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Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.4

Awesome, love it all already, small things help out a bunch.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition

So what you're gunna want to do is move the modmanifest file into your HWDE folder.
1. goto your searchbar (bottom left of your home screen) type %appdata% then click the folder that opens.

2. while the folder is open, at the top you should see something along the lines of Windows(x)>users>NAME>appdata>roaming, from there click appdata.

3. open the local folder.

4. scroll down to Halo wars and open it.

5. Paste in the modmanifest file

6. have the halo wars nutritious edition on your home screen (to make it simpler)

7. Open the nutritious edition folder that is on your home screen
and at the top where is says halo wars nutritious edition v 1.1.3, right click that and copy adress.

8. Go back into the mod manifest file and edit it with notepad ++ or any other app that allows you to edit it, and remove what is in there and past in what you copied.

9. Congratulations the mod is installed, open it from steam and press play, jump into skirmish and test the new units and stuff.
:que the halo theme:

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Understandable, better to make sure everything is working as intended rather than continuously adding other things that may be buggy or broken.
Very excited to see what you come up with for the new leaders.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Heavy Pelican should be it's name ;)

Still cannot wait for the next update, the new leader is going to be awesome.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

All sounds very interesting.. The sniper's is something i agree with 100%, I thought about the idea that each UNSC leader has a different anti infantry unit, for example, (my way) Cutter would keep flame marines.. Forge would get Shotgun marines, and anders would get sniper marines. just me though..

Also thought that how Nutritious has made the mod more balanced on both sides seemingly making the covenant replicas of the unsc (IE Arbiter is equal to cutter (both focus infantry and have a unit drop)
Chieftan is equal to Forge (both have a heavy vehicle unit)
Prophet is equal to Anders (both have a upgraded air unit)

It would be nice to render this further and have chieftan create upgraded warehouses and have Arbiter have bases spawn with more pads.
Prophet could in tern be the same as anders and upgrades are done faster and cost less.

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Yeah of course man, lots of us love this mod, and we just wanna see it get even better..

I could honestly spend probably an hour writing down a **** ton of ideas for this mod (things that make sense to be added or just new things that have never been done before.
and by all means throw in some ideas too, no idea is bad or wrong, might aswell try to help and who knows, something you suggest might get added :)

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Yeah it could be useful and would help give the cov side more interactivity

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars: Spearhead Overhaul

Any chance you plan on finishing this mod off?

I saw the hunter leader on the page and that's the one thing i've wanted for so long, it also seems like you've put in work to so much stuff...

Good karma+3 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Too be honest i second that, but maybe not shade turret shots that's a bit small, dunno if it's possible but you could potentially do the mega turret shots, and when you upgrade it (similar to Cutter) it adds more shots.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

So i had a look into modding, seems pretty self explanatory on what to do, i might dip my toes into it a bit more at a later date.

but i did learn some things you could do to go the extra mile..
you can make custom buildings and stuff, so for instance if you do make like a forerunner leader or something you can make custom buildings for it and make it super unique, even just for unsc and cov, some of the things you could make would be pretty cool..

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Sweet i'll take a look at the modding stuff when i get a reasonable amount of time for my self.

And hey like i said, been watching HW2 so Colony was giving me ideas, and like you said, throw some ideas your way and i did. :)

Can't wait to see what you generate for the next update.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Awesome..

I got ideas, but i've been up all night mostly just thinking in my head what a Hunter Leader would look like in HW 1, similar to Colony from HW2.. obviously cant be the same lol because well... HW2 is honestly a really different game style and unit wise..
Infantry units -----------------------

1. Grunt squad : Replace the elite or brute in the squad with a Hunter - Deals dmg to vehicles as hunters do as well as the regular grunts doing dmg to infantry. Upgrades for the unit can be, grenade - Needlers - Extra hunter

2. Hunter Snipers : Replace them with 1-2 hunters that do not shoot fuel rod shots, rather they fire lasers (could be a sentinel laser shot) Upgrades : increased defence - Increased damage (change the laser to the support sentinel laser (because pretty sure it's bigger) )

3. Leave the regular hunters as is, however change the beam upgrade to just add an extra hunter (you'll know why soon)

Vehicles --------------------

1. Wraith.. simply put it, either change the small turret to fire a constant hunter beam. or change the big top gun to fire the beam.. simple change but would fit the hunter theme.. (visually if you can add hunter spike to the back or front..)

