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.

Description

I'm back with another update and I think yall will like this one.

Preview
Halo Wars Nutritious Edition Version 1.1.3
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Glitch64-Bitz
Glitch64-Bitz - - 44 comments

what are the new leaders instead of the unsc? theres a bunch of updates so I only see the new update descriptions

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Oops did forget to update the summary thanks for the reminder. You can found out more information on the summary tab.

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Glitch64-Bitz
Glitch64-Bitz - - 44 comments

Thanks man! I didnt knew there were alot more units in the mod ive read on the summary. Thats Epic!

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Thank you for reminding me. I had a hard time getting this to upload in the first place so updating the summary was far from my mind.

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Glitch64-Bitz
Glitch64-Bitz - - 44 comments

No prob

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Alkyiel
Alkyiel - - 22 comments

EPIC!!

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

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Guest
Guest - - 689,359 comments

Very nice.

Can you please add more Warthog versions to the mod?

Thanks. :D

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I could but I don't think that more warthogs variants could serve a specific role in this mod. (That and finding a place to train them without it feeling out of place would be extremely hard.)

However just because I said that does not mean that more hogs will not be added. (In fact there's a high chance that more hog variants will be in the next update you saw me being hesitant on adding the Spirit now look at it.)

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Alkyiel
Alkyiel - - 22 comments

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.

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

This is a long one too (Pause?) But i do love replying so sit tight!

To be honest that was the plan from the start. I personally don't think MechWarrior's that much of a problem but if he is what about him is op? the damage?, Is he too tanky if so I'll adjust him. (With these things I'd rather make them good as heck then nerf if needed.)

You can only have one leader on the field. You can either choose between MechWarrior or Nitro (The same for the other UNSC leaders as well) . I wouldn't say MechWarriors better they both have different play styles Nitro's a hit and run type of unit fast movement speed, can dodge very frequently and can quickly hijack vehicles, While The MechWarrior is a purely offensive unit able to take on a variety of units.(Not saying your wrong in saying/thinking MW better then Nitro but they were made for different attack styles and plans.)

The Spirit does have high health and high firepower but i don't think its op. Cost 400 per spirit making it a pricey unit to spam in the early game and its 4 population makes it so that you can only train 10 of them and I doubt 10 of them will beat 30 marines/ 40 grunts or other units that can shoot back at them. (not counting the Anti-Air units or leaders)

I tried to but I couldn't get the Spirit to shoot from the middle and I can't get assets (like the shade turret gun) to go down underneath the spirit (I did my best fam sorry ;-;).

I put blood sweat and tears into the Rhino's I can't remove that hard work I did! But yeah siege in general in this game does not work well mostly because the units are moving to fast for the projectile to follow but stunning units or telling Rhino's to attack buildings works much better.(Honestly only added them because people wanted them in.)

Agreed I need to change Seige bases. (Short reply I know.)

I thought might of made them a bit too strong but me being lazy said f it I'll test them and adjust them. (Being The HonorGuard Banshees)

I'm going to attempt to make A leader and that's one of the units that he has so yeah. Pelican GunShip is in the works.

I did want to make a secondary base for Cov but I don't have any ideas yet. (They already haves the mega turret so i'm not sure what to give them.)

I wanted to make HonorGuard Banshees and Heavy Wraiths to be like Hawks and Grizzlies a Elite Version of the standard unit a reason to pick that leader over another. (I'd rather have a switchable tab there just encase I want to add even more vehicle units for all cov leaders to use.)

Now I really really like really really want to make a Forerunner Leader (I don't like the flood but Sentinels are awesome man love those things) I don't know how I'll even begin to do it but one of these days far into the future I will attempt it.

I love reading your reply dude you always keep me alert and busy both of which I greatly appreciate. ^^


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Alkyiel
Alkyiel - - 22 comments

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)

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Alkyiel
Alkyiel - - 22 comments

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.

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Yeah that a bug I have no idea why MechWarrior mortar shots shoot 3 times sometimes. (I think its because fired from the same launch point as its Turret that fires repeatedly so it accidentally releases a few with the mortar shot.

I did not think that the shade plasma would be that op. The shade fire is suppose to give lightly armored vehicles and infantry a hard time not full on vehicles I be sure to run tests and nerf it.

But yeah I'll play around with the siege base a bit. I want it be a like a choke hold thats used to defend areas near your main base so its harder to get to with all the firepower from the siege base.

