Oh boy the changelog for this update is going to be huge...
It turns out that maintenance updates are not quick at all in fact this update was longer then the update that added a whole new leader into the mod how does that even make sense? Not sure myself but one thing lead to another days turned into weeks, weeks into months, thankfully for you guys months didn't turn into years. Anyways I list the most important changes here but all the other stuff is going into the articles tab and oh boy there's going to be alot of listings in there.....
Unit Makeovers - Credit to RealSlimLady and Blackandfan for the huge number of assets used in this mod to help make the in-game units look better then ever like seriously Everything from Grunts to Marines got extra spice added to them because of those assets.
Lots of Unit Tweaks - Many units got gameplay changes though not big for all some of them got some much needed overhauls I know i'm being vague here but if you want the details just go to the article tabs you nerd don't want to spoil the surprise for everyone else.
Skirmish Bases - Rebel, Flood and Forerunner bases now reinforce themselves with units to make the process of destroying them even harder.
Re-done Icons - Some of the more dated liking icons got re-done. (Mechwarrior's were looking extra crusty)
Bug Fixes - Known bugs have been fixed mainly talking about the whole Pelican's can't be healed normally thing.
And that's all of the extremely big changes made again go to the article tab to find out all most of the changes and addons made in this update and for once I'm not tired. Love all of you guys that have tried out my mod versions in the past and those who are patient as heck waiting for my updates to come out eve though you guys never say anything I know for a fact its a pain in the asp and if you are new and reading this well yeah my updates take awhile but its because I care and maybe a tad bit lazy...eitherway I've been typing for far too long have a good rest of your day reader and enjoy the mod if you plan on downloading. (Please report any problems or bugs.)
Awesome Update! The only thing I noticed that may be of concern is that the extra pieces you added onto the Covenant bases can be seen through the fog of war, regardless of if I have view of them. So I can see if a Covenant player has bases somewhere without having to scout at all
Actually now that I have more time with it, it's the same for the new UNSC base parts
There was a weird glitch for the fences for UNSC if the fences were not seen when they spawn in for whatever reason they will not render at all and became invisible so only way to fix that is to make them visable even in fog of war and I did that for the methane tanks for COV base just in case the same glitch happens.
Either I am just really, really bad, or the covenant is now overpowered.
This mod on Legendary and Heroic is definitely harder then other mods (Enemies on Legendary and Heroic no longer do higher damage to make up for that they make units faster, counter your units more effectively, and gain resources quicker then you) I tried to make it so that both UNSC and COV are near equal as far as units go (UNSC units are still overall stronger but COV has higher numbers) Every unit in this mod is suppose to preform extremely well in its specific role but me being me I might have made some units too strong. From your personal experience playing the mod what units were giving you a hard time?
Mostly large amounts of wraiths. It could be me not understanding how to use the units as well as the AI does.
Mass wraiths on the enemies side can be quelled by many things
Spartans 2-4's can hijack them, leader spartans can hijack too but their hijack needs to be unlocked.
Marine Demolitions are good against vehicles and take less damage from explosive based damage, Hellbringers also take less damage against plasma based damage so you can use them as bait.
Cyclops do effective damage against vehicles using the Marine Demolitions EMP grenades with the cyclops can effectivly bring them down.
Gremlins EMP all types of vehicles leaving them open to attack
Hunters in-general hold all types of vehicles at bay, Elite Generals,Brute Chieftains also have Plasma Grenade launchers as well as high health and shields so they can hold back vehicles too.
Again great work mate. Will check for any bugs. Looking forward too the next update.
Thank you any effort to find bugs will be greatly appreciated.
it is with pleasure. Are you maybe considering creating a discord server for this mod. It could be extremely useful to give feedback on bugs, giving ideas, or joining with others in a game.
How do i install this
The mod download comes with a read-me on how to install or uninstall this mod.
Hey thanks a lot for this Great mod but i have one question i wont change the Zoom in Camera Manager but it doesnt work :/ is there a way to change the Camera Settings ? :) thank you :)
¿you when you will add the floods and a 4 covenant leader and more variety of units for every covenant leader?
Don't want to say to much but things are in the works. ^^
i like your mod more than leader overhaul mod but i feel somethings are missing in your mod like its not complete yet :v.
What do you feel is personally is missing?
The only thing i found so far is that it could be great too place the fallen wartog and other building structures yourself after clicking them. So far they go in a direction of itself, and it could be irritating if the direction is'nt the right one.
A really great job with the reskin of the bases. your siegebase is awesome.
Maybe a small question are you considering adding phantoms and some other covenant related units in the future too boost up their troops or maybe get the covenant a form of siegebase too?
Placing objects with the Endive is indeed tricky the way its done in-game is the best it's probably going to get sadly being able to switch what way its facing after placing it is nearly impossible though I'll see what I can do you never know.
Once people in the modding discord make the model (whether it be the phantoms or other units I'd like) and allow me to use it I'll find a way to add new stuff into the mod.
I don't think I'll be giving the covenant a new base type anytime soon unless I come up/someone else comes up with a idea that makes it unique instate of it being just a covenant version of the UNSC seige base Citadels already get 6 turret slots too.