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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No. Adding more minor factions only increases the load on an already old and technologically outdated game.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 18 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 194 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 13,316)
FieldZealot 6hours 55mins ago says:

Two UNSC fleets both well over 100 strong engage each other. Less than a minute later one fleet lies in ruins while the other loses half of its ships.
UNSC fleet ambushes the covenant. Not a single one escapes.
Covenant looking to take the flood world. First attempt fails. Larger fleet is made with significantly more anti-fighter frigates. Second attempt also fails. Yet another fleet is built this time with long range capital ships included. Flood finally beaten but not before taking half of the covenant forces with them. UNSC shows up immediately after. Quits game.
Just the Halo game I have always wanted. Love this mod.

+2 votes     reply to comment
DarkAssullt 3hours 19mins ago replied:

Did you ever play the original sins release? Prior to their switch to rebellion and some balancing the UNSC used to be even more brutal when they fought each other. I had battles where it was 100 plus on either side and you would be left with a handful after the first volley because it was literally a one shot kills everywhere.

+1 vote     reply to comment
FieldZealot 2hours 7mins ago replied:

No I haven't yet but now you have me curious.

+1 vote     reply to comment
Silicoln 8hours 10mins ago says:

This probably isn't going to be taken very well, or perhaps just brushed off. Whichever the case may be, I don't feel like the Flood from the initial release are being used very well, and I hope that they are not going to be staying the same. From a lore perspective it makes no sense whatsoever that they start with ships, especially Forerunner ones. Now if they were event-based, as in they only appear say after you've colonized a certain planet or even a randomized one further into the system that allows them to instantly take over your planet/structures/whatever in that particular system, I wouldn't have an issue with that. I'm not like you folks so I don't know what issues you've run into or what is capable with a game engine that is truthfully out of date, but I hope that you don't intent to just use the Flood as some Borg-esque knock off. They're supposed to be the mistake you unleash and run from, not the instantly flight-ready third unstoppable faction.

+2 votes     reply to comment
Unikraken Creator
Unikraken 5hours 6mins ago replied:

Hey, come over to the forums and we'll talk about this with you. ModDB is really bad for long conversations. Sinsoftheprophets.com

+1 vote   reply to comment
DarkAssullt 14hours 42mins ago says:

I am quite literally dying while I wait for the Infinity. This mod just gets better and better guys! Keep up the great work!!

+1 vote     reply to comment
jaydentyrannosaurus 22hours 46mins ago says:

I wanted to ask if there is any way i can contribute to the project?

+1 vote     reply to comment
Unikraken Creator
Unikraken 21hours 26mins ago replied:

What can you do?

+1 vote   reply to comment
jaydentyrannosaurus 9hours 11mins ago replied:

Not very much... But i know how to Play :P Not very much else i could do Unless i try to learn how to code

+1 vote     reply to comment
princeofdolalmroth Apr 25 2015, 11:02pm says:

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.

+2 votes     reply to comment
princeofdolalmroth Apr 25 2015, 11:07pm replied:

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.

+2 votes     reply to comment
Unikraken Creator
Unikraken Apr 26 2015, 1:15am replied:

We don't have the manpower to do something like this. The dev that works on maps also does a ton of other stuff in the mod. Great idea though.

+1 vote   reply to comment
princeofdolalmroth 6hours 45mins ago replied:

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

+1 vote     reply to comment
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Latest tweets from @sinsofprophets

High Charity will be in the mod. Model here is a placeholder for a more detailed version, but still useable. T.co

Apr 25 2015, 10:03pm

You asked and we answered! Dev Q&A is live! T.co T.co

Apr 25 2015, 2:39pm

@BrySkyeGaming Steam's scale affects this more than the concept itself. We're primarily worried about long term effects.

Apr 24 2015, 2:28pm

@BrySkyeGaming Most of the modding community doesn't function this way and the community aspect of modding will be affected by a transition.

Apr 24 2015, 2:26pm

@toa_freak We'll be looking forward to see what you have to say about it.

Apr 24 2015, 2:23pm

@toa_freak I'll be waiting to see reviews. Pre-ordering seems to have gotten worse and worse of an idea over time.

Apr 24 2015, 2:18pm

We are committed to the idea that mods should be free and incentivizing mods only hurts the modding community in the long term.

Apr 24 2015, 2:06pm

Regarding your mod video today @Totalbiscuit There is a Halo mod for Sins of a Solar Empire as well. Check it out! T.co

Apr 24 2015, 12:18pm

@SciFiNerd think about the impact this has on the modding scene long term. It's not good.

Apr 23 2015, 8:36pm

Valve: Remove the paid content of the Steam Workshop T.co via @Change

Apr 23 2015, 5:55pm

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Sins of the Prophets
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