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15 comments by Sancho_I_Am on Dec 7th, 2014

Hello everyone! Sancho here!

I wanted to give you all a much needed preview of things to come for Sins of the Prophets Sound! As the programming team is busy reconstructing the game to purge bugs, we've been working hard on a sound update that will rock your socks off!

First off, The Covenant User Interface is getting a much needed face-lift and the old placeholder is out! (Sancho is not the best Elite admittedly) I'm pleased to announce the addition of I'mNotJamesEarlJones to the Sotp Vocal Talent! He will be playing an Elite Arbiter tasked with updating the fleet-master of vital naval information. Enjoy!

We are also happy to introduce our newest staff member: MattP. MattP is a SFX artist that has been assisting replacement efforts of all of the Vanilla SOASE SFX with our own, to truly make this a total conversion Mod. Here are a few things he's been cooking up for you to devour with your eardrums. (super stoked for the plasma boiling metal sound)

Lastly, Waseem Faraz Butt has remastered several prominent tracks from the Sins of the Prophets score, and has made them available for you to download! Now you can enjoy the score of SotP to your hearts content! (#TotallyHaveItOnRepeatRightNow)

Download the tracks here: Soundcloud.com

...blip... Thanks from the Sound Team for voting for Mod of the Year! BTW If we get enough votes, We may have a kick ass present for you on the 25th. ...blip...

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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 166 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 85 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  (6670 - 6680 of 12,753)
Unikraken Creator
Unikraken Oct 11 2012, 11:59am says:

Guys, I have an amazing idea! We take our carrier and upscale it 10 times, then we call it a supercarrier! No one will catch on at all!

+4 votes   reply to comment
Golly Oct 11 2012, 1:42pm replied:

This is why you're Dev lead.

+1 vote     reply to comment
CanadaMan7 Creator
CanadaMan7 Oct 11 2012, 1:54pm replied:

Better idea: Invent a killer app and then re-release it every year with a total conversion mod based on different time periods.

+5 votes   reply to comment
Golly Oct 11 2012, 1:57pm replied:

Killer as in it wipes your device unless you upgrade and donate?

+3 votes     reply to comment
Spartan-B228 Oct 10 2012, 11:17pm says:

Can you use the Demo and another mod say like Sins of a Galactic Empire at the same time and still have it work? Because I would really like to try and take out a Star Destroyer with a Halcyon.

+1 vote     reply to comment
CanadaMan7 Creator
CanadaMan7 Oct 11 2012, 1:18am replied:

Thereotically, it's very possible and easy to do. You just need to know the structure of both mods.

Since the Halo ship minimod just adds them into the TEC and SOGE doesn't modify that faction at all (to my knowledge), all you need to do is re-enable the TEC faction in the player entity file.

+1 vote   reply to comment
Sloosecannon Oct 12 2012, 7:09pm replied:

I think we killed off the TEC. Like removed them. Completely. Nothing left...

+1 vote     reply to comment
airpenguin Oct 10 2012, 11:31pm replied:

It is possible to enable multiple mods at the same time, so I'd assume yes.

+1 vote     reply to comment
Normon Oct 10 2012, 11:39pm replied:

99% of the time it causes a minidump though, if it doesn't work, you'd have to combine the mods manually.

+1 vote     reply to comment
airpenguin Oct 11 2012, 12:04am replied:

Ah, my mistake.

I just assumed it, since I was able to run Balklights Graphics mod with an early Maelstrom release.

+1 vote     reply to comment
HTRK74JR Oct 10 2012, 6:36pm says:

Goddam you all, upvotes for evryone excpet the you jelly guy.

it is indeed a long month. I cannot wait for Halo 4, the Storm will be an interesting faction to fight.

For colony ships, you wont happen to use pelicans will you? that would be an amazing transport thing to the surface.

+1 vote     reply to comment
Unikraken Creator
Unikraken Oct 10 2012, 9:32pm replied:

Pelicans are not slipspace capable during the timeframe of our mod.

+1 vote   reply to comment
-Defender0- Oct 10 2012, 10:21pm replied:

actually, pelicans are NEVER capable of slipspace travel, i just looked it up on halopedia

0 votes     reply to comment
Unikraken Creator
Unikraken Oct 10 2012, 11:41pm replied:

Read Thursday War. I'm crazy enough about Halo that I'm making a mod...you should probably trust my knowledge of the lore. I eat, sleep, and **** Halo.

+1 vote   reply to comment
Normon Oct 10 2012, 9:47pm replied:

I think he meant as the colony pods that come out of the ships when they colonize a planet.

+1 vote     reply to comment
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