Halo © Microsoft Corporation. Sins of the Prophets was created under Microsoft's "Game Content Usage Rules" using assets from Halo. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
Covenant assets graciously shared by HOMEFRONT. Additional miscellaneous assets provided by Covenant at War. Also, visit our Facebook page.
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Blog RSS Feed Report abuse Latest News: Sins of the Prophets Dev Q&A April 2015

14 comments by Unikraken on Apr 25th, 2015

In this news update we answer the best questions posted by the community. We address concerns about balance, research, art assets, as well as the future of the mod.

Guest wrote:When will the next update come out?

When we're satisfied with the work we've done, the playtesters are satisfied with the balance and gameplay, and the build is stable. We don't give out release dates, even guestimate time periods. We mod for fun and posted release dates adds pressure and stress while siphoning some of the fun out of it. We even often miss internal release dates due to unforeseen circumstances. Unfortunately, modding is not very stable work.

Aaron wrote:Will there be a map released that will cover the entirety of the Human-Covenant War?

While we are working on improving existing maps and creating more maps we try very hard not to deliberately break the mod. Maps that large would crash often and we feel it would be setting you up for failure and ensuring negative experiences for new fans. It's just not solid business sense to include something that we know would cause crashes. However, if anyone feels like we're lacking in maps feel free to download the map creation tool and make us some maps, post them on the forums to be tested, and if they pass muster they may make it into the mod!

Josh wrote:Will you plan on ever adding playable subfactions like the Insurrectionists, SoS or the Remnant?

No. Adding more minor factions only increases the load on an already old and technologically outdated game. SoaSE is 32 bit, can only use a single processor core, and crashes upon reaching 2 Gb of used RAM. The LAA software we include with the mod only really ensures no other programs are intruding on that saved 2 Gb of space. We give you human and Covenant factions, you decide what they are, who they are, and what motivates them.

Matt wrote:Will you be adding heroes into the game?

We have plans for random events where ships from the lore from your faction will jump into the system that you will be able to control. They'll be powerful compared to the standard version of that class, but not game breakingly powerful. They'll die if used poorly or just overwhelmed. Halo is thematically built on stories of sacrifice and we don't want to keep you from experiencing your very own stories of that nature. Likely ships include the Everest, Spirit of Fire, Pious Inquisitor, and Shadow of Intent. Possibly more.

Kheenan wrote:Please let the Flood be a playable faction?

While the Flood will never be a playable faction in our mod, our sister mod Homefront intends on adding them as a playable faction after they finish up the UNSC and Covenant. Likely artist will be the one who made our current Flood Carrier, and so our Flood mechanic will have more ship classes and you'll be able to enjoy controlling Flood ships on the Homeworld Remastered mod.

alexandercorcoran wrote:(Paraphrased) Are you going to be adding any of the post Covenant War ships to the mod?

The only UNSC ships we currently plan on adding to the mod are the Infinity and Strident. We've been pretty vocal that we feel 343 missed the UNSC aesthetic with a lot of the UNSC ships they've shown in that era, especially the North Korean knockoff of our Athens they're calling the Epoch. We're hoping Halo 5 shows some more visually impressive ships that stay true to the UNSC look we all grew to love. Homefront has expressed interest in creating their own Covenant ORS-cruiser and if they do we'll find use for it as well.

Starfishprime wrote:Will you guys nerf the Flood?

No. Flood can be disabled in the Game Options menu before starting the match. The Flood, as a game mechanic, are not meant to be played with in every game you play. You should only turn Flood ON when you feel like playing a survival-type mode. Normal competitive play should include the Flood deactivated. The Flood are not a finished product and are subject to change, but it's unlikely they'll get less powerful. Many maps in the next release will include "No Flood" versions.

HaloLover123 wrote:After a while when fleets are large a lot of weapons stop showing up, what's up with that?

