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.
Some Covenant assets graciously shared by HOMEFRONT. Additional miscellaneous assets provided by Covenant at War. Also, visit our Facebook page.
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Greetings SotP Community!

We've previously hinted at our plan to eventually include living Forerunners as a playable faction within the mod once the UNSC and Covenant factions are feature and model complete. However, with the imminent release of Halo Wars 2 in February and the eventual release of Halo 6, we strongly believe that 343 is going to bring living Forerunners (who are not the Ur-Didact) back into the Halo universe on their own. We know, for instance, that Forerunner ships will eventually be coming to Halo: Fleet Battles. Why would there be a fleet coming to the tabletop game if there wasn't going to be something occurring in the universe for such a fleet to exist, right?

Dreadnoughts were to be the primary combat capital ship for the expansion.


Because of this likelihood, and the information at hand, we've decided to put those plans on hold and wait for more info to come out of 343 and Spartan Games. It would be a waste of our time to design an entirely new Forerunner faction based on 2 to 4 ships, model and texture 20 to 30 ships and stations, only to have it all be cast out when 343 shows their hand. While that's going to be very depressing news for many of you, as conciliation we've decided to go ahead and reveal how we were going to bring Forerunners back to life in the 2550's. The following is our fanon explanation for why Forerunners were to be a playable faction in the mod. The aim was to create a scenario that was believable given the stated lore, and was self-contained enough that it didn't contradict anything new added to the universe. Welcome to what was to be Sins of the Prophets: Castellum

With Mendicant Bias's conversion to the side of the Gravemind, along with all he knew, the Forerunner plan to use shield worlds as a refuge from the Halos became impossible. At some point not long after this, slipspace travel was restricted to only Lifeworkers, leaving many Forerunner ships stranded in space to await the firing of the rings.
Our "addition" to the lore would be that a single shield world was hastily created following Mendicant's betrayal. Many Lifeworkers set out to find those stranded Forerunner ships, and take their passengers to Shield World Castellum (Latin for refuge/castle/haven). Once there these survivors were placed in stasis inside massive Cryptums where they've slept for the last 100,000 years. The AI construct 151 Momentous Obligation was stationed as the monitor of the shield world, and was tasked with ensuring the Forerunners interred inside be kept alive at all costs.
We know from the Halo Anniversary terminals that the monitors stayed in contact with each other over eons. It's most likely via subspace communications due to the Domain appearing to be completely destroyed when the rings fired. 151 detects the destruction of Shield World 0459 via a subspace comm burst from the installation in 2531. Then another from Halo Installation 04 in 2552. Then again with Halo 04B the same year. When Shield World 0001 (Requiem) is destroyed 151 decides there is a very real possibility that either the Flood have resurfaced, or something else is hunting down and destroying Forerunner worlds. He decides to wake up his masters so that they can prepare to defend themselves, or potentially travel to the Ark to activate the remaining rings once again.
Those coming out of these Cryptums are the Forerunner Remnant. This is a random assortment of Forerunner citizens, not the titans of their empire, just refugees. The number is not incredibly important, but it is comparatively small. Maybe 1 million, maybe less. They are a shadow of their former glory. They are without the Domain, they have limited supplies, resources, and technology. They know nothing about what transpired on Requiem or the Halo rings, only that they may be in danger.
Because of their limited knowledge and starting point, they lack the ability to build massive structures like Halo installations or Shield Worlds. What they can build for ships and structures are only in small numbers, and they rely heavily on sentinel support.


Not only did this fit in very well with the skirmish style games SoaSE provides, but it also fit our story into the stated Halo lore succinctly. This angle could have lead to a whole host of reasons for hostilities or alliances with the “inferior” races. It was also completely self contained.

Obviously this kind of thing would be hard to communicate in a game like SoaSE, so we were going to include a graphic novel that we would produce in digital format with the release that would explain to you why there was suddenly a third Forerunner faction in the mod, and help you understand the characters involved. Unfortunately, over time the artists we enlisted for this part of the mod fell off the project.

Forerunner concept art of potential portrait characters created by Elizabeth Cope.


Keeping artists involved and engaged is honestly one of the hardest things about working on a large volunteer project like Sins of the Prophets. We managed to find people who like the idea of helping, but then either are unable to stay interested enough to actually get things done, or they run into the usual life issues and lose motivation to continue. Huge swaths of SotP has been plagued by this, and continues to be to this day. Every artist ever attached to the Forerunner side of the mod has fallen off before getting very far along, other than our greenest modeler, Sookendestroy.

