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

This update defiantly took longer then expected to come out but the saying "Better late then never" is truly words to live by sometimes.

Preview
Halo Wars Nutritious Edition 1.1.8
Post comment Comments
NeighborlyNinja
NeighborlyNinja - - 325 comments

Looking forward to giving this a spin. Thank you so much! :D

Reply Good karma Bad karma+1 vote
trexmist
trexmist - - 31 comments

Great to see this come out!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

I can't seem to figure out how to run this and other mods at the same time. Either it can't be done or I am missing something simple. I have the Mod Manifest pointing at the folder where the mods are but it seems to prioritize the More Leaders over Nutritious. Any tips?

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Mods are not compatible with one another. The way Halo Wars modding works the mod files would just overlap each other.

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

This comment is currently awaiting admin approval, join now to view.

muscleflex
muscleflex - - 3 comments

I really like how this looks. However, I don't understand how to install it. Is there a readme file or directions on how to manually install?

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,417 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,417 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,417 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,417 comments

I do have a couple of suggestions, I don't know how well you'd implement them or how the modding works.

On the Spectre vehicle, add 2 elites to the sides of them with beam rifles, and colour the elites to spec ops colours. (For maybe the first or second upgrade or incorporate into an existing upgrade)

Adding a shadow vehicle that were seen in Halo 2 that had ghosts underneath them. They could parallel the elephant vehicle because they were super hard to take down. Maybe they could be a portable tower while moving around with a shade turret on top and a ghost underneath them.

Changing the elite enforcers colours to brown with a lower but faster energy regeneration or to a blue spec ops colour rather than 3 red elites.

Maybe replacing the elite ultra to a golden or spec ops zealot with a fuel rod /dual plasma's and a Y special that switches to an energy sword.

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Sadly I can't add passengers on the Spectre due to the creator of the model not adding data needed to make that happen.

The idea of the Shadow being a mobile barracks like the elephant sounds like a nice idea I'd just need find space for it.

As for the Enforcers and Ultras I'm think I'm going to keep them the same for the time being.

The Ultra, Marine Demolitionist and ODSJT are more so suppost to be light anti-vehicle units meaning they can take on Warthogs and other lighter vehicles.

Making them 1 pop is suppost to show that they are weaker then Hunters, Cobra's and Puma's which are 2-3 pop units

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

It would be nice if the Elite Major was replaced with a unit such a zealot as seeing Elite majors on the battle field is as common as seeing minors (Just talking about the limited special forces unit cap and how you can only recruit 10 while having the spec ops tied to the max unit cap instead and being able to recruit more) or you could replace the Ultras with the Majors as the Ultras are more higher rank and more skilled than a major. to me it would just make more sense that they would be a special unit instead ??

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Honestly I've been thinking the same I originally made Majors one of the trainable special forces units because I needed a Elite rank that is plentiful and wouldn't cost that much population (like how the Spartan 4's are cheaply made Spartans so they aren't nearly as expensive Spartan 3's or 2's.) the only problem being I don't know what Elite rank would justify them being so weak yet plentiful in-game.

Also Spec Ops Elites are different they lead a squad of spec ops grunts which are the Covenant equal to ODST's so they don't count as special forces units.

Ultra's are the way they are simply so they are in the game to began with as a alternate way to take on lighter vehicles while Hunters are for heavier vehicles I figured making them Anti-Vehicle would justify their higher HP and weapons.

I should honestly re-do some of the Elite unit types and place them in more fitting roles at somepoint.

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

I honestly can't wait for elite unit changes! Do you have a date when it would be completed?

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Currently work has been slow ngl and I didn't have a date planned for the update.

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

Hey I really like this mod but I have noticed an issue with captain born.
For some reason i cant build any of the specail units out of the Armadango. Any idea what i can modify to fix this?

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

The units in the Armadango counts as Spartans and they use Spartan 2 population values (so 10 per unit). So you'd need to get rid of spartan pop to train units out of it.