The particle limit in SoaSE is pretty low. Here is how to up it:

  1. Navigate to: C:\Users\Unikraken\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
  2. Find file: rebellion.user.setting and open with notepad
  3. Find the following lines and change their numbers to your suiting:
    MaxParticleCount 7200
    MaxParticleSimulationsCount 2400
  4. I typically change mine to 99999.
  5. Save file.
  6. Reopen game and enjoy splendor.

Meyerm wrote:Will there be visible grows and change in appearance of flood controlled vessels, or just the greenish clouds?

Later, when we have more time, it's very likely we'll implement a system where Flood controlled ships show infection on the outer hull.

Fred wrote:Any work being done as of yet for Forerunners or are people still being brought on for that?

Homefront, our sister mod on Homeworld Remastered, and ourselves have agreed to cooperate on creating Forerunner factions for both of our mods when we've finished up our UNSC and Covenant factions, respectively. The Forerunner Remnant won't be a playable faction until after Sins of the Prophets reaches version 1.0 with fully finished UNSC and Covenant factions. The Forerunner release will be an official expansion and will include custom media to explain how and why Forerunners are returning.

Tak wrote:Since we all know the CSO won't be featured, what Titan will you be using for the Covenant?

This question is redundant, but it comes up often so there must be some confusion over this. The Covenant Titan will be the Battleship/Super Destroyer seen in the Second Battle of Harvest. The comic that shows the ship originally had it named the Super Destroyer, but later copies of the comic retconned the name to Battleship.

Nathan wrote:Do you feel like the Covenant in the current build is balanced as far as research goes? Will there be changes to it? Why dont they have diplomacy options like the UNSC does?

I'm going to answer the question I think you're trying to get at while staying polite. Why do the Covenant seem less complete than the UNSC? The answer to that is because they are less complete. Both factions are works in progress (WIP), but the UNSC has the most work put into it. Neither faction is near being done. We have lots of polish to add before we consider them anywhere near complete. You're getting early access to the mod. Part of that is dealing with the WIP status of the mod. The rebuild is nearly complete and we have begun working on massive changes to the economic structure of the mod as well as research. We're pretty excited about these changes, but not quite ready to talk about them yet. Expect more on that next month. (Keep in mind that you're playing version 0.56.1 of the mod, not version 1.0, that should tell you we have a ways to go before we're ready to call it finished.)

Jay wrote:Are retextures for Covies being worked on during the game rebuilding?

Most of our new/updated Covenant ships are produced by the Homefront team and shared through a mutual partnership with us. If you're curious about the pace of Covenant ships it's probably best to ask them. We are trying to train up some of our own artists on Covenant modeling, but we have nothing ready to show at this time.

Josh wrote:Will High Charity ever be added in some form?

This High Charity asset has been provided by Chakotay02. The texture was updated by Lord_Set. It is a placeholder model while Lord_Set creates an entirely new High Charity model that better captures the quality level expected in Sins of the Prophets

"High Charity has been provided by Chakotay02. Texture was updated by Lord_Set and is a placeholder asset while Lord_Set creates an entirely new High Charity model that better captures the quality level expected in Sins of the Prophets "

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SotP Galaxy Forge Map Editor v.0.56.1

SotP Galaxy Forge Map Editor v.0.56.1

Feb 11, 2015 Mapping Tool 19 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for Sins of the Prophets v.0.56.1, including custom planet icons and links to tutorials...

Sins of the Prophets Rebellion Alpha v.0.56.1

Sins of the Prophets Rebellion Alpha v.0.56.1

Jul 20, 2014 Demo 218 comments

FOR REBELLION ONLY - 20 July 2014 See Installation Instructions and Info.txt inside the download for installation instructions, info, and links to various...

Post comment Comments  (0 - 10 of 13,577)
Grommosh 11hours 23mins ago says:

god damn! all I do is through a idea out and get **** thrown back at me to make me ( who is autistic by the way) feel like shooting my self for talking.

0 votes     reply to comment
Sloosecannon 10hours 45mins ago replied:

Err, they didn't really give you that hard of a time... Unless there are posts missing or something.

