Covenant at War - Optional Icon Fix
Jan 20, 2013 Patch 6 commentsSome people experienced issues where the icons in the mod appear incorrectly, this is an optional patch to fix that.
10 comments by Blamtroid on Apr 19th, 2013
United Nations Space Command PR-TRANSMISSION 44877G-07
Encryption Code: Green
Public Key: file /sierra-four-five-nine/
From: >>FLEETCOM.MO.BL.AM
To: >>CAWCOM
Subject: STATUS REPORT
Classification: Restricted
/start file/
Greetings community members, I know you're all hungry for new content so I'll get straight to it, we have four units to share with you today.
First of today's reveals is new to CaW, the Covenant SDV Corvette:
This Corvette will save you from those hordes of UNSC fighters by supplying heavy anti-fighter fire, it is also more than capable of tackling ships of it's own size, the Corvette's heavy plasma cannons are not to be messed with.
Next up is a rework of the Covenant Assault Carrier, this ship has long been part of the mod, but not quite in it's current form:
These enormous ships will shred entire UNSC fleets in minutes, they are definitely something to run away from if you don't have a large fleet to back you up.
The last two units we're showing today are variations of the same unit, the UNSC Frigate.
UNSC Charon Light Frigate:
UNSC Paris Heavy Frigate:
In the first release we only had one UNSC Frigate (well there was sort of a Heavy Frigate as well, but it wasn't much use), now the ship has been split into two classes. The Charon is much more lightly armed and armoured than the Paris, but it is also considerably cheaper and is able to add two fighter squadrons to the battle, something the Paris is unable to do.
I want to thank you all for your feedback over the last few months, we are working hard to both address any issues you've had and to add many new gameplay mechanics, the next patch shouldn't be too far off now.
Farewell for now, I leave you, as always, with some sillyness:
/end file/

Some people experienced issues where the icons in the mod appear incorrectly, this is an optional patch to fix that.
The first patch for Covenant at War, we've fixed alot of issues people have been having, added some new content, and tweaked the balancing. THIS REQUIRES...
Brace for impact. Release day is here, after almost 5 years of work, Apex Studios finally brings you the first release of Covenant at War.
Highest Rated (7 agree) 8/10
Some things have been cleared up, but my score stays the same, great work so far and hope to see some updates because im having a blast with all my CCS cruisers xD. Just wish i could see it in all of its beauty without those bugs.
Dec 21 2012, 3:45am by IRisJesus
Lowest Rated (5 agree) 5/10
A 5 because the space part of the game is fantastic. However this mod is half done with still having star wars heroes and land forces.
Dec 21 2012, 4:35pm by The_M_Factor
Latest tweets from @apex_studios
Sneak peak at one of our current projects: T.co
Jan 11 2013, 7:46am
Heads up, update coming to the moddb soon, it is however available on the forums now: T.co
Jul 9 2012, 7:33pm
The update will be up on ModDB soon, if you can't wait then check the forums: #pid1142" rel="nofollow">Halocaw.net
Dec 11 2010, 8:18pm
It's update time already? Weird... Moddb.com
Nov 29 2010, 7:57pm
UPDATE INCOMING! Moddb.com
Nov 21 2010, 11:13am
I've been so excited for the full release for over a year now - I was impatient so I blended the files of the Covenant at war mod with the map from Halo first offensive and the ground Units from Halo campaign commander, I was quite proud of myself :) so its almost like a full version of Halo other than a few little things I don't know how to figure out,like the Marines don't have names,and the dropship windows are green lol - but its really like a full halo galactic conquest! ^_^
Hey, if you don't want to talk about this yet, I understand fully. But I was wondering, how would elites function in this mod when ground combat is released?
Knowing the time frame, they would obviously be with the UNSC.
I'd like to know though, would they have different ranks? As in different types of elites?
Ex. Standard infantry, spec-ops, etc.
Thank you for your time.
Here are two topics on our forum that answer your questions:
1. Halocaw.net
2. Halocaw.net
I am sure any questions that you may have based on these topics will also be answered by going through the various mentioned topics on the forum. The discussions are a little old, but the outcome of those are still up to date.
We had a discussion about Honor guards (as a variation)for example. The outcome was that it wouldn't make any difference to feature them and we still go by that conclusion. This also goes against having various vehicles and various 'classes' of infantry with specific roles (similar to original Foc). We have been thinking about making mixed squads with various units instead of just ordering an x amount of them per time (for example: an elite leading grunts).
Ahh, interesting. Thanks for responding. I was wondering this because I found an old comment a while back (2-3 years ago) about variations of elites. This person could be wrong, but they said that they'd have the regular elites, and spec-ops ones. The spec-ops I believe would be more effective and stronger than the standard ones.
But the mixed squad idea is very cool.
(My bad, meant to post this comment with my account. Just realized I was not signed in, lol).
Will you alter the ships names to ones that are more Halo-like, especially the Covenant?
You ask so many questions :P, go to the forums: Halocaw.net
I may as well answer this while I'm here, perhaps, it's something I've considered, but we're focusing on gameplay first, then all the little details later.
Ok, thanks for the link. Maybe you'll get some peace and quiet. :)
Of course - in that case will they include the UNSC frigate, Forward Unto Dawn, or the Covenant carrier, Shadow of Intent?
Similarly to heroes, we have no intent of featuring well known ships/individuals/other things. The main motivation for this is that most of those already have a whole lot of background and are featured in many stories. We're focusing more the regular forces, which gives us a little more freedom to play around with certain facts. Besides, it would be very odd to lose say the Forward Unto Dawn in a battle even though you know it doesn't get destroyed until much later in the timeline. If it's just another unnamed/unknown ship, there's no reason to care at all. And if we're ever going to craft a campaign, this 'freedom' allows us to tell an original (new) story.