Goal: To make the Forerunner Defense System function as a playable faction alongside the base/vanilla game factions. This is my first attempt at developing a fully fleshed out mod/addon for public use. I wanted to at least release my current build to start getting feedback on balancing. While testing against vanilla AI kind of works it is hard to gauge if prices and the tech progression fits in an actual multiplayer match.

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Forerunner Build V1.2 BETA

News

UPDATE2: FIXED! Also mod manager enabled now. It was a leftover .xmb file that was breaking the UI for human players trying to play flood or forerunners.


Update: It is worse than I thought, something is breaking when trying to upload this version that I'm not sure of yet. It seems it breaks the flood/forerunner for human players. So far it seems like the AI will use them fine but the upload has something broken for the players where it will crash to desktop with a human player as forerunner or food. I'm thinking its something to do with the UI but I haven't found anything yet. Sorry to hype everyone only to release a broken build. I'll be working to fix this as much as I can.


Changelog V1.2

-AI Reworked!
-Stat tweaks to balance Forerunners, aiming for cheaper costs but slightly longer build times since units can be made in waves instead of one at a time
-The triggerscript for the skirmishAI has been reworked to handle custom civs.
-Also reordered by the triggers group ID's instead of how it was originally.
-The Flood and Forerunners now use a custom civ instead of piggybacking completely off of UNSC/Cov.
-This allows for each civ to have its own aidata.
-Forerunner Tech tree reworked. Placeholder Sentinel added for later use. Right now he is a powered up version of the base sentinel.
-Placeholder/Icons added for most units.
-Flood Powers allow for expansion nodes to be placed and defensive roots to be grown
-Damage done by incinerator nerfed
-Forerunner AI should now build turrets and upgrade resource generators.
-New UI! Custom Green menu UI for the Flood and Orange menu UI for the Forerunners.

Known Bugs:
-Sentinel units have a hard time attacking T1 flood base (??)
-infection forms sometimes get stuck on main flood base if too many are spawned.
-AI sometimes expands with wrong building at base sockets

t4


uifore


uifld


t3

V1.1.1 Bugfix

V1.1.1 Bugfix

News

This update fixes some issues that were brought up and makes a few changes/additions.

Upcoming 1.1: Base Expansions

Upcoming 1.1: Base Expansions

News

Adding a new set of base expansions to change how the forerunner player utilizes their units.

Upcoming 1.1 Changes: Art overhaul

Upcoming 1.1 Changes: Art overhaul

News

This is a preview to artwork changes being made to the Forerunners so they look more consistent across their units and buildings.

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Forerunner Build V1.2 FIX (Mod Manager Enabled)

Forerunner Build V1.2 FIX (Mod Manager Enabled)

Full Version 4 comments

This SHOULD fix the crash and make the mod compatible with the mod manager.

Forerunner Build V1.2 BETA

Forerunner Build V1.2 BETA

Full Version

Re-upload to hopefully fix a crash. Not Mod-Manager enabled yet. (UPDATE: Broken at the moment)

Forerunner BUGFIX V1.1.1

Forerunner BUGFIX V1.1.1

Full Version 5 comments

This is a set of bugfixes and minor changes/additions to to mod.

Forerunner RELEASE V1.1

Forerunner RELEASE V1.1

Full Version

This update overhauls the artwork for the forerunners and expands their playstyle to a more functional level.

Kaid/six7six's Forerunner Release V1.0 AI ENABLED

Kaid/six7six's Forerunner Release V1.0 AI ENABLED

Full Version

This is Version 1.0 of the Forerunner Defense System Mod with AI enabled, be warned that it slows and somewhat breaks the covenant AI.

Forerunner RELEASE V1.0

Forerunner RELEASE V1.0

Full Version

Goal: To make the Forerunner Defense System function as a playable faction alongside the base/vanilla game factions. This is my first attempt at developing...

Post comment Comments  (0 - 10 of 11)
Guest
Guest - - 690,194 comments

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ndcasmera
ndcasmera - - 34 comments

Hey, is there still some progress for this mod? i hope it hasnt bleeded to death.

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zeratul23244
zeratul23244 - - 106 comments

does the flood ai work in this mod?

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ArbiterKomeiji
ArbiterKomeiji - - 1 comments

I really enjoy the mod so far, although I do have a concern that I accidentally came across: The Forerunner Security Drone seems way stronger than it should be for a recon unit, as I noticed that a viable strategy is to just rush production of them and you are completely able to destroy most early armies without too much problems.

Other than that, yeah everything looks pretty good so far, and to be honest I was also a bit put off by the Enforcers not having an attack animation yet, but eh I assume that'll be put in in future updates.

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Mandalo24
Mandalo24 - - 2 comments

Okay, so. Question. how did you manage to get the Mod to work? I tried the ModManifest Method so many times.

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six7six Creator
six7six - - 2 comments

I've been noticing that with the drones as well. Definitely going to tweak their damage and attack speed for the next update. Enforcer will get some fixes at some point, I've fallen down some rabbit holes in terms of fixing/making/modifying animations so it may be a while. I'm still getting the grasp on getting new animations to cooperate properly. That T1 supply elevator took far too long to figure out lol. I'm glad you have been enjoying it and appreciate the feedback!

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Guest
Guest - - 690,194 comments

I've played this mod for a bit and I find it really quite enjoyable. Though it seems (at least when I played it) my leader would never get a shield. Also I'm not sure if the main base is supposed to have a shield or not since I can see the shield bar...oh and the uhh turrets on the main base don't seeeeem to work for me? Maybe they do and I just don't see them fire or something. Either way this mod is looking really amazing and I really like it. Can't wait to see what the new things ya have planned for it are.

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six7six Creator
six7six - - 2 comments

There are some kinks I defintely need to work out still. Shields are still being worked on for the faction as a whole. Eventually all units/buildings will have shields that are upgradeable. The main base and leader are supposed to have a shield but I know it isn't functioning properly at the moment. I hope to add more units in the future once I develop more experience with blender. I'm glad you've enjoyed it so far!

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Guest
Guest - - 690,194 comments

Haha no worries man. These take time. I for one can't wait to see whats in store for it heh. I like the whole concept of the sentinels packing a big punch but not really able to take hits. Makes early game difficult and late game fun for me. (I still find early game fun if the dumb AI can fend off the enemy long enough.) But still real high hopes on my end haha. I'm loving this mod more and more the more I play it despite the few kinks here and there.

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HEVScientist
HEVScientist - - 1,353 comments

new mod?

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