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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 If you've had a mini-dump it's very likely because of the outdated files and coding in some way that we're not currently able to pin down.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  (70 - 80 of 12,706)
TheRawDizzle Oct 29 2014, 5:59pm says:

So the new files just give me a mini-dump every single time i try to enable the mod from inside Sins of a Solar Empire: Rebellion...this is about the 12th time I've re-downloaded the files, so i'm pretty sure that it's not bad files...any ideas on a fix?

-2 votes     reply to comment
Darth_Cameroth Oct 27 2014, 9:25am says:

You should include the Covenant Super Carrier but.... Give it to the flood hehehe.

-1 votes     reply to comment
Pieboybom Oct 27 2014, 10:42pm replied:

they wont add it, but that is a scary thought none the less. lol

+2 votes     reply to comment
ShadowSeeker Oct 28 2014, 3:58pm replied:

I'd love a covenant supercarrier however I understand the reasons for not including it and even wrote my own few paragraphs on why it shouldn't be in the mod besides it having 7 energy projectors, thousands of fighters and being 27km long (roughly 13mi) and hundreds of oversized plasma torpedoes and pulse lasers and I couldn't even begin to comprehend the shielding it would have much less the structural integrity as it's so huge it's hull would be able to soak up an inconceivable amount of damage. It's just game breaking but if someone could do like an optional sub patch that adds it just for ***** and giggles it would be interesting and a NOVA bomb to provide a counter.

+2 votes     reply to comment
Pieboybom Oct 28 2014, 6:10pm replied:

i asked them about an optional patch, but they said no. and after months of wondering why, im starting to figure it out. lol

+1 vote     reply to comment
ShadowSeeker Oct 28 2014, 9:00pm replied:

Yeah I knew why as soon as I got curious and looked at the schematics and played Reach but even before I didn't question their judgement, as for an optional patch I wonder if they would ever give permission for someone who wanted to for them to work on it but I realize it's unlikely but I'm far from complaining as it's not near as important as the work done to make this mod even possible and being an avid Halo fan interjecting my own opinion this is the best I've come across. Personally I wouldn't have included it in the mod either at least in the main release but as a side patch as mentioned above.

+1 vote     reply to comment
Ricochet- Oct 26 2014, 12:40am says:

This page looks beautiful.

+3 votes     reply to comment
Erayser Staff
Erayser Oct 28 2014, 7:27pm replied:

Glad you like it buddy.

+2 votes   reply to comment
m468 Oct 25 2014, 2:32pm replied:

We do plan on adding the Forerunners in at a later date.

+3 votes     reply to comment
Pryde Oct 28 2014, 6:31pm replied:

Well thanks for the quick answer, I just want to know if i could get the decompressed entity files on the GameInfo so i could do some tinkering by myself (no redist)

+1 vote     reply to comment
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