2. AA Wraith : leave it as is.

3. Locust : Edit it to fire the hunter beam but still be a building killer, and same as the wraith add hunter spikes.

Aerial units ---------------------

1. Leave the banshee as is.

2. Change the vampire to fire fuelrod shots from the side turrets rather than regular plasma, slow the fire rate to balance it, and otional : change the stasis drain effects to be the hunter beam.. (fit the theme lol)

3. **** the engineer, lol leave it as is or remove the ******.

Special Units ---------------------------

1. Leader : Union (references the hunters origin name Ophis congregatio meaning combined or union.)
- Just 1 hunter, Honestly couldnt come up with upgrades and stuff for this one, however for weapon i rekon just two fuelrods, other than that, just give the ****** more spikes xD lol.

- Bond Brother Squad : (similar to the brute chieftains brute squad) Has 4 hunters in the squad, instead of the normal fuelrod shots, i had an idea of them being more well rounded firing plasma pistol shots from standard grunts, but at a really fast fire rate. Upgrades : increase health - add shielding to the hunters - Increase damage (changing shot types to needler shots)

- Scarab : Give it so fookin' spikes and thats about it mate.

Other Upgrades --------------------

So for the 3 main infantry units (Grunt squad, hunters and Hunter snipers if you read right none of them mention anything bout upgrading to get the fuelrod beam, reason being i thought it would be better if it were a general upgrade for all infantry, similar to how you have with UNSC in the FA you upgrade speed for each unit type, except its for hunters and upgrades them all to have the beam. should be power level 2 at least and cost a decent amount as it will buff damage as well.

For the spartan varients i got nothing, doesnt make sense to me for hunters to be able to hijack, could be something but i got no ideas for those boys, only so many things i can come up with before it gets repetitive.

Before i end it off, few questions.
1. do you use modding tools to change stuff, if so what are they?
2. if you do use modding tools would you be interested in helpin a brother out learning the ropes and how to do ****.
3. You're a legend (just had to add that one for the memes)

That's it from me, lowkey this ****** me because now i REALLY want a hunter leader...

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

I missed out on something lol... You thought of adding in new leaders and specialised units to the cov side?, like you have the mech warrior, Nitro and the spartan/ODST boys for cutter and others for anders and forge... maybe it's time to head over to the covy side and think of some things for them...

For example a secondary leader for the arbiter could be Shipmaster, uses an enhanced forerunner laser firing beamrifle, idk just an idea to flesh out the cov side a bit more you know... feeling like they need a little bit more love.

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

wow you reply fast lol

Okay yeah i see that now with the multiple leaders, as for the mech warrior (not sure if it's a bug) but i've noticed some times he fires several of the mortar shots consecutively then other times it's 1 shot every x amount of time, very weird but this causes sparatic dmg output, and i rekon the HP is a tad much, takes quite a while to die, he tanked 3 grizzly's for 15 seconds, and they all used canister shell, seems a bit stronk lol, might just be me though..

Shame about the spirit's turret placement though.. (PS i tested it and 10 spirits ***** not only marines, but scorpions and cobras lol, had AI on heroic so they build a decent sized attack, with all 3 and they coulndt do **** all, granted they had no way of properly countering air, but they seem a bit strong..

Siege base definitely needs a rework... it's not that it's op, but it's pretty ******* op, for a base that cost's 500 like normal and only has a pre-req of power lvl 1... if you want my opinion on what should be done.. : Remove the watch towers, remove two of the turret spots at the rear of the base, give the base naturally further view and make it have only 3 pads available, to balance it further it could cost 750, or power level 2.

