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.
Covenant assets graciously shared by HOMEFRONT. Additional miscellaneous assets provided by Covenant at War. Also, visit our Facebook page.
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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.

AI Performance Issues



But first of all, we need to publicly address an issue. We're fully aware that the AI has had some performance problems this past release and that on many of our custom maps the AI can either start out as a dud or flutter out after attempting to build a titan. The issue here is two-fold:

The team at Ironclad have begun working on new patches to the game (Sins of a Solar Empire) and because of our titan-slowdown problem they were able to hunt down a bug in the game's engine that caused the AI go wonky while building a titan. It's less marked in the base game, but our particular pace, balance, and playstyle exacerbates the issue. You should see that bug patched when SoaSE:R updates to 1.83. (A big thanks to Lavo for being able to reproduce this bug in the vanilla game which allowed Ironclad to find it!)

In the meantime, thanks to research and testing by Dawn of the Reaper's own Lord_Set, we've got a slight change in the research tree that has helped alleviate the bug through code-wonkiness of epic proportions. Testers are reporting that the AI performance issues are mostly gone. We're also working our way through custom maps and adjusting them to help the AI grow better.

We are currently discussing whether or not we want to release another build before SoaSE:R updates to 1.83 or wait it out and work on more upcoming content.

The Future




We've already publicized the new model for the DOS-class Supercruiser for the Covenant, the addition of the Epoch-class Heavy Carrier and the swapout of the Phoenix for the Noryang in the UNSC roster. The next leg of our work includes the retexture of the Punic-class Supercarrier based on techniques learned by Malcontent while working on the Epoch and Noryang, followed by the Strident-class Heavy Frigate (model has been updated since last seen).

During the process of writing this article Spartan Games and 343 released information about a UNSC ship class they've named the Orion-class Assault Carrier. As our roster is full, we have no plans currently to include the ship, however we are going to rename our own battlecruiser of the same name to respect their unfortunate decision. We're leaning towards calling it the Artemis-class. For the uninitiated, in Greek mythology Artemis is Orion's companion and goddess of the hunt.

Covenant Defense



Prior to announcements made last year by 343/Spartan Games there hadn't been much said about Covenant defense of held territory outside the fact that defense fleets existed for High Charity. Now we know that a new ship called the ADP-class Escort fulfills a primary role in patrolling Covenant territory and we plan to make great use of this information.

We're going to introduce more Covenant defensive infrastructure, to include the addition of a few more ships dedicated for that role. The Covenant Defense Fleet, as we're calling it, will feature the ADP-class Escort, a ship designed for Halo: Fleet Battles specifically for colony defense. Alongside it we'll see support Liches and a few other ships as time goes on. These ships will be called in (automatically) via an ability on an orbital structure, they'll cost no supply, but be unable to jump between planets. They'll respond to threats inside the gravity well, then leave after an allotted time. Size of fleets will be dictated by research and the number of tactical structures you've built.

Obviously, as time goes on we hope to fill out the Covenant orbital structures and replace various placeholder models until both the Covenant and UNSC are feature and asset complete.

VO work continues, example of the Autumn voicework straight from Sancho's studio below!

We've also created a Facebook group for fans talk about the mod:
Facebook.com

Sins of the Prophets Rebellion Alpha v0.75.1 Released

Sins of the Prophets Rebellion Alpha v0.75.1 Released

News 34 comments

Our last release was in July of 2014. Shortly after that we realized the mod's base code was from 2008 when the original team had begun work on the mod...

Sins of the Prophets Dev Q&A April 2015

Sins of the Prophets Dev Q&A April 2015

News 17 comments

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...

Sins of the Prophets Update 02.16.15

Sins of the Prophets Update 02.16.15

News 47 comments

With the recent images and video of the UNSC Infinity, Mantle's Approach, and the various iterations of our fancy new UI, fervor over the next release...

Sound Department Update

Sound Department Update

News 13 comments

Here is a nice preview of some of the things that the SotP Sound Department is working on. The Covenant is getting a UI overhaul thanks to I'mNotJamesEarlJones...

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Sins of the Prophets Rebellion Alpha v0.75.1

Sins of the Prophets Rebellion Alpha v0.75.1

Demo 123 comments

FOR REBELLION ONLY - 23 October 2015 See readme.txt inside the download for installation instructions, info, and links to various resources for the mod...

SotP Galaxy Forge Map Editor v.0.56.1

SotP Galaxy Forge Map Editor v.0.56.1

Mapping Tool 23 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...

Post comment Comments  (10390 - 10400 of 14,219)
EX1L3DAssassin
EX1L3DAssassin

This is just a thought...
(for UNSC) maybe instead of an individual star base, you could make a cluster of them like the ones that protected earth in Halo 2. The ones with the giant Gauss cannons, and then an actual star base that would be placed in places other than planets, such as asteroids, stars, magnetic storms ect.

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Kozer
Kozer

Ok everyone. I leave today. See you in 3 months!

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raeman1901
raeman1901

Best of luck, Kozer, and Stay safe.

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Kozer
Kozer

Those are Super Macs dude. Those are the basic human space defense. Get with it.

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EX1L3DAssassin
EX1L3DAssassin

lol ya... i just realized that... idk what i was thinking

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Unit2209
Unit2209

Those new images, *sniff* they are so beautiful! The Mako Corvette, the Halcyon Cruiser, Anchor-Station... *cries*

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LoyalHaloFan
LoyalHaloFan

Updates! :D

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Kurius
Kurius

Are you planning to release all four races at once? I think most people would just be happy with UNSC and Cove. Maybe that's just me.

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LoyalHaloFan
LoyalHaloFan

He'll release UNSC and Covenant, then Forerunner and Flood later. LAst time i heard the Forerunner and Flood factions were still a concept.

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PHGDAL
PHGDAL

Yeah, but if you look at the images, there are Flood and Forerunner ships already.

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aceraptor
aceraptor

In my opinion Forerunners shouldnt be in the mod, from their capabilities in Greg Bear's Forerunner series, a single Forerunner fighter could annihalate the entirety of the UNSC and Covenant fleets combined without breaking a sweat... not to mention their 100 km long Fortress class vessels.

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BlueAdmiral
BlueAdmiral

****Warning Spoiler Alert****Warning Spoiler Alert****
From the book Halo:Cryptum Don't read this if you don't wanna....
I remember reading though that if put together the Human-Elite alliance was a major threat to the Forerunners in the story so I think...uh... What the Forerunners did was split them up to weaken them. The humans were fighting the flood already so they were fighting a war already so they're forces were split up already. The Forerunners attacked there main world and did major damage. So my point is simply that while Forerunners could do major damage they can still get beat down by Humanity if properly prepared....

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aceraptor
aceraptor

Actually the humanity of that time far surpassed the UNSC in every single category. The UNSC is far weaker then the Human empire when the Forerunners were around. Hell, the Forerunners could casually shuffle around planets across the galaxy. A single, old, Forerunner combat armor could flatten an entire city. And cause explosions that was visible from orbit.

Just reread Cryptum, you'll see just how far ahead of the UNSC the Forerunners and the Human Empire of the time were.

The UNSC does NOT equal the pre-modern (in Haloverse) humanity.

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XtremeRoflcopter
XtremeRoflcopter

Hey not to troll or anything. But just about any force can defeat a superior one given appropriate preparation time.

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Kozer
Kozer

I thought the humans never allied with the Elites. They were allied with the prophets as we know them today. And it was not much of a threat. They took some far flung colonies from them. The Humans fought great and would have become a threat. But the Forerunners blasted them.

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