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  (9150 - 9160 of 14,234)
Commander_Jbug
Commander_Jbug

Let's just get to the point, Halo Wars sucked, SotP is awesome!

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.JAS
.JAS

Halo Wars was a simple RTS designed for casual Xbox gamers who are used to the shooters and not looking for a huge RTS challenge.
It executed its purpose perfectly, it was a great game in my book.

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Normon
Normon

No, you listen to me, Halo Wars was a good game, the campaign was fun, Skirmish was fun, Multiplayer was fun (skirmish/multiplayer should've been polished more) and the only real problem anybody had with the thing is that it wasn't what they wanted, people wanted a Halo: space RTS, not ground based RTS, and that it was for Xbox 360 only and not for PC. SotP, yes, it's awesome, yes, it's better, but really it's the same thing as Halo Wars, except it's space based, there's more resources, and the gameplay is slightly different, so get your panties out of a bunch and stop hating on Halo Wars.

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PHGDAL
PHGDAL

I just think that Halo Wars could have been something like Age of Empires (it was created by Ensemble Studios after all...). At the E3 demo, they had different buildings at different locations (none of this "bases" crap) and a huge variety of units along with better graphics and features. I can't create a Pelican, or a Phantom and control it at will. My scarabs are weak and poorly designed. The games are repetitive and boring (I play Halo Wars now once every 3 months). I just think that a professional team like Ensemble Studios could have done a better job. Here in SOTP, it may take longer, but these guys are doing work that are by far better than Halo Wars had. And I know it is obvious that SOTP > Halo Wars due to PC and Space, but I'm ignoring the obvious and showing how SOTP is better even if it were created for the Xbox and with no space battles, because the dedication these guys are putting into this mod is much higher than the dedication Ensemble Studios put into Halo Wars (if any). I applaud the SOTP mod team for their effort.

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mercboy
mercboy

yea i agree with you , it wasnt that it was a bad it was due to it being more of an ok game, in the E3 demo it looked amazing and it turned from that into just another RTS

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LoyalHaloFan
LoyalHaloFan

Yeah the Scarabs were actually pretty small compared to the actual sizes from Halo 2 and 3.

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Normon
Normon

I applaud you good sir, you are the first person to give a legitimate reason for thinking Halo Wars wasn't all that great, and on a side note, I didn't notice AoE and HW was made by same company, lol, +1.

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LoyalHaloFan
LoyalHaloFan

I thought it had an amazing story. I just wished they didn't have budget problems and was able to keep the same gameplay from that one E3 demo. Lets hope that Robot can make a deal with Microsoft and/or 343i to make a sequel to HW.

Halo Wars 2: The Search For More Money (Spaceballs reference.)

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Reaper_Armada
Reaper_Armada

E3 demo gameplay looked the best.

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Bohme70
Bohme70

I thought it was fine...

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PHGDAL
PHGDAL

I was playing Halo Wars today and all I could think about was: "Wow, a professional Microsoft team made this game and it sucks compared to the Sins of the Prophets mod, if Microsoft doesn't start improving the quality of their crap, they'll be run over soon."

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LoyalHaloFan
LoyalHaloFan

IMO it would've been better if Wars was a FPS game from the Marines POV during the Harvest Campaign...

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Commander_Jbug
Commander_Jbug

Or an RTS game for PC with decent graphics and gameplay.

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Spartanslayer54
Spartanslayer54

Well the team that made Halo Wars had about 9 months while this mod has been in work for years.

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V3LO
V3LO

It was announced 2006, released 2009. Atleast 4 years went into that game based on the engine work they were doing before they decided to use Halo.

Also, that was a fully professional team of dozens of people working full time.

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Spartanslayer54
Spartanslayer54

But this is also just a mod based on a game that has been in development for years. The Halo Wars team had nothing to base it on, really I liked Halo Wars and I hope someone makes a sequel.

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V3LO
V3LO

There's still a significant difference between a team of people working when they feel like it and a professional team in a work enviroment. In a work enviroment, making a ship for a mod like this would probably take about 6 hours, but when you're working from home that can easily be stretched out over a few weeks. Couple that with team members losing touch, losing interest, or just dropping off the face of the planet, and you can understand why something like this takes years just on the art assets.

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Spartanslayer54
Spartanslayer54

Yes I know the difference and trust me I respect both of them. A lot of work goes in to both of them and the professional team gets payed. And most of the time the mod is better than the game because with a mod it is taken into the eyes of the community. I didn't mean to work anything up.

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