This update defiantly took longer then expected to come out but the saying "Better late then never" is truly words to live by sometimes.
Yeah I've honestly lost count of the things I did in this update and I'm going to stop making a detailed "what I changed thread" because that simply takes too long to make. Everything new or Important changes I made will be listed on here from now on.
Removed physics for Walls around the UNSC Fortress and Siegebase: The AI were always getting units stuck in them like the bots they are and some player units would get stuck too so just better to remove the physics completely.
All unit types can attack each other: You read that right Anti-Vehicle and attack Air Anti-Air can attack vehicles and Seige can attack Air now just because they can attack doesn't mean you should make a pack of Hunters and send them into Hornet they will still lose to Hornets even though they can attack back Anti-Units still have damage penalties for attacking the wrong unit types. (and yes that applies to abilities too Marines can throw grenades at Air and Vampires can stasis nearly everything getting that to work was a pain so be grateful or not just saying.)
Moved Units: The Spirit has been moved over the Summit, The Pelican Gunship and RocketHog have been moved over to the Mainline UNSC leaders and can be trained in the Airpad and Vehicle Depot respectively.
New Units: The Hedgehog and Robin are new addons to Captain Born due to moving the Pelican Gunship and Rocket Hog over to the main UNSC Leaders. The Hedgehog is a scout unit and Robin is a mainline air unit the Sliverback got moved over to a Anit-Air unit role. The MechWarrior has retired and in his place is Sunrary1-1 yes the ODST team from Speakbreaker is now Cutters official leader. The Armadango now has a proper crew running it locking it down will make you able to train a variety of Heroes to help you in battle. (max 3 heroes on the field like Spartan 2's)
Team Color Purge: Team Color has been removed from Player units now they look more like they would in the mainline Halo Games. only team bases and a select few units have player colors.
Updated Campagin: The Campaign got a much needed toon up and now should work side by side with the changes made in Nutritious Edition.
New Map: Not really new new but Arcadia City from the Campaign has been added as a 1v1 map. (The base placements are very weird sorry couldn't really fix that the map is still 100% playable though so have fun.)
Small Stuff: Of course small changes here and there with units too little to talk about here but you'll notice it ingame.
Truly sorry for this update taking so long but hopefully it was worth the wait as always report ANY bugs or oversights you experience and have a good rest of your day.
Next stop Reprisal.
Looking forward to giving this a spin. Thank you so much! :D
Great to see this come out!
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?
Mods are not compatible with one another. The way Halo Wars modding works the mod files would just overlap each other.
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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?
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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.
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
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 ??
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.
I honestly can't wait for elite unit changes! Do you have a date when it would be completed?
Currently work has been slow ngl and I didn't have a date planned for the update.
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?
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.
1.1.9 when?!
It's being worked on but progress is extremely slow.
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.
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.
Cheers for the reply looking forward to the next update.
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!
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.
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.
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.
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?
Hmm strange that it would only do it for this mod.
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.
It should be compatible.
I'm not sure if it got removed, but the units never change color depending on the map, the cammandos always stay white
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 :/
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
is the Ai harder or is it the same
When new update with more stuff?
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