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Blog RSS Feed Report abuse Latest News: Sins of the Prophets Dev Q&A April 2015

11 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No. Adding more minor factions only increases the load on an already old and technologically outdated game.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 206 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 13,392)
princeofdolalmroth May 24 2015, 8:02pm says:

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.

+2 votes     reply to comment
princeofdolalmroth May 24 2015, 8:10pm replied:

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.

+2 votes     reply to comment
princeofdolalmroth May 24 2015, 8:26pm replied:

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.

+2 votes     reply to comment
Guest May 24 2015, 4:10pm says:

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Antares51 14hours 3mins ago replied:

Nope, the Flood behave VERY differently in SotP than the Pirates in Stock Sins, The Flood are a free for all "Survival Mode" in SotP.

+1 vote     reply to comment
DarkPrinceRob 22hours 19mins ago replied:


+1 vote     reply to comment
Mike117br May 23 2015, 4:21pm says:

Sorry, but when I open the game and active SOTP the game of an error and closes, why does this happen?

0 votes     reply to comment
CrazieSiberian May 23 2015, 7:53pm replied:

You are one of the many people who refuse to read the install instructions, therefor, you deserve no help.

+2 votes     reply to comment
Mike117br May 24 2015, 4:10pm replied:

did everything was written in TXT but when i start the game it the error and closes

+1 vote     reply to comment
DarkPrinceRob May 23 2015, 10:40pm replied:

Couldn't put it any better myself

-1 votes     reply to comment
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