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Blog RSS Feed Report abuse Latest News: Sins of the Prophets Update 11.17.14

18 comments by Unikraken on Nov 17th, 2014

Sins of the Prophets Update 11.17.14


After watching the debacle that was the buggy release of Halo: The Master Chief Collection, it is with a sincere feeling of irony that I write this update about the state of the mod. You see, much like the Halo publishing company we look up to, our own little Halo game has a number of issues that require some drastic measures to finally stomp out.

This story starts out in late 2008 when Sins of a Solar Empire forum user Canadaman777 begins working on a Halo mod for the original Sins of a Solar Empire. Development is slow and finding help is mostly a hazy dream being whispered on a slight breeze. The SoaSE expansion Entrenchment releases before the mod is ready for public consumption, and the mod is hastily converted over in hopes that it will soon be ready for the eager and growing fan base. Eventually, years later, an alpha is released with only the UNSC. Meanwhile another expansion called Diplomacy is released. Then a full new title is released called Sins of a Solar Empire: Rebellion, with every expansion from before as well as new content and updates to the game's engine and graphic fidelity. All the while, the mod is being internally updated to the latest release, through hasty corrections to what are now 6 year old files.

Much of the core underlying framework of Sins of the Prophets is built on the original Sins of a Solar Empire, with only the most necessary changes having been made to keep the mod running on the latest version of the game. Thus, the mod is full of a number of issues relating to this. If you've had a mini-dump it's very likely because of the outdated files and coding in some way that we're not currently able to pin down. The fix is something rather unpleasant that we have to undertake immediately in order to finish it at anywhere near a timely manner, which is rebuild the mod from the ground up, only bringing along the art assets but having to rewrite a Helluva lot of code.

What this means for you, the fans, is that it's unlikely you'll see another release this year, which is unfortunate, because we had planned to release a new version in time for ModDB's Mod of the Year contest. However, this is the best course of action for the long term health of the mod and something we should have done long ago. No more band-aids, it's time to fix this for good. Please don't ask about release dates for the next few months. When we're nearing a new release we'll let you know.

I am going to try to organize some goodies for you guys during MOTY, but I can't really promise anything just yet.

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Sins of the Prophets Rebellion Alpha v.0.56.1

Sins of the Prophets Rebellion Alpha v.0.56.1

Jul 20, 2014 Demo 159 comments

FOR REBELLION ONLY - 20 July 2014 See Installation Instructions and Info.txt inside the download for installation instructions, info, and links to various...

SotP - UNSC Pre-α v.0.52.21055 (Entrenchment ONLY)

SotP - UNSC Pre-α v.0.52.21055 (Entrenchment ONLY)

Jun 21, 2013 Demo 84 comments

THIS IS NOT FOR REBELLION! The fourth release of the Sins of the Prophets UNSC Pre-Alpha. An exhaustive list of changes is posted in the News section...

Post comment Comments  (50 - 60 of 12,706)
AdmiralNithin Nov 1 2014, 8:34pm says:

I have a question. Is it possible for you to give volunteer testers a pre-release version, so they can find and tell you, the mod devs, about the bugs.

0 votes     reply to comment
Crisiss23 Nov 2 2014, 11:43pm replied:

If you're interested in applying for a playtester position there is a seperate section of the Sins of the Prophets forum specifically for playtesting. Within that you will find the application thread. Fill that out and if you're lucky you might be selected to join.

+1 vote     reply to comment
m468 Nov 2 2014, 12:38am replied:

we have a testing team that tests our internal build

+2 votes     reply to comment
DannyMartin Oct 31 2014, 11:35pm says:

Something that has been bugging me for awhile, is there a better way to control the opening salvo so my fleet of frigates don't just fire all 150 opening shots at 2-4 targets and waste most of their power and get wiped out? Too many ships to control them individually.

+1 vote     reply to comment
Unikraken Creator
Unikraken Nov 1 2014, 1:54pm replied:

when your ships decide on the ships they're targeting they target the first thing they see, so if a fleet jumps in the first ship to land will be the only target. Hit the stop button and that will let them re-prioritize targets.

+4 votes   reply to comment
Pieboybom Nov 3 2014, 12:53am replied:

ah thanks. ive been wondering the same thing.

+1 vote     reply to comment
Pryde Oct 30 2014, 4:11pm says:

Hi guys, im pretty sure someone asked this already but are you including the infinity-class warship on the game? (I understand that it wouldnt be canon considering the infinity was build after the human-covvie

-2 votes     reply to comment
Councilor_Sparatus Oct 31 2014, 8:21pm replied:

Well done.

+4 votes     reply to comment
Pryde Oct 30 2014, 4:22pm replied:

Please ignore this, i feel stupid for not reading. Sorry for filling up the page

0 votes     reply to comment
-Defender0- Oct 30 2014, 11:55pm replied:

*slow clap*

+8 votes     reply to comment
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