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.
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Blog RSS Feed Report abuse Latest News: Sins of the Prophets Update 02.16.15

20 comments by Unikraken on Feb 16th, 2015


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 of the mod is at an all time high. The updates may also make it look like the mod is ready to ship out, since the last news you saw from us mentioned having to rebuild the project. So, the SotP mod team would like to update you on the status of the game and the rebuild.

 Updated specular mapping for the iced worlds
"Updates to the ice world's specular map and Reach's texture."


The rebuild is about halfway done at this point. It's time consuming and monotonous work that takes longer to do due to the tedious nature of the project. While we have brought on two new coders that will eventually help us speed up tasks, they take time to train. Overall the project is picking up pace and should continue to do so.

"Work on the new HUD continues as we attempt to rebuild the UI
into something uniquely Halo and easy to visually digest in our fast-paced combat."

However, that isn't the only thing going on with the mod. We still have artists working on the project: fixing planet textures, working on the UI and HUD, fixing up aging engine and weapon effects, modeling and texturing ships that will eventually make it in-game.


"A shield world is encompassed in Flood biomass, but the battle
rages on between its AI caretakers and the parasite, visible on the night side."

Once the rebuild is complete, the process of fixing balancing issues, improving research trees, and general testing will begin. Before the rebuild the mod was rebalanced based on feedback from the July release of the mod, thanks to over 30,000 players and tons of feedback, so most of the testing will be centered around the UNSC Infinity and how new research affects the overall metagame.

"Work continues to improve Infinity and the Mantle's Approach, both visually and combat-wise."

"Thanks to VDNKh we've figured out a new trick that allows us
to use all engines on ships no matter the size discrepancy between them!"


We've fully customized SoaSE's Galaxy Forge map creation tool to use our custom planets, icons, and ships - allowing users to create multiplayer maps in the same way one can in Halo's Forge. We've also created a subforum on the mod's forum to post and rate user created maps. Highly rated maps may end up being part of the official mod, so get to work! (Click the image above to go to the Forgehub subforum, the download link below to download the tool itself.)

If you haven't seen any of the videos we've been posting of the Infinity in action yet, here is a little taste of what she can do with a little fleet power behind her!

The last item I want to share with you is a message we got from a Marine at MCAS-1 in Yuma.

Unsurprisingly, we're fans of the military here at SotP. I'm a veteran myself and it's truly awesome to get messages like this from our fans. This kind of stuff motivates us to work harder and produce a better product for all of you, especially those of you going into harm's way.

On the off chance you haven't downloaded the mod from our July 20th release in 2014, the following download link should accommodate you.

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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 14 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 177 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  (20 - 30 of 13,059)
GHOST-WARRIOR15 Feb 26 2015, 9:19am says:

hey all who else thinks the ships are over powered

-3 votes     reply to comment
Captain_agigabyte Feb 26 2015, 10:47am replied:

Which ships?

+1 vote     reply to comment
GHOST-WARRIOR15 Feb 26 2015, 11:28am replied:

all of them there to many missiles

-1 votes     reply to comment
DarkAssullt Feb 28 2015, 10:36pm replied:

There are supposed to be that many. In "Universe" the UNSC would take the shields down with their MAC's and than hit the Covies with hundreds of Archers missiles. The missiles are not the main hitting power of the UNSC though. It's all about the MAC. If I remember correctly they made combat into "phases." The UNSC has a really strong Alpha strike which is the first phase with their nukes and MAC's but the second phase is the archer missiles which do very little damage unless you have huge volleys. The Covenant do not have as strong a opening strike but they do great damage throughout the entirety of the engagement. Which follows the lore very well. If you read the Fall of Reach it is described by Keyes thoughts during one the battles. The UNSC fleet is lined up like Redcoats during the American Revolutionary War. They get off their first shot and take out a few Covie ships and than use a refit dock to block the enemies return volley. The UNSC fires a second volley and than breaks formation to take out as many as they can. The UNSC had 40 ships at the beginning of the engagement and only have a handful left at the end. They outnumbered the Covies during this battle and still almost lost. The mod Dev's have said that they are trying to keep this balance where the UNSC needs 3 ships to the Covies 1. The battles in Halo are also quick and decisive not drawn out slugging matches like other SciFi.

+3 votes     reply to comment
Sloosecannon Feb 26 2015, 11:43am replied:

Have you actually looked at how much damage they do?

+4 votes     reply to comment
Captain_agigabyte Feb 26 2015, 11:30am replied:

This is an accurate number and the community likes it

+1 vote     reply to comment
AdmiralNithin Feb 25 2015, 5:46pm says:

Two questions. One, Will you be adding Strident-Class frigates? And Two, will you be adding a ship summon ability for the UNSC Titan, like the one the USS Enterprise from STA3?

+1 vote     reply to comment
Sloosecannon Feb 25 2015, 8:58pm replied:

Yes, we'll be adding Stridents, no we won't have them be spawned from Infinity.

+1 vote     reply to comment
SoggyBiscuit Feb 25 2015, 12:30am says:

Just wanted to say your mod is amazing. Not just a skin job, but a completely new experience, love it!. My favourite SOASE mod by far.

My only critique is that i always beat my brother at SOASE, but when im UNSC and he is Covs i simply cannot beat him. He just spams those CS frigates and they wreck my fully upgraded diversified fleets, even with well timed nukes. Is there a counter unit/strategy im missing?

Anyway appreciate your work!

+2 votes     reply to comment
Unikraken Creator
Unikraken Feb 25 2015, 1:41am replied:

What kind of fleets are you building? Maybe it's time to join our forum and seek some advice?


+3 votes   reply to comment
ConstantinoP. Online
ConstantinoP. Feb 25 2015, 12:08am says:

I feel terrified of posting this, but is the development team completely against the addition of the CSO-Super Carrier in any way? I can understand the development team's decision not to: I personally do not want just a scaled up CAS either, but what if it was scaled down and given a custom model?

I believe there are already ships have been given custom models as there are no images for them, so perhaps the same could be done for the CSO (just pretend the ghastly images do not exist). I am confident that the development team would do an amazing job just as they have for the rest of this amazing mod, and I think it would be something that many fans would greatly appreciate (if of course this would be something the team would be interested in doing).

I just feel that the covenant battleship does not serve its "titan" role well and would better serve as a capital ship, even if it means that the Covenant would be left without a titan.

Thank you for reading and for your consideration in undoing Bungie's mistake. XD

+1 vote     reply to comment
IsolimTso Feb 25 2015, 4:55am replied:

Honestly, since they are including the Mantle's Approach, a ship far more larger and powerful than the CSO, the only logical reasoning I can come up with is because they don't believe it's canon. Which I think is silly, but it's not my mod nor not my call.

+1 vote     reply to comment
Unikraken Creator
Unikraken Feb 25 2015, 9:11am replied:

IsolimTso, the Mantle's Approach is being rescaled. There are reasons the ship is being included. Maybe you should wait to see what they are when we're ready to talk about the Forerunners.

+1 vote   reply to comment
Unikraken Creator
Unikraken Feb 25 2015, 1:40am replied:

No CSO. Battleship has a placeholder model.

+1 vote   reply to comment
Shockmatter Feb 25 2015, 12:15am replied:

Just reading that very first sentence by itself...

0 votes     reply to comment
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