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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 179 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  (7520 - 7530 of 13,066)
HTRK74JR Jul 19 2012, 4:46am says:

How smart is the AI in SotP in your own opinions dev team? I just bought rebellion (yea!!!) and i played for 3 hours and watched as my ai ally became stupid, then retarded, then flatout i should blow his brains out retarded. It would build a crap ton of ships, then have them camp in their systems, and it would take me pining them 5 times to get them to ackonwledge somewhere needs help, or when they do respond, its 10 minutes later when the fights drawing to a close. How is the AI?

+3 votes     reply to comment
Emberblaque Jul 19 2012, 7:09am replied:

Just to clarify if you or anyone else isn't aware, the AI isn't actually modified, it just reacts differently to the modified properties of the game.

I find that the AI is generally still very capable even with the modifications.
Certain things are so radically different however that the AI has difficulty adapting to the change.

The best example that comes to mind is the usage of orbital defense platforms. I'm sure you know how important they are for planetary defense in canon, we've reflected that in the mod, and they are an integral part of the UNSC's defensive style. However, the damage values are so ridiculously higher than vanilla Sins, that the AI heuristically decides that there's no way building more than a few of those platforms could be an intelligent allocation of resources. So a UNSC AI player wouldn't defend as well as a UNSC human player in most cases.

We've tried to make it a point not to break the AI. Other mods have, we think single player is a very important feature to preserve.

+5 votes     reply to comment
CanadaMan7 Creator
CanadaMan7 Jul 19 2012, 7:50pm replied:

Ember's on point, as per usual.

Some of the more advanced features and strategies aren't used by the AI. They're still a challenge, just not as much as an actual human is.

+3 votes   reply to comment
HTRK74JR Jul 18 2012, 2:13am says:

What will the unit sizes be for the game, ive been playing sins of a galactic empire, and they made their units the size of what they would be in relative size t the planets, so they are really, really, really small. i hope you do not plan on making them small, but have them at a reasonable size for gameplay reasons.

+5 votes     reply to comment
Emberblaque Jul 18 2012, 6:12am replied:

We've kept to the normal scale, and there are no plans to change this to my knowledge.

+2 votes     reply to comment
airpenguin Jul 18 2012, 1:21pm replied:

But weren't there plans to change the planet and gravity well sizes? I could recall something about it on the forums.

+3 votes     reply to comment
Emberblaque Jul 18 2012, 3:41pm replied:

I was going to mention in my earlier comment that the closest we've come was when Chaotic Neutral suggested shrinking planets dramatically because they take up so much gravity well space and strikecraft fly through them all the time.

The idea was summarily shot down.

+4 votes     reply to comment
airpenguin Jul 18 2012, 11:32pm replied:

I'd still be up for making planets and wells larger. It would give the illusion of correct ship dimensions without sacrificing detail.

Plus, it would make "plot devices" ahem, much more viable.

+3 votes     reply to comment
Emberblaque Jul 19 2012, 12:06am replied:

Try pitching it on the forums. It'd be interesting to see where the discussion leads.

I wouldn't risk mentioning the plot device though lol.

+3 votes     reply to comment
airpenguin Jul 20 2012, 6:51pm replied:

Ah yes.. The "Plot Device"

Soon Ember, soon. :D

+1 vote     reply to comment
Reaper_Armada Jul 18 2012, 10:16am replied:

Oh good, I was also worried about this and I'm on the same boat as HTRK7JR. Glad that the plan is to keep them the same.

+3 votes     reply to comment
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