This is version 0.88 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included in the zipped up file. You'll need to unzip the file named "Sins of the Prophets" and extract the folder named "SotP v0.88" to your mod directory (most likely still named "Mods-Rebellion v1.85"). If you attempt to enable the folder called "Sins of the Prophets" the mod WILL NOT work. For any questions please refer first to the installation instructions text document, then to this forum post, the finally try to contact the Facebook page via a private message. Do not message individual devs for assistance.
This is version 0.88 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included in the zipped up file. You'll need to unzip the file named "Sins of the Prophets" and extract the folder named "SotP v0.88" to your mod directory (most likely still named "Mods-Rebellion v1.85"). If you attempt to enable the folder called "Sins of the Prophets" the mod WILL NOT work.
Mirrors:
Rd.nexusmods.com
SotP 0.88 - Change log.
The “Big Changes”:
-Removal of all slipspace nodes (barring the CAS) to mitigate and hopefully fix the darkspace issue.
-Reintroduction of the Phoenix-class capital ship to the general fleet, now in a support role.
-New CAS-class Assault Carrier replacing the previous with higher fidelity model and textures courtesy of Malcontent1692 based on the variant seen in Reach.
-The Covenant DAS-class Storm cutter and UNSC Gladius-class heavy corvette have replaced the DAV and Mako, respectively.
Bug Fixes:
-Additional remedies to the darkspace/sublight bug.
-Removed slipspace nodes from the CDA which showed to cause localized darkspace until they were destroyed.
General:
-New “Rookie” map added, suited best for inexperienced or new players.
-Re-added the Phoenix-class support ship as a mainline cruiser. (This now has a multi target weapons loadout and several fleet and ground support abilities)
-Additional names added for UNSC and Covenant capital ships courtesy of HaruspexofHell
-Numerous string fixes and updates to reflect more current lore.
Art:
-New unique C709 bomber and C714 fighter longsword models.
-New player portraits (4 for each faction) including Atriox and Captain Cutter.
-New planet upgrade Icons.
-New loading screens.
-Old DAV model replaces DDA Envoy.
-Texture updates to the DDS-class Carrier to bring it in line with modern ships.
-Texture tweaks to the Epoch, OSS, Halberd, CPV and some UNSC AA turrets.
-Tweaks to Empire and mainview icons by Malcontent and ZombieRus.
-Tweaks to numerous particles including the CDA, Strident, Valiant etc.
-Updates to research and unit descriptions.
-Razor engines, Strident deployment, and Valiant command particles fixed.
-Numerous assorted UI tweaks and updates.
-Minor audio tweaks.
Balance:
-Update to the CDA to address the removal of slipspace nodes: stronger shields, improved weapon capabilities on all banks, and updated max movement speed to match the rest of the Covenant fleet. (Acceleration on the CDA is still lower than buildable ships)
-Slipspace nodes removed from all except the CAS (this includes the removal of the Covenant’s navigation beacon structure entirely)
-Rebalanced all ships acceleration and deceleration values to mitigate darkspace.
-Epoch-class Carriers now have dual front facing Breakwater batteries buffing its MAC output by 500.
-Covenant capital ship experience gain reduced by 50%
-Stridents now deploy from Infinity by default.
-changes to mines increasing their effectiveness.
-Tweaks to artifacts system.
-Added diminishing returns to trade ports, removed bonus from making trade routes and decreases in effectiveness as more ports are used in the same gravity well.
-Removed turn rate increase from pinpoint slipspace jump abilities.
-Increased Eion hangar count by 1.
-Epoch moved up to the same formation line as the Marathon.
-Eion and stalwart have been moved up one in fleet formations.
-Reduced radius of the OSS ability Strength of the Fallen to 3500.
-Reduced flood “Swarmer” spawn numbers. (This should decrease the lag earlier in flood matches)
-Flood cruiser now carries 2 squadrons rather than 5
-Gravemind spawn has also been lengthened to 15 minutes between new Gravemind creation.
-Removed research effects adjusting Covenant slipspace charge up rates to lower darkspace possibilities.
-Upped CAS Void Beacon ability level requirements to 4 instead of 2.
Oooh!)) New version! Cool!
I like this mod! One of the best mods for the SoSE!
Since you're the top comment I'm going to hijack this to link to our NexusMods mirror: Rd.nexusmods.com
can u pls upload this somewhere else modbd has stupid high amount of trafic for me takes 2 days to download
PLS
love this mod one of my top five used mods
How do I get the game started once map is chosen?
There are no icons or link to choose to initiate the game.
Make an account and share a screenshot of what you're seeing. Odds are your download was corrupt or you're misunderstanding the menu.
Here is the screenshot, no play button or way to initiate the game.
Imgur.com
Redownloaded and reinstalled, no difference
I'm curious what you think "Create Lobby" means?
Forgive me for my ignorance. But to whom can I apply with a couple of small questions on mod.
I would be grateful if you answer my.
You can ask here, or join our Discord: Discord.gg, or any of our other social media links in the release article.
I can apply to you in private messages?
And what I want to tell you will not take long.
Sure
is it just me or are the Flood kinda OP? Because those Graveminds keep spawning ships in faster than i can destroy them... i started the battle with a Gravvie and its escort against over 120 UNSC ships and like 7 capital ships. First it went all good lol was destroying those Swarmers n then i noticed that ships kept appearing on the Gravvie ship. Those were covenant ships and no matter how many i destroyed they got more and more till my whole fleet was destroyed... so idk but seems like a lil too OP for my taste lol was the very first flood outbreak so idk maybe get em a lil weaker but increase the outbreak ammounts. everything else is great :) love the mod!
I agree, the gravies should only spawn a fleet the first time then it should only spawn infection forms, and would it be possible to get a fresh set of skins for the flood and the infected ships as well?
Thought I should mention this if there’s any person who misunderstands the purpose of the flood, they are meant to be OP, & sure as hell are not meant to be played against alone (or with ai players, they act as food & nothing more).
They are not part of normal gameplay, & should be considered as a kind of survival mode.
Yes they can be OP but thats just too much you almost can't play a match with them turned on. It should be difficult yes but not impossible since there isnt just one gravemind ship jumping in. And in my opinion the Flood have to be in every match since they belong into halo.
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I'm confused a bit, beause I think the Infinity must be more larger than the other ships... it is almost 6 km length, and the purin-class also a giant starships. The scales in this mod not the best.
the scales are pretty much in line with Canon, the Infinity is actually almost 6km long and the punic is the same length as the canon version
Every time I try starting the game, it crashes at the loading screen. I've re-downloaded and reinstalled multiple times and I've put the EnabledMods.txt file from the mod into the proper folder but it still crashes. Should I try playing an older version of the mod?
Make sure that you arent in dev mode by going to the launcher and checking the drop down menu next to play.
Still having issues with it, I've tried everything. Other mods work for me.
In-game Sins says it's running v1.86, not 1.9 as stated in this mod's description. Do I need an update or should it work fine?
So I just played a little bit of the mod and many particle effects are just variously coloured and translucent squares. Furthermore upon building a CAS the whole model was a nice bright shiny yellow (my faction colour) and the artifacts and fleet logistics research tabs are solid white screens along with the in-game pause menu. Something is clearly very wrong but after redownloading the mod several times I believe it to be on my end. Please help
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