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  (60 - 70 of 14,235)
chino-chapin
chino-chapin

whenever the covenant AI starts building its titan, it stops everything its doing. no more building, expansion, zip. once I destroy their titan station it goes back to normal and puts up a hard fight once again, that is until it builds its next titan station. is this a bug for the mod or is it just me?
Edit: the Titan never fully builds either, just stays half finished, hence why I have to destroy it.

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Battlemage1
Battlemage1

AI titans demand more time to build, than those which we build. Balance reasons.

I have seen OAS many times and killed it many times as well. AI will push if you will do the same. Your passive actions will just delay match over.

Strike them and they will strike back.
Remember, this i
s Alpha version.

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chino-chapin
chino-chapin

k thanks, it was just a concern cause it happened almost every game, and got stuck at the same spot in its build time.

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Guest
Guest

I have a ? I have downloaded the mod and followed the read me file and no matter how I activate the mode it always crashes and I would like some help if you are able to give it

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Battlemage1
Battlemage1

Neither me or them will help you, before you get us info on your game at least. Better more, plus when installed mods and submods and what mods were used before.

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Shockmatter
Shockmatter

Greetings all, a question for the team. I apologize if this has been answered many times before but I just couldn't find any local info on it. With Halo Fleet Battles pumping out models for ship classes that were previously undefined, what's the plan for the models you already have for them? An example being the Valiant-class; I personally like your model better than what they actually did with it

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Unikraken Creator
Unikraken

We're keeping our Valiant and our Supercarrier (Punic).

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ZombiesRus5 Online
ZombiesRus5

Was supposed to show as a reply to UNSC_FLEETCOM... And this isn't nesting either... I give up ;)

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ZombiesRus5 Online
ZombiesRus5

MODS on moddb do not manage the download speed or have any control there-in. Your location, bandwidth, internet quality have a bigger impact on speed to download. If those are adequate you can try selecting another mirror (i.e. don't use the default) when downloading the mod. If you are still having issues you might try running some "what's my download speed" tests and contact your internet provider if you aren't getting the speeds you are paying for...

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RadioactiveYumcha
RadioactiveYumcha

Does the cov support ship still capture asteroids or is it now the job of some other ship? Because i have no idea what ship captures asteroids

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Battlemage1
Battlemage1

Cov sqout, actually.

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RadioactiveYumcha
RadioactiveYumcha

ah the corvette, thanks i was looking at the wiki and thought the pious was supposed to have the capture ability

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Captain_agigabyte
Captain_agigabyte

Wiki is outdated as hell. Don't trust it.

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