At first this mod was a balance mod but now it is simply a mod that has changed all the units in way I *think* will benefit them and even added some new ones in the process. Everything from techs to units to turrets to supplypads and even leader powers were modified to make them more useful. Now me being me I've might have went alittle too crazy with the unit changes and made units broken or maybe I messed up part of some code that breaks the game or there's bugs I failed to see please let me know in the comments and let me know what you think about this mod and ask questions if something about this mod confuses you.
The Update is here at last I've been working nonstop to crank this baby out fixed bugs and problems with the old version improved and added units now i'ma take a nap i'm pretty tired...
cant download
Thanking for bring this to my attention if it does not fix itself I'll try re uploading the file.
How do i install this?
A read me is included in the mod file.
installation method does not work, did exactly as it said and nothing. just to let u know
What part of the installation are you having a problem with?
All of it. Yes I did exactly as what the readme file said and nothing
Oh did you change the ModManifest to say Your username?
Like this (C:\Users\InsertYourRealUsername\Desktop\Halo Wars Nutritious Edition) by default the file comes like this (C:\Users\<Username>\Desktop\Halo Wars Nutritious Edition)
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)
Yeah for some reason Medical Pelican's cant be healed.
(I think it has something to do with the transport peilans not being able to be healed so it carried other to the medical peilcans not sure how or if i can fix that.)
I tested out the Rocket marine for both Demo's and Marines and he seems fine.
(At least for me though sometimes after a grenade throw he did bug out sometimes but he always snap back to animation soon after.)
I could add the Spirit but i'm not really sure how they would fit in my mod.
(The Medical peilcan was made to be a UNSC unit that can heal and transport units. The covnant already have units that can do both well enough Engineers/Cov Leaders hotdrop. But I could see the use in a unit that can carry units and provide some fire support so I'll think about adding it thanks for the suggestion.)
This mod was supposed to be a Multiplayer/skirmish mod only. Any changes that were made in story mode was by accident.
(I'm guessing the AA wraith is invisible because wraiths in general don't spawn on that map meaning it's texture did not load either which the AA wraith shares with the normal wraith.)
Thank you for your post.
Infantry runs way to fast imo
You do have a point but i'd rather have infantry be quicker so they can get to destinations quicker, Spartans and Elites can hijack vehicles without them needing to be completely still and be able to chase down and attack fleeing targets more effectively. That being said I could tweek the speeds a tad so they seem more fair.
Does This Mod Work In the Ms version?
This mod was made with the steam version in mind. But as long as you know how to install mods on the Mircosoft store version it should work.
This article should be able to help with that.
Halo-wars-modding.weebly.com
The Mod Still Does Not Work
Try using the link below the last comment I made. It will show you how to install mods that use ModManifest.
I followed the instructions and it didn't work
Ok I want to you follow this steps one by one.
1. Download the mod.
2. Use Zip or any archive program to open it and place the contents of the file in a folder or on your desktop.
3.Open file explorer and copy and paste this in the search bar. C:\Users\YourUserName\AppData\Local (Remember to put your real user name where it says. "YourUserName"
4.Find the Halo Wars folder and open it.
5. Place the ModManifest.txt that was in the file.
6. Open it and rename the contents to where you placed the Halo Wars Nutritious Edition folder.
If you placed on your desktop then C:\Users\Yourusername\Desktop\Halo Wars Nutritious Edition
If you placed it in a folder then
C:\Users\Yourusername\Desktop\YourFolderName\Halo Wars Nutritious Edition. (Put whatever you named your folder as instead of "YourFolderName")
7. Launch Halo Wars.
So I was playing as the Arbiter and i used an elite to hijack an Elephant and now i can train UNSC units???
Funny enough I just thought of that earlier and checked it out myself you can hijack the elephant and deploy it but you can't train units out of it.
(Thankfully there's code in the game that prevents UNSC or Cov making each others units without "permission".)
The undeploy icon is invisible for some reason but it's to the right of the hellbringer icon.
Well this version is outdated as well.