Hmmm not sure what to say about honor guard banshees anymore, i've had some fun with them, but they're not that op, either a slight dmg nerf or resource increase should suffice, or just leave them lol... (heavy wraith is fine)
And yeah makes sense to leave a spot open for future vehicles and stuff so the inter-changeable idea (both types of banshees, wraiths ect doesnt really matter lol)

I take back my statement about rhino's though, i was playing on Terminal morain with a mate of mine (he's got the mod too) and i went full defence on one of the light bridged islands, had 4 rhinos, siege base with 4 reg and 4 rhino turrets, cobra's and Wolverines at the bridge and nothing could get me, rhino's fit 1 playstyle... turtleling lol.

Finally someone who actually agrees that Flood leaders are way too over done and actually likes sentinels, like i said i got no idea how the **** you'd get it to work but i'm sure you'd figure something out haha, just the concept is great, even if it's not a leader, even if it's just more units on select maps from the spawners, even that would be nice. just to add more variety.

Honestly i love talking here.. you do some really nice **** and i'd just wanna help make it all as best as i can, I really love HW and just glad to see that others still enjoy the game after all these years... now i got one more thing to pitch...

So once again been looking more into HW2 and i noticed that there is a Hunter Leader.. now just that alone sounds ******* epic and seeing what you're able to do with existing units i rekon if you made a Hunter Leader that would be pretty dope, could be small things like grunt squads have a hunter, or jackels get replaced with long range hunters that are good against infantry, things like that... just an idea, and for the most part vehicles wouldnt have to change so ye... (officially done now keep up the great work)

Good karma+3 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

Everything works decently well and i'm a little upset my message did not send :(

basically went over some things i think need fixing, to shorten them all up because screw rewriting them all over again.

1. Mech warrior is op.
2. You have it set so that you can only have 1 leader, which is counter intuitive consider (for cutters case) the mech warrior is better than the spartan leader (either up it to 2 leaders per or make the spartan leaders not leaders to counter this.
3. Spirit is amazing however it's pretty op, maybe increase the resources needed or up the power level required to train it.
4. ^ Make the spirit fire from the actual turret position underneath the spirit (just for more accuracy to the halo games ;) )
5. i thought about it, and well Rhino's are kinda trash lol (personally i'd remove them)
6. Siege base should be swapped, I.E 2 pads and 1 tower rather than 2 towers and 1 pad + removing two of the rear turret spots. (better balancing)
7. Honorguard Banshee fires too fast for the dps it produces, slow down the rof or decrease it's dmg.

Okay that's most of the stuff, i'm sure i'll find more stuff with more play time... now onto some more ideas haha because i knooooowwww you love them lol.

1. You should make a varient of the pelican that attacks, rather than heals, and isnt able to carry troops. Similar to the hornet but better all round rather than just good vs ground.

2. not really an idea but do you plan on making a siege base for the covy side of things? seems like it could be a cool idea just not sure how it would work at the moment.

3. Rather than having the Honor Guard banshee and heavy wraith the base vehicles spawnable, you should do what you did with the rhino and add a secondary feature to swap out base wraiths for heavy ones and same with the banshee's, meaning we can have both options rather than just 1, for example you could have a mix of bansheee, just a suggestion :).

Now onto the really big thing.. And this would be crazy and more of a **** you to the people who said it could/cant/shouldnt be done (yes i know people who've had a convo on this topic) ... Seeing what you've been able to do with making you're own units, you should look into making a new leader all together, and i have a great candidate.. no not the flood, that's overdone.. and i've looked into HW2 and got inspiration from that, but how about making a forunner leader, or sentinel leader, and concocting a bunch of your own sentinels as units, i'm sure there would be some way to do it, even if it's just for the memes, it'd be pretty sick to play as sentinels ngl.

Firstly this does sound a bit of a stretch but if you really take a dive into it it sounds interesting, and it would open up alot of possibilities for your own things... not everything has to be a flyer, you can probably find a way to meld existing assets to vehicles from unsc or cov side but make them look really different to fit the theme.

alright im done now haha, best of luck, your work is great.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.3

EPIC!!

Gotta love dem spirits haha..
bout to try everything out, you're amazing.

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.2

You had me at spirit is done hahaha..

And the needler ghost is honestly pretty good.
I'm excited to see some of these creations you come up with lol.