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

1.1.9 when?!

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

It's being worked on but progress is extremely slow.

Reply Good karma+1 vote
Warlord117
Warlord117 - - 5 comments

Hi Lord_Nutritious, been playing your mod recently and have been loving it, I think I might have stumbled onto a bug? Elite Majors have a upgrade to hyjack enemy vehicles and take over friendly ones, however they seem not to be able to do so 99% of the time, didnt know if you was aware of this, also the Elite Honor Guards description saids they use plasma rifles but are actually using needlers, but even with that its still a fantistic mod cant wait for the next update.

Reply Good karma Bad karma+1 vote
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Yea Elite Majors and Zealots lose the ability to hijack when they get the "Were it so easy" upgrade due to a oversight that will be fixed in the next update. and I'm redoing the unit descriptions so I'll be sure to fix that.

Reply Good karma+1 vote
Warlord117
Warlord117 - - 5 comments

Cheers for the reply looking forward to the next update.

Reply Good karma Bad karma+1 vote
Mitchigator
Mitchigator - - 3 comments

So far I'm loving this mod!! Awesome job on it so far. My only question is there any plans to raise the pop cap either from the start or add more cap per base? A 50 cap when you have 5 or 6 bases spreads you a bit too thin. And what are the odds of a camera tweak to pull the zoom out further? Thanks for all the hard work!

Reply Good karma Bad karma+1 vote
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I wasn't really planning on making big changes as far as population goes. I'm assuming your playing on Deathmatch I still have to get around updating the othergamemodes to work properly with NE. My mod doesn't effect personal settings like that, try looking up mods or how to edit cameras settings in hw.

Reply Good karma+1 vote
Mitchigator
Mitchigator - - 3 comments

Yes just 3v3 skirmishes and so forth. Also, I did notice units like to drive through the siege bases instead of around and then they get stuck and cannot get out. But sounds good I will check it out! I'm as green as it gets when it comes to modding games as I just made the switch from xbox to PC. I have tried two other mods that had a higher pop cap and the battles were epic but they were not as well put together as this. Nutritious is by far the coolest one I've tried. I'm assuming I can't stack mods like a camera or pop cap mod on top of this one to get the best of all worlds? Thanks for taking time to respond.

Reply Good karma Bad karma+1 vote
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

I thought I removed all of the soild geometry on the Seige and Fortress bases originally the walls were suppost to keep units out but the AI would just get their units stuck in it so I made the walls pass through. I"ll go over the Siege base again and make sure its pass through all the way. A camera edit mod would work because it doesn't effect mod files in anyway. Also you can self edit population caps by opening the mod file, open up the data folder, then opening the leader.xml file and editing it.

Reply Good karma+1 vote
Guest
Guest - - 689,417 comments

Hi!
For some reason it CTDs for me before i get to the menu.
Other Mods work. Tried to download again and with older version as well but to no avail. Any ideas?

Reply Good karma Bad karma0 votes
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

Hmm strange that it would only do it for this mod.

Reply Good karma+1 vote
Chimas
Chimas - - 202 comments

Hi,
Can you make your mod playable in the MedStar's Mod Manager?
I tried to rename the folder without SPACES, but didn't work.

Reply Good karma Bad karma+1 vote
Lord_Nutritious Author
Lord_Nutritious - - 83 comments

It should be compatible.

Reply Good karma+1 vote
legohalo
legohalo - - 27 comments

I'm not sure if it got removed, but the units never change color depending on the map, the cammandos always stay white

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

Found a bug in some missions of the campagne involving floods, they are contaminating enemies Vehicules, making theme invincible ( ex banshees ) so these Vehicules ripe me off and there is nothing i can doo :/

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

hi i have question on desync when playing with a buddy with the mod do u know what would cause that and how to fix it

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

is the Ai harder or is it the same

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

When new update with more stuff?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,417 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: