A Halo mod for the critically acclaimed Sins of a Solar Empire, that aims to capture the fast paced intensity of the Halo series.

Report article RSS Feed Sins of the Prophets Update 5.1.14

Today I'm going to try to bring you up to speed on the many changes and updates that are coming to Sins of the Prophets. Staff changes, balancing, new planets, new starbases, research updates, and much more inside!

Posted by Unikraken on May 1st, 2014

Sins of the Prophets Update 5.1.14


Today I'm going to try to bring you up to speed on the many changes and updates that are coming to Sins of the Prophets.

Staff Changes

However, I'd like to first mention some staff changes. After Dianno completed the balance overhaul for the mod he decided he wanted to persue projects of his own, so he's stepped away from the mod now. We wish him the very best and thank him for the immense work he's done in helping bring about a balanced and fun experience to SotP gameplay. Additionally, we've added Abyssinian as our resident Covenant modeler and potential texture artist if the need arises. You may know him from the Halo Fleet Command mod for Nexus. Right now he's diligently working on a new CPV-class Destroyer model for us which we hope to show you relatively soon. You've already seen the prowler Faced has been working on, but he's been officially brought onto the team as well. Grunt563 and Sci Fi Dude777 were brought in as coders from the playtesting corps. And last, but not least, Nakamura from the Homeworld 2 and Age of Mythology community, has been brought on to help test balance and help code once he's been brought up to speed on SoaSE modding. We are still looking for graphic artists, experienced modelers, and texture artists. PM me with references on hand to apply.

Balancing

Since our January release we've been working to correct the balancing issues and bugs you've brought to our attention. We feel very lucky to have such an engaged and thriving community building around the mod and we hope those of you that have been lurking for years come join us on the forums and add to the discussion. As of this writing over 23,000 of you have downloaded the mod, which is a staggering number for the whole team to consider! It definitely motivates us to work harder on the next release and try to improve your experience while playing the mod. The number of minor balance changes we've made in the mod over the previous months are numerous, but I'll try to list the most significant below.

  • The Covenant SDV's role has changed from anti-fighter to minor carrier and seige.
  • The Covenant pickett has become the anti-fighter ship and thanks to Lavo has been given very good looking pulse lasers that you'll recognize if you've seen Halo Legends: The Package.
  • The Covenant Assault Carrier is now immune to the disabling effects of nuclear weapons and Flood infection.
  • Seraph interceptor weapon damage has been tripled.
  • The UNSC's Mako-class corvette has been replaced by a loaner placeholding model for the Stalwart-class frigate from our sister-mod Covenant At War. We hope to have the finished model from Annihilater in time for release, but no promises.
  • The Shiva is being made a rarer commodity, being left only on the UNSC supercarrier and eventually the Infinity when we have her in-game (which won't be this release).
  • The remaining UNSC capital ships are getting the weaker Hyperion, a nuclear missile that does direct damage and debuffs weapon cooldown and shield regeneration, but does not disable ships or have a large and varied AoE.
  • Experience gained from destroying ships will be more effective as we're lowering the bar for leveling up.

Planets

Not a balancing issue, but later this month we'll detail the new swath of planet types going into the mod. Expect about 10 categories with 3 variations totaling 30 new planets...in addition to two new Forerunner planet types!

Halo Installation around a gas giant - More info on the specifics later.

Shield World - More info on the specifics later, but this is a planet you'll want to hold for sure-massive benefits!

Starbase

In addition to the changes listed above we're also revamping our starbase system starting with the UNSC.

Model and upcoming texture thanks to MrTaxiKiller from the C&C Halo mod Evolutions. Our thought process with the design of this station was that the concept of a SoaSE-style starbase was not something natural to the UNSC, but defensive stations of a similar purpose could certainly be cobbled together in times of need. The station above is modular and will feature components for trade, ship building, and weapon upgrades, that will be built onto the existing structure as you choose. Weapon placement and coverage will adapt to the evolving structure's needs and allow you to have 360 degree coverage with Helix System point defense, Archer missiles, and Onager-style mini-macs just like those seen on Ivanoff Station in Halo 4. Abilities you might have on the station include slipspace probes that allow you to see adjacent gravity wells, Shiva nuclear missiles, and repair/refit capabilities. Expect to be able to upgrade the toughness of the station to levels that allow it to repel smaller fleets and aid in the defense of the gravity well against larger ones. The Covenant starbase's final plans are still to create a mini-Unyielding Hierophant, but that will take time to accomplish. The dimorphism of the two factions will continue to create diverse factions that provide different play-styles and experiences for the player.

Research

No hard information to report at this time, but research is being paid more attention and we're even including diplomatic research that will allow one to benefit from making split-faced friends.

Community Forge

After the new planets are added to the mod we intend to create a map-making project similar in function to Halo's Community Forge, wherein we provide the files necessary to use our custom planets and you guys create maps in SoaSE's GalaxyForge that we review and include the best in the mod's upcoming release!

Release date TBD, no estimates or guesses will be given outside of this: Expect something early June if nothing crazy happens.

That's all we're willing to divulge for now!

Be sure to like/follow/join all of our community resources:

Facebook: Facebook.com
Steam Group: Steamcommunity.com
Community HQ/Forum: Sinsoftheprophets.com

In the event that you haven't downloaded the latest version of the mod here it is! She was last updated shortly after New Years!

Sins of the Prophets Rebellion Alpha v.0.55.41800

Covenant assets and Halo ring brought to you thanks to an association with Homefront a Halo mod for Homeworld 2: Moddb.com

Post comment Comments
Reaper_Armada
Reaper_Armada May 1 2014, 8:42pm says:

Very nice. Looking forward to trying it :)

+2 votes     reply to comment
HTRK74JR
HTRK74JR May 1 2014, 8:48pm says:

I'm glad to be a playtester for this game.

+4 votes     reply to comment
badodimcpo117
badodimcpo117 May 2 2014, 8:50am replied:

Me too. The mod team is working quite hard and I really appreciate that.

+2 votes     reply to comment
HellJumper10260
HellJumper10260 May 1 2014, 8:54pm says:

cant wait

+1 vote     reply to comment
Guest
Guest May 1 2014, 8:58pm says:

Damnit June, The only way I could want you more is if I was Johnny Cash..

Now get here!

+2 votes     reply to comment
xdxsadd
xdxsadd May 1 2014, 9:08pm says:

i have a question. when i play your mod. and the normal game when i build so many ships the thruster effect goes out and cant see the thrust you know? and also the effects of the missiles or weapons dont show. its just sounds. this happens mostly in this mod and the vanilla game. but with some other mods it doesnt happen at all. id like to know why. if everyone knows. my processor goes 4.1 ghz and my graphics card is a NVIDIA Geforce GTX 650.

+1 vote     reply to comment
CanadaMan7 Creator
CanadaMan7 May 1 2014, 9:16pm replied:

It's the particle limit.
You can manually increase yours, if need be, by looking in the user settings file.

+1 vote   reply to comment
Unikraken Author
Unikraken May 1 2014, 9:25pm says:

Go here:

C:\Users\**YOURUSERNAME**\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting

Open that file with a text editor. Edit the following lines:

MaxParticleCount 7200
MaxParticleSimulationsCount 2400
MaxAsteroidCount 10000
MaxDustCloudParticleCount 5000

Make those numbers whatever you want for fun fun fun.

+7 votes   reply to comment
CanadaMan7 Creator
CanadaMan7 May 2 2014, 6:00am replied:

+1 for tutorial.
Just throwing in a common-sense warning that you understandably need to have a better computer if you're turning up settings.

+1 vote   reply to comment
#k
#k May 2 2014, 1:27am says:

I play as the covenant and love them, but I must say I'm skeptical of the assault carrier being immune to flood infection. The first thing that came into my head upon seeing that was to simply use assault carriers and their massive fighter compliments to pacify the flood worlds without fear. I agree that it should take days for them to be infected, but an assault carrier is invulnerable to all but the most colossal flood fleets, this makes the assault carrier an easy way to defeat the flood early and without a prolonged struggle for survival. The rest looks great, keep up the great work guys.

+1 vote     reply to comment
Unikraken Author
Unikraken May 2 2014, 1:56am replied:

CAS by the time of release will be late tier research and not necessarily something you'll be able to rush or produce that many of in a Flood match. Lavo is also working on an ability that may make the ship succumb after several attacks, so that is something we're considering. We'll have to see how this plays out in the long run. We've also boosted the pickett's ability to fire on spores, including while retreating, so we're trying a lot of angles to ensure the Covenant are just as capable as the UNSC at repelling the Flood with intelligent choices and quick action.

+2 votes   reply to comment
Lavo
Lavo May 2 2014, 10:44am replied:

To add to this, the CAS doesn't have a massive fighter compliment; it's now less than the DDS and is only twice the new SDV's capacity. Combine this with the CAS' research requiring 8 military labs, and you have a nice limiter on how early you can churn these out.

+1 vote     reply to comment
Guest
Guest May 2 2014, 1:45am says:

very much so looking forward to it xD ill see you in the mapmaking contest - noxx0312

+1 vote     reply to comment
Scripty
Scripty May 2 2014, 7:40am says:

Out of the curiousity. Will the covis get there own defensive starbase?

+1 vote     reply to comment
Unikraken Author
Unikraken May 2 2014, 10:45am replied:

You're not good at reading huh?

+2 votes   reply to comment
Scripty
Scripty May 2 2014, 4:28pm replied:

Crap. sorry. *needs to stop skimming these*

+2 votes     reply to comment
Kylialiel
Kylialiel May 2 2014, 3:33pm says:

Quick question, is there going to be a new model for the SDV?

+1 vote     reply to comment
Unikraken Author
Unikraken May 2 2014, 4:27pm replied:

Yes, eventually.

+1 vote   reply to comment
Apache287
Apache287 May 2 2014, 3:43pm says:

My only problem with the mod so far is that the Covies shouldn't be able to see all Slipspace travel automatically. In canon they were only able to work out where UNSC ships were going if they saw their direction of heading before jumping or placing tracking beacons on the ship.

+1 vote     reply to comment
m468 Creator
m468 May 2 2014, 9:24pm replied:

Did you read the news piece about research???????

+1 vote   reply to comment
Apache287
Apache287 May 8 2014, 3:15pm replied:

What you mean the part where it says no hard information at the moment. Just pointing out issues isn't a crime.

+3 votes     reply to comment
TonnyT
TonnyT May 2 2014, 4:59pm says:

I'm happy to say I was one of the 23k as well as convincing 3 friends to download as well!

+2 votes     reply to comment
Fight_Dirty
Fight_Dirty May 12 2014, 6:01pm says:

I have a question about the Halo Installation. Obviously the specifics haven't been solidified yet, or you would have posted them, but will it defend itself?

It would be realistic for the Halo to need to be conquered before its system could be occupied, as the forerunner sentinels aboard would be defensive. Also, would it be capable of defending a system against flood incursion (or conversely, would it harbor flood spores itself [ie Delta Halo])? If so it would make for a great FOB when fighting the flood.

+2 votes     reply to comment
hotnachos
hotnachos Jun 22 2014, 4:32pm says:

UNSC Orbital Defence Platform damage is way to high. Defence Platform take one shot to destroy any type of ship.

+1 vote     reply to comment
Guest
Guest Jul 2 2014, 2:56pm replied:

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Slugfest Studios
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