And I love reading your replys fam you have a lot of input and consistently comment on the new updates and share your thoughts, ideas, and opinions.

I'm making a new UNSC leader thats going to house the OC's units, (The Spartan leaders, Rusk) and have different variants of most the preexisting UNSC units. I'll most likely make a OC Covenant leader as well and thats when the real fun will begain. (So please if you have any idea's for creative variants of Cov Units tell me!)

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Alkyiel
Alkyiel - - 22 comments

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...

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Not sure If i'll make a Hunter focused leader but making a Hunter Captain based leader unit should be simple enough. (Though some of those hunter based unit sounds cool as heck A Locus/Lekgolo fusion oh yeah thats happening)

There is a website that showed me the basic of modding it will explain it wayyy better then I can.https://halo-wars-modding.weebly.com/ (They linked all of my moddding tools there as well.)

And the Halo Wars modding discord is very good at answering questions related to modding too.

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Alkyiel
Alkyiel - - 22 comments

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.

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Alkyiel
Alkyiel - - 22 comments

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..

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Mrragger
Mrragger - - 145 comments

hey i musst say again great work and i love your mod :) and that idea with the Rhino awesome i like to play with him he is a good defensive unit or offensive if you have units that can tank in battle :) i have an idea for an Leader power for the covenant how about shooting an shade tower from the orbit for example cost 200 resoures and works as anti infantrie tower? Halopedia.org

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Alkyiel
Alkyiel - - 22 comments

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.

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I like the idea! The Cov leader wheel is a bit empty I think that would do nicely to add some spice to it.

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Alkyiel
Alkyiel - - 22 comments

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

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Guest
Guest - - 689,359 comments

The mod doesn't work in my game, I'follow the instructions but my game doesn't change

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Try reading the instructions on here. Halo-wars-modding.weebly.com

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Guest
Guest - - 689,359 comments

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105kg
105kg - - 45 comments

downloading now. glad to see people sharing ideas!!

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Alkyiel
Alkyiel - - 22 comments

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 :)

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Mrragger
Mrragger - - 145 comments

i got some ideas how about to give The UNSC engineer squad consiting of for example 3 or 4 Marines for defense and 1 engineer that can repair Vehicles and buildings and now the point for him his Ability is to deploy for example an turret anywhere in the Field for example 200 resoures or can lay mines for 50 or 100 resoures and selectable as Build wheel how that sounds? And maybe for Captain cutter as Anti - Infantrie snipers because his Leaderships focus lies on infantrie. sorry for my bad english i am from austria.

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Alkyiel
Alkyiel - - 22 comments

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.

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105kg
105kg - - 45 comments

love the mod but the ally AI is broken. they'll just stay at a base no matter how many times yout ping anywhere. has happened to me two times in a row now as unsc. also covenant is unstoppable early on.

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Truly getting AI to work in hw1 let alone modded hw1 is indeed a chore but I think I finally got them to work the way i wanted them too. Cov is very good at the start but not unstoppable it really depends on the leader and that type of unit their attacking with.

I've failed to mention this anywhere but this mod is meant to be played on Legendary difficulty I edited Legendary so that You and the AI take and deal equal damage but the AI gets double the amount of supplies, scout more frequently, and grab bases more often. I don't think I'll be touching the other difficulty's for now manly due to just how touchy the AI can be.

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Mrragger
Mrragger - - 145 comments

i have an suggestion is it possible to give the Pelican an anti -infantrie turret to defense as an tier 1 upgrade would it be possible?

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I'm keeping Medical Peilcans the same for the most part but when i get around to working on the new UNSC leader Pelicans will be the mainline air unit.

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Alkyiel
Alkyiel - - 22 comments

Heavy Pelican should be it's name ;)

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

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I've not been posting as much as I would have liked too. (Been quite busy lately) But I did want to say that update 1.1.4 is mostly going to be a bug fixing update animation fixes and tweaks nerfing/buffing tweaking units that should of thing however I did update the Campaign so thats cool too. But yeah this update if anything is tying up the loose ends and to make sure small things are not going to distract me from adding the New UNSC and Cov leaders. (So the leaders will be in the update after 1.1.4.)

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Alkyiel
Alkyiel - - 22 comments

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.

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Nox116
Nox116 - - 20 comments

love it mate, thank you for your hard work.

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Lord_Nutritious Author
Lord_Nutritious - - 83 comments

And thank you for downloading and playing it. I'm glad your enjoying it.

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