And yeah very unfortunate you cannot make Bigger vehicles ;-;

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.2

Oh... and heres a thought, what about adding a bit more of a mix, i noticed you did it with the upgrades for the smaller leaders, like the railgun sniper or plasma smg upgrades, but heres a thought, for some changes to vehicles or potentially just new units in general, adding more variety to the weapons, whether it be the shots they fire or doing what you did with the ghost and adding extra stuff to the models, could be nice to have a mix of covie and unsc vehicles, or finding ways to splice forunner stuff to vehicles would be pretty cool.. picture a scorpion but with sentinel spikes coming off the back that shoots beams that disable other vehicles.. just a thought, seems like it'd be a interesting thing to fiddle around with.

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.2

Lots and lots of stuff lol..
I'm keen for the new leader, and as 105kg said, varients or just new uber units would be cool, personally i'd love to see something huge.. and like i always say i'm not a moder and dunno the limitations but if you could find someway or figure out how, to make something massive in the sky be it covie or unsc that would be dope, i don't care if it's a supersized pelican or perhaps even just a supersized scarab that would be dope...

to elaborate on that or make it easier to read, picture a pelican (similar to the condor in HW2) just scaled up.. 2x or 2.5x bigger than the pelican visible in game, just a thought..

other than that really all i'm waiting for is the spirit <3

Good karma+1 vote
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.2

Hahaha, you're a legend..
and i've never actually properly looked into Hw2, i saw the complete overhaul to the games look in the trailer and didnt get much further.

Look honestly, i'd be happy with just the spirits addition lol, that and some way to heal Cov units without having to get engieers or make engineers available when the game starts in the main base not the air units, because getting a air pad is scuffed, and they take so ******* long to train.

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Version 1.1.2

Awesome, i've been following along, everything you've done so far is great.

Still waiting on that spirit for the covies ;)..

Nah in all honesty i know this is your mod, made mostly for you, it's just great to still see the love for this game, community members like you are what really make games special.

If you want to have some improvements or things to work towards that i personally think would just add a bit more.. fun?

- Anders as a trainable unit (for anders) in the field armoury.

- Forge as a trainable unit (for Forge) in the field armoury

- Obviously a spirit for the covies, just for transport or even as another air unit that can attack (or both ;) )

- A power wheel for covies just like the UNSC, that has the heal power, pickup and leader power.. (dunno the logistics and modding capabilities just thought it would balance things a bit more, for example the leader power would be what ever cov leader you chose, and chosing the leader power from the wheel would just snap you to your leader and initiate the power.. the transport power for the covies would be spirits ect ect.. )

- Add in Rhino tanks for all UNSC leaders (or select leaders as an extra vehicle)

- Make pelicans hijackable by spartans (if possible)

isnt really an addition but I've noticed that when the needler ghost is idle and bobbing about the needler pods remain static, dunno if it's something that could be changed however it just looks a little derpy when the ghost itself is bouncing around and the pods aren't.

That's all from me, like i said just my opinions and ****, keep up the great work and lets hope this game never gets forgotten :)

Good karma+2 votes
Alkyiel
Alkyiel - - 22 comments @ Halo Wars Nutritious Edition Verison 1

I have no idea if this has been bought to your attention, but the medical pelican
is unable to be healed by both the AOE heal power and other medical pelicans trying to heal it, most likely is a bug but i recommend checking it out.
And the idea of making it so that when a vehicle is picked up by a pelican (the first vehicle to enter it) it shows hanging like with the pelican pickup power (this is more so for visual effect no real gameplay changes)

Would also like to point out, the marine upgrade that gives marine squads a rocket trooper, the rocket trooper doesnt have a walk animation and just slides around. (along with the rocket marines in the marine demolitionist unit)

on top of this (dont know the limitations) would it be possible to add a Spirit as a unit similar to the pelican, however it is just for unit transport, or rather a alternative to the engineer.

On the second mission of the campaign (not sure bout the rest as im just going through it at the time of this message) the AA wraiths are invisible.

(this is a edit/reply to a comment that may or may not appear as i just made an account to forward it faster)

Good karma+1 vote