A Halo mod for the critically acclaimed Sins of a Solar Empire, that aims to capture the fast paced intensity of the Halo series.
Due to issues pointed out during the initial release by all of our great fans, we've had to issue out a quick patch to the mod updating her from 0.75 to 0.75.1. Please see the changelog at the bottom of the article.
You'll have to re-download the mod. We apologize for the inconvenience.
well that was patched quickly
We didn't want to leave anyone hanging.
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Please, check Sahara weaponry. See halo legends and check halopedia, so you will find that it should have blue pulse lasers instead of red beams. Also, those lasers are extremely effective against small targets like fighters (but now it cans attack small craft), and, perhaps corvettes. Good defensive weapon. Could you fix it?
Also, I suggest to improve its mines radius greatly, because now it's too small and ineffective. Furthermore, those mines don't damage enemies if those destroying them staying near, right in explosion.
Btw, unsc now can build too many MAC turrets. Yes, they 're not strong, but very deadly in numbers. Seems unfair even for me.
Also, sloop cloak works incorrectly in comparison with Sahara.
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But now it can't attack smalll craft*
And... Infinity can jump in any direction without course change. I know jumping mechanics, so I may recommend to change direct jump to super speed buff untill it reach designated target+visual jumping effect.
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And... Looks like Sahara can't get shields upgrade. I'm not sure about lore, but perhaps it should have something for additional protection. Light shield generator without active recharge ability, for example.
Also, it's little unfair that Sahara can use its abilities being cloaked, while in Halo legends it had to drop cloak in order to deploy Spartans.
And... My friend has some problems with screen resolution. He has cutted UI, and can't rename and scuttle units. Could you fix it?
Unfortunately we've stopped supporting resolutions smaller than 1366x768 in order to have the UI quality we desire. This isn't something we're willing to go back on. Some non-essential elements may extend beyond 1366x768, but all necessary components display with that space.
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Any blackdoors?
would 1360x768 count or does it have to be 1366 specifically?
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So, what if you will try to change all vital buttons positions from outscirts to middle? I mean, if those buttons will be moved closer to screen center, so people with bad resulution will not suffer negative effects from your new UI, and you haven't even think about getting back lower resulution once more. Just save the buttons for everyone )
Everyone happy!
The one you see in Halo Legends according to Frank O'Connor is not a Sahara...
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Interesting thing, but it has the same design and your in-game model is very similar. Even bikes hanger under belly the same.
I don't know why somebody who you calls O'Connor said that, but that thing in game is the same vessel we saw in Halo Legends. Too similar profile, same details, same cloaking field. And... halopedia & other known wikies have articles about Matos laser weapon for ONI prowlers, and anyway it's pulse lasers (not beams) and, according to Halo Legends these lasers are blue.
It's even more logical, to have fast and deadly pulse energy weapon on stealthy corvette to deal with enemy fighters and other potentially dangerous small space craft, than ineffective beams to...carrying out welding work?.
Also, I have information (from those wikies) that devs of Spartan Ops just used Sahara model from legends. Anyway, we see the same profile, size and details. Ship in game and ship in Halo Legends definitely share the same class, despite any words. There is no reason to build two almost similar classes to carry on same duty in same time, with similar abilities.
People can say many things because of many reasons. I don't recommend you to believe them all. Especially if those people uninterested in consequences of their words or, on the other hand, if they're too interested.
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Personally I wouldn't trust his words completely.
Anyway, I believe you have no proven information about prowler defensive weaponry, except those articles about blue pulse lasers from Halo Legends. It's more questionable, from where mod devs took these beams and why it can't attack fighters. Clearly, that prowlers have no need in strong offensive weaponry like energy projectors. So let's give them some chances to protect themselves from enemy fighters and bombers, and perhaps corvettes.
Now their guns are only for welding and theoretically killing deadly injured enemies without any protection far from bases... In short: useless.
Mein Gott, Man. It's just one post after another with you. Also, Frank O'Connor is kinda the main guy at 343. His word is trustworthy.
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Even he show you two completely similar things and say that they're different? Ok, your psychology is now clear to me.
About my posts. More than half from cell phone and after I got notificataion.
dude, all you do is complaining like a little kids
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I suppose, little kids don't paying so much attention to others' projects in their free time. There are some problems to be solved, and honestly I don't want to make another add-on to fix them personally. For this I really have no time, and most likely soon I won't have time even to leave feedback. There is no time to waste, if you understand )
Battlemage, you do realise some units have been changed from their canon descriptions - at the time, the Stalwart was never confirmed to have PDGs, let alone ones that are even more accurate than the normal M910. Same with the Halcyon, where its design deviates quite a lot from more reliable sources such as Reach and CEA.
Point being: The Sahara has been probably changed due to balance issues, and if it's useless to you then you're not using it properly.
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I understand, and I use it properly. Bet there are many obvious errors. I have a list already.
Just to simply put this out there.
Halo.wikia.com
My point is proven.
Not sure if it proves something.