Apologies if the community seems a little rough... we're not that bad ;). Usually. Just stay clear of the brownies. And those weird chicken nugger people.

Mixing universes is an idea I'm sure everyone's had (I know I have), and it sounds really cool, but in reality, it's a whole lot of work and there are a lot of obstacles (some of which would be insurmountable, namely the legal ones) and huge balancing issues.

Basically, it's a cool concept, but execution's just not feasible.

+1 vote     reply to comment
Sloosecannon 10hours 41mins ago replied:

Also, unfortunately, Sins gets iffy when you add a lot of factions and units. Lavo from SOGE can tell you all about those problems. The number of factions you're talking about in your idea is so immense that Sins would probably **** itself just thinking about loding the mod :/

One of the downsides of modding a really old game engine...

+1 vote     reply to comment
Starfishprime 13hours 14mins ago says:

Will guys increase the unit cap for unsc in the upcoming update well because I see the covie will more numbers :/

+1 vote     reply to comment
CommanderAppo Aug 31 2015 says:

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.

+1 vote     reply to comment
Grommosh Aug 31 2015 says:

just want to throw an idea a friend gave me from a video he posted about a fan made trailer of star wars vs star trek.

if you guys ever move on from this mod the following is the idea he had...

Idea: Combine the universe of Star Wars, Star Trek and Halo with the Following Factions in Rebellion

Halo= Covenant and UNSC
Star Trek (mainly from the Star Trek and Into Darkness Universe) Federation
Star Wars (Both Old republic and from the Episodes I II III) Sith Empire, Galactic Republic, Trade Federation

I thought it would be a kinda cool mod for an idea but could not think of any who would make it and instantly thought of Sins of the Prophets just because of all the great Models of ships and such.

again it is just an idea from a friend and I am just the messenger...in a since

-4 votes     reply to comment
Admiral_Chris_Rayya Aug 31 2015 replied:

A halo vs mass effect mod would be more likely, balancing would be easier and in tech they both have effective counter measures for one another. Kinetic barriers give mass effect a good defence against unsc and covenant but their weapons need to be used in large groups to deal sufficent damage, where as the unsc has very little defence against mass effect kinitic weapons but unsc macs can pretty much 2 shot any ship in mass effect.

+2 votes     reply to comment
Captain_agigabyte Aug 31 2015 replied:

Yeah no. Likely never going to happen because of both balance issues and canonical power issues.

+1 vote     reply to comment
weapon12machine Aug 31 2015 replied:

Well, if you want to know the result of mixing universes, check out Galaxies at War for EaW

+1 vote     reply to comment
hakn 11hours 46mins ago replied:

for star trek take "Into Darkness" Universe, **** on it then burn it and then use the actual good star trek universe the one that has been developed for decades anyway this aint the place for that discussion

+1 vote     reply to comment
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RT @Hageshii01: @SinsOfProphets @Halo Oh please let it be! The description of that vessel matches this design pretty well.

12hours 30mins ago

@Hageshii01 @Halo we're rooting for the RPV class destroyer.

13hours 24mins ago

RT @bsangel: #TodayInHalo 9/1/2520 The UNSC Spirit of Fire colony ship is recommissioned as a support vessel for the UNSC Navy.

17hours 29mins ago

@DustStorm @Brav T.co

19hours 19mins ago

@GrimBrotherOne @Halo I liked the part with the ships. Need names and info NAO plz.

21hours 4mins ago

Props to 343 @Halo for the sexy new designs for Covenant ships in Halo 5! Can't wait to find out their roles! T.co

21hours 21mins ago

@Tobie_Buzzard Sooner than next year. More than a month away.

22hours 11mins ago

Debris models for both factions is coming along nicely. T.co

Aug 31 2015

RT @majornelson: Coming August 31 T.co

Aug 31 2015

@The_Lionheart Any update on the status of Ven?

Aug 30 2015

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