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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No. Adding more minor factions only increases the load on an already old and technologically outdated game.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 19 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 207 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  (11200 - 11210 of 13,393)
PHGDAL Jan 4 2011, 11:59am says:

Hey, been tacking the Mod since late 2008 or so and it's come a long way since then! I was just wondering, it would be odd having Crystal and Metal extractors on non-existent mining asteroids around Earth... Are you guys changing how the resources are done? If not will Earth have resource asteroids? And also, what about moons? Will you guys be able to make a moon for Earth, Mars, and so on or will the galaxy map have to include a planet nearby and be called "Moon"? Thanks!

+2 votes     reply to comment
Elite222 Jan 5 2011, 3:33pm replied:

*coughs and clears throat to smack this guy across the face* You fool, there are NEAR Asteriods called Aten and well..forget the other name. Plus, take a good look at the Birth of the Trade Order map for Distant Stars, hello, theres Luna right next door the Earth within a reletivly short jump range. Edit: I ment PHGDAL

+1 vote     reply to comment
PHGDAL Jan 5 2011, 5:24pm replied:

Dude Earth to Moon distance is around 400,000,000 metres, assuming that the phase jump is light speed it would take the ships a little over a second to get to the moon, isn't it a bit pointless to use phase jump in this situation? Besides I was wondering since Canada mention he could add Halos around planets, if you could add moons. As for the asteroids, no I don't think I would want asteroids of crystal and metal around Earth, I think would ruin this mod...

+1 vote     reply to comment
eoraptor Jan 5 2011, 9:23pm replied:

humans slipspace isnt even 1/3 of lightspeed slipspacespeed (frigate-forwar unto dawn)2,1 lightyears a day so slipspace is muuuuuuch slower then light speed source de.halo.wikia.com

0 votes     reply to comment
Kozer Jan 5 2011, 11:50pm replied:

You clearly do not know what a light year is.

A light year is how much distance light travels in a YEAR. If a frigate can travel that in a day...Then its faster then light. Buts thats ok.

+3 votes     reply to comment
CommanderDG Jan 7 2011, 10:00pm replied:

lol i agree

+1 vote     reply to comment
Despoiler Jan 5 2011, 9:37pm replied:

okay how is that slower than lightspeed? light goes 186,000 miles/sec and the frigate goes 1 lightyear a day when light takes a year to go a "lightyear"....Slipspace is "Faster than Light"

+2 votes     reply to comment
PHGDAL Jan 6 2011, 10:37am replied:

Yea... A light-year is the distance that light travels after a whole year, it's a mighty big distance... I assumed light-speed because according to physics nothing surpasses that. If a frigate travels 1 light-year in a day, its much much faster than light, meaning it would reach the moon in much less than a second...

+1 vote     reply to comment
bigbuttons Jan 6 2011, 11:42am replied:

Erm from what it sounds slipspaces bends the universe, so it's a shorter distance, kinda like wormholes i guess xD.

+2 votes     reply to comment
Arthmyx Jan 6 2011, 4:01pm replied:

Lol You stepped into reality. This is a game mod (This is probably as imaginary as it gets).

+1 vote     reply to comment
Kozer Jan 6 2011, 1:16pm replied:

Its not like this truly matters to this mod. Dr. Halesly explains that it is like a ball of crumpled paper and what not. It is what it is in the Haloverse.

+1 vote     reply to comment
Despoiler Jan 6 2011, 7:00pm replied:

Well i guess that human slipspace speeds are 347 times slower than covenant speeds i wonder if they'll add that into gameplay.

+1 vote     reply to comment
Communist_Webz_Troll Jan 4 2011, 5:04pm replied:

Like it or not, the man has a point. ^^

+1 vote     reply to comment
CanadaMan7 Creator
CanadaMan7 Jan 4 2011, 5:03pm replied:

This is already something I've been thinking over for a while. I dont have a definitive answer right now, but I'll let you guys know in the future.

Moons are very do-able, though.

+1 vote   reply to comment
MikeD130 Jan 4 2011, 8:20pm replied:

hey canada i was playing this and i noticed that the longswords are missing a part of one of their wings and this is happening to all the longswords not just 1. to be more clear its just that its under side is fine but the top isnt. i dont know if you already fixed this because i just came back from my basketball practice.

+1 vote     reply to comment
Kozer Jan 5 2011, 1:55am replied:

Errors don't go on this page. Take it to the official forum.

+1 vote     reply to comment
PHGDAL Jan 4 2011, 8:18pm replied:

Awesome, but would these moons be conquerable or is that asking for too much?

-Edit- Maybe add a special feature for planets with moons (like an increased population or something, that would be nice)

+1 vote     reply to comment
MikeD130 Jan 4 2011, 8:21pm replied:

i wouldnt really think you would want a moon because then it might take up some of your gravity well unless its outside the gravity well

+1 vote     reply to comment
PHGDAL Jan 4 2011, 8:23pm replied:

Nah make it right under the playable space, that way it looks realistic yet does not affect gameplay. (under the gravity well circle-like thing)

+1 vote     reply to comment
umd223 Jan 5 2011, 6:04am replied:

with the size-scale of the units, no it wont

+1 vote     reply to comment
PHGDAL Jan 5 2011, 3:40pm replied:

I don't see what you mean, I'm sure you can add a moon without affecting gameplay...

+1 vote     reply to comment
raeman1901 Jan 6 2011, 1:23am replied:

he's right. Plus, it's been done successfully in 7 deadly sins as well, i think

+1 vote     reply to comment
[RLM]Darksteel Jan 3 2011, 3:38pm says:

maybe you could redo the "phase drive" effect to be more like it was displayed in halo3 ODST, and in halo reach...

+2 votes     reply to comment
[RLM]Darksteel Jan 3 2011, 3:35pm says:

how close is this mod to completion?

+1 vote     reply to comment
All_Under_Heaven Jan 4 2011, 11:58am replied:

don't ask

+1 vote     reply to comment
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