Goal: To make the Forerunner Defense System function as a playable faction alongside the base/vanilla game factions. This is my first attempt at developing a fully fleshed out mod/addon for public use. I wanted to at least release my current build to start getting feedback on balancing. While testing against vanilla AI kind of works it is hard to gauge if prices and the tech progression fits in an actual multiplayer match.

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V1.1.1 Bugfix

News

-Enforcer Projectiles Fixed.
-Base turrets and deployable turret fixed, rotation angles were incorrect. Note: Base turrets are dedicated to the unit type they are strong against, so AA turrets can't hit ground, AT can't hit air, etc. This is subject to change in the future

-Garrison pad disabled, it isn't behaving correctly and extremely bugged.

-Units and hero shielding should be upgradeable.
-Sentinels now have Damage, Shield, and HP upgrade tiers. Hero and Unit upgrades are split to encourage tactical usage
-Sentinels getting stuck in expansion bases should be fixed.
-Security Drones adjusted to function as early game rushers/scouts, damage&HP nerfed
-Incinerator model changed to gold sentinel. Damage done by incinerator nerfed.
-Expansion bases are now dedicated; extra build pads are of the same type.

-NEW LEADER SELECTOR: Special thanks to stumpy over on the Halo Wars Modding Discord for the new selection screen! The tools and other content he has created for the community significantly helped in bringing many of the different mods including this one to the community.

Turrets are fixed.

Base Shields and unit shields should function normally.

TurretFix


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-FLOOD TEMPLATE ADDED: I've decided to try and flesh out a version of the flood so the basic template is in this version if anyone wants to play with them. BE WARNED: The flood are not balanced in any way, it is just the basic idea that I am trying to work out.

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Upcoming 1.1: Base Expansions

Upcoming 1.1: Base Expansions

News

Adding a new set of base expansions to change how the forerunner player utilizes their units.

Upcoming 1.1 Changes: Art overhaul

Upcoming 1.1 Changes: Art overhaul

News

This is a preview to artwork changes being made to the Forerunners so they look more consistent across their units and buildings.

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Forerunner BUGFIX V1.1.1

Forerunner BUGFIX V1.1.1

Full Version 5 comments

This is a set of bugfixes and minor changes/additions to to mod.

Forerunner RELEASE V1.1

Forerunner RELEASE V1.1

Full Version

This update overhauls the artwork for the forerunners and expands their playstyle to a more functional level.

Kaid/six7six's Forerunner Release V1.0 AI ENABLED

Kaid/six7six's Forerunner Release V1.0 AI ENABLED

Full Version

This is Version 1.0 of the Forerunner Defense System Mod with AI enabled, be warned that it slows and somewhat breaks the covenant AI.

Forerunner RELEASE V1.0

Forerunner RELEASE V1.0

Full Version

Goal: To make the Forerunner Defense System function as a playable faction alongside the base/vanilla game factions. This is my first attempt at developing...

Comments
ndcasmera
ndcasmera

Hey, is there still some progress for this mod? i hope it hasnt bleeded to death.

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zeratul23244
zeratul23244

does the flood ai work in this mod?

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ArbiterKomeiji
ArbiterKomeiji

I really enjoy the mod so far, although I do have a concern that I accidentally came across: The Forerunner Security Drone seems way stronger than it should be for a recon unit, as I noticed that a viable strategy is to just rush production of them and you are completely able to destroy most early armies without too much problems.

Other than that, yeah everything looks pretty good so far, and to be honest I was also a bit put off by the Enforcers not having an attack animation yet, but eh I assume that'll be put in in future updates.

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six7six Creator
six7six

I've been noticing that with the drones as well. Definitely going to tweak their damage and attack speed for the next update. Enforcer will get some fixes at some point, I've fallen down some rabbit holes in terms of fixing/making/modifying animations so it may be a while. I'm still getting the grasp on getting new animations to cooperate properly. That T1 supply elevator took far too long to figure out lol. I'm glad you have been enjoying it and appreciate the feedback!

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Guest
Guest

I've played this mod for a bit and I find it really quite enjoyable. Though it seems (at least when I played it) my leader would never get a shield. Also I'm not sure if the main base is supposed to have a shield or not since I can see the shield bar...oh and the uhh turrets on the main base don't seeeeem to work for me? Maybe they do and I just don't see them fire or something. Either way this mod is looking really amazing and I really like it. Can't wait to see what the new things ya have planned for it are.

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six7six Creator
six7six

There are some kinks I defintely need to work out still. Shields are still being worked on for the faction as a whole. Eventually all units/buildings will have shields that are upgradeable. The main base and leader are supposed to have a shield but I know it isn't functioning properly at the moment. I hope to add more units in the future once I develop more experience with blender. I'm glad you've enjoyed it so far!

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Guest
Guest

Haha no worries man. These take time. I for one can't wait to see whats in store for it heh. I like the whole concept of the sentinels packing a big punch but not really able to take hits. Makes early game difficult and late game fun for me. (I still find early game fun if the dumb AI can fend off the enemy long enough.) But still real high hopes on my end haha. I'm loving this mod more and more the more I play it despite the few kinks here and there.

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HEVScientist
HEVScientist

new mod?

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Glitch64-Bitz
Glitch64-Bitz

this mod is interesting

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