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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  (60 - 70 of 12,753)
Councilor_Sparatus Nov 25 2014, 3:37am says:

Is there a way to limit ship types able to be constructed without extensive coding knowledge? My goal is to have perpetual frigate skirmishes as opposed to giant slog fests between CCS and UNSC Sub-Caps.

+2 votes     reply to comment
m468 Nov 25 2014, 10:16am replied:

you have to adjust the supply costs in the entity files

+1 vote     reply to comment
Pieboybom Nov 25 2014, 10:56pm replied:

do you know of a way/guide to opening a entity file? i cant find a damn thing that opens it and the file will make sense, not gibberish

+2 votes     reply to comment
princeofdolalmroth Nov 25 2014, 7:31am replied:

You could try inserting a cap on specific unit types like Empire Total war does for the best units a nation can get, but that would fall under extensive coding knowledge. In the late game though that's how it should be. Earlier game you see more diversity in covenant fleets due to financial constraint, but later on you should just end up seeing CCS spam. If you're playing as the covenant expect nothing less at this point, but the UNSC needs a degree of fleet diversity to be able to handedly beat down covenant fleets. I play exclusively UNSC and the key to winning there in a fleet to fleet engagement is to have a majority of frigates of all types, some destroyers, 2-6 Athens carriers, a decent amount of cruisers, but not too many, and if the fleet is big enough by then to warrant it, a mobile refit ship. You can't expect to beat the covenant with just destroyers and frigates. it's damn near impossible. The UNSC AI's will exclusively spam Halcyons and athens carriers, with come capital ships here and there, but In my opinion those two ships are the worst you can have in the fleet because o their high fleet point cost and low alpha damage. The halcyon is tough, but they're just not good enough to have a fleet comprised of just them.

+1 vote     reply to comment
Councilor_Sparatus Nov 25 2014, 9:45pm replied:

I'm well aware of the reasons as to why it becomes cruiser/ccs slog fest, I am just curious as to if I could keep a game running in the earlier phase. I find the small battles between frigates more enjoyable to watch sometimes.

+2 votes     reply to comment
-Defender0- Nov 25 2014, 12:58pm replied:

there is no way to limit how many of a specific ship you can build in sins (barring capital ships due to capital ship crews), except by adjusting fleet supply cost.

+1 vote     reply to comment
Councilor_Sparatus Nov 25 2014, 9:39pm replied:

I see. Would it be possible to simply delete certain ships?

+1 vote     reply to comment
Guest Nov 23 2014, 12:08pm says:

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CompanyofH3roes Nov 22 2014, 7:57pm says:

keep it up!! good work

+1 vote     reply to comment
Fleet_Admiral_Harper Nov 22 2014, 10:08am says:

Keep up the good work guys

+1 vote     reply to comment
Nightly_Shade Nov 22 2014, 2:28am says:

are yous going to add damage meshes like in STA3

+1 vote     reply to comment
Unikraken Creator
Unikraken Nov 22 2014, 9:18am replied:


+1 vote   reply to comment
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