From my Feedback Blocknote about Sahara weapons:
"It's clearly, that you use model similar to the ship from Halo Legends, episode 'The Package': same size, forms, same windows positions, same cloaking technology and even same underbelly docks for SPARTANs Jet Bikes. But there, in 'The Package' and on Halopedia it called OP-49776. In that movie, this vessel had blue pulse lasers. We see it when it's decloakig in order to save John-117 and Dr.Halsey from following Covenant aircraft. After decloaking, Prowler immediately shots volleys of blue fire and kills all Covenant Banshees almost instantly.
Also, there is an articale on Halopdeia about XEV9-Matos Nonlinear Pulse Cannons, which confirms that Sahara-class equipped with this weapon. But there is no information about OP-49776 weaponry. If you and me guess (and most likely be right) that they share one and same class (OP-49776=Sahara), so we must conclude that OP-49776 was armed with XEV9-Matos during the Raid on Third Fleet of Glorious Consequence."
Where do i find the mines?? I researched them and looked for them but they were no where to be found on the Defense menu.
Give it a fucken rest you clown.
And how do you want others to be polite with people like this?)
Don't worry, I'm on the rest now.
All objections are regarding to v 0.75.
0.75.1 shield refits ability doesnt work for unsc and the covenant ai is very defensive even when set to aggressor, while the unsc is extremely aggressive even when set as fortifier. on normal/hard difficulties
I'll make sure to play it when everything is patched for this release! :)
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There are many valuable things to be fixed. And even more minor changes, which are desirable too. Sahara lasers, many ships abilities, shields, imbalance between covies and UNSC, where the last are really underpowered even with their Alpha damage tactics. Too low health and too low MAC damage on majority of humans' ships, so even their number and price not always can save the day.
Glass ships are going to be glassed very fast, and only Autumns can do the job well. Marathons, Valiants - completely useless due to low damage and health, orions - too expensive, they have damage but their hull is nothing but paper. About non-capitals... Nothing worthy, except stalwarts and halcyons.
And if idiotic number of orbital MACs+some hangers Anchor can save the planet, so only Infinity and carriers+autumns can do at least something in offensive ops. Also, charons are too weak. I hope they will get back at least 3/4 Paris HPs and damage, but for higher cost.
In short: Now UNSC looks broken because there are too many useless units, and even a few worthy classes have too bad stats to do something serious.
Covenant is beautiful, but they have lacks of own buildings. Though, it's a really good results for Alpha.
Battlemage, ModDb is the wrong place for this much feedback. Can you please join our forum and create a thread there for this much text?
Sinsoftheprophets.com
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I know, but I can't. At least, 3-4 months ago. Since I've tried to use Google, your forum show me only errors, despite all standard ways to override it.
If you ask, I'll try again... Some new methods.
Don't use Google. Just create a normal account.
I've tried twice. Nothing.
Today I shall try once again.
If its really that hard, create a new email account and then try to create a new account. Also are cookies allowed in your browser settings?
Tried. I believe I found problem today. Unbelievable...
One big question, where can I find the sountrack?
Should just bring Battlemage on board to your closed build/dev build version tests lol
I messaged Battlemage privately asking him to stop ******** up our mod profile during a very public release and he basically told me to go **** myself. He won't be getting any more responses from us, nor assistance.
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Not sure why you've exploded.
I shall answer you here and now, and perhaps make you feel inadequate... But I won't. When quarreling helped the work?
Instead, I will PM you once again. Will you read it or not - your business.
I seem to have problems with the large address software. I have done it multiple times and tried the READ ME way multiple times as well. Any suggestions?
"Have problems with" is an incredibly generic issue to have. Please hold while we attempt to read your mind to determine the exact issue occurring.
Haha, ok well it wont allow sins to use more then 2gb of memory making late game battles extremely laggy. I have tried starting the program in winrar and letting it do its thing and run through all the steps then extracting the files to the sins mod folder. I have tried moving the game files to the mods folder then running the large address software from the winrar folder. I have tried moving the game files to the mods folder, running the large address software from the winrar folder then moving the game files over and replacing the ones I moved over before I used the large address software. I have tried moving both the large address software and the game files over to the mod folder and activating it in the mods folder. Should the large address software be activated in the mods folder or in winrar? Or another folder all together.
LAA should be activated on the Sins of a Solar Empire Rebellion.exe
You need to click the LAA. Then when it open up. Step one: click the little box with 3 dots and browse to your Sins Rebellion folder wherever you installed. (Steam\steamapps\common\Sins of a Solar Empire Rebellion) and click Sins of the Solar Empire.exe. then go to step 2 and tick the box. then step 3: click commit. Then you are done. you dont have to move LAA to Sins folder.
The best article to read as far as optimizing sins is the sins optimization project, as it helps you understand WHY things might be running poorly. However, do not INSTALL that, simply read the page, as it provides many insights to the works of the engine.
As for LAA, it is an excellent thing to have when running with mods, or really running any game that doesn't have a 64 bit version.
Just wanted to say thank you. Looking forward to not having a social life for a while.