital-ship points, or 75 fleet Supply or higher.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Infinity [WIP]

It'd make sense, but do remember that the UNSC's Nuclear arsenal at the time was not unlimited, and by Infinity's time there were very few Nuclear weapons left. A barrage of 50, 60 Shiva's would be incredibly wasteful, especially since it only takes 3, 4 to take down any medium-tonnaged covenant ship, and say 6 to 8 to take down an assault carrier. A missile barrage of her higher up missiles she has, like the Howlers, would be much more accurate. The damage output could be 10 times higher than an autumn's missile barrage.

Good karma+1 vote
princeofdolalmroth
princeofdolalmroth - - 34 comments @ Infinity [WIP]

As It stands, I Love this thing's look. My question is the technicals of what the ship will be capable of in-game. In-Universe the Missile-defense systems were split into three type, each more damaging than the last. Indeed the Infinity also had a series of Onager Mini Macs on the hull. The Shields the Infinity had were also powerful in their own right, capable of surviving after ramming a CCS-class without trouble. Are the Shields going to be better than most, if not all covenant ships? are the hull-points going to be more or equal to the Thermopalae Super-carriers? Will Infinity have Four-Five Main Mac-Cannons? How will the Onager's be implemented, if at all? In any sense, you did incredible on nailing down the Infinity look, but can you get down the in-universe overpoweredness of her? She's capable of taking down entire covenant fleets single-handedly.

Good karma+2 votes