So, that was the plan.

While this has been shelved, we are discussing other potential ideas to fill this third faction slot, such as a sentinel faction. We won’t be touching the Created at all (as a faction) until 343 explains more about what Cortana and friends are running around the galaxy with. Right now we only know that they have essentially stole what amounts to outdated space police robots. Below you can see the work our artist Sookendestroy has been doing while we’ve been exploring the idea of sentinel forces under the control of a rampant Forerunner AI.

To make this as clear as possible, we are looking for dedicated portrait artists, modelers, and texture artists. If you’d like to apply, please have examples of your work ready for us to review. Portraits are probably the hardest of these to fill, but we’re looking to include characters like Jul ‘Mdama, Atriox, and Admiral Cole.

Sookendestroy has been exploring Forerunner sentinel and ship design.


If you'd like to contact us about helping out, please either message me, Unikraken, on here, Twitter, or Steam, or you can message the mod proper in the profile area on the upper far right of the page.


Sins of the Prophets Alpha v.0.81.2 is live!

Sins of the Prophets Alpha v.0.81.2 is live!

News 44 comments

We are officially releasing version 0.81 of Sins of the Prophets to the public! We’ve been working the last few months on ways to increase player immersion...

Sins of the Prophets Alpha v.0.80.1 is live!

Sins of the Prophets Alpha v.0.80.1 is live!

News 66 comments

Today we are releasing version 0.80 of Sins of the Prophets for public consumption! First, we'd like to thank everyone for providing feedback and bug...

Covenant Defenses - The Patrol Station

Covenant Defenses - The Patrol Station

News 30 comments

In this update, we discuss an upcoming feature for the Covenant: The Patrol Station.

What's ahead for Sins of the Prophets in 2016

What's ahead for Sins of the Prophets in 2016

News 40 comments

Today we're going to discuss with you the immediate future plans the team is working on for the mod and where we hope to go in 2016.

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Sins of the Prophets Alpha v.0.81.2 (SoaSE v1.85)

Sins of the Prophets Alpha v.0.81.2 (SoaSE v1.85)

Demo 58 comments

Prior to installation, have Sins of a Solar Empire: Rebellion (SoaSE:R for future reference) installed. If you have played Sins of the Prophets before...

Comments  (0 - 10 of 14,941)
BernieBerns
BernieBerns

Sorry to bother you but after playing some games I find it extremely hard as the UNSC even on the easiest difficulty. My biggest struggles is that there is no (maybe there is I don't know) a way to have a group of ships target another group of ships equally, so when I want my frigates to target a lot of covenant frigates, I have to manually go each and every one.

Another issue I have is with the shiva missile tubes. With my capital ships I have to manually target each covenant capital ship with these nukes because if I leave it on auto the stupid AI targets any ship, wasting the nuke and my ship. If there could be a way so that the auto firing nukes would target the most powerful enemy ship in range would really ease the game up.

Otherwise, I really like the game, and maybe my gripes might be fixed if I knew how to play the game properly, but I think asking for an in mod tutorial would be too much.

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wolfpupjunior
wolfpupjunior

the resolution is off and its only for this mod, ive tried changing the settings but nothing worked

sorry the guest is me forgot to sign in

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Garrus_Valkyrin
Garrus_Valkyrin

Yo Unikraken since your with Prolific Studios which also heads DOTR when will we get a v1.85 patch for compatibility issues?

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Shadow336
Shadow336

The mod is absolutely amazing bought the game just cause of this but the only issue I have is that sometimes when I play the game it just randomly crashes which gets really irritating after a while. It seems to only happen when I create semi massive fleets and I don't even begin attacking and it crashes. This doesn't happen in the normal game without any mods if you were wondering.

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Unikraken Creator
Unikraken

Did you enable LAA as instructed in the installation document?

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Shadow336
Shadow336

yes

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tigersebel
tigersebel

I have the same issue with Star Trek Armada 3. It usually happens when i group like 200 ships to a fleet together. My solution is that you create the fleet with a smaller amout of ships. then you take the rest of the ships and let them fly to another planet and then back with auto join enabled. after that they are in your fleet.

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BruceS
BruceS

can't seem to get the mod to work.

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