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...

RSS feed Downloads
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  (12020 - 12030 of 14,230)
PHGDAL
PHGDAL

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!

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Elite222
Elite222

*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

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PHGDAL
PHGDAL

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...

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eoraptor
eoraptor

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

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Kozer
Kozer

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.

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CommanderDG
CommanderDG

lol i agree

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Despoiler
Despoiler

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"

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PHGDAL
PHGDAL

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...

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bigbuttons
bigbuttons

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

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Arthmyx
Arthmyx

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

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Kozer
Kozer

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.

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Despoiler
Despoiler

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

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Communist_Webz_Troll
Communist_Webz_Troll

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

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CanadaMan7 Creator
CanadaMan7

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.

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MikeD130
MikeD130

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.

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Kozer
Kozer

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

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PHGDAL
PHGDAL

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)

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MikeD130
MikeD130

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

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PHGDAL
PHGDAL

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)

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umd223
umd223

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

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PHGDAL
PHGDAL

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

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raeman1901
raeman